CLIENT: No longer bob while ADS

This commit is contained in:
Steam Deck User 2023-01-17 13:55:13 -05:00
parent 57edbc23df
commit c3093cd8cf

View file

@ -251,14 +251,9 @@ void() Update_Vmodel =
//Walk bob
if (getstatf(STAT_WEAPONZOOM)) { //ADS bob
weapon_bob_factor_x = 0;
weapon_bob_factor_y = 0.4;
weapon_bob_factor_z = 0.2;
weapon_bob_factor_z_coef = 0.1;
dampening_factor_x = 0.1*sin(time*weapon_bob_factor_x);
dampening_factor_y = 0.1*cos(time*weapon_bob_factor_y);
dampening_factor_z = 0.1*sin(time*weapon_bob_factor_z);
weapon_bob_factor = '0 0 0';
dampening_factor = weapon_bob_factor;
weapon_bob_factor_z_coef = 0;
} else if (K_FORWARDDOWN || K_BACKDOWN || K_LEFTDOWN || K_RIGHTDOWN && !getstatf(STAT_WEAPONZOOM)) {
weapon_bob_factor_x = 8;
weapon_bob_factor_y = 8;
@ -268,7 +263,7 @@ void() Update_Vmodel =
dampening_factor_x = 0.2*sin(time*weapon_bob_factor_x);
dampening_factor_y = 0.2*cos(time*weapon_bob_factor_y);
dampening_factor_z = 0.2*sin(time*weapon_bob_factor_z);
} else { //Still bob
} else if (!getstatf(STAT_WEAPONZOOM)){ //Still bob
// Naievil -- stupid ass calcs...
// Basically we have a dampening factor per offset and we have to decrease it back down to zero