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https://github.com/FWGS/hlsdk-xash3d
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Update weapon bobbing code.
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@ -295,8 +295,11 @@ void V_CalcGunAngle( struct ref_params_s *pparams )
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viewent->angles[PITCH] -= v_idlescale * sin( pparams->time * v_ipitch_cycle.value ) * ( v_ipitch_level.value * 0.5f );
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viewent->angles[YAW] -= v_idlescale * sin( pparams->time * v_iyaw_cycle.value ) * v_iyaw_level.value;
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VectorCopy( viewent->angles, viewent->curstate.angles );
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VectorCopy( viewent->angles, viewent->latched.prevangles );
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if( !( cl_viewbob && cl_viewbob->value ))
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{
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VectorCopy( viewent->angles, viewent->curstate.angles );
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VectorCopy( viewent->angles, viewent->latched.prevangles );
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}
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}
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/*
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@ -575,6 +578,7 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
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{
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VectorCopy( pparams->cl_viewangles, view->angles );
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}
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// set up gun position
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V_CalcGunAngle( pparams );
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@ -597,9 +601,6 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
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view->angles[ROLL] -= bob * 1.0f;
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view->angles[PITCH] -= bob * 0.3f;
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if( cl_viewbob && cl_viewbob->value )
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VectorCopy( view->angles, view->curstate.angles );
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// pushing the view origin down off of the same X/Z plane as the ent's origin will give the
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// gun a very nice 'shifting' effect when the player looks up/down. If there is a problem
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// with view model distortion, this may be a cause. (SJB).
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@ -768,6 +769,14 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
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}
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}
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if( cl_viewbob && cl_viewbob->value )
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{
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VectorCopy( view->origin, view->curstate.origin );
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VectorCopy( view->origin, view->latched.prevorigin );
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VectorCopy( view->angles, view->curstate.angles );
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VectorCopy( view->angles, view->latched.prevangles );
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}
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lasttime = pparams->time;
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v_origin = pparams->vieworg;
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