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NX/VITA: Idle View Model Bobbing Integration from CSQC
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1 changed files with 27 additions and 10 deletions
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@ -230,15 +230,32 @@ float V_CalcBob (float speed,float which)//0 = regular, 1 = side bobbing
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float bob = 0;
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float bob = 0;
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float sprint = 1;
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float sprint = 1;
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if (cl.stats[STAT_ZOOM] == 2)
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return;
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// Bob idle-y, instead of presenting as if in-motion.
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if (speed < 0.1) {
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if(cl.stats[STAT_ZOOM] == 1)
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speed = 0.05;
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else
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speed = 0.25;
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if (which == 0)
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bob = cl_bobup.value * 10 * speed * (sprint * sprint) * sin(cl.time * 3.25 * sprint);
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else
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bob = cl_bobside.value * 50 * speed * (sprint * sprint * sprint) * sin((cl.time * sprint) - (M_PI * 0.25));
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}
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// Normal walk/sprint bob.
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else {
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if(cl.stats[STAT_ZOOM] == 3)
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if(cl.stats[STAT_ZOOM] == 3)
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sprint = 1.8; //this gets sprinting speed in comparison to walk speed per weapon
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sprint = 1.8; //this gets sprinting speed in comparison to walk speed per weapon
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if(cl.stats[STAT_ZOOM] == 2)
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return 0;
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//12.048 -> 4.3 = 100 -> 36ish, so replace 100 with 36
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//12.048 -> 4.3 = 100 -> 36ish, so replace 100 with 36
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if(which == 0)
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if(which == 0)
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bob = cl_bobup.value * 24 * speed * (sprint * sprint) * sin((cl.time * 12.5 * sprint));//Pitch Bobbing 10
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bob = cl_bobup.value * 24 * speed * (sprint * sprint) * sin((cl.time * 12.5 * sprint));//Pitch Bobbing 10
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else if(which == 1)
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else if(which == 1)
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bob = cl_bobside.value * 24 * speed * (sprint * sprint * sprint) * sin((cl.time * 6.25 * sprint) - (M_PI * 0.25));//Yaw Bobbing 5
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bob = cl_bobside.value * 24 * speed * (sprint * sprint * sprint) * sin((cl.time * 6.25 * sprint) - (M_PI * 0.25));//Yaw Bobbing 5
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}
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return bob;
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return bob;
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}
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}
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