]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Remove xyspeed from the side bobbing. The speed is calculated separately for it,...
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 12 Jul 2010 18:09:13 +0000 (18:09 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 12 Jul 2010 18:09:13 +0000 (18:09 +0000)
From: MirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10312 d7cf8633-e32d-0410-b094-e92efae38249

view.c

diff --git a/view.c b/view.c
index bf97ee6efcefc6c6b571a6bd93e80ceeb1973f2b..f4ba84520001d5b82eecb8a953950b655dc885fa 100644 (file)
--- a/view.c
+++ b/view.c
@@ -679,7 +679,7 @@ void V_CalcRefdef (void)
                                                        cycle = sin(M_PI * cycle / 0.5);
                                                else
                                                        cycle = sin(M_PI + M_PI * (cycle-0.5)/0.5);
-                                               bob = xyspeed * bound(0, cl_bob2.value, 0.05) * cycle;
+                                               bob = bound(0, cl_bob2.value, 0.05) * cycle;
 
                                                // 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
@@ -696,8 +696,8 @@ 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) / 1000 * cl.bob2_smooth;
-                                               front = DotProduct (cl.velocity, forward) / 1000 * cl.bob2_smooth;
+                                               side = DotProduct (cl.velocity, right) * cl.bob2_smooth;
+                                               front = DotProduct (cl.velocity, forward) * cl.bob2_smooth;
                                                VectorScale(forward, bob, forward);
                                                VectorScale(right, bob, right);
                                                // we use side with forward and front with right, so the bobbing goes