Decouple Camera/Viewmodel effects from src/ into base/src/
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@ -28,7 +28,7 @@ struct
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void
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Camera_RunBob(__inout vector camera_angle)
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{
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if (!autocvar(v_cambob, 0, "Enables bobbing effect for the first-person camera"))
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if (!autocvar(v_cambob, 1, "Enables bobbing effect for the first-person camera"))
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return;
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int s = (float)getproperty(VF_ACTIVESEAT);
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@ -66,7 +66,7 @@ Camera_RunBob(__inout vector camera_angle)
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void
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Camera_StrafeRoll(__inout vector camera_angle)
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{
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if (!autocvar(v_camroll, 1, "Enables strafe-roll for the first-person camera"))
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if (!autocvar(v_camroll, 0, "Enables strafe-roll for the first-person camera"))
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return;
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float roll;
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@ -30,6 +30,8 @@ player.qc
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entities.qc
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cmds.qc
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game_event.qc
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camera.qc
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viewmodel.qc
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view.qc
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hud.qc
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hud_weaponselect.qc
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@ -14,96 +14,21 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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var float autocvar_v_bob = 0.01;
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var float autocvar_v_bobcycle = 0.8;
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var float autocvar_v_bobup = 0.5;
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var int autocvar_v_bobstyle = 1;
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enum
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{
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BOB_NONE,
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BOB_CLASSIC,
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BOB_VISIONS
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};
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var float autocvar_v_bob = 0.01f;
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var float autocvar_v_bobcycle = 1.0f;
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var float autocvar_v_bobup = 0.5f;
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struct
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{
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float m_flBobTime;
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float m_flBobTime2;
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float m_flBob;
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float m_flBob2;
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float m_flBobCycle;
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float m_flBobCycle2;
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float m_flSpeed;
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} g_viewBobVars[4], *pViewBob;
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/* classic bob, similar to Q1 and HL */
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void
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Viewmodel_ClassicBobCalc(void)
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{
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vector vel;
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pViewBob->m_flBobTime += clframetime;
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pViewBob->m_flBobCycle = pViewBob->m_flBobTime - (int)(pViewBob->m_flBobTime / autocvar_v_bobcycle) * autocvar_v_bobcycle;
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pViewBob->m_flBobCycle /= autocvar_v_bobcycle;
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if (pViewBob->m_flBobCycle < autocvar_v_bobup) {
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pViewBob->m_flBobCycle = MATH_PI * pViewBob->m_flBobCycle / autocvar_v_bobup;
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} else {
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pViewBob->m_flBobCycle = MATH_PI + MATH_PI * (pViewBob->m_flBobCycle - autocvar_v_bobup)/(1.0 - autocvar_v_bobup);
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}
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vel = pSeat->m_vecPredictedVelocity;
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vel[2] = 0;
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pViewBob->m_flSpeed = vlen(vel);
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float flBob = pViewBob->m_flSpeed * autocvar_v_bob;
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flBob = flBob * 0.3 + flBob * 0.7 * sin(pViewBob->m_flBobCycle);
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pViewBob->m_flBob = bound(-7, flBob, 4);
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}
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void
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Viewmodel_ClassicBobRun(entity gun)
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{
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// Give the gun a tilt effect like in old HL/CS versions
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if (autocvar(v_bobclassic, 1, "Viewmodel bob classic tilt switch") == 1) {
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gun.angles[2] = -pViewBob->m_flBob;
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}
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gun.origin += [0,0,-1] + (v_forward * (pViewBob->m_flBob * 0.4))
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+ (v_forward * autocvar_v_gunofs[0])
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+ (v_right * autocvar_v_gunofs[1])
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+ (v_up * autocvar_v_gunofs[2]);
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}
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/* Vera Visions signature bob */
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void
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Viewmodel_VisionsBobCalc(void)
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{
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/* same for now */
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Viewmodel_ClassicBobCalc();
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}
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void
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Viewmodel_VisionsBobRun(entity gun)
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{
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float sintime;
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float strength;
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gun.angles[2] = -pViewBob->m_flBob;
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vector angmod;
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angmod[0] += pViewBob->m_flBob * 0.5f;
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angmod[1] += pViewBob->m_flBob;
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angmod[2] += pViewBob->m_flBob * 2.5f;
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gun.angles += angmod * 1.5f;
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/* sway with speed */
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sintime = sin(time);
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strength = pViewBob->m_flSpeed * 0.01f;
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gun.angles[0] += strength * sintime;
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gun.angles[1] += strength * sintime;
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gun.angles[2] += strength * sintime;
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gun.origin += [0,0,-1];
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}
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/* bob vars are calculated separately from application, so that if there's
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* more than one viewmodel we won't affect the speed of the bob by running
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@ -114,18 +39,50 @@ Viewmodel_CalcBob(void)
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int s = (float)getproperty(VF_ACTIVESEAT);
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pViewBob = &g_viewBobVars[s];
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switch (autocvar_v_bobstyle)
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{
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case BOB_CLASSIC:
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Viewmodel_ClassicBobCalc();
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break;
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case BOB_VISIONS:
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Viewmodel_VisionsBobCalc();
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break;
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default:
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break;
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vector vecVel;
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float flBob;
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float var_bob;
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float var_cycle;
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float var_up;
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var_bob = autocvar_v_bob;
