]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
Add a bobside_airtime like for the bobroll, to prevent the effect while in the air...
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 35d9e3d59aabe797894469cce4ee07507467124e..11ea8014865a2531198ebba6c5f99437a20310be 100644 (file)
--- a/view.c
+++ b/view.c
@@ -40,9 +40,10 @@ 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_bob_side = {CVAR_SAVE, "cl_bob_side","0.02", "view bobbing amount"};
-cvar_t cl_bobcycle_side = {CVAR_SAVE, "cl_bobcycle_side","0.6", "view bobbing speed"};
-cvar_t cl_bobup_side = {CVAR_SAVE, "cl_bobup_side","0.5", "view bobbing adjustment that makes the sideways 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_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"};
@@ -644,7 +645,7 @@ void V_CalcRefdef (void)
                                        VectorAdd(vieworg, gunorg, gunorg);
                                        VectorAdd(viewangles, gunangles, gunangles);
 
-                                       // view bobbing code
+                                       // vertical view bobbing code
                                        xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
                                        if (cl_bob.value && cl_bobcycle.value)
                                        {
@@ -670,48 +671,60 @@ void V_CalcRefdef (void)
                                                gunorg[2] += bound(-7, bob, 4);
                                        }
 
-                                       // view bobbing code 2
-                                       if (cl_bob_side.value && cl_bobcycle_side.value)
+                                       // horizontal bobbing code
+                                       if (cl_bobside.value && cl_bobsidecycle.value)
                                        {
+                                               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_bobcycle_side.value;
+                                               cycle = cl.time / cl_bobsidecycle.value;
                                                cycle -= (int) cycle;
-                                               if (cycle < cl_bobup_side.value)
-                                                       cycle = sin(M_PI * cycle / cl_bobup_side.value);
+                                               if (cycle < cl_bobsideup.value)
+                                                       cycle = sin(M_PI * cycle / cl_bobsideup.value);
                                                else
-                                                       cycle = sin(M_PI + M_PI * (cycle-cl_bobup_side.value)/(1.0 - cl_bobup_side.value));
+                                                       cycle = sin(M_PI + M_PI * (cycle-cl_bobsideup.value)/(1.0 - cl_bobsideup.value));
                                                // bob is proportional to velocity in the xy plane
                                                // (don't count Z, or jumping messes it up)
-                                               bob = xyspeed * cl_bob_side.value;
+                                               bob = xyspeed * cl_bobside.value;
                                                bob = bob*0.3 + bob*0.7*cycle;
-                                               //vieworg[1] += bound(-7, bob, 4);
-                                               //vieworg[0] += bound(-7, bob, 4);
+
+                                               // 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;
+                                               else
+                                               {
+                                                       if(cl.bobside_airtime > 0)
+                                                               cl.bobside_airtime -= bound(0, cl_bobsideairtime.value, 1);
+                                                       else
+                                                               cl.bobside_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) / 100 * cl.bobside_airtime;
+                                               front = DotProduct (cl.velocity, forward) / 100 * cl.bobside_airtime;
+                                               forward[0] *= bob;
+                                               forward[1] *= bob;
+                                               right[0] *= bob;
+                                               right[1] *= bob;
+                                               // we use side with forward and front with right so the side bobbing goes
+                                               // to the side when we walk forward and to the front when we strafe.
+                                               VectorMAMAM(side, forward, front, right, 0, up, bobvel);
+                                               vieworg[0] += bobvel[0];
+                                               vieworg[1] += bobvel[1];
                                                // we also need to adjust gunorg, or this appears like pushing the gun!
                                                // In the old code, this was applied to vieworg BEFORE copying to gunorg,
                                                // but this is not viable with the new followmodel code as that would mean
                                                // that followmodel would work on the munged-by-bob vieworg and do feedback
-                                               //gunorg[1] += bound(-7, bob, 4);
-                                               //gunorg[0] += bound(-7, bob, 4);
-                                               //vieworg[0] += bound(-7, bob, 4);
+                                               gunorg[0] += bobvel[0];
+                                               gunorg[1] += bobvel[1];
                                        }
-                                       
-                                       //TEST!!!
-                                       vec3_t wishvel;
-                                       vec3_t forward, right, up;
-                                       AngleVectors(viewangles, forward, right, up);
-                                       forward[0] *= 0.1;
-                                       forward[1] *= 0.1;
-                                       right[0] *= 0.1;
-                                       right[1] *= 0.1;
-                                       // we use cl.cmd.sidemove with forward and cl.cmd.forwardmove with right so the side bobbing
-                                       // goes to the side when we walk forward and to the front when we strafe
-                                       VectorMAMAM(cl.cmd.sidemove, forward, cl.cmd.forwardmove, right, cl.cmd.upmove, up, wishvel);
-                                       vieworg[0] += wishvel[0];
-                                       vieworg[1] += wishvel[1];
-                                       //End of TEST!!!
 
                                        // view rolling code
                                        if (cl_bobroll.value && cl_bobrollcycle.value)
@@ -975,9 +988,10 @@ void V_Init (void)
        Cvar_RegisterVariable (&cl_bobcycle);
        Cvar_RegisterVariable (&cl_bobup);
 
-       Cvar_RegisterVariable (&cl_bob_side);
-       Cvar_RegisterVariable (&cl_bobcycle_side);
-       Cvar_RegisterVariable (&cl_bobup_side);
+       Cvar_RegisterVariable (&cl_bobside);
+       Cvar_RegisterVariable (&cl_bobsidecycle);
+       Cvar_RegisterVariable (&cl_bobsideup);
+       Cvar_RegisterVariable (&cl_bobsideairtime);
 
        Cvar_RegisterVariable (&cl_bobroll);
        Cvar_RegisterVariable (&cl_bobrollcycle);