Separate cl_followmodel and cl_leanmodel code so they can be executed only if the...
authorterencehill <piuntn@gmail.com>
Wed, 13 Jan 2016 12:31:31 +0000 (13:31 +0100)
committerterencehill <piuntn@gmail.com>
Wed, 13 Jan 2016 15:45:28 +0000 (16:45 +0100)
qcsrc/client/view.qc

index 13dcdd2..f74fbfd 100644 (file)
@@ -139,68 +139,81 @@ void viewmodel_animate(entity this)
        }
        oldonground = clonground;
 
-       vector gunorg = '0 0 0', gunangles = '0 0 0';
-       static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0';
 
        bool teleported = view.csqcmodel_teleported;
 
-       // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
-       if (teleported)
+       float frac;
+       if(autocvar_cl_followmodel)
        {
-               // try to fix the first highpass; result is NOT
-               // perfect! TODO find a better fix
-               gunangles_prev = view_angles;
+               vector gunorg = '0 0 0';
+               static vector gunorg_prev = '0 0 0';
+               static vector gunorg_highpass = '0 0 0';
+               static vector gunorg_adjustment_highpass;
+               static vector gunorg_adjustment_lowpass;
+
+               // if we teleported, clear the frametime... the lowpass will recover the previous value then
+               if (teleported)
+               {
+                       // try to fix the first highpass; result is NOT
+                       // perfect! TODO find a better fix
+                       gunorg_prev = view_origin;
+               }
+
+               // for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
+               gunorg_highpass += gunorg_prev;
+               frac = avg_factor(autocvar_cl_followmodel_highpass1);
+               highpass3_limited(view_origin, frac, autocvar_cl_followmodel_limit, gunorg_highpass, gunorg);
                gunorg_prev = view_origin;
+               gunorg_highpass -= gunorg_prev;
+
+               // calculate the RAW adjustment vectors
+               gunorg *= -autocvar_cl_followmodel_speed;
+
+               // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+               // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+               frac = avg_factor(autocvar_cl_followmodel_highpass);
+               highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
+               frac = avg_factor(autocvar_cl_followmodel_lowpass);
+               lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
+
+               vector v = rotate(gunorg, YAW(view_angles) * DEG2RAD); // rotate world coordinates to relative ones
+               v.z = gunorg.z;
+               this.origin += v;
        }
 
-       float frac;
-       static vector gunorg_highpass = '0 0 0';
-
-       // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
-       gunorg_highpass += gunorg_prev;
-       frac = avg_factor(autocvar_cl_followmodel_highpass1);
-       highpass3_limited(view_origin, frac, autocvar_cl_followmodel_limit, gunorg_highpass, gunorg);
-       gunorg_prev = view_origin;
-       gunorg_highpass -= gunorg_prev;
-
-       static vector gunangles_highpass = '0 0 0';
-
-       // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
-       gunangles_highpass += gunangles_prev;
-       PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
-       YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
-       ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
-       frac = avg_factor(autocvar_cl_leanmodel_highpass1);
-       highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
-       gunangles_prev = view_angles;
-       gunangles_highpass -= gunangles_prev;
-
-       // 3. calculate the RAW adjustment vectors
-       gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_speed : 0);
-       gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_speed : 0);
-       gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_speed : 0);
-
-       PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_speed : 0);
-       YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_speed : 0);
-       ROLL(gunangles) = 0;
-
-       static vector gunorg_adjustment_highpass;
-       static vector gunorg_adjustment_lowpass;
-       static vector gunangles_adjustment_highpass;
-       static vector gunangles_adjustment_lowpass;
-
-       // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
-       //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
-       frac = avg_factor(autocvar_cl_followmodel_highpass);
-       highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
-       frac = avg_factor(autocvar_cl_followmodel_lowpass);
-       lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
-
-       // we assume here: PITCH = 0, YAW = 1, ROLL = 2
-       frac = avg_factor(autocvar_cl_leanmodel_highpass);
-       highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
-       frac = avg_factor(autocvar_cl_leanmodel_lowpass);
-       lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
+       if(autocvar_cl_leanmodel)
+       {
+               vector gunangles = '0 0 0';
+               static vector gunangles_prev = '0 0 0';
+               static vector gunangles_highpass = '0 0 0';
+               static vector gunangles_adjustment_highpass;
+               static vector gunangles_adjustment_lowpass;
+
+               if (teleported)
+                       gunangles_prev = view_angles;
+
+               // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+               gunangles_highpass += gunangles_prev;
+               PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
+               YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
+               ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
+               frac = avg_factor(autocvar_cl_leanmodel_highpass1);
+               highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
+               gunangles_prev = view_angles;
+               gunangles_highpass -= gunangles_prev;
+
+               PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
+               YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
+
+               // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+               frac = avg_factor(autocvar_cl_leanmodel_highpass);
+               highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
+               frac = avg_factor(autocvar_cl_leanmodel_lowpass);
+               lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
+
+               gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
+               this.angles += gunangles;
+       }
 
        float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
 
@@ -222,7 +235,6 @@ void viewmodel_animate(entity this)
                // 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.
-               vector forward, right = '0 0 0', up = '0 0 0';
                float bspeed;
                float t = 1;
                float s = time * autocvar_cl_bobmodel_speed;
@@ -244,17 +256,12 @@ void viewmodel_animate(entity this)
                        t *= 5;
                }
                bspeed = xyspeed * 0.01;
-               MAKEVECTORS(makevectors, view_angles, forward, right, up);
-               float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
-               gunorg += bobr * right;
-               float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
-               gunorg += bobu * up;
-       }
-       vector v = rotate(gunorg, YAW(view_angles) * DEG2RAD); // rotate world coordinates to relative ones
-       v.z = gunorg.z;
-       this.origin += v;
-       gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
-       this.angles += gunangles;
+               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;
+
+               this.origin += gunorg;
+       }
 }
 
 .vector viewmodel_origin, viewmodel_angles;