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_bobroll = {CVAR_SAVE, "cl_bobroll","0.02", "view rolling amount"};
-cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.5", "view rolling speed"};
-cvar_t cl_bobrollup = {CVAR_SAVE, "cl_bobrollup","0.5", "view bobbing adjustment that makes the up or down swing of the roll 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", "0.7", "gun leaning sideways speed"};
cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
VectorAdd(vieworg, cl.punchvector, vieworg);
if (cl.stats[STAT_HEALTH] > 0)
{
- double xyspeed, bob, bobroll;
+ double xyspeed, bob;
float cycle;
vec_t frametime;
VectorAdd(vieworg, gunorg, gunorg);
VectorAdd(viewangles, gunangles, gunangles);
- // view bobbing code
+ // 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)
{
// (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);
}
- // view rolling code
- // TODO 1: Make it work around the center rather than the left side
- // TODO 2: Make the roll smoothly return to 0 when you stop touching the ground, rather than instantly
- // TODO 3: Write cvars to darkplaces.txt, set better defaults and possibly disable by default once the first TODOs are ready
- if (cl_bobroll.value && cl_bobrollcycle.value)
- if (cl.onground)
+ // horizontal view bobbing code
+ if (cl_bob2.value && cl_bob2cycle.value)
{
- cycle = cl.time / cl_bobrollcycle.value;
+ vec3_t bob2vel;
+ vec3_t forward, right, up;
+ float side, front;
+
+ cycle = cl.time / cl_bob2cycle.value;
cycle -= (int) cycle;
- if (cycle < cl_bobrollup.value)
- cycle = sin(M_PI * cycle / cl_bobrollup.value);
+ if (cycle < cl_bob2up.value)
+ cycle = sin(M_PI * cycle / cl_bob2up.value);
else
- cycle = sin(M_PI + M_PI * (cycle-cl_bobrollup.value)/(1.0 - cl_bobrollup.value));
+ 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;
+ }
- bobroll = xyspeed * cl_bobroll.value;
- bobroll = bobroll*0.3 + bobroll*0.7*cycle;
- viewangles[2] = bound(-5, bobroll, 5);
+ // 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[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_bobroll);
- Cvar_RegisterVariable (&cl_bobrollcycle);
- Cvar_RegisterVariable (&cl_bobrollup);
+ 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);