]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
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[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 03840d6a2fc0c4eb17773d19bc5e997cf53d5399..b6dd47ddb6fae26d276e53d54a2946ea40e6b4c9 100644 (file)
--- a/view.c
+++ b/view.c
@@ -367,8 +367,6 @@ V_CalcRefdef
 static vec3_t eyeboxmins = {-16, -16, -24};
 static vec3_t eyeboxmaxs = { 16,  16,  32};
 #endif
-float viewmodel_push_x, viewmodel_push_y; // TODO uninitialized
-vec3_t gunorg_follow; // TODO uninitialized
 void V_CalcRefdef (void)
 {
        entity_t *ent;
@@ -533,99 +531,77 @@ void V_CalcRefdef (void)
                                VectorAdd(vieworg, cl.punchvector, vieworg);
                                if (cl.stats[STAT_HEALTH] > 0)
                                {
-                                       // gun model bobbing code
                                        double xyspeed, bob;
                                        vec_t d;
-
-                                       float ef_speed = cl.realframetime;
+                                       vec_t ef_speed = cl.realframetime;
 
                                        // gun model leaning code
                                        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)
-                                                       viewmodel_push_x += 360;
-                                               if(viewmodel_push_x - cl.viewangles[PITCH] >= 180)
-                                                       viewmodel_push_x -= 360;
+                                               if(cl.viewangles[PITCH] - cl.viewmodel_push_x >= 180)
+                                                       cl.viewmodel_push_x += 360;
+                                               if(cl.viewmodel_push_x - cl.viewangles[PITCH] >= 180)
+                                                       cl.viewmodel_push_x -= 360;
 
-                                               d = viewmodel_push_x - cl.viewangles[PITCH];
-                                               viewmodel_push_x = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, viewmodel_push_x + d * cl_leanmodel_up_speed.value * ef_speed, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
+                                               d = cl.viewangles[PITCH] - cl.viewmodel_push_x;
+                                               cl.viewmodel_push_x = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, cl.viewmodel_push_x + d * cl_leanmodel_up_speed.value * ef_speed, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
                                        }
                                        else
-                                               viewmodel_push_x = cl.viewangles[PITCH];
+                                               cl.viewmodel_push_x = cl.viewangles[PITCH];
 
                                        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)
-                                                       viewmodel_push_y += 360;
-                                               if(viewmodel_push_y - cl.viewangles[YAW] >= 180)
-                                                       viewmodel_push_y -= 360;
+                                               if(cl.viewangles[YAW] - cl.viewmodel_push_y >= 180)
+                                                       cl.viewmodel_push_y += 360;
+                                               if(cl.viewmodel_push_y - cl.viewangles[YAW] >= 180)
+                                                       cl.viewmodel_push_y -= 360;
 
-                                               d = viewmodel_push_y - cl.viewangles[YAW];
-                                               viewmodel_push_y = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, viewmodel_push_y + d * cl_leanmodel_side_speed.value * ef_speed, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
+                                               d = cl.viewangles[YAW] - cl.viewmodel_push_y;
+                                               cl.viewmodel_push_y = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, cl.viewmodel_push_y + d * cl_leanmodel_side_speed.value * ef_speed, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
                                        }
                                        else
-                                               viewmodel_push_y = cl.viewangles[YAW];
+                                               cl.viewmodel_push_y = cl.viewangles[YAW];
 
-                                       VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
+                                       VectorSet(gunangles, cl.viewmodel_push_x, cl.viewmodel_push_y, viewangles[2]);
 
