]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Code cleanup, disable by default (set cl_bobside to 0.02 for optimal intensity, large...
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 12 Jul 2010 18:05:58 +0000 (18:05 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 12 Jul 2010 18:05:58 +0000 (18:05 +0000)
From: MirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10297 d7cf8633-e32d-0410-b094-e92efae38249

darkplaces.txt
view.c

index 6c23bd5082cf2d1fd7d29c2e8c267114ddd09137..d3b88c5e4e2c039951cd65e9ce3cd76895cc63fd 100644 (file)
@@ -396,6 +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_bobroll                                        0                   view rolling amount
 cl_bobrollcycle                                   0.8                 view rolling speed
 cl_bobrollairtime                                 0.05                how fast the view rolls back when you stop touching the ground
@@ -426,6 +429,7 @@ 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_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 11ea8014865a2531198ebba6c5f99437a20310be..495464ff57759ea9fae53337535aa08879709789 100644 (file)
--- a/view.c
+++ b/view.c
@@ -39,12 +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","0.02", "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_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_bobroll = {CVAR_SAVE, "cl_bobroll","0", "view rolling amount"};
 cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.8", "view rolling speed"};
 cvar_t cl_bobrollairtime = {CVAR_SAVE, "cl_bobrollairtime","0.05", "how fast the view rolls back when you stop touching the ground"};
@@ -52,7 +50,6 @@ 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"};
 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
-
 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
@@ -677,10 +674,7 @@ void V_CalcRefdef (void)
                                                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_bobsidecycle.value;
                                                cycle -= (int) cycle;
                                                if (cycle < cl_bobsideup.value)
@@ -707,8 +701,8 @@ void V_CalcRefdef (void)
                                                // 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;
+                                               side = DotProduct (cl.velocity, right) / 1000 * cl.bobside_airtime;
+                                               front = DotProduct (cl.velocity, forward) / 1000 * cl.bobside_airtime;
                                                forward[0] *= bob;
                                                forward[1] *= bob;
                                                right[0] *= bob;
@@ -987,12 +981,10 @@ 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_bobroll);
        Cvar_RegisterVariable (&cl_bobrollcycle);
        Cvar_RegisterVariable (&cl_bobrollairtime);