VectorAdd(vieworg, gunorg, gunorg);
VectorAdd(viewangles, gunangles, gunangles);
- // bounded XY speed calculation, used by several effects below
+ // bounded XY speed, used by several effects below
xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
// vertical view bobbing code
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
- if (cl.onground && !cl.cmd.jump) // also block while the jump button is pressed, to avoid twitches when bunny-hopping
+ if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
cl.bob2_smooth = 1;
else
{
cl.bob2_smooth = 0;
}
- // calculate the side and front of the player between the X and Y axes
+ // 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 bobbing intensity
- side = DotProduct (cl.velocity, right) / 1000 * cl.bob2_smooth;
- front = DotProduct (cl.velocity, forward) / 1000 * 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
}
// gun model bobbing code
- if (cl_bob.value && cl_bobmodel.value)
+ if (cl_bob.value || cl_bob2.value)
+ if (cl_bobmodel.value)
{
// calculate for swinging gun model
// the gun bobs when running on the ground, but doesn't bob when you're in the air.