cycle = sin(M_PI * cycle / 0.5);
else
cycle = sin(M_PI + M_PI * (cycle-0.5)/0.5);
- bob = xyspeed * bound(0, cl_bob2.value, 0.05) * cycle;
+ bob = bound(0, cl_bob2.value, 0.05) * 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
// calculate the front and side of the player between the X and Y axes
AngleVectors(viewangles, forward, right, up);
// now get the speed based on those angles. The division is for mathing vertical bob intensity
- side = DotProduct (cl.velocity, right) / 1000 * cl.bob2_smooth;
- front = DotProduct (cl.velocity, forward) / 1000 * cl.bob2_smooth;
+ side = DotProduct (cl.velocity, right) * cl.bob2_smooth;
+ front = DotProduct (cl.velocity, forward) * cl.bob2_smooth;
VectorScale(forward, bob, forward);
VectorScale(right, bob, right);
// we use side with forward and front with right, so the bobbing goes