valve/src/client/viewmodel.qc

109 lines
3.3 KiB
Plaintext

/*
* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/* very primitive bobbing code, similar to Quake. Some ideas:
- allow for a second bob that runs at a separate cycle speed
- second bob could be applied to the side, would give a Doom III/HL2/TS
like viewmodel bob that people may like
*/
var float autocvar_v_bob = 0.01;
var float autocvar_v_bobcycle = 0.8;
var float autocvar_v_bobup = 0.5;
struct
{
float m_flBobTime;
float m_flBob;
float m_flBobCycle;
float m_flSpeed;
} g_viewBobVars[4], *pViewBob;
/* bob vars are calculated separately from application, so that if there's
* more than one viewmodel we won't affect the speed of the bob by running
* the math too many times */
void
Viewmodel_CalcBob(void)
{
vector vecVel;
float flBob;
int iCycle;
int s = (float)getproperty(VF_ACTIVESEAT);
pViewBob = &g_viewBobVars[s];
float var_bob;
float var_cycle;
float var_up;
var_bob = autocvar_v_bob;
var_cycle = autocvar_v_bobcycle;
var_up = autocvar_v_bobup;
/* how many cycles have we done in total */
iCycle = (pViewBob->m_flBobTime / var_cycle);
/* increment the input value for our cycle */
pViewBob->m_flBobTime += frametime;
/* calculate the point in the cycle based on the input time */
pViewBob->m_flBobCycle = pViewBob->m_flBobTime - (iCycle * var_cycle);
pViewBob->m_flBobCycle /= var_cycle;
/* prepare for our cycle value to be placed into sin() to get the wave motion */
pViewBob->m_flBobCycle = MATH_PI * (pViewBob->m_flBobCycle / var_up);
/* we based the speed on the clients movement speed, but ignore any height/jump velocity */
vecVel = pSeat->m_vecPredictedVelocity;
vecVel[2] = 0;
pViewBob->m_flSpeed = vlen(vecVel);
/* bob equals speed times strength times cycle */
flBob = ((pViewBob->m_flSpeed * var_bob) * sin(pViewBob->m_flBobCycle));
/* clamp between -8 and 4 units */
pViewBob->m_flBob = bound(-8, flBob, 4);
/* make sure it's adjusted for scale */
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)
{
int s = (float)getproperty(VF_ACTIVESEAT);
pViewBob = &g_viewBobVars[s];
// Give the gun a tilt effect like in old HL/CS versions
if (autocvar(v_bobclassic, 1, "Viewmodel bob classic tilt switch") == 1) {
gun.angles[2] = -pViewBob->m_flBob;
}
/* apply the gun offset based on our bob */
gun.origin += [0,0,-1] + (v_forward * (pViewBob->m_flBob * 0.4))
+ (v_forward * autocvar_cg_viewmodelOffset[0])
+ (v_right * autocvar_cg_viewmodelOffset[1])
+ (v_up * autocvar_cg_viewmodelOffset[2]);
}