+ // first person view from entity
+ // angles
+ if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
+ viewangles[ROLL] = 80; // dead view angle
+ VectorAdd(viewangles, cl.punchangle, viewangles);
+ viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
+ if (v_dmg_time > 0)
+ {
+ viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
+ viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
+ v_dmg_time -= cl.frametime;
+ }
+ // origin
+ VectorAdd(vieworg, cl.punchvector, vieworg);
+ vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
+ if (cl.stats[STAT_HEALTH] > 0)
+ {
+ double xyspeed, bob;
+
+ xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.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);
+ }
+
+ VectorCopy(vieworg, gunorg);
+
+ 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.
+ // Sajt: I tried to smooth out the transitions between bob and no bob, which works
+ // for the most part, but for some reason when you go through a message trigger or
+ // pick up an item or anything like that it will momentarily jolt the gun.
+ vec3_t forward, right, up;
+ float bspeed;
+ float s;
+ float t;
+
+ s = cl.time * cl_bobmodel_speed.value;
+ if (cl.onground)
+ {
+ if (cl.time - cl.hitgroundtime < 0.2)
+ {
+ // just hit the ground, speed the bob back up over the next 0.2 seconds
+ t = cl.time - cl.hitgroundtime;
+ t = bound(0, t, 0.2);
+ t *= 5;
+ }
+ else
+ t = 1;
+ }
+ else
+ {
+ // recently left the ground, slow the bob down over the next 0.2 seconds
+ t = cl.time - cl.lastongroundtime;
+ t = 0.2 - bound(0, t, 0.2);
+ t *= 5;
+ }
+
+ bspeed = bound (0, xyspeed, 400) * 0.01f;
+ AngleVectors (viewangles, forward, right, up);
+ bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
+ VectorMA (gunorg, bob, right, gunorg);
+ bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
+ VectorMA (gunorg, bob, up, gunorg);
+ }
+ }