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Add a cvar to control weapon bobbing while firing
This simulates a feature found in Crispy Doom, which keeps the weapon bobbing while firing. This leads to a "smoother" appearance which may look a bit prettier to some people. The default value of 0 preserves the old behavior.
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6 changed files with 25 additions and 10 deletions
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@ -810,6 +810,7 @@ xx(MoveBob)
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xx(StillBob)
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xx(ClassicFlight)
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xx(WBobSpeed)
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xx(WBobFire)
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xx(PlayerClass)
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xx(MonsterClass)
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xx(MorphedMonster)
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@ -65,6 +65,7 @@ CVAR (Bool, neverswitchonpickup, false, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Float, movebob, 0.25f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Float, stillbob, 0.f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Float, wbobspeed, 1.f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Float, wbobfire, 0.f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (String, playerclass, "Fighter", CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Bool, classicflight, false, CVAR_USERINFO | CVAR_ARCHIVE);
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@ -80,6 +81,7 @@ enum
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INFO_MoveBob,
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INFO_StillBob,
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INFO_WBobSpeed,
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INFO_WBobFire,
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INFO_PlayerClass,
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INFO_ColorSet,
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INFO_ClassicFlight,
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@ -232,6 +232,10 @@ struct userinfo_t : TMap<FName,FBaseCVar *>
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{
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return *static_cast<FFloatCVar *>(*CheckKey(NAME_WBobSpeed));
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}
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double GetWBobFire() const
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{
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return *static_cast<FFloatCVar *>(*CheckKey(NAME_WBobFire));
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}
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int GetPlayerClassNum() const
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{
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return *static_cast<FIntCVar *>(*CheckKey(NAME_PlayerClass));
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@ -790,6 +790,12 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, GetWBobSpeed)
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ACTION_RETURN_FLOAT(self->userinfo.GetWBobSpeed());
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}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, GetWBobFire)
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{
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PARAM_SELF_STRUCT_PROLOGUE(player_t);
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ACTION_RETURN_FLOAT(self->userinfo.GetWBobFire());
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}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, GetMoveBob)
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{
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PARAM_SELF_STRUCT_PROLOGUE(player_t);
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@ -1046,6 +1046,7 @@ OptionMenu "HUDOptions" protected
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Slider "$DSPLYMNU_MOVEBOB", "movebob", 0, 1.0, 0.05, 2
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Slider "$DSPLYMNU_STILLBOB", "stillbob", 0, 1.0, 0.05, 2
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Slider "$DSPLYMNU_BOBSPEED", "wbobspeed", 0, 2.0, 0.1
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Slider "$DSPLYMNU_BOBFIRE", "wbobfire", 0, 1.0, 0.1
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StaticText " "
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Slider "$DSPLYMNU_MENUDIM", "dimamount", 0, 1.0, 0.05, 2
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ColorPicker "$DSPLYMNU_DIMCOLOR", "dimcolor"
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@ -2301,8 +2301,6 @@ class PlayerPawn : Actor
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Vector2 p1, p2, r;
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Vector2 result;
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float bobtarget;
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let player = self.player;
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if (!player) return (0, 0);
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let weapon = player.ReadyWeapon;
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@ -2326,17 +2324,16 @@ class PlayerPawn : Actor
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// [RH] Smooth transitions between bobbing and not-bobbing frames.
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// This also fixes the bug where you can "stick" a weapon off-center by
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// shooting it when it's at the peak of its swing.
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bobtarget = double((player.WeaponState & WF_WEAPONBOBBING) ? player.bob : 0.);
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if (curbob != bobtarget)
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if (curbob != player.bob)
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{
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if (abs(bobtarget - curbob) <= 1)
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if (abs(player.bob - curbob) <= 1)
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{
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curbob = bobtarget;
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curbob = player.bob;
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}
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else
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{
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double zoom = MAX(1., abs(curbob - bobtarget) / 40);
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if (curbob > bobtarget)
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double zoom = MAX(1., abs(curbob - player.bob) / 40);
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if (curbob > player.bob)
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{
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curbob -= zoom;
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}
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@ -2347,11 +2344,14 @@ class PlayerPawn : Actor
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}
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}
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// The weapon bobbing intensity while firing can be adjusted by the player.
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double BobIntensity = (player.WeaponState & WF_WEAPONBOBBING) ? 1. : player.GetWBobFire();
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if (curbob != 0)
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{
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//[SP] Added in decorate player.viewbob checks
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double bobx = (player.bob * Rangex * ViewBob);
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double boby = (player.bob * Rangey * ViewBob);
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double bobx = (player.bob * BobIntensity * Rangex * ViewBob);
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double boby = (player.bob * BobIntensity * Rangey * ViewBob);
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switch (bobstyle)
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{
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case Bob_Normal:
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@ -2710,6 +2710,7 @@ struct PlayerInfo native play // self is what internally is known as player_t
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native float GetAutoaim() const;
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native bool GetNoAutostartMap() const;
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native double GetWBobSpeed() const;
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native double GetWBobFire() const;
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native double GetMoveBob() const;
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native double GetStillBob() const;
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native void SetFOV(float fov);
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