From 14675dc6c8c734b5a6ae0f0938fe82b44d68202e Mon Sep 17 00:00:00 2001 From: divverent Date: Mon, 12 Jul 2010 18:09:08 +0000 Subject: [PATCH] Comments From: MirceaKitsune git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10311 d7cf8633-e32d-0410-b094-e92efae38249 --- view.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/view.c b/view.c index 276e9091..bf97ee6e 100644 --- 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); -- 2.39.2