]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
Add a bobside_airtime like for the bobroll, to prevent the effect while in the air...
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 12 Jul 2010 18:05:52 +0000 (18:05 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 12 Jul 2010 18:05:52 +0000 (18:05 +0000)
From: MirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10296 d7cf8633-e32d-0410-b094-e92efae38249

client.h
view.c

index 4395eaafa1f1dd24ead0ac76849646f6d89677dd..b485f5f60af9b887ace985ca3c45b6ec31585cc2 100644 (file)
--- a/client.h
+++ b/client.h
@@ -978,8 +978,9 @@ typedef struct client_state_s
        double lastongroundtime;
        double hitgroundtime;
 
-       // used by bobroll
+       // used by bobside and bobroll
        float bobroll_airtime;
+       float bobside_airtime;
 
        // don't change view angle, full screen, etc
        int intermission;
diff --git a/view.c b/view.c
index 384c3e54e45f8503ebf9a9d428afccc6a16e4929..11ea8014865a2531198ebba6c5f99437a20310be 100644 (file)
--- a/view.c
+++ b/view.c
@@ -40,9 +40,10 @@ cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
 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"};
@@ -671,7 +672,7 @@ void V_CalcRefdef (void)
                                        }
 
                                        // 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;
@@ -680,22 +681,34 @@ void V_CalcRefdef (void)
                                                // 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;
@@ -975,9 +988,10 @@ void V_Init (void)
        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);