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var_cycle = autocvar_v_bobcycle;
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var_up = autocvar_v_bobup;
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pViewBob->m_flBobTime += clframetime;
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pViewBob->m_flBobTime2 += clframetime;
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pViewBob->m_flBobCycle = pViewBob->m_flBobTime - (int)(pViewBob->m_flBobTime / var_cycle) * var_cycle;
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pViewBob->m_flBobCycle /= var_cycle;
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if (pViewBob->m_flBobCycle < var_up) {
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pViewBob->m_flBobCycle = MATH_PI * pViewBob->m_flBobCycle / var_up;
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} else {
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pViewBob->m_flBobCycle = MATH_PI + MATH_PI * (pViewBob->m_flBobCycle - var_up)/(1.0 - var_up);
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}
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vecVel = pSeat->m_vecPredictedVelocity;
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vecVel[2] = 0;
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pViewBob->m_flSpeed = vlen(vecVel);
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flBob = pViewBob->m_flSpeed * var_bob;
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flBob = flBob * 0.3 + flBob * 0.7 * sin(pViewBob->m_flBobCycle);
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pViewBob->m_flBob = bound(-7, flBob, 4);
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/* BOB2, which is half the cycle of bob1 */
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pViewBob->m_flBobCycle2 = pViewBob->m_flBobTime2 - (int)(pViewBob->m_flBobTime2 / (var_cycle * 0.5f)) * (var_cycle * 0.5f);
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pViewBob->m_flBobCycle2 /= (var_cycle * 0.5f);
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if (pViewBob->m_flBobCycle2 < var_up) {
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pViewBob->m_flBobCycle2 = MATH_PI * pViewBob->m_flBobCycle2 / var_up;
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} else {
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pViewBob->m_flBobCycle2 = MATH_PI + MATH_PI * (pViewBob->m_flBobCycle2 - var_up)/(1.0 - var_up);
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}
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flBob = pViewBob->m_flSpeed * var_bob;
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flBob = flBob * 0.3 + flBob * 0.7 * sin(pViewBob->m_flBobCycle2);
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pViewBob->m_flBob2 = bound(-7, flBob, 4);
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/* make sure it's adjusted for scale */
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pViewBob->m_flBob *= autocvar_r_viewmodelscale;
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}
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@ -136,15 +93,28 @@ Viewmodel_ApplyBob(entity gun)
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int s = (float)getproperty(VF_ACTIVESEAT);
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pViewBob = &g_viewBobVars[s];
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switch (autocvar_v_bobstyle)
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{
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case BOB_CLASSIC:
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Viewmodel_ClassicBobRun(gun);
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break;
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case BOB_VISIONS:
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Viewmodel_VisionsBobRun(gun);
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break;
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default:
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break;
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}
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float sintime;
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float strength;
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gun.angles[2] = -pViewBob->m_flBob;
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vector angmod;
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angmod[0] -= pViewBob->m_flBob2 * 0.5f;
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angmod[1] += pViewBob->m_flBob * 2.5f;
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angmod[2] += pViewBob->m_flBob * 3.0f;
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gun.angles += angmod * 1.5f;
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/* sway with speed */
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sintime = sin(time);
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strength = pViewBob->m_flSpeed;
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if (strength > 240)
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strength = 240;
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strength = 240 - strength;
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strength *= 0.005f;
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gun.angles[0] += strength * sintime;
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gun.angles[1] += strength * sintime;
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gun.angles[2] += strength * sintime;
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gun.origin += [0,0,-1];
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}
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@ -43,4 +43,4 @@ FX_Spark(vector pos, vector ang)
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pointparticles(PARTICLE_SPARK, pos, ang, 1);
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Sound_PlayAt(pos, "env_spark.sfx");
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#endif
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}
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}
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@ -150,6 +150,10 @@ CSQC_RenderScene(void)
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renderscene();
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}
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void(float, float, float, float) gp_rumble = #0;
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void(float devid, float amp_low, float amp_high, float duration) gp_rumbletriggers = #0;
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void(float devid, vector color) gp_setledcolor = #0;
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float g_deviceid;
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void
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CSQC_UpdateView(float w, float h, float focus)
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{
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@ -179,6 +183,9 @@ CSQC_UpdateView(float w, float h, float focus)
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Sky_Update(FALSE);
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cvar_set("_background", serverkey("background"));
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vector color = getlight(getproperty(VF_ORIGIN)) / 255.0f;
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gp_setledcolor(g_deviceid, color);
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if (serverkeyfloat("background") == 1) {
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setpause(FALSE);
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}
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@ -445,8 +452,16 @@ CSQC_InputEvent(float fEventType, float fKey, float fCharacter, float fDeviceID)
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pSeat = &g_seats[s];
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pSeatLocal = &g_seatslocal[s];
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g_deviceid = fDeviceID;
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switch (fEventType) {
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case IE_KEYDOWN:
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gp_rumble(fDeviceID, 0xFFFF, 0xFFFF, 100);
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//gp_rumble(fDeviceID, 0xFFFF, 0xFFFF, 100);
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if (random() < 0.5)
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gp_rumbletriggers(fDeviceID, 0xFFFF, 0xFFFF, 100);
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else
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gp_rumbletriggers(fDeviceID, 0xFFFF, 0xFFFF, 100);
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break;
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case IE_KEYUP:
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break;
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@ -15,8 +15,6 @@ predict.qc
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npc.qc
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entities.qc
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modelevent.qc
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camera.qc
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viewmodel.qc
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view.qc
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damage.qc
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chat.qc
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@ -93,6 +93,10 @@ trigger_push::touch(void)
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return;
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}
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/* trigger_push is not supposed to work underwater */
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if (other.waterlevel > 1)
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return;
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if (other.solid != SOLID_NOT && other.solid != SOLID_BSP) {
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vector vecPush;
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vecPush = (m_flSpeed * m_vecMoveDir);
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