]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Comments
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 12 Jul 2010 18:09:08 +0000 (18:09 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 12 Jul 2010 18:09:08 +0000 (18:09 +0000)
From: MirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10311 d7cf8633-e32d-0410-b094-e92efae38249

view.c

diff --git a/view.c b/view.c
index 276e9091b566eb996996ea9516c70a93e9cdaaad..bf97ee6efcefc6c6b571a6bd93e80ceeb1973f2b 100644 (file)
--- a/view.c
+++ b/view.c
@@ -638,7 +638,7 @@ void V_CalcRefdef (void)
                                        VectorAdd(vieworg, gunorg, gunorg);
                                        VectorAdd(viewangles, gunangles, gunangles);
 
-                                       // bounded XY speed calculation, used by several effects below
+                                       // bounded XY speed, used by several effects below
                                        xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
 
                                        // vertical view bobbing code
@@ -683,7 +683,7 @@ void V_CalcRefdef (void)
 
                                                // this value slowly decreases from 1 to 0 when we stop touching the ground.
                                                // The cycle is later multiplied with it so the view smooths back to normal
-                                               if (cl.onground && !cl.cmd.jump) // also block while the jump button is pressed, to avoid twitches when bunny-hopping
+                                               if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
                                                        cl.bob2_smooth = 1;
                                                else
                                                {
@@ -693,9 +693,9 @@ void V_CalcRefdef (void)
                                                                cl.bob2_smooth = 0;
                                                }
 
-                                               // calculate the side and front of the player between the X and Y axes
+                                               // 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 bobbing intensity
+                                               // now get the speed based on those angles. The division is for mathing vertical bob intensity
                                                side = DotProduct (cl.velocity, right) / 1000 * cl.bob2_smooth;
                                                front = DotProduct (cl.velocity, forward) / 1000 * cl.bob2_smooth;
                                                VectorScale(forward, bob, forward);