]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
Disable when cl.realframetime * speed_cvar go over 1, otherwise angles go crazy and...
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 7b915b4b6e68f141d247f4484beaf9cdb6f0df03..e0a91e574e229239394847740c3ec0e52215a321 100644 (file)
--- a/view.c
+++ b/view.c
@@ -45,6 +45,13 @@ cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing s
 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_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"};
+cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "5", "gun leaning sideways speed"};
+cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "7.5", "gun leaning sideways limit"};
+cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"};
+cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "2.5", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "5", "gun leaning upward limit"};
+
 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"};
 
 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
@@ -540,7 +547,7 @@ void V_CalcRefdef (void)
                                                bob = bob*0.3 + bob*0.7*cycle;
                                                vieworg[2] += bound(-7, bob, 4);
                                        }
-
+                                       
                                        VectorCopy(vieworg, gunorg);
 
                                        if (cl_bob.value && cl_bobmodel.value)
@@ -586,23 +593,61 @@ void V_CalcRefdef (void)
 
                                        // gun model leaning code
                                        
-                                       // TODO 1: Fix bug where model does a 360* turn when YAW jumps around the 0 - 360 rotation border.
-                                       // [18:53:17] <@div0> search for AnglesFromVectors and AngleVectors
-                                       // [18:53:27] <@div0> I am quite sure interpolation (lerp) uses it
-                                       
-                                       // TODO 2: Implement limits (weapon model must not lean past a certain limit)
+                                       // TODO 1 (done): Fix bug where model does a 360* turn when YAW jumps around the 0 - 360 rotation border
+                                       // TODO 2 (done): Implement limits (weapon model must not lean past a certain limit)
+                                       // TODO 3 (done): Cvar everything once the first TODOs are ready
+
+                                       if(cl_leanmodel_up.value && cl.realframetime * cl_leanmodel_up_speed.value < 1) // bad things happen if this goes over 1, so prevent the effect
+                                       {
+                                               // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
+                                               if(cl.viewangles[PITCH] - viewmodel_push_x >= 180)
+                                                       viewmodel_push_x += 360;
+                                               if(viewmodel_push_x - cl.viewangles[PITCH] >= 180)
+                                                       viewmodel_push_x -= 360;
 
-                                       // TODO 3: Cvar everything once the first TODOs are ready.
+                                               if(viewmodel_push_x < cl.viewangles[PITCH])
+                                               {
+                                                       if(cl.viewangles[PITCH] - viewmodel_push_x > cl_leanmodel_up_limit.value)
+                                                               viewmodel_push_x = cl.viewangles[PITCH] - cl_leanmodel_up_limit.value;
+                                                       else
+                                                               viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * cl_leanmodel_up_speed.value * cl.realframetime;
+                                               }
+                                               if(viewmodel_push_x > cl.viewangles[PITCH])
+                                               {
+                                                       if(viewmodel_push_x - cl.viewangles[PITCH] > cl_leanmodel_up_limit.value)
+                                                               viewmodel_push_x = cl.viewangles[PITCH] + cl_leanmodel_up_limit.value;
+                                                       else
+                                                               viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * cl_leanmodel_up_speed.value * cl.realframetime;
+                                               }
+                                       }
+                                       else
+                                               viewmodel_push_x = cl.viewangles[PITCH];
 
-                                       if(viewmodel_push_x < cl.viewangles[PITCH])
-                                               viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * 0.01;
-                                       else if(viewmodel_push_x > cl.viewangles[PITCH])
-                                               viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * 0.01;
+                                       if(cl_leanmodel_side.value && cl.realframetime * cl_leanmodel_side_speed.value < 1) // bad things happen if this goes over 1, so prevent the effect
+                                       {
+                                               // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
+                                               if(cl.viewangles[YAW] - viewmodel_push_y >= 180)
+                                                       viewmodel_push_y += 360;
+                                               if(viewmodel_push_y - cl.viewangles[YAW] >= 180)
+                                                       viewmodel_push_y -= 360;
 
-                                       if(viewmodel_push_y < cl.viewangles[YAW])
-                                               viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * 0.01;
-                                       else if(viewmodel_push_y > cl.viewangles[YAW])
-                                               viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * 0.01;
+                                               if(viewmodel_push_y < cl.viewangles[YAW])
+                                               {
+                                                       if(cl.viewangles[YAW] - viewmodel_push_y > cl_leanmodel_side_limit.value)
+                                                               viewmodel_push_y = cl.viewangles[YAW] - cl_leanmodel_side_limit.value;
+                                                       else
+                                                               viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * cl_leanmodel_side_speed.value * cl.realframetime;
+                                               }
+                                               if(viewmodel_push_y > cl.viewangles[YAW])
+                                               {
+                                                       if(viewmodel_push_y - cl.viewangles[YAW] > cl_leanmodel_side_limit.value)
+                                                               viewmodel_push_y = cl.viewangles[YAW] + cl_leanmodel_side_limit.value;
+                                                       else
+                                                               viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * cl_leanmodel_side_speed.value * cl.realframetime;
+                                               }
+                                       }
+                                       else
+                                               viewmodel_push_y = cl.viewangles[YAW];
 
                                        VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
                                }
@@ -803,6 +848,13 @@ void V_Init (void)
        Cvar_RegisterVariable (&cl_bobmodel_up);
        Cvar_RegisterVariable (&cl_bobmodel_speed);
 
+       Cvar_RegisterVariable (&cl_leanmodel_side);
+       Cvar_RegisterVariable (&cl_leanmodel_side_speed);
+       Cvar_RegisterVariable (&cl_leanmodel_side_limit);
+       Cvar_RegisterVariable (&cl_leanmodel_up);
+       Cvar_RegisterVariable (&cl_leanmodel_up_speed);
+       Cvar_RegisterVariable (&cl_leanmodel_up_limit);
+
        Cvar_RegisterVariable (&cl_viewmodel_scale);
 
        Cvar_RegisterVariable (&v_kicktime);