From: divverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Date: Mon, 12 Jul 2010 18:07:51 +0000 (+0000)
Subject: Better name for the cvar set
X-Git-Tag: xonotic-v0.1.0preview~230^2~175
X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=8e6ab24cdf43e59254de713c9103a3760f545926;p=xonotic%2Fdarkplaces.git

Better name for the cvar set

From: MirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10303 d7cf8633-e32d-0410-b094-e92efae38249
---

diff --git a/client.h b/client.h
index c1699bba..5e00c011 100644
--- a/client.h
+++ b/client.h
@@ -978,8 +978,8 @@ typedef struct client_state_s
 	double lastongroundtime;
 	double hitgroundtime;
 
-	// used by bobside and bobroll
-	float bobside_airtime;
+	// used by bob2
+	float bob2_airtime;
 
 	// don't change view angle, full screen, etc
 	int intermission;
diff --git a/darkplaces.txt b/darkplaces.txt
index e94d8b39..e73aba1c 100644
--- a/darkplaces.txt
+++ b/darkplaces.txt
@@ -396,9 +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_bob2                                           0                   sideway view bobbing amount
+cl_bob2cycle                                      0.6                 sideway view bobbing speed
+cl_bob2airtime                                    0.05                how fast the view goes back when you stop touching the ground
 cl_bobmodel                                       1                   enables gun bobbing
 cl_bobmodel_side                                  0.05                gun bobbing sideways sway amount
 cl_bobmodel_speed                                 7                   gun bobbing speed
@@ -426,7 +426,7 @@ 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_bob2up                                         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 c755001b..9c897de7 100644
--- a/view.c
+++ b/view.c
@@ -39,10 +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", "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_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideway view bobbing amount"};
+cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideway view bobbing speed"};
+cvar_t cl_bob2up = {CVAR_SAVE, "cl_bob2up","0.5", "view bobbing adjustment that makes the side swing of the bob last longer"};
+cvar_t cl_bob2airtime = {CVAR_SAVE, "cl_bob2airtime","0.05", "how fast the view goes back when you stop touching the ground"};
 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"};
@@ -666,40 +666,40 @@ void V_CalcRefdef (void)
 					}
 
 					// horizontal view bobbing code
-					if (cl_bobside.value && cl_bobsidecycle.value)
+					if (cl_bob2.value && cl_bob2cycle.value)
 					{
 						vec3_t bobvel;
 						vec3_t forward, right, up;
 						float side, front;
 
-						cycle = cl.time / cl_bobsidecycle.value;
+						cycle = cl.time / cl_bob2cycle.value;
 						cycle -= (int) cycle;
-						if (cycle < cl_bobsideup.value)
-							cycle = sin(M_PI * cycle / cl_bobsideup.value);
+						if (cycle < cl_bob2up.value)
+							cycle = sin(M_PI * cycle / cl_bob2up.value);
 						else
-							cycle = sin(M_PI + M_PI * (cycle-cl_bobsideup.value)/(1.0 - cl_bobsideup.value));
+							cycle = sin(M_PI + M_PI * (cycle-cl_bob2up.value)/(1.0 - cl_bob2up.value));
 						// bob is proportional to velocity in the xy plane
 						// (don't count Z, or jumping messes it up)
-						bob = xyspeed * cl_bobside.value;
+						bob = xyspeed * cl_bob2.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;
+							cl.bob2_airtime = 1;
 						else
 						{
-							if(cl.bobside_airtime > 0)
-								cl.bobside_airtime -= bound(0, cl_bobsideairtime.value, 1);
+							if(cl.bob2_airtime > 0)
+								cl.bob2_airtime -= bound(0, cl_bob2airtime.value, 1);
 							else
-								cl.bobside_airtime = 0;
+								cl.bob2_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 * cl.bobside_airtime;
-						front = DotProduct (cl.velocity, forward) / 1000 * cl.bobside_airtime;
+						side = DotProduct (cl.velocity, right) / 1000 * cl.bob2_airtime;
+						front = DotProduct (cl.velocity, forward) / 1000 * cl.bob2_airtime;
 						forward[0] *= bob;
 						forward[1] *= bob;
 						right[0] *= bob;
@@ -951,10 +951,10 @@ 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_bob2);
+	Cvar_RegisterVariable (&cl_bob2cycle);
+	Cvar_RegisterVariable (&cl_bob2up);
+	Cvar_RegisterVariable (&cl_bob2airtime);
 	Cvar_RegisterVariable (&cl_bobmodel);
 	Cvar_RegisterVariable (&cl_bobmodel_side);
 	Cvar_RegisterVariable (&cl_bobmodel_up);