cl_bobfallspeed 200 "necessary amount of speed for bob-falling to occur"
cl_bobmodel 1 // whether to have gun model move around on screen when moving (only works if cl_bob is not 0), default is 1
cl_bobmodel_side 0.2 // amount the gun sways to the sides
-cl_bobmodel_speed 5 // rate at which the gun sways
+cl_bobmodel_speed 10 // rate at which the gun sways
cl_bobmodel_up 0.1 // amount the gun sways up and down
cl_followmodel 1 // enables weapon pushing / pulling effect when walking
seta cl_followmodel_speed 0.3 "gun following speed"
-seta cl_followmodel_limit 1000 "gun following limit"
+seta cl_followmodel_limit 135 "gun following limit"
seta cl_followmodel_velocity_absolute 0 "make the effect ignore velocity direction changes (side effect: it causes a glitch when teleporting / passing through a warpzone)"
seta cl_followmodel_velocity_lowpass 0.05 "gun following velocity lowpass averaging time"
seta cl_followmodel_highpass 0.05 "gun following highpass averaging time"
cl_leanmodel 1 // enables weapon leaning effect when looking around
seta cl_leanmodel_speed 0.3 "gun leaning speed"
-seta cl_leanmodel_limit 1000 "gun leaning limit"
+seta cl_leanmodel_limit 30 "gun leaning limit"
seta cl_leanmodel_highpass1 0.2 "gun leaning pre-highpass averaging time"
seta cl_leanmodel_highpass 0.2 "gun leaning highpass averaging time"
seta cl_leanmodel_lowpass 0.05 "gun leaning lowpass averaging time"
float autocvar_cl_followmodel;
float autocvar_cl_followmodel_speed = 0.3;
-float autocvar_cl_followmodel_limit = 1000;
+float autocvar_cl_followmodel_limit = 135;
float autocvar_cl_followmodel_velocity_lowpass = 0.05;
float autocvar_cl_followmodel_highpass = 0.05;
float autocvar_cl_followmodel_lowpass = 0.03;
+bool autocvar_cl_followmodel_velocity_absolute;
float autocvar_cl_leanmodel;
float autocvar_cl_leanmodel_speed = 0.3;
-float autocvar_cl_leanmodel_limit = 1000;
+float autocvar_cl_leanmodel_limit = 30;
float autocvar_cl_leanmodel_highpass1 = 0.2;
float autocvar_cl_leanmodel_highpass = 0.2;
float autocvar_cl_leanmodel_lowpass = 0.05;
lowpass(value.y, frac, ref_store.y, ref_out.y); \
} MACRO_END
-#define lowpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
-{ \
- lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
- lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
-} MACRO_END
-
#define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
{ \
highpass(value.x, frac, ref_store.x, ref_out.x); \
highpass(value.z, frac, ref_store.z, ref_out.z); \
} MACRO_END
-#define highpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
-{ \
- highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
- highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
- highpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
-} MACRO_END
-
-#define lowpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
-{ \
- lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
- lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
- lowpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
-} MACRO_END
-
-bool autocvar_cl_followmodel_velocity_absolute;
void viewmodel_animate(entity this)
{
static float prevtime;
bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
static bool oldonground;
static float hitgroundtime;
- static float lastongroundtime;
if (clonground)
{
float f = time; // cl.movecmd[0].time
if (!oldonground)
hitgroundtime = f;
- lastongroundtime = f;
}
oldonground = clonground;
vel.z = view.velocity * up;
}
+ vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
+ vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
+ vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
+
frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
- lowpass3_limited(vel, frac, autocvar_cl_followmodel_limit, vel_average, gunorg);
+ lowpass3(vel, frac, vel_average, gunorg);
gunorg *= -autocvar_cl_followmodel_speed * 0.042;
{
// calculate for swinging gun model
// the gun bobs when running on the ground, but doesn't bob when you're in the air.
- // Sajt: I tried to smooth out the transitions between bob and no bob, which works
- // for the most part, but for some reason when you go through a message trigger or
- // pick up an item or anything like that it will momentarily jolt the gun.
- float bspeed;
- float t = 1;
- float s = time * autocvar_cl_bobmodel_speed;
+ static float bobmodel_scale = 0;
+ static float time_ofs = 0; // makes the effect always restart in the same way
if (clonground)
{
- if (time - hitgroundtime < 0.2)
- {
- // just hit the ground, speed the bob back up over the next 0.2 seconds
- t = time - hitgroundtime;
- t = bound(0, t, 0.2);
- t *= 5;
- }
+ if (time - hitgroundtime > 0.05)
+ bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
}
else
+ bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
+ if(bobmodel_scale && xyspeed)
{
- // recently left the ground, slow the bob down over the next 0.2 seconds
- t = time - lastongroundtime;
- t = 0.2 - bound(0, t, 0.2);
- t *= 5;
- }
- bspeed = xyspeed * 0.01;
- vector gunorg = '0 0 0';
- gunorg.y += bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
- gunorg.z += bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
+ float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
+ float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
+ vector gunorg = '0 0 0';
+ gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
+ gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
- this.origin += gunorg;
+ this.origin += gunorg;
+ }
+ else
+ time_ofs = time;
}
}