From: divverent Date: Mon, 12 Jul 2010 18:05:58 +0000 (+0000) Subject: Code cleanup, disable by default (set cl_bobside to 0.02 for optimal intensity, large... X-Git-Tag: xonotic-v0.1.0preview~230^2~181 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=167ee4fde402a9ad5c54d10f49bac495d7387505;p=xonotic%2Fdarkplaces.git Code cleanup, disable by default (set cl_bobside to 0.02 for optimal intensity, larger values to see the effect better). I think this can be considered ready and working :) Please post comments on http://forums.xonotic.org/showthread.php?tid=583&pid=8527 From: MirceaKitsune git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10297 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/darkplaces.txt b/darkplaces.txt index 6c23bd50..d3b88c5e 100644 --- a/darkplaces.txt +++ b/darkplaces.txt @@ -396,6 +396,9 @@ cl_beams_polygons 1 use beam p cl_beams_quakepositionhack 1 makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld) cl_bob 0.02 view bobbing amount cl_bobcycle 0.6 view bobbing speed +cl_bobside 0 sideway view bobbing amount +cl_bobsidecycle 0.6 sideway view bobbing speed +cl_bobsideairtime 0.05 how fast the view goes back when you stop touching the ground cl_bobroll 0 view rolling amount cl_bobrollcycle 0.8 view rolling speed cl_bobrollairtime 0.05 how fast the view rolls back when you stop touching the ground @@ -426,6 +429,7 @@ cl_followmodel_up_highpass1 60 gun follow cl_followmodel_up_highpass 3 gun following upward highpass in 1/s cl_followmodel_up_lowpass 30 gun following upward lowpass in 1/s cl_bobup 0.5 view bobbing adjustment that makes the up or down swing of the bob last longer +cl_bobsideup 0.5 view bobbing adjustment that makes the side swing of the bob last longer cl_capturevideo 0 enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output) cl_capturevideo_fps 30 how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful) cl_capturevideo_number 1 number to append to video filename, incremented each time a capture begins diff --git a/view.c b/view.c index 11ea8014..495464ff 100644 --- a/view.c +++ b/view.c @@ -39,12 +39,10 @@ cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when 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_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_bobside = {CVAR_SAVE, "cl_bobside","0", "sideway view bobbing amount"}; +cvar_t cl_bobsidecycle = {CVAR_SAVE, "cl_bobsidecycle","0.6", "sideway view bobbing speed"}; +cvar_t cl_bobsideup = {CVAR_SAVE, "cl_bobsideup","0.5", "view bobbing adjustment that makes the side 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"}; cvar_t cl_bobrollairtime = {CVAR_SAVE, "cl_bobrollairtime","0.05", "how fast the view rolls back when you stop touching the ground"}; @@ -52,7 +50,6 @@ cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"}; cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"}; cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"}; cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"}; - cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"}; cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"}; cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"}; @@ -677,10 +674,7 @@ void V_CalcRefdef (void) vec3_t bobvel; vec3_t forward, right, up; float side, front; - // LordHavoc: this code is *weird*, but not replacable (I think it - // 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_bobsidecycle.value; cycle -= (int) cycle; if (cycle < cl_bobsideup.value) @@ -707,8 +701,8 @@ void V_CalcRefdef (void) // 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) / 100 * cl.bobside_airtime; - front = DotProduct (cl.velocity, forward) / 100 * cl.bobside_airtime; + side = DotProduct (cl.velocity, right) / 1000 * cl.bobside_airtime; + front = DotProduct (cl.velocity, forward) / 1000 * cl.bobside_airtime; forward[0] *= bob; forward[1] *= bob; right[0] *= bob; @@ -987,12 +981,10 @@ void V_Init (void) Cvar_RegisterVariable (&cl_bob); Cvar_RegisterVariable (&cl_bobcycle); Cvar_RegisterVariable (&cl_bobup); - Cvar_RegisterVariable (&cl_bobside); Cvar_RegisterVariable (&cl_bobsidecycle); Cvar_RegisterVariable (&cl_bobsideup); Cvar_RegisterVariable (&cl_bobsideairtime); - Cvar_RegisterVariable (&cl_bobroll); Cvar_RegisterVariable (&cl_bobrollcycle); Cvar_RegisterVariable (&cl_bobrollairtime);