                                        // gun model following code
-                                       // TODO: make the weapon model not shake when looking around horizontally (due to X axis vs. Y axis)
                                        if(cl_followmodel_side.value && cl_followmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
                                        {
-                                               vec_t d0 = vieworg[0] - gunorg_follow[0];
-                                               vec_t d1 = vieworg[1] - gunorg_follow[1];
+                                               vec_t d0 = vieworg[0] - cl.gunorg_follow[0];
+                                               vec_t d1 = vieworg[1] - cl.gunorg_follow[1];
                                                d = sqrt(d0 * d0 + d1 * d1);
                                                if(d > 0)
                                                {
-                                                       gunorg_follow[0] = gunorg_follow[0] + d0 * cl_followmodel_side_speed.value * ef_speed;
-                                                       gunorg_follow[1] = gunorg_follow[1] + d1 * cl_followmodel_side_speed.value * ef_speed;
+                                                       cl.gunorg_follow[0] = cl.gunorg_follow[0] + d0 * cl_followmodel_side_speed.value * ef_speed;
+                                                       cl.gunorg_follow[1] = cl.gunorg_follow[1] + d1 * cl_followmodel_side_speed.value * ef_speed;
                                                        d *= (1 - cl_followmodel_side_speed.value * ef_speed);
                                                        if(d > cl_followmodel_side_limit.value)
                                                        {
-                                                               gunorg_follow[0] = vieworg[0] - (d0 / d) * cl_followmodel_side_limit.value;
-                                                               gunorg_follow[1] = vieworg[1] - (d1 / d) * cl_followmodel_side_limit.value;
+                                                               cl.gunorg_follow[0] = vieworg[0] - (d0 / d) * cl_followmodel_side_limit.value;
+                                                               cl.gunorg_follow[1] = vieworg[1] - (d1 / d) * cl_followmodel_side_limit.value;
                                                        }
                                                }
                                        }
                                        else
                                        {
-                                               gunorg_follow[0] = vieworg[0];
-                                               gunorg_follow[1] = vieworg[1];
+                                               cl.gunorg_follow[0] = vieworg[0];
+                                               cl.gunorg_follow[1] = vieworg[1];
                                        }
 
                                        if(cl_followmodel_up.value && cl_followmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
                                        {
-                                               d = vieworg[2] - gunorg_follow[2];
-                                               gunorg_follow[2] = bound(vieworg[2] - cl_followmodel_up_limit.value, gunorg_follow[2] + d * cl_followmodel_up_speed.value * ef_speed, vieworg[2] + cl_followmodel_up_limit.value);
+                                               d = vieworg[2] - cl.gunorg_follow[2];
+                                               cl.gunorg_follow[2] = bound(vieworg[2] - cl_followmodel_up_limit.value, cl.gunorg_follow[2] + d * cl_followmodel_up_speed.value * ef_speed, vieworg[2] + cl_followmodel_up_limit.value);
                                        }
                                        else
-                                               gunorg_follow[2] = vieworg[2];
+                                               cl.gunorg_follow[2] = vieworg[2];
 
-                                       VectorCopy(gunorg_follow, gunorg);
+                                       VectorCopy(cl.gunorg_follow, gunorg);
 
+                                       // gun model bobbing code
                                        xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
-                                       if (cl_bob.value && cl_bobcycle.value)
-                                       {
-                                               float cycle;
-                                               // LordHavoc: this code is *weird*, but not replacable (I think it
-                                               // should be done in QC on the server, but oh well, quake is quake)
-                                               // LordHavoc: figured out bobup: the time at which the sin is at 180
-                                               // degrees (which allows lengthening or squishing the peak or valley)
-                                               cycle = cl.time / cl_bobcycle.value;
-                                               cycle -= (int) cycle;
-                                               if (cycle < cl_bobup.value)
-                                                       cycle = sin(M_PI * cycle / cl_bobup.value);
-                                               else
-                                                       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 = bob*0.3 + bob*0.7*cycle;
-                                               vieworg[2] += bound(-7, bob, 4);
-                                       }
-
                                        if (cl_bob.value && cl_bobmodel.value)
                                        {
                                                // calculate for swinging gun model
@@ -666,6 +642,27 @@ void V_CalcRefdef (void)
                                                bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
                                                VectorMA (gunorg, bob, up, gunorg);
                                        }
+
+                                       // view bobbing code
+                                       if (cl_bob.value && cl_bobcycle.value)
+                                       {
+                                               float cycle;
+                                               // LordHavoc: this code is *weird*, but not replacable (I think it
+                                               // should be done in QC on the server, but oh well, quake is quake)
+                                               // LordHavoc: figured out bobup: the time at which the sin is at 180
+                                               // degrees (which allows lengthening or squishing the peak or valley)
+                                               cycle = cl.time / cl_bobcycle.value;
+                                               cycle -= (int) cycle;
+                                               if (cycle < cl_bobup.value)
+                                                       cycle = sin(M_PI * cycle / cl_bobup.value);
+                                               else
+                                                       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 = bob*0.3 + bob*0.7*cycle;
+                                               vieworg[2] += bound(-7, bob, 4);
+                                       }
                                }
                        }
                        // calculate a view matrix for rendering the scene