From ff7894a931d826e5407fafef81d3de4cf4f25d6e Mon Sep 17 00:00:00 2001 From: divverent Date: Mon, 12 Jul 2010 18:09:16 +0000 Subject: [PATCH] Bound the side bobbing's speed as well From: MirceaKitsune git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10313 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=9e080fa940b27145925269fb519d8fe72a5b083e --- view.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/view.c b/view.c index f4ba8452..2acc06fe 100644 --- a/view.c +++ b/view.c @@ -695,9 +695,9 @@ void V_CalcRefdef (void) // calculate the front and side of the player between the X and Y axes AngleVectors(viewangles, forward, right, up); - // now get the speed based on those angles. The division is for mathing vertical bob intensity - side = DotProduct (cl.velocity, right) * cl.bob2_smooth; - front = DotProduct (cl.velocity, forward) * cl.bob2_smooth; + // now get the speed based on those angles. The bounds should match the same value as xyspeed's + side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400); + front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400); VectorScale(forward, bob, forward); VectorScale(right, bob, right); // we use side with forward and front with right, so the bobbing goes -- 2.39.2