Client: add a vertical camera bobbing effect.

This commit is contained in:
Marco Cawthorne 2023-01-12 16:50:37 -08:00
parent bef240a1de
commit 0452916719
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
3 changed files with 61 additions and 7 deletions

View File

@ -77,3 +77,15 @@ Camera_StrafeRoll(__inout vector camera_angle)
camera_angle[2] += roll;
}
float Viewmodel_GetBob(void);
/* tilts the camera for a head-bob like effect when moving */
void
Camera_RunPosBob(vector angles, __inout vector camera_pos)
{
int s = (float)getproperty(VF_ACTIVESEAT);
pCamBob = &g_camBobVars[s];
makevectors(view_angles);
camera_pos += (v_up * Viewmodel_GetBob());
}

View File

@ -81,6 +81,14 @@ Viewmodel_CalcBob(void)
pViewBob->m_flBob *= autocvar_cg_viewmodelScale;
}
float
Viewmodel_GetBob(void)
{
int s = (float)getproperty(VF_ACTIVESEAT);
pViewBob = &g_viewBobVars[s];
return pViewBob->m_flBob;
}
void
Viewmodel_ApplyBob(entity gun)
{

View File

@ -157,14 +157,15 @@ class player:NSClientPlayer
//virtual float() predraw;
//virtual void(void) postdraw;
virtual void UpdatePlayerAttachments(bool);
virtual void(float,float) ReceiveEntity;
virtual void(void) PredictPreFrame;
virtual void(void) PredictPostFrame;
virtual void ReceiveEntity(float,float);
virtual void PredictPreFrame(void);
virtual void PredictPostFrame(void);
virtual void UpdateAliveCam(void);
#else
virtual void(void) EvaluateEntity;
virtual float(entity, float) SendEntity;
virtual void(float) Save;
virtual void(string,string) Restore;
virtual void EvaluateEntity(void);
virtual float SendEntity(entity, float);
virtual void Save(float);
virtual void Restore(string,string);
#endif
};
@ -181,6 +182,39 @@ player::UpdatePlayerAnimation(float timelength)
}
#ifdef CLIENT
void Camera_RunPosBob(vector angles, __inout vector camera_pos);
void Camera_StrafeRoll(__inout vector camera_angle);
void Shake_Update(NSClientPlayer);
void
player::UpdateAliveCam(void)
{
vector cam_pos = GetEyePos();
Camera_RunPosBob(view_angles, cam_pos);
g_view.SetCameraOrigin(cam_pos);
Camera_StrafeRoll(view_angles);
g_view.SetCameraAngle(view_angles);
if (vehicle) {
NSVehicle veh = (NSVehicle)vehicle;
if (veh.UpdateView)
veh.UpdateView();
} else if (health) {
if (autocvar_pm_thirdPerson == TRUE) {
makevectors(view_angles);
vector vStart = [pSeat->m_vecPredictedOrigin[0], pSeat->m_vecPredictedOrigin[1], pSeat->m_vecPredictedOrigin[2] + 16] + (v_right * 4);
vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
traceline(vStart, vEnd, FALSE, this);
g_view.SetCameraOrigin(trace_endpos + (v_forward * 5));
}
}
Shake_Update(this);
g_view.AddPunchAngle(punchangle);
}
.string oldmodel;
string Weapons_GetPlayermodel(player, int);