// GAME_GOODVSBAD2
cvar_t chase_stevie = {0, "chase_stevie", "0"};
+cvar_t cl_deathtilt = {0, "cl_deathtilt", "1"};
+
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
{
// first person view from entity
// angles
- if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM)
+ if (cl.stats[STAT_HEALTH] <= 0 && cl_deathtilt.integer)
viewangles[ROLL] = 80; // dead view angle
VectorAdd(viewangles, cl.punchangle, viewangles);
- viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+ viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
if (v_dmg_time > 0)
{
viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
// bob is proportional to velocity in the xy plane
// (don't count Z, or jumping messes it up)
- bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
+ bob = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]) * cl_bob.value;
bob = bob*0.3 + bob*0.7*cycle;
vieworg[2] += bound(-7, bob, 4);
}
Cvar_RegisterVariable (&chase_active);
if (gamemode == GAME_GOODVSBAD2)
Cvar_RegisterVariable (&chase_stevie);
+
+ Cvar_RegisterVariable (&cl_deathtilt.integer);
}