From 8e6ab24cdf43e59254de713c9103a3760f545926 Mon Sep 17 00:00:00 2001 From: divverent Date: Mon, 12 Jul 2010 18:07:51 +0000 Subject: [PATCH] Better name for the cvar set From: MirceaKitsune git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10303 d7cf8633-e32d-0410-b094-e92efae38249 --- client.h | 4 ++-- darkplaces.txt | 8 ++++---- view.c | 40 ++++++++++++++++++++-------------------- 3 files changed, 26 insertions(+), 26 deletions(-) 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); -- 2.39.2