From 83a1d2a83dd65674ac1e0054132dc0f7df261970 Mon Sep 17 00:00:00 2001 From: revility <32818302+revility@users.noreply.github.com> Date: Mon, 29 Oct 2018 20:47:57 -0400 Subject: [PATCH] smoothen crosshairs when attached to bone removed bobbing and jittering while the crosshair origin is set to use a joint on the player model (pm_crosshairorigin 1). Was very noticeable while looking at steps. --- game/Player.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/game/Player.cpp b/game/Player.cpp index f9e2d3d..eb4febc 100644 --- a/game/Player.cpp +++ b/game/Player.cpp @@ -8924,7 +8924,7 @@ void idPlayer::CalculateFirstPersonView( void ) { jointHandle_t joint = animator.GetJointHandle( "SHOTGUN_ATTACHER" ); //now set to an actual joint on the player model Revility 2018. This moves the line to draw the crosshair closer to the weapon. animator.GetJointTransform( joint, gameLocal.time, origin, axis ); - firstPersonViewOrigin = ( origin + modelOffset ) * ( viewAxis * physicsObj.GetGravityAxis() ) + physicsObj.GetOrigin() + viewBob; + firstPersonViewOrigin = ( origin + modelOffset ) * ( viewAxis * physicsObj.GetGravityAxis() ) + physicsObj.GetOrigin(); // + viewBob; Rev 2018 firstPersonViewAxis = renderView->viewaxis; //changed to the axis of the camera and not the bone. Revility 2018 } else { // offset for local bobbing and kicks