cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
-cvar_t cl_bobroll = {CVAR_SAVE, "cl_bobroll","0", "view rolling amount"};
-cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.8", "view rolling speed"};
-cvar_t cl_bobrollairtime = {CVAR_SAVE, "cl_bobrollairtime","0.05", "how fast the view rolls back when you stop touching the ground"};
+cvar_t cl_bobside = {CVAR_SAVE, "cl_bobside","0", "sideway view bobbing amount"};
+cvar_t cl_bobsidecycle = {CVAR_SAVE, "cl_bobsidecycle","0.6", "sideway view bobbing speed"};
+cvar_t cl_bobsideup = {CVAR_SAVE, "cl_bobsideup","0.5", "view bobbing adjustment that makes the side swing of the bob last longer"};
+cvar_t cl_bobsideairtime = {CVAR_SAVE, "cl_bobsideairtime","0.05", "how fast the view goes back when you stop touching the ground"};
cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
-
cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
VectorAdd(vieworg, cl.punchvector, vieworg);
if (cl.stats[STAT_HEALTH] > 0)
{
- double xyspeed, bob, bobroll;
- float cycle, cycle2;
+ double xyspeed, bob;
+ float cycle;
vec_t frametime;
frametime = cl.realframetime * cl.movevars_timescale;
VectorAdd(vieworg, gunorg, gunorg);
VectorAdd(viewangles, gunangles, gunangles);
- // view bobbing code
+ // 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)
{
// (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);
+ vieworg[2] += bound(-8, bob, 10);
// 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(-7, bob, 4);
+ gunorg[2] += bound(-8, bob, 10);
}
- // view rolling code
- if (cl_bobroll.value && cl_bobrollcycle.value)
+ // horizontal view bobbing code
+ if (cl_bobside.value && cl_bobsidecycle.value)
{
- cycle2 = cl.time / cl_bobrollcycle.value;
- cycle2 -= (int) cycle2;
- if (cycle2 < 0.5)
- cycle2 = sin(M_PI * cycle2 / 0.5);
+ vec3_t bobvel;
+ vec3_t forward, right, up;
+ float side, front;
+
+ cycle = cl.time / cl_bobsidecycle.value;
+ cycle -= (int) cycle;
+ if (cycle < cl_bobsideup.value)
+ cycle = sin(M_PI * cycle / cl_bobsideup.value);
else
- cycle2 = sin(M_PI + M_PI * (cycle2-0.5)/0.5);
+ cycle = sin(M_PI + M_PI * (cycle-cl_bobsideup.value)/(1.0 - cl_bobsideup.value));
+ // bob is proportional to velocity in the xy plane
+ // (don't count Z, or jumping messes it up)
+ bob = xyspeed * cl_bobside.value;
+ bob = bob*0.3 + bob*0.7*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 the effect while the jump button is pressed, to avoid twitches when bunny-hopping
- cl.bobroll_airtime = 1;
+ cl.bobside_airtime = 1;
else
{
- if(cl.bobroll_airtime > 0)
- cl.bobroll_airtime -= bound(0, cl_bobrollairtime.value, 1);
+ if(cl.bobside_airtime > 0)
+ cl.bobside_airtime -= bound(0, cl_bobsideairtime.value, 1);
else
- cl.bobroll_airtime = 0;
+ cl.bobside_airtime = 0;
}
- cycle2 *= cl_bobroll.value * cl.bobroll_airtime;
- bobroll = bound(0, xyspeed, sv_maxspeed.value) * cycle2;
- viewangles[2] += bound(-45, bobroll, 45);
+ // now we calculate the side and front of the player, between the X and Y axis
+ AngleVectors(viewangles, forward, right, up);
+ // now the speed based on these angles. The division is for mathing vertical bobbing intensity
+ side = DotProduct (cl.velocity, right) / 1000 * cl.bobside_airtime;
+ front = DotProduct (cl.velocity, forward) / 1000 * cl.bobside_airtime;
+ forward[0] *= bob;
+ forward[1] *= bob;
+ right[0] *= bob;
+ right[1] *= bob;
+ // we use side with forward and front with right so the side bobbing goes
+ // to the side when we walk forward and to the front when we strafe.
+ VectorMAMAM(side, forward, front, right, 0, up, bobvel);
+ vieworg[0] += bound(-8, bobvel[0], 8);
+ vieworg[1] += bound(-8, bobvel[1], 8);
+ // 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, bobvel[0], 8);
+ gunorg[1] += bound(-8, bobvel[1], 8);
}
// gun model bobbing code
Cvar_RegisterVariable (&cl_bob);
Cvar_RegisterVariable (&cl_bobcycle);
Cvar_RegisterVariable (&cl_bobup);
- Cvar_RegisterVariable (&cl_bobroll);
- Cvar_RegisterVariable (&cl_bobrollcycle);
- Cvar_RegisterVariable (&cl_bobrollairtime);
+ Cvar_RegisterVariable (&cl_bobside);
+ Cvar_RegisterVariable (&cl_bobsidecycle);
+ Cvar_RegisterVariable (&cl_bobsideup);
+ Cvar_RegisterVariable (&cl_bobsideairtime);
Cvar_RegisterVariable (&cl_bobmodel);
Cvar_RegisterVariable (&cl_bobmodel_side);
Cvar_RegisterVariable (&cl_bobmodel_up);