]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
Make cl_bobmodel work if cl_bob2 is enabled too. Although I don't see why bobmodel...
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index ed3739f598210e3704ab1bf796cdf95cd251972e..615d52bd181dc1d92fa5e1b353fd06110ee166c3 100644 (file)
--- a/view.c
+++ b/view.c
@@ -638,8 +638,10 @@ void V_CalcRefdef (void)
                                        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
@@ -654,14 +656,14 @@ void V_CalcRefdef (void)
                                                        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
@@ -677,11 +679,11 @@ 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 * 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
                                                {
@@ -691,28 +693,29 @@ void V_CalcRefdef (void)
                                                                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.
@@ -745,7 +748,7 @@ void V_CalcRefdef (void)
                                                        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);