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", "1", "enables gun leaning"};
-cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "1", "gun leaning sideways 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"};
-cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "5", "gun leaning sideways pre-highpass in 1/s"};
-cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "15", "gun leaning sideways highpass in 1/s"};
+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_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "25", "gun leaning upward limit"};
+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", "1", "enables gun following"};
-cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "1", "gun following sideways speed"};
-cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "4", "gun following sideways limit"};
-cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "5", "gun following sideways pre-highpass in 1/s"};
-cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "15", "gun following sideways highpass 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", "0.25", "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_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "2", "gun following upward limit"};
-cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "5", "gun following upward pre-highpass in 1/s"};
-cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "15", "gun following upward highpass in 1/s"};
+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"};
cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
else
{
// smooth stair stepping, but only if onground and enabled
- if (!cl.onground || cl_stairsmoothspeed.value <= 0)
+ if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
cl.stairsmoothz = vieworg[2];
else
{
if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
viewangles[ROLL] = v_deathtiltangle.value;
VectorAdd(viewangles, cl.punchangle, viewangles);
- viewangles[ROLL] += V_CalcRoll(cl.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;
if (cl.stats[STAT_HEALTH] > 0)
{
double xyspeed, bob;
+ float cycle;
vec_t frametime;
frametime = cl.realframetime * cl.movevars_timescale;
{
// try to fix the first highpass; result is NOT
// perfect! TODO find a better fix
- VectorCopy(cl.viewangles, cl.gunangles_highpass);
- VectorCopy(cl.movement_origin, cl.gunorg_highpass);
- // prevent further CHANGES caused by the high/lowpasses
- // - a highpass will return the diff, a lowpass will
- // return the saved value; note: the first diff will be 0!
- frametime = 0;
+ VectorCopy(viewangles, cl.gunangles_prev);
+ VectorCopy(vieworg, cl.gunorg_prev);
}
// 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
- highpass3_limited(cl.movement_origin, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
- cl.gunangles_highpass[PITCH] += 360 * floor((cl.viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
- cl.gunangles_highpass[YAW] += 360 * floor((cl.viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
- cl.gunangles_highpass[ROLL] += 360 * floor((cl.viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
- highpass3_limited(cl.viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
+ VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+ highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
+ VectorCopy(vieworg, cl.gunorg_prev);
+ VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+
+ // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+ VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+ cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
+ cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
+ cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
+ highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
+ VectorCopy(viewangles, cl.gunangles_prev);
+ VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
// 3. calculate the RAW adjustment vectors
gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
// 5. use the adjusted vectors
VectorAdd(vieworg, gunorg, gunorg);
- VectorAdd(cl.viewangles, gunangles, gunangles);
+ 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
// (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
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);