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;
// calculate the front and side 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 bob intensity
- side = DotProduct (cl.velocity, right) * cl.bob2_smooth;
- front = DotProduct (cl.velocity, forward) * cl.bob2_smooth;
+ // now get the speed based on those angles. The bounds should match the same value as xyspeed's
+ side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
+ front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
VectorScale(forward, bob, forward);
VectorScale(right, bob, right);
// we use side with forward and front with right, so the bobbing goes
gunorg[1] += bob2vel[1];
}
+ // fall bobbing code
+ // causes the view to swing down and back up when touching the ground
+ if (cl_bobfall.value && cl_bobfallcycle.value)
+ {
+ 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
+ {
+ if(cl.bobfall_swing > 0)
+ cl.bobfall_swing -= bound(0, cl_bobfallcycle.value * frametime, 1);
+ else
+ cl.bobfall_swing = 0;
+
+ bobfall = sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
+ vieworg[2] += bobfall;
+ gunorg[2] += bobfall;
+ }
+ }
+
// gun model bobbing code
- if (cl_bob.value && cl_bobmodel.value)
+ if (cl_bob.value || cl_bob2.value)
+ if (cl_bobmodel.value)
{
// calculate for swinging gun model
// the gun bobs when running on the ground, but doesn't bob when you're in the air.
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);