]> 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 c755001b06965c972dec6640a8267ac12ce92df4..9c897de7ef38a5c87d4946fe358f9999d54f9736 100644 (file)
--- a/view.c
+++ b/view.c
@@ -39,10 +39,10 @@ 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_bobside = {CVAR_SAVE, "cl_bobside","0", "sideway view bobbing amount"};
-cvar_t cl_bobsidecycle = {CVAR_SAVE, "cl_bobsidecycle","0.6", "sideway view bobbing speed"};
-cvar_t cl_bobsideup = {CVAR_SAVE, "cl_bobsideup","0.5", "view bobbing adjustment that makes the side swing of the bob last longer"};
-cvar_t cl_bobsideairtime = {CVAR_SAVE, "cl_bobsideairtime","0.05", "how fast the view goes 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"};
@@ -666,40 +666,40 @@ void V_CalcRefdef (void)
                                        }
 
                                        // horizontal view bobbing code
-                                       if (cl_bobside.value && cl_bobsidecycle.value)
+                                       if (cl_bob2.value && cl_bob2cycle.value)
                                        {
                                                vec3_t bobvel;
                                                vec3_t forward, right, up;
                                                float side, front;
 
-                                               cycle = cl.time / cl_bobsidecycle.value;
+                                               cycle = cl.time / cl_bob2cycle.value;
                                                cycle -= (int) cycle;
-                                               if (cycle < cl_bobsideup.value)
-                                                       cycle = sin(M_PI * cycle / cl_bobsideup.value);
+                                               if (cycle < cl_bob2up.value)
+                                                       cycle = sin(M_PI * cycle / cl_bob2up.value);
                                                else
-                                                       cycle = sin(M_PI + M_PI * (cycle-cl_bobsideup.value)/(1.0 - cl_bobsideup.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_bobside.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.bobside_airtime = 1;
+                                                       cl.bob2_airtime = 1;
                                                else
                                                {
-                                                       if(cl.bobside_airtime > 0)
-                                                               cl.bobside_airtime -= bound(0, cl_bobsideairtime.value, 1);
+                                                       if(cl.bob2_airtime > 0)
+                                                               cl.bob2_airtime -= bound(0, cl_bob2airtime.value, 1);
                                                        else
-                                                               cl.bobside_airtime = 0;
+                                                               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.bobside_airtime;
-                                               front = DotProduct (cl.velocity, forward) / 1000 * cl.bobside_airtime;
+                                               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;
@@ -951,10 +951,10 @@ void V_Init (void)
        Cvar_RegisterVariable (&cl_bob);
        Cvar_RegisterVariable (&cl_bobcycle);
        Cvar_RegisterVariable (&cl_bobup);
-       Cvar_RegisterVariable (&cl_bobside);
-       Cvar_RegisterVariable (&cl_bobsidecycle);
-       Cvar_RegisterVariable (&cl_bobsideup);
-       Cvar_RegisterVariable (&cl_bobsideairtime);
+       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);