]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
cvar: r_mipnormalmaps
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 732c02ac998880dfc3443e31aa3955efa636f715..615d52bd181dc1d92fa5e1b353fd06110ee166c3 100644 (file)
--- a/view.c
+++ b/view.c
@@ -39,9 +39,8 @@ cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when
 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_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideway view bobbing amount"};
-cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideway view bobbing speed"};
-cvar_t cl_bob2up = {CVAR_SAVE, "cl_bob2up","0.5", "view bobbing adjustment that makes the side swing of the bob last longer"};
+cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
+cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","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"};
@@ -639,8 +638,10 @@ void V_CalcRefdef (void)
                                        VectorAdd(vieworg, gunorg, gunorg);
                                        VectorAdd(viewangles, gunangles, gunangles);
 
+                                       // bounded XY speed, used by several effects below
+                                       xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
+
                                        // 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)
                                        {
                                                // LordHavoc: this code is *weird*, but not replacable (I think it
@@ -655,33 +656,30 @@ void V_CalcRefdef (void)
                                                        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 = xyspeed * bound(0, cl_bob.value, 0.05);
                                                bob = bob*0.3 + bob*0.7*cycle;
-                                               vieworg[2] += bound(-8, bob, 10);
+                                               vieworg[2] += bob;
                                                // 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(-8, bob, 10);
+                                               gunorg[2] += bob;
                                        }
 
                                        // horizontal view bobbing code
                                        if (cl_bob2.value && cl_bob2cycle.value)
                                        {
-                                               vec3_t bobvel;
+                                               vec3_t bob2vel;
                                                vec3_t forward, right, up;
                                                float side, front;
 
                                                cycle = cl.time / cl_bob2cycle.value;
                                                cycle -= (int) cycle;
-                                               if (cycle < cl_bob2up.value)
-                                                       cycle = sin(M_PI * cycle / cl_bob2up.value);
+                                               if (cycle < 0.5)
+                                                       cycle = sin(M_PI * cycle / 0.5);
                                                else
-                                                       cycle = sin(M_PI + M_PI * (cycle-cl_bob2up.value)/(1.0 - cl_bob2up.value));
-                                               // bob is proportional to velocity in the xy plane
-                                               // (don't count Z, or jumping messes it up)
-                                               bob = xyspeed * cl_bob2.value;
-                                               bob = bob*0.3 + bob*0.7*cycle;
+                                                       cycle = sin(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
@@ -695,30 +693,29 @@ void V_CalcRefdef (void)
                                                                cl.bob2_smooth = 0;
                                                }
 
-                                               // now we calculate the side and front of the player, between the X and Y axis
+                                               // calculate the front and side of the player between the X and Y axes
                                                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.bob2_smooth;
-                                               front = DotProduct (cl.velocity, forward) / 1000 * cl.bob2_smooth;
-                                               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);
+                                               // 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] += bound(-8, bobvel[0], 8);
-                                               gunorg[1] += bound(-8, bobvel[1], 8);
+                                               gunorg[0] += bob2vel[0];
+                                               gunorg[1] += bob2vel[1];
                                        }
 
                                        // gun model bobbing code
-                                       if (cl_bob.value && cl_bobmodel.value)
+                                       if (cl_bob.value || cl_bob2.value)
+                                       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.
@@ -751,7 +748,7 @@ void V_CalcRefdef (void)
                                                        t *= 5;
                                                }
 
-                                               bspeed = bound (0, xyspeed, 400) * 0.01f;
+                                               bspeed = xyspeed * 0.01f;
                                                AngleVectors (gunangles, forward, right, up);
                                                bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
                                                VectorMA (gunorg, bob, right, gunorg);
@@ -953,7 +950,6 @@ void V_Init (void)
        Cvar_RegisterVariable (&cl_bobup);
        Cvar_RegisterVariable (&cl_bob2);
        Cvar_RegisterVariable (&cl_bob2cycle);
-       Cvar_RegisterVariable (&cl_bob2up);
        Cvar_RegisterVariable (&cl_bob2smooth);
        Cvar_RegisterVariable (&cl_bobmodel);
        Cvar_RegisterVariable (&cl_bobmodel_side);