]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Base animation on cl.frametime
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 2 May 2010 14:04:40 +0000 (14:04 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 2 May 2010 14:04:40 +0000 (14:04 +0000)
From: MirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10128 d7cf8633-e32d-0410-b094-e92efae38249

darkplaces.txt
view.c

index 33227c181fc9a1f80e321ec64c42a863d98fe37a..8d539fbd458ed6d84070cf9410d2bfb9c1a888b0 100644 (file)
@@ -401,10 +401,10 @@ cl_bobmodel_side                                  0.05                gun bobbin
 cl_bobmodel_speed                                 7                   gun bobbing speed\r
 cl_bobmodel_up                                    0.02                gun bobbing upward movement amount\r
 cl_leanmodel_side                                 1                   enables gun leaning sideways\r
-cl_leanmodel_side_speed                           0.025               gun leaning sideways speed\r
+cl_leanmodel_side_speed                           5                   gun leaning sideways speed\r
 cl_leanmodel_side_limit                           7.5                 gun leaning sideways limit\r
 cl_leanmodel_up                                   1                   enables gun leaning upward\r
-cl_leanmodel_up_speed                             0.015               gun leaning upward speed\r
+cl_leanmodel_up_speed                             2.5                 gun leaning upward speed\r
 cl_leanmodel_up_limit                             5                   gun leaning upward limit\r
 cl_bobup                                          0.5                 view bobbing adjustment that makes the up or down swing of the bob last longer\r
 cl_capturevideo                                   0                   enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output)\r
diff --git a/view.c b/view.c
index 3d95d42251b87ccbda418b1d03fbd9f97cd402ca..2c965fca29f8f1db2fd8d3c22b6824fa04a442e5 100644 (file)
--- a/view.c
+++ b/view.c
@@ -46,10 +46,10 @@ cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upwar
 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", "0.025", "gun leaning sideways speed"};
+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", "0.015", "gun leaning upward speed"};
+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"};
@@ -547,7 +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)
@@ -596,6 +596,12 @@ void V_CalcRefdef (void)
                                        // 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
+                                       
+                                       float speed; // limit to safe values, or bad things happen at low framerates
+                                       if(cl.realframetime < 0.1)
+                                               speed = cl.realframetime;
+                                       else
+                                               speed = 0.1;
 
                                        if(cl_leanmodel_up.value)
                                        {
@@ -610,14 +616,14 @@ void V_CalcRefdef (void)
                                                        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;
+                                                               viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * cl_leanmodel_up_speed.value * speed;
                                                }
                                                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;
+                                                               viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * cl_leanmodel_up_speed.value * speed;
                                                }
                                        }
                                        else
@@ -636,14 +642,14 @@ void V_CalcRefdef (void)
                                                        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;
+                                                               viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * cl_leanmodel_side_speed.value * speed;
                                                }
                                                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;
+                                                               viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * cl_leanmodel_side_speed.value * speed;
                                                }
                                        }
                                        else