]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
Cvar description grammar fix :P
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 784d46322bd4de4e01d078c34019ba6e4ae031d6..a5dcebcc9ef59d39e76807ae1b788115c200b0e3 100644 (file)
--- a/view.c
+++ b/view.c
@@ -39,31 +39,33 @@ 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", "sideways view bobbing amount"};
+cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways 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_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"};
 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", "1", "gun leaning sideways speed"};
+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"};
 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
-cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "1", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
 
 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
-cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.5", "gun following sideways speed"};
+cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
-cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "1", "gun following upward speed"};
+cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
@@ -576,7 +578,7 @@ void V_CalcRefdef (void)
                                if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
                                        viewangles[ROLL] = v_deathtiltangle.value;
                                VectorAdd(viewangles, cl.punchangle, viewangles);
-                               viewangles[ROLL] += V_CalcRoll(viewangles, cl.movement_velocity);
+                               viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
                                if (v_dmg_time > 0)
                                {
                                        viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
@@ -587,6 +589,7 @@ void V_CalcRefdef (void)
                                if (cl.stats[STAT_HEALTH] > 0)
                                {
                                        double xyspeed, bob;
+                                       float cycle;
                                        vec_t frametime;
 
                                        frametime = cl.realframetime * cl.movevars_timescale;
@@ -636,11 +639,10 @@ void V_CalcRefdef (void)
                                        VectorAdd(vieworg, gunorg, gunorg);
                                        VectorAdd(viewangles, gunangles, gunangles);
 
-                                       // view bobbing code
-                                       xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
+                                       // 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)
                                        {
-                                               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
@@ -655,12 +657,59 @@ 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(-8, bob, 10);
+                                       }
+
+                                       // horizontal view bobbing code
+                                       if (cl_bob2.value && cl_bob2cycle.value)
+                                       {
+                                               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);
+                                               else
+                                                       cycle = sin(M_PI + M_PI * (cycle-cl_bob2up.value)/(1.0 - cl_bob2up.value));
+                                               bob = xyspeed * cl_bob2.value * 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 while the jump button is pressed, to avoid twitches when bunny-hopping
+                                                       cl.bob2_smooth = 1;
+                                               else
+                                               {
+                                                       if(cl.bob2_smooth > 0)
+                                                               cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
+                                                       else
+                                                               cl.bob2_smooth = 0;
+                                               }
+
+                                               // calculate the side and front of the player between the X and Y axes
+                                               AngleVectors(viewangles, forward, right, up);
+                                               // now get the speed based on those 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;
+                                               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] += bound(-8, bob2vel[0], 8);
+                                               vieworg[1] += bound(-8, bob2vel[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[2] += bound(-7, bob, 4);
+                                               gunorg[0] += bound(-8, bob2vel[0], 8);
+                                               gunorg[1] += bound(-8, bob2vel[1], 8);
                                        }
 
                                        // gun model bobbing code
@@ -897,6 +946,10 @@ void V_Init (void)
        Cvar_RegisterVariable (&cl_bob);
        Cvar_RegisterVariable (&cl_bobcycle);
        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);
        Cvar_RegisterVariable (&cl_bobmodel_up);