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Fixed: Player.ViewBob should be multiplying the bobbing height in P_CalcHeight, not the velocity of the bobbing.
This mimics the act of the user altering their movebob CVar to compensate for non-standard player movement speeds.
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1 changed files with 3 additions and 4 deletions
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@ -1845,12 +1845,11 @@ void P_CalcHeight (player_t *player)
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return;
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}
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//[SP] Added (x*player->mo->ViewBob) to allow DECORATE changes to view bobbing speed.
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if (still)
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{
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if (player->health > 0)
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{
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angle = level.time / (120 * TICRATE / 35.) * 360. * player->mo->ViewBob;
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angle = level.time / (120 * TICRATE / 35.) * 360.;
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bob = player->userinfo.GetStillBob() * angle.Sin();
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}
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else
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@ -1860,7 +1859,7 @@ void P_CalcHeight (player_t *player)
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}
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else
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{
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angle = level.time / (20 * TICRATE / 35.) * 360. * player->mo->ViewBob;
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angle = level.time / (20 * TICRATE / 35.) * 360.;
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bob = player->bob * angle.Sin() * (player->mo->waterlevel > 1 ? 0.25f : 0.5f);
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}
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@ -1893,7 +1892,7 @@ void P_CalcHeight (player_t *player)
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{
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bob = 0;
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}
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player->viewz = player->mo->Z() + player->viewheight + bob;
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player->viewz = player->mo->Z() + player->viewheight + (bob * player->mo->ViewBob); // [SP] Allow DECORATE changes to view bobbing speed.
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if (player->mo->Floorclip && player->playerstate != PST_DEAD
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&& player->mo->Z() <= player->mo->floorz)
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{
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