if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
viewangles[ROLL] = v_deathtiltangle.value;
VectorAdd(viewangles, cl.punchangle, viewangles);
- viewangles[ROLL] += V_CalcRoll(viewangles, cl.movement_velocity);
+ viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
if (v_dmg_time > 0)
{
viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
VectorAdd(viewangles, gunangles, gunangles);
// view bobbing code
- xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
+ xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
if (cl_bob.value && cl_bobcycle.value)
{
float cycle;