cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
-
-cvar_t cl_bobside = {CVAR_SAVE, "cl_bobside","0.02", "view bobbing amount"};
-cvar_t cl_bobsidecycle = {CVAR_SAVE, "cl_bobsidecycle","0.6", "view bobbing speed"};
-cvar_t cl_bobsideup = {CVAR_SAVE, "cl_bobsideup","0.5", "view bobbing adjustment that makes the sideways swing of the bob last longer"};
-cvar_t cl_bobsideairtime = {CVAR_SAVE, "cl_bobsideairtime","0.05", "how fast the view goes back when you stop touching the ground"};
-
-cvar_t cl_bobroll = {CVAR_SAVE, "cl_bobroll","0", "view rolling amount"};
-cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.8", "view rolling speed"};
-cvar_t cl_bobrollairtime = {CVAR_SAVE, "cl_bobrollairtime","0.05", "how fast the view rolls back when you stop touching the ground"};
+cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
+cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
+cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
+cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
+cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
+cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
-cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
-cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
+cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
+cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
-cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
+cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
-cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
+cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
-cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
-cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
+cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
+cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
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"};
else
{
if (cl.stairsmoothz < vieworg[2])
- vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
+ vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
else if (cl.stairsmoothz > vieworg[2])
- vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
+ vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
}
// apply qw weapon recoil effect (this did not work in QW)
VectorAdd(vieworg, cl.punchvector, vieworg);
if (cl.stats[STAT_HEALTH] > 0)
{
- double xyspeed, bob, bobroll;
- float cycle, cycle2;
+ double xyspeed, bob, bobfall;
+ float cycle;
vec_t frametime;
frametime = cl.realframetime * cl.movevars_timescale;
VectorAdd(vieworg, gunorg, gunorg);
VectorAdd(viewangles, gunangles, gunangles);
+ // 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
- xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
if (cl_bob.value && cl_bobcycle.value)
{
// LordHavoc: this code is *weird*, but not replacable (I think it
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 = xyspeed * cl_bob.value;
+ bob = xyspeed * bound(0, cl_bob.value, 0.05);
bob = bob*0.3 + bob*0.7*cycle;
- vieworg[2] += bound(-7, bob, 4);
+ vieworg[2] += bob;
// we also need to adjust gunorg, or this appears like pushing the gun!
// In the old code, this was applied to vieworg BEFORE copying to gunorg,
// but this is not viable with the new followmodel code as that would mean
// that followmodel would work on the munged-by-bob vieworg and do feedback
- gunorg[2] += bound(-7, bob, 4);
+ gunorg[2] += bob;
}
- // horizontal bobbing code
- if (cl_bobside.value && cl_bobsidecycle.value)
+ // horizontal view bobbing code
+ if (cl_bob2.value && cl_bob2cycle.value)
{
- vec3_t bobvel;
+ vec3_t bob2vel;
vec3_t forward, right, up;
float side, front;
- // LordHavoc: this code is *weird*, but not replacable (I think it
- // should be done in QC on the server, but oh well, quake is quake)
- // LordHavoc: figured out bobup: the time at which the sin is at 180
- // degrees (which allows lengthening or squishing the peak or valley)
- cycle = cl.time / cl_bobsidecycle.value;
+
+ cycle = cl.time / cl_bob2cycle.value;
cycle -= (int) cycle;
- if (cycle < cl_bobsideup.value)
- cycle = sin(M_PI * cycle / cl_bobsideup.value);
+ if (cycle < 0.5)
+ cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
else
- cycle = sin(M_PI + M_PI * (cycle-cl_bobsideup.value)/(1.0 - cl_bobsideup.value));
- // bob is proportional to velocity in the xy plane
- // (don't count Z, or jumping messes it up)
- bob = xyspeed * cl_bobside.value;
- bob = bob*0.3 + bob*0.7*cycle;
+ cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
+ bob = bound(0, cl_bob2.value, 0.05) * cycle;
// 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 the effect while the jump button is pressed, to avoid twitches when bunny-hopping
- cl.bobside_airtime = 1;
+ cl.bob2_smooth = 1;
else
{
- if(cl.bobside_airtime > 0)
- cl.bobside_airtime -= bound(0, cl_bobsideairtime.value, 1);
+ if(cl.bob2_smooth > 0)
+ cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
else
- cl.bobside_airtime = 0;
+ cl.bob2_smooth = 0;
}
- // now we calculate the side and front of the player, between the X and Y axis
+ // calculate the front and side of the player between the X and Y axes
AngleVectors(viewangles, forward, right, up);
- // now the speed based on these angles. The division is for mathing vertical bobbing intensity
- side = DotProduct (cl.velocity, right) / 100 * cl.bobside_airtime;
- front = DotProduct (cl.velocity, forward) / 100 * cl.bobside_airtime;
- forward[0] *= bob;
- forward[1] *= bob;
- right[0] *= bob;
- right[1] *= bob;
- // we use side with forward and front with right so the side bobbing goes
- // to the side when we walk forward and to the front when we strafe.
