From ed91aae0a72e1e9a51b45910c2b9dc6dc383ca0b Mon Sep 17 00:00:00 2001 From: divverent Date: Fri, 21 May 2010 05:41:25 +0000 Subject: [PATCH] Attempt to fix issues with spectating / demos From: MirceaKitsune git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10204 d7cf8633-e32d-0410-b094-e92efae38249 --- view.c | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/view.c b/view.c index 15b3f597..88c39126 100644 --- a/view.c +++ b/view.c @@ -596,23 +596,23 @@ void V_CalcRefdef (void) { // try to fix the first highpass; result is NOT // perfect! TODO find a better fix - VectorCopy(cl.viewangles, cl.gunangles_prev); - VectorCopy(cl.movement_origin, cl.gunorg_prev); + VectorCopy(viewangles, cl.gunangles_prev); + VectorCopy(vieworg, cl.gunorg_prev); } // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity" VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass); - highpass3_limited(cl.movement_origin, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg); - VectorCopy(cl.movement_origin, cl.gunorg_prev); + highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg); + VectorCopy(vieworg, cl.gunorg_prev); VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass); // in the highpass, we _store_ the DIFFERENCE to the actual view angles... VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass); - cl.gunangles_highpass[PITCH] += 360 * floor((cl.viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5); - cl.gunangles_highpass[YAW] += 360 * floor((cl.viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5); - cl.gunangles_highpass[ROLL] += 360 * floor((cl.viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5); - highpass3_limited(cl.viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles); - VectorCopy(cl.viewangles, cl.gunangles_prev); + cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5); + cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5); + cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5); + highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles); + VectorCopy(viewangles, cl.gunangles_prev); VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass); // 3. calculate the RAW adjustment vectors @@ -634,7 +634,7 @@ void V_CalcRefdef (void) // 5. use the adjusted vectors VectorAdd(vieworg, gunorg, gunorg); - VectorAdd(cl.viewangles, gunangles, gunangles); + VectorAdd(viewangles, gunangles, gunangles); // view bobbing code xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]); -- 2.39.2