// horizontal view bobbing code
if (cl_bob2.value && cl_bob2cycle.value)
{
- vec3_t bobvel;
+ vec3_t bob2vel;
vec3_t forward, right, up;
float side, front;
cycle = sin(M_PI * cycle / cl_bob2up.value);
else
cycle = sin(M_PI + M_PI * (cycle-cl_bob2up.value)/(1.0 - cl_bob2up.value));
- // bob is proportional to velocity in the xy plane
- // (don't count Z, or jumping messes it up)
bob = xyspeed * cl_bob2.value * cycle;
// this value slowly decreases from 1 to 0 when we stop touching the ground.
// The cycle is later multiplied with it so the view smooths back to normal
- if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
+ if (cl.onground && !cl.cmd.jump) // also block while the jump button is pressed, to avoid twitches when bunny-hopping
cl.bob2_smooth = 1;
else
{
cl.bob2_smooth = 0;
}
- // now we calculate the side and front of the player, between the X and Y axis
+ // calculate the side and front of the player between the X and Y axes
AngleVectors(viewangles, forward, right, up);
- // now the speed based on these angles. The division is for mathing vertical bobbing intensity
+ // now get the speed based on those angles. The division is for mathing vertical bobbing intensity
side = DotProduct (cl.velocity, right) / 1000 * cl.bob2_smooth;
front = DotProduct (cl.velocity, forward) / 1000 * cl.bob2_smooth;
- forward[0] *= bob;
- forward[1] *= bob;
- right[0] *= bob;
- right[1] *= bob;
- // we use side with forward and front with right so the side bobbing goes
- // to the side when we walk forward and to the front when we strafe.
- VectorMAMAM(side, forward, front, right, 0, up, bobvel);
- vieworg[0] += bound(-8, bobvel[0], 8);
- vieworg[1] += bound(-8, bobvel[1], 8);
+ VectorScale(forward, bob, forward);
+ VectorScale(right, bob, right);
+ // we use side with forward and front with right, so the bobbing goes
+ // to the side when we walk forward and to the front when we strafe
+ VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
+ vieworg[0] += bound(-8, bob2vel[0], 8);
+ vieworg[1] += bound(-8, bob2vel[1], 8);
// we also need to adjust gunorg, or this appears like pushing the gun!
// In the old code, this was applied to vieworg BEFORE copying to gunorg,
// but this is not viable with the new followmodel code as that would mean
// that followmodel would work on the munged-by-bob vieworg and do feedback
- gunorg[0] += bound(-8, bobvel[0], 8);
- gunorg[1] += bound(-8, bobvel[1], 8);
+ gunorg[0] += bound(-8, bob2vel[0], 8);
+ gunorg[1] += bound(-8, bob2vel[1], 8);
}
// gun model bobbing code