else
{
if (cl.stairsmoothz < vieworg[2])
- vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
+ vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
else if (cl.stairsmoothz > vieworg[2])
- vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
+ vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
}
// apply qw weapon recoil effect (this did not work in QW)
if (cl.velocity[2] < -cl_bobfallminspeed.value)
cl.bobfall_swing = 1;
else
- cl.bobfall_swing = 0;
+ cl.bobfall_swing = 0; // TODO really?
}
else
{
- if(cl.bobfall_swing > 0)
- cl.bobfall_swing -= bound(0, cl_bobfallcycle.value * frametime, 1);
- else
- cl.bobfall_swing = 0;
+ cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
- bobfall = sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
+ bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
vieworg[2] += bobfall;
gunorg[2] += bobfall;
}
if (v_idlescale.value)
Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
else
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
// calculate a viewmodel matrix for use in view-attached entities
Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
VectorCopy(vieworg, cl.csqc_origin);