- VectorMAMAM(side, forward, front, right, 0, up, bobvel);
- vieworg[0] += bobvel[0];
- vieworg[1] += bobvel[1];
+ // now get the speed based on those angles. The bounds should match the same value as xyspeed's
+ side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
+ front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
+ VectorScale(forward, bob, forward);
+ VectorScale(right, bob, right);
+ // we use side with forward and front with right, so the bobbing goes
+ // to the side when we walk forward and to the front when we strafe
+ VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
+ vieworg[0] += bob2vel[0];
+ vieworg[1] += bob2vel[1];
// we also need to adjust gunorg, or this appears like pushing the gun!
// In the old code, this was applied to vieworg BEFORE copying to gunorg,
// but this is not viable with the new followmodel code as that would mean
// that followmodel would work on the munged-by-bob vieworg and do feedback
- gunorg[0] += bobvel[0];
- gunorg[1] += bobvel[1];
+ gunorg[0] += bob2vel[0];
+ gunorg[1] += bob2vel[1];
}
- // view rolling code
- if (cl_bobroll.value && cl_bobrollcycle.value)
+ // fall bobbing code
+ // causes the view to swing down and back up when touching the ground
+ if (cl_bobfall.value && cl_bobfallcycle.value)
{
- cycle2 = cl.time / cl_bobrollcycle.value;
- cycle2 -= (int) cycle2;
- if (cycle2 < 0.5)
- cycle2 = sin(M_PI * cycle2 / 0.5);
- else
- cycle2 = sin(M_PI + M_PI * (cycle2-0.5)/0.5);
-
- // 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 the effect while the jump button is pressed, to avoid twitches when bunny-hopping
- cl.bobroll_airtime = 1;
- else
+ if (!cl.onground)
{
- if(cl.bobroll_airtime > 0)
- cl.bobroll_airtime -= bound(0, cl_bobrollairtime.value, 1);
+ cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
+ if (cl.velocity[2] < -cl_bobfallminspeed.value)
+ cl.bobfall_swing = 1;
else
- cl.bobroll_airtime = 0;
+ cl.bobfall_swing = 0;
}
+ else
+ {
+ if(cl.bobfall_swing > 0)
+ cl.bobfall_swing -= bound(0, cl_bobfallcycle.value * frametime, 1);
+ else
+ cl.bobfall_swing = 0;
- cycle2 *= cl_bobroll.value * cl.bobroll_airtime;
- bobroll = bound(0, xyspeed, sv_maxspeed.value) * cycle2;
- viewangles[2] += bound(-45, bobroll, 45);
+ bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
+ vieworg[2] += bobfall;
+ gunorg[2] += bobfall;
+ }
}
// gun model bobbing code
- if (cl_bob.value && cl_bobmodel.value)
+ if (cl_bobmodel.value)
{
// calculate for swinging gun model
// the gun bobs when running on the ground, but doesn't bob when you're in the air.
t *= 5;
}
- bspeed = bound (0, xyspeed, 400) * 0.01f;
+ bspeed = xyspeed * 0.01f;
AngleVectors (gunangles, forward, right, up);
bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
VectorMA (gunorg, bob, right, gunorg);
Cvar_RegisterVariable (&cl_bob);
Cvar_RegisterVariable (&cl_bobcycle);
Cvar_RegisterVariable (&cl_bobup);
-
- Cvar_RegisterVariable (&cl_bobside);
- Cvar_RegisterVariable (&cl_bobsidecycle);
- Cvar_RegisterVariable (&cl_bobsideup);
- Cvar_RegisterVariable (&cl_bobsideairtime);
-
- Cvar_RegisterVariable (&cl_bobroll);
- Cvar_RegisterVariable (&cl_bobrollcycle);
- Cvar_RegisterVariable (&cl_bobrollairtime);
+ Cvar_RegisterVariable (&cl_bob2);
+ Cvar_RegisterVariable (&cl_bob2cycle);
+ Cvar_RegisterVariable (&cl_bob2smooth);
+ Cvar_RegisterVariable (&cl_bobfall);
+ Cvar_RegisterVariable (&cl_bobfallcycle);
+ Cvar_RegisterVariable (&cl_bobfallminspeed);
Cvar_RegisterVariable (&cl_bobmodel);
Cvar_RegisterVariable (&cl_bobmodel_side);
Cvar_RegisterVariable (&cl_bobmodel_up);