cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
-cvar_t cl_bob_side = {CVAR_SAVE, "cl_bob_side","0.02", "view bobbing amount"};
-cvar_t cl_bobcycle_side = {CVAR_SAVE, "cl_bobcycle_side","0.6", "view bobbing speed"};
-cvar_t cl_bobup_side = {CVAR_SAVE, "cl_bobup_side","0.5", "view bobbing adjustment that makes the sideways swing of the bob last longer"};
+cvar_t cl_bobside = {CVAR_SAVE, "cl_bobside","0.02", "view bobbing amount"};
+cvar_t cl_bobsidecycle = {CVAR_SAVE, "cl_bobsidecycle","0.6", "view bobbing speed"};
+cvar_t cl_bobsideup = {CVAR_SAVE, "cl_bobsideup","0.5", "view bobbing adjustment that makes the sideways swing of the bob last longer"};
+cvar_t cl_bobsideairtime = {CVAR_SAVE, "cl_bobsideairtime","0.05", "how fast the view goes back when you stop touching the ground"};
cvar_t cl_bobroll = {CVAR_SAVE, "cl_bobroll","0", "view rolling amount"};
cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.8", "view rolling speed"};
}
// horizontal bobbing code
- if (cl_bob_side.value && cl_bobcycle_side.value)
+ if (cl_bobside.value && cl_bobsidecycle.value)
{
vec3_t bobvel;
vec3_t forward, right, up;
// should be done in QC on the server, but oh well, quake is quake)
// LordHavoc: figured out bobup: the time at which the sin is at 180
// degrees (which allows lengthening or squishing the peak or valley)
- cycle = cl.time / cl_bobcycle_side.value;
+ cycle = cl.time / cl_bobsidecycle.value;
cycle -= (int) cycle;
- if (cycle < cl_bobup_side.value)
- cycle = sin(M_PI * cycle / cl_bobup_side.value);
+ if (cycle < cl_bobsideup.value)
+ cycle = sin(M_PI * cycle / cl_bobsideup.value);
else
- cycle = sin(M_PI + M_PI * (cycle-cl_bobup_side.value)/(1.0 - cl_bobup_side.value));
+ cycle = sin(M_PI + M_PI * (cycle-cl_bobsideup.value)/(1.0 - cl_bobsideup.value));
// bob is proportional to velocity in the xy plane
// (don't count Z, or jumping messes it up)
- bob = xyspeed * cl_bob_side.value;
+ bob = xyspeed * cl_bobside.value;
bob = bob*0.3 + bob*0.7*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
+ cl.bobside_airtime = 1;
+ else
+ {
+ if(cl.bobside_airtime > 0)
+ cl.bobside_airtime -= bound(0, cl_bobsideairtime.value, 1);
+ else
+ cl.bobside_airtime = 0;
+ }
+
// now we calculate the side and front of the player, between the X and Y axis
AngleVectors(viewangles, forward, right, up);
// now the speed based on these angles. The division is for mathing vertical bobbing intensity
- side = DotProduct (cl.velocity, right) / 1000;
- front = DotProduct (cl.velocity, forward) / 1000;
+ side = DotProduct (cl.velocity, right) / 100 * cl.bobside_airtime;
+ front = DotProduct (cl.velocity, forward) / 100 * cl.bobside_airtime;
forward[0] *= bob;
forward[1] *= bob;
right[0] *= bob;
Cvar_RegisterVariable (&cl_bobcycle);
Cvar_RegisterVariable (&cl_bobup);
- Cvar_RegisterVariable (&cl_bob_side);
- Cvar_RegisterVariable (&cl_bobcycle_side);
- Cvar_RegisterVariable (&cl_bobup_side);
+ Cvar_RegisterVariable (&cl_bobside);
+ Cvar_RegisterVariable (&cl_bobsidecycle);
+ Cvar_RegisterVariable (&cl_bobsideup);
+ Cvar_RegisterVariable (&cl_bobsideairtime);
Cvar_RegisterVariable (&cl_bobroll);
Cvar_RegisterVariable (&cl_bobrollcycle);