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@ -78,6 +78,7 @@ extern cvar_t *cl_forwardspeed;
@@ -78,6 +78,7 @@ extern cvar_t *cl_forwardspeed;
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extern cvar_t *chase_active; |
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extern cvar_t *scr_ofsx, *scr_ofsy, *scr_ofsz; |
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extern cvar_t *cl_vsmoothing; |
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extern cvar_t *cl_viewbob; |
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extern Vector dead_viewangles; |
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#define CAM_MODE_RELAX 1 |
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@ -527,7 +528,7 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
@@ -527,7 +528,7 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
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V_AddIdle( pparams ); |
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// offsets
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if ( pparams->health <= 0 ) |
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if( pparams->health <= 0 ) |
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{ |
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VectorCopy( dead_viewangles, angles ); |
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} |
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@ -598,6 +599,9 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
@@ -598,6 +599,9 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
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view->angles[ROLL] -= bob * 1; |
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view->angles[PITCH] -= bob * 0.3; |
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if( cl_viewbob && cl_viewbob->value ) |
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VectorCopy( view->angles, view->curstate.angles ); |
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// pushing the view origin down off of the same X/Z plane as the ent's origin will give the
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// gun a very nice 'shifting' effect when the player looks up/down. If there is a problem
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// with view model distortion, this may be a cause. (SJB).
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