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- fixed: smooth bobbing uses the full angular range to calculate its position.
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1 changed files with 2 additions and 2 deletions
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@ -443,12 +443,12 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y)
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case AWeapon::BobSmooth:
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*x = bobx*angle.Cos();
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*y = 0.5f * (boby * (1.f - fabsf((angle * 2).Cos())));
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*y = 0.5f * (boby * (1.f - ((angle * 2).Cos())));
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break;
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case AWeapon::BobInverseSmooth:
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*x = bobx*angle.Cos();
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*y = 0.5f * (boby * (1.f + fabsf((angle * 2).Cos())));
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*y = 0.5f * (boby * (1.f + ((angle * 2).Cos())));
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}
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}
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else
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