From f91cf72b2ee80fec4bafdb4e3d019c69a7308050 Mon Sep 17 00:00:00 2001 From: divverent Date: Mon, 12 Jul 2010 18:09:13 +0000 Subject: [PATCH] Remove xyspeed from the side bobbing. The speed is calculated separately for it, so we were multiplying the speed two times and dividing to match the proper intensity. From: MirceaKitsune git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10312 d7cf8633-e32d-0410-b094-e92efae38249 --- view.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/view.c b/view.c index bf97ee6e..f4ba8452 100644 --- a/view.c +++ b/view.c @@ -679,7 +679,7 @@ 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 * 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 @@ -696,8 +696,8 @@ void V_CalcRefdef (void) // 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 bob intensity - side = DotProduct (cl.velocity, right) / 1000 * cl.bob2_smooth; - front = DotProduct (cl.velocity, forward) / 1000 * cl.bob2_smooth; + side = DotProduct (cl.velocity, right) * cl.bob2_smooth; + front = DotProduct (cl.velocity, forward) * cl.bob2_smooth; VectorScale(forward, bob, forward); VectorScale(right, bob, right); // we use side with forward and front with right, so the bobbing goes -- 2.39.2