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_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
+cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
+cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
+cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
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"};
VectorAdd(vieworg, cl.punchvector, vieworg);
if (cl.stats[STAT_HEALTH] > 0)
{
- double xyspeed, bob;
+ double xyspeed, bob, bobfall;
float cycle;
vec_t frametime;
gunorg[0] += bob2vel[0];
gunorg[1] += bob2vel[1];
}
-
-
- // TEST!!!
- // get the speed while in the air, apply it while we're not
- if (!cl.onground)
+ // fall bobbing code
+ // causes the view to swing down and back up when touching the ground
+ if (cl_bobfall.value && cl_bobfallcycle.value)
{
- cl.ground_hit_speed = cl.velocity[2] * 0.1; // replace 0.1 with cvar
- cl.ground_hit_counter = 1;
- }
- else
- {
- if(cl.ground_hit_counter > 0)
- cl.ground_hit_counter -= 0.1; // replace 0.1 with cvar
+ if (!cl.onground)
+ {
+ cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
+ if (cl.velocity[2] < -cl_bobfallminspeed.value)
+ cl.bobfall_swing = 1;
+ else
+ cl.bobfall_swing = 0;
+ }
else
- cl.ground_hit_counter = 0;
+ {
+ if(cl.bobfall_swing > 0)
+ cl.bobfall_swing -= bound(0, cl_bobfallcycle.value * frametime, 1);
+ else
+ cl.bobfall_swing = 0;
- vieworg[2] += sin(M_PI + M_PI * cl.ground_hit_counter) * -cl.ground_hit_speed;
- gunorg[2] += sin(M_PI + M_PI * cl.ground_hit_counter) * -cl.ground_hit_speed;
+ bobfall = sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
+ vieworg[2] += bobfall;
+ gunorg[2] += bobfall;
+ }
}
- // End of TEST!!!
-
-
-
// gun model bobbing code
if (cl_bob.value || cl_bob2.value)
if (cl_bobmodel.value)
Cvar_RegisterVariable (&cl_bob2);
Cvar_RegisterVariable (&cl_bob2cycle);
Cvar_RegisterVariable (&cl_bob2smooth);
+ Cvar_RegisterVariable (&cl_bobfall);
+ Cvar_RegisterVariable (&cl_bobfallcycle);
+ Cvar_RegisterVariable (&cl_bobfallminspeed);
Cvar_RegisterVariable (&cl_bobmodel);
Cvar_RegisterVariable (&cl_bobmodel_side);
Cvar_RegisterVariable (&cl_bobmodel_up);