VectorAdd(vieworg, gunorg, gunorg);
VectorAdd(viewangles, gunangles, gunangles);
+ // 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
- xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
if (cl_bob.value && cl_bobcycle.value)
{
// LordHavoc: this code is *weird*, but not replacable (I think it
cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
// bob is proportional to velocity in the xy plane
// (don't count Z, or jumping messes it up)
- bob = xyspeed * cl_bob.value;
+ bob = xyspeed * bound(0, cl_bob.value, 0.05);
bob = bob*0.3 + bob*0.7*cycle;
- vieworg[2] += bound(-8, bob, 10);
+ vieworg[2] += bob;
// 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[2] += bound(-8, bob, 10);
+ gunorg[2] += bob;
}
// horizontal view bobbing code
cycle = sin(M_PI * cycle / 0.5);
else
cycle = sin(M_PI + M_PI * (cycle-0.5)/0.5);
- bob = xyspeed * cl_bob2.value * 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
// to the side when we walk forward and to the front when we strafe
VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
- vieworg[0] += bound(-8, bob2vel[0], 8);
- vieworg[1] += bound(-8, bob2vel[1], 8);
+ vieworg[0] += bob2vel[0];
+ vieworg[1] += bob2vel[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[0] += bound(-8, bob2vel[0], 8);
- gunorg[1] += bound(-8, bob2vel[1], 8);
+ gunorg[0] += bob2vel[0];
+ gunorg[1] += bob2vel[1];
}
// 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.
t *= 5;
}
- bspeed = bound (0, xyspeed, 400) * 0.01f;
+ bspeed = xyspeed * 0.01f;
AngleVectors (gunangles, forward, right, up);
bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
VectorMA (gunorg, bob, right, gunorg);