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Fixed my error where I was using a local session variable rather than the proper user info for the weapon bob speed.
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780d672b25
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2 changed files with 4 additions and 6 deletions
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@ -337,7 +337,7 @@ struct userinfo_t : TMap<FName,FBaseCVar *>
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{
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{
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return *static_cast<FFloatCVar *>(*CheckKey(NAME_StillBob));
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return *static_cast<FFloatCVar *>(*CheckKey(NAME_StillBob));
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}
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}
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double GetWBobSpeed() const
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float GetWBobSpeed() const
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{
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{
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return *static_cast<FFloatCVar *>(*CheckKey(NAME_WBobSpeed));
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return *static_cast<FFloatCVar *>(*CheckKey(NAME_WBobSpeed));
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}
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}
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@ -528,9 +528,6 @@ void P_DropWeapon (player_t *player)
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//
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//
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//============================================================================
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//============================================================================
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// [SP] Changes how quickly the weapon bobs
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EXTERN_CVAR(Float, wbobspeed)
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void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac)
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void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac)
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{
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{
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static float curbob;
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static float curbob;
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@ -555,8 +552,9 @@ void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac)
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for (int i = 0; i < 2; i++)
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for (int i = 0; i < 2; i++)
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{
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{
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// Bob the weapon based on movement speed.
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// Bob the weapon based on movement speed. ([SP] And user's bob speed setting)
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FAngle angle = (BobSpeed * wbobspeed * 35 / TICRATE*(level.time - 1 + i)) * (360.f / 8192.f);
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FAngle angle = (BobSpeed * player->userinfo.GetWBobSpeed() * 35 /
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TICRATE*(level.time - 1 + i)) * (360.f / 8192.f);
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// [RH] Smooth transitions between bobbing and not-bobbing frames.
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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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// This also fixes the bug where you can "stick" a weapon off-center by
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