]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
Better name for the cvar set
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 087279362c8b6334875c03664128903e14b4105b..9c897de7ef38a5c87d4946fe358f9999d54f9736 100644 (file)
--- a/view.c
+++ b/view.c
@@ -39,19 +39,14 @@ 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_bob_side = {CVAR_SAVE, "cl_bob_side","0.002", "view bobbing amount"};
-cvar_t cl_bobcycle_side = {CVAR_SAVE, "cl_bobcycle_side","0.6", "view bobbing speed"};
-cvar_t cl_bobup_side = {CVAR_SAVE, "cl_bobup_side","0.5", "view bobbing adjustment that makes the sideways swing of the bob last longer"};
-
-cvar_t cl_bobroll = {CVAR_SAVE, "cl_bobroll","0", "view rolling amount"};
-cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.8", "view rolling speed"};
-cvar_t cl_bobrollairtime = {CVAR_SAVE, "cl_bobrollairtime","0.05", "how fast the view rolls back when you stop touching the ground"};
+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_bob2airtime = {CVAR_SAVE, "cl_bob2airtime","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"};
 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
-
 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
@@ -593,8 +588,8 @@ void V_CalcRefdef (void)
                                VectorAdd(vieworg, cl.punchvector, vieworg);
                                if (cl.stats[STAT_HEALTH] > 0)
                                {
-                                       double xyspeed, bob, bobroll;
-                                       float cycle, cycle2;
+                                       double xyspeed, bob;
+                                       float cycle;
                                        vec_t frametime;
 
                                        frametime = cl.realframetime * cl.movevars_timescale;
@@ -662,78 +657,64 @@ void V_CalcRefdef (void)
                                                // (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);
+                                               vieworg[2] += bound(-8, bob, 10);
                                                // 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(-7, bob, 4);
+                                               gunorg[2] += bound(-8, bob, 10);
                                        }
 
-                                       // horizontal bobbing code
-                                       if (cl_bob_side.value && cl_bobcycle_side.value)
+                                       // horizontal view bobbing code
+                                       if (cl_bob2.value && cl_bob2cycle.value)
                                        {
                                                vec3_t bobvel;
                                                vec3_t forward, right, up;
-                                               // 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_side.value;
+                                               float side, front;
+
+                                               cycle = cl.time / cl_bob2cycle.value;
                                                cycle -= (int) cycle;
-                                               if (cycle < cl_bobup_side.value)
-                                                       cycle = sin(M_PI * cycle / cl_bobup_side.value);
+                                               if (cycle < cl_bob2up.value)
+                                                       cycle = sin(M_PI * cycle / cl_bob2up.value);
                                                else
-                                                       cycle = sin(M_PI + M_PI * (cycle-cl_bobup_side.value)/(1.0 - cl_bobup_side.value));
+                                                       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_bob_side.value;
+                                               bob = xyspeed * cl_bob2.value;
                                                bob = bob*0.3 + bob*0.7*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_airtime = 1;
+                                               else
+                                               {
+                                                       if(cl.bob2_airtime > 0)
+                                                               cl.bob2_airtime -= bound(0, cl_bob2airtime.value, 1);
+                                                       else
+                                                               cl.bob2_airtime = 0;
+                                               }
+
                                                // now we calculate the side and front of the player, between the X and Y axis
                                                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_airtime;
+                                               front = DotProduct (cl.velocity, forward) / 1000 * cl.bob2_airtime;
                                                forward[0] *= bob;
                                                forward[1] *= bob;
                                                right[0] *= bob;
                                                right[1] *= bob;
-                                               // we use cl.cmd.sidemove with forward and cl.cmd.forwardmove with right so the side bobbing
-                                               // goes to the side when we walk forward and to the front when we strafe
-                                               VectorMAMAM(cl.cmd.sidemove, forward, cl.cmd.forwardmove, right, cl.cmd.upmove, up, bobvel);
-                                               vieworg[0] += bobvel[0];
-                                               vieworg[1] += bobvel[1];
+                                               // 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);
                                                // 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] += bobvel[0];
-                                               gunorg[1] += bobvel[1];
-                                       }
-
-                                       // view rolling code
-                                       if (cl_bobroll.value && cl_bobrollcycle.value)
-                                       {
-                                               cycle2 = cl.time / cl_bobrollcycle.value;
-                                               cycle2 -= (int) cycle2;
-                                               if (cycle2 < 0.5)
-                                                       cycle2 = sin(M_PI * cycle2 / 0.5);
-                                               else
-                                                       cycle2 = sin(M_PI + M_PI * (cycle2-0.5)/0.5);
-
-                                               // 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.bobroll_airtime = 1;
-                                               else
-                                               {
-                                                       if(cl.bobroll_airtime > 0)
-                                                               cl.bobroll_airtime -= bound(0, cl_bobrollairtime.value, 1);
-                                                       else
-                                                               cl.bobroll_airtime = 0;
-                                               }
-
-                                               cycle2 *= cl_bobroll.value * cl.bobroll_airtime;
-                                               bobroll = bound(0, xyspeed, sv_maxspeed.value) * cycle2;
-                                               viewangles[2] += bound(-45, bobroll, 45);
+                                               gunorg[0] += bound(-8, bobvel[0], 8);
+                                               gunorg[1] += bound(-8, bobvel[1], 8);
                                        }
 
                                        // gun model bobbing code
@@ -970,14 +951,10 @@ void V_Init (void)
        Cvar_RegisterVariable (&cl_bob);
        Cvar_RegisterVariable (&cl_bobcycle);
        Cvar_RegisterVariable (&cl_bobup);
-
-       Cvar_RegisterVariable (&cl_bob_side);
-       Cvar_RegisterVariable (&cl_bobcycle_side);
-       Cvar_RegisterVariable (&cl_bobup_side);
-
-       Cvar_RegisterVariable (&cl_bobroll);
-       Cvar_RegisterVariable (&cl_bobrollcycle);
-       Cvar_RegisterVariable (&cl_bobrollairtime);
+       Cvar_RegisterVariable (&cl_bob2);
+       Cvar_RegisterVariable (&cl_bob2cycle);
+       Cvar_RegisterVariable (&cl_bob2up);
+       Cvar_RegisterVariable (&cl_bob2airtime);
        Cvar_RegisterVariable (&cl_bobmodel);
        Cvar_RegisterVariable (&cl_bobmodel_side);
        Cvar_RegisterVariable (&cl_bobmodel_up);