if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM)
viewangles[ROLL] = 80; // dead view angle
VectorAdd(viewangles, cl.punchangle, viewangles);
- viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+ viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
if (v_dmg_time > 0)
{
viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
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 = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
+ bob = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]) * cl_bob.value;
bob = bob*0.3 + bob*0.7*cycle;
vieworg[2] += bound(-7, bob, 4);
}