]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Part 2 of the viewmodel effects. Gunmodel now "follows" the player, causing it to...
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 2 May 2010 14:05:16 +0000 (14:05 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 2 May 2010 14:05:16 +0000 (14:05 +0000)
From: MirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10131 d7cf8633-e32d-0410-b094-e92efae38249

darkplaces.txt
view.c

index 8d539fbd458ed6d84070cf9410d2bfb9c1a888b0..726c1db987aa4586fda37a81f7a72c666b805c4d 100644 (file)
@@ -401,10 +401,10 @@ cl_bobmodel_side                                  0.05                gun bobbin
 cl_bobmodel_speed                                 7                   gun bobbing speed\r
 cl_bobmodel_up                                    0.02                gun bobbing upward movement amount\r
 cl_leanmodel_side                                 1                   enables gun leaning sideways\r
-cl_leanmodel_side_speed                           5                   gun leaning sideways speed\r
+cl_leanmodel_side_speed                           2.5                 gun leaning sideways speed\r
 cl_leanmodel_side_limit                           7.5                 gun leaning sideways limit\r
 cl_leanmodel_up                                   1                   enables gun leaning upward\r
-cl_leanmodel_up_speed                             2.5                 gun leaning upward speed\r
+cl_leanmodel_up_speed                             2                   gun leaning upward speed\r
 cl_leanmodel_up_limit                             5                   gun leaning upward limit\r
 cl_bobup                                          0.5                 view bobbing adjustment that makes the up or down swing of the bob last longer\r
 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)\r
diff --git a/view.c b/view.c
index 36d48339a1ae40b755e8602a8f98aba770e7594c..4172d096314dafa30b5e8cc67a3bde70c9f05a1d 100644 (file)
--- a/view.c
+++ b/view.c
@@ -46,10 +46,10 @@ cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upwar
 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
 
 cvar_t cl_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"};
-cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "5", "gun leaning sideways speed"};
+cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "2.5", "gun leaning sideways speed"};
 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "7.5", "gun leaning sideways limit"};
 cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"};
-cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "2.5", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "2", "gun leaning upward speed"};
 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "5", "gun leaning upward limit"};
 
 cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
@@ -361,6 +361,7 @@ static vec3_t eyeboxmins = {-16, -16, -24};
 static vec3_t eyeboxmaxs = { 16,  16,  32};
 #endif
 float viewmodel_push_x, viewmodel_push_y;
+vec3_t gunorg_follow;
 void V_CalcRefdef (void)
 {
        entity_t *ent;
@@ -547,8 +548,6 @@ void V_CalcRefdef (void)
                                                bob = bob*0.3 + bob*0.7*cycle;
                                                vieworg[2] += bound(-7, bob, 4);
                                        }
-                                       
-                                       VectorCopy(vieworg, gunorg);
 
                                        if (cl_bob.value && cl_bobmodel.value)
                                        {
@@ -591,18 +590,15 @@ void V_CalcRefdef (void)
                                                VectorMA (gunorg, bob, up, gunorg);
                                        }
 
+                                       float ef_speed = cl.realframetime * cl_leanmodel_up_speed.value;
+
                                        // gun model leaning code
                                        
                                        // TODO 1 (done): Fix bug where model does a 360* turn when YAW jumps around the 0 - 360 rotation border
                                        // TODO 2 (done): Implement limits (weapon model must not lean past a certain limit)
                                        // TODO 3 (done): Cvar everything once the first TODOs are ready
 
