{
// try to fix the first highpass; result is NOT
// perfect! TODO find a better fix
- VectorCopy(cl.viewangles, cl.gunangles_prev);
- VectorCopy(cl.movement_origin, cl.gunorg_prev);
+ VectorCopy(viewangles, cl.gunangles_prev);
+ VectorCopy(vieworg, cl.gunorg_prev);
}
// 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
- highpass3_limited(cl.movement_origin, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
- VectorCopy(cl.movement_origin, cl.gunorg_prev);
+ highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
+ VectorCopy(vieworg, cl.gunorg_prev);
VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
// in the highpass, we _store_ the DIFFERENCE to the actual view angles...
VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
- cl.gunangles_highpass[PITCH] += 360 * floor((cl.viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
- cl.gunangles_highpass[YAW] += 360 * floor((cl.viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
- cl.gunangles_highpass[ROLL] += 360 * floor((cl.viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
- highpass3_limited(cl.viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
- VectorCopy(cl.viewangles, cl.gunangles_prev);
+ cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
+ cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
+ cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
+ highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
+ VectorCopy(viewangles, cl.gunangles_prev);
VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
// 3. calculate the RAW adjustment vectors
// 5. use the adjusted vectors
VectorAdd(vieworg, gunorg, gunorg);
- VectorAdd(cl.viewangles, gunangles, gunangles);
+ VectorAdd(viewangles, gunangles, gunangles);
// view bobbing code
xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);