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Implement cl_viewbob cvar for viewmodel bobbing. Same as in http://am.half-lifecreations.com/forums/index.php?topic=288.0
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@ -35,6 +35,7 @@ extern client_sprite_t *GetSpriteList( client_sprite_t *pList, const char *psz,
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extern cvar_t *sensitivity;
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cvar_t *cl_lw = NULL;
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cvar_t *cl_viewbob = NULL;
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void ShutdownInput( void );
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@ -194,6 +195,7 @@ void CHud::Init( void )
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m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE );
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m_pCvarDraw = CVAR_CREATE( "hud_draw", "1", FCVAR_ARCHIVE );
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cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" );
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cl_viewbob = CVAR_CREATE( "cl_viewbob", "0", FCVAR_ARCHIVE );
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m_pSpriteList = NULL;
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@ -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 )
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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 )
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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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