-                                       float viewmodel_pushspeed_x;
-                                       if(cl.movevars_timescale * cl.realframetime * cl_leanmodel_up_speed.value < 1) // bad things happen if this goes over 1, so prevent the effect
-                                               viewmodel_pushspeed_x = cl.movevars_timescale * cl.realframetime * cl_leanmodel_up_speed.value;
-                                       else
-                                               viewmodel_pushspeed_x = 1;
-                                       if(cl_leanmodel_up.value && viewmodel_pushspeed_x < 1)
+                                       if(cl_leanmodel_up.value && cl_leanmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
                                        {
                                                // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
                                                if(cl.viewangles[PITCH] - viewmodel_push_x >= 180)
@@ -615,25 +611,20 @@ void V_CalcRefdef (void)
                                                        if(cl.viewangles[PITCH] - viewmodel_push_x > cl_leanmodel_up_limit.value)
                                                                viewmodel_push_x = cl.viewangles[PITCH] - cl_leanmodel_up_limit.value;
                                                        else
-                                                               viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * viewmodel_pushspeed_x;
+                                                               viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * cl_leanmodel_up_speed.value * ef_speed;
                                                }
                                                if(viewmodel_push_x > cl.viewangles[PITCH])
                                                {
                                                        if(viewmodel_push_x - cl.viewangles[PITCH] > cl_leanmodel_up_limit.value)
                                                                viewmodel_push_x = cl.viewangles[PITCH] + cl_leanmodel_up_limit.value;
                                                        else
-                                                               viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * viewmodel_pushspeed_x;
+                                                               viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * cl_leanmodel_up_speed.value * ef_speed;
                                                }
                                        }
                                        else
                                                viewmodel_push_x = cl.viewangles[PITCH];
 
-                                       float viewmodel_pushspeed_y;
-                                       if(cl.movevars_timescale * cl.realframetime * cl_leanmodel_side_speed.value < 1) // bad things happen if this goes over 1, so prevent the effect
-                                               viewmodel_pushspeed_y = cl.movevars_timescale * cl.realframetime * cl_leanmodel_side_speed.value;
-                                       else
-                                               viewmodel_pushspeed_y = 1;
-                                       if(cl_leanmodel_side.value && viewmodel_pushspeed_y < 1)
+                                       if(cl_leanmodel_side.value && cl_leanmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
                                        {
                                                // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
                                                if(cl.viewangles[YAW] - viewmodel_push_y >= 180)
@@ -646,20 +637,39 @@ void V_CalcRefdef (void)
                                                        if(cl.viewangles[YAW] - viewmodel_push_y > cl_leanmodel_side_limit.value)
                                                                viewmodel_push_y = cl.viewangles[YAW] - cl_leanmodel_side_limit.value;
                                                        else
-                                                               viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * viewmodel_pushspeed_y;
+                                                               viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * cl_leanmodel_side_speed.value * ef_speed;
                                                }
                                                if(viewmodel_push_y > cl.viewangles[YAW])
                                                {
                                                        if(viewmodel_push_y - cl.viewangles[YAW] > cl_leanmodel_side_limit.value)
                                                                viewmodel_push_y = cl.viewangles[YAW] + cl_leanmodel_side_limit.value;
                                                        else
-                                                               viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * viewmodel_pushspeed_y;
+                                                               viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * cl_leanmodel_side_speed.value * ef_speed;
                                                }
                                        }
                                        else
                                                viewmodel_push_y = cl.viewangles[YAW];
 
                                        VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
+
+                               // gun model following code
+
+                               if(gunorg_follow[0] < vieworg[0])
+                                       gunorg_follow[0] += (vieworg[0] - gunorg_follow[0]) * 5 * ef_speed;
+                               if(gunorg_follow[0] > vieworg[0])
+                                       gunorg_follow[0] -= (gunorg_follow[0] - vieworg[0]) * 5 * ef_speed;
+
+                               if(gunorg_follow[1] < vieworg[1])
+                                       gunorg_follow[1] += (vieworg[1] - gunorg_follow[1]) * 5 * ef_speed;
+                               if(gunorg_follow[1] > vieworg[1])
+                                       gunorg_follow[1] -= (gunorg_follow[1] - vieworg[1]) * 5 * ef_speed;
+
+                               if(gunorg_follow[2] < vieworg[2])
+                                       gunorg_follow[2] += (vieworg[2] - gunorg_follow[2]) * 5 * ef_speed;
+                               if(gunorg_follow[2] > vieworg[2])
+                                       gunorg_follow[2] -= (gunorg_follow[2] - vieworg[2]) * 5 * ef_speed;
+
+                               VectorCopy(gunorg_follow, gunorg);
                                }
                        }
                        // calculate a view matrix for rendering the scene