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Fix nq's idle swaying to match qw's.
In nq, the gun would sway strangly relative to the player's view, but in qw, the gun is fixed. Now it is in both.
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1 changed files with 7 additions and 10 deletions
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@ -504,16 +504,6 @@ CalcGunAngle (void)
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cl.viewent.angles[YAW] = r_data->refdef->viewangles[YAW] + yaw;
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cl.viewent.angles[PITCH] = -(r_data->refdef->viewangles[PITCH] + pitch);
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cl.viewent.angles[ROLL] -=
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v_idlescale->value * sin (cl.time * v_iroll_cycle->value) *
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v_iroll_level->value;
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cl.viewent.angles[PITCH] -=
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v_idlescale->value * sin (cl.time * v_ipitch_cycle->value) *
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v_ipitch_level->value;
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cl.viewent.angles[YAW] -=
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v_idlescale->value * sin (cl.time * v_iyaw_cycle->value) *
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v_iyaw_level->value;
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}
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static void
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@ -554,6 +544,13 @@ V_AddIdle (void)
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sin (cl.time * v_ipitch_cycle->value) * v_ipitch_level->value;
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r_data->refdef->viewangles[YAW] += v_idlescale->value *
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sin (cl.time * v_iyaw_cycle->value) * v_iyaw_level->value;
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cl.viewent.angles[ROLL] -= v_idlescale->value *
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sin (cl.time * v_iroll_cycle->value) * v_iroll_level->value;
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cl.viewent.angles[PITCH] -= v_idlescale->value *
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sin (cl.time * v_ipitch_cycle->value) * v_ipitch_level->value;
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cl.viewent.angles[YAW] -= v_idlescale->value *
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sin (cl.time * v_iyaw_cycle->value) * v_iyaw_level->value;
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}
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/*
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