+ gunorg[2] += bob;
+ }
+
+ // horizontal view bobbing code
+ if (cl_bob2.value && cl_bob2cycle.value)
+ {
+ vec3_t bob2vel;
+ vec3_t forward, right, up;
+ float side, front;
+
+ cycle = cl.time / cl_bob2cycle.value;
+ cycle -= (int) cycle;
+ if (cycle < 0.5)
+ cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
+ else
+ cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
+ 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 the effect while the jump button is pressed, to avoid twitches when bunny-hopping
+ cl.bob2_smooth = 1;
+ else
+ {
+ if(cl.bob2_smooth > 0)
+ cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
+ else
+ cl.bob2_smooth = 0;
+ }
+
+ // 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 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] += 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] += bob2vel[0];
+ gunorg[1] += bob2vel[1];
+ }
+
+ // fall bobbing code
+ // causes the view to swing down and back up when touching the ground
+ if (cl_bobfall.value && cl_bobfallcycle.value)
+ {
+ if (!cl.onground)
+ {
+ cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
+ if (cl.velocity[2] < -cl_bobfallminspeed.value)
+ cl.bobfall_swing = 1;
+ else
+ cl.bobfall_swing = 0; // TODO really?
+ }
+ else
+ {
+ cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
+
+ bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
+ vieworg[2] += bobfall;
+ gunorg[2] += bobfall;
+ }