//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &origin - 
//			&angles - 
//			viewmodelindex - 
//-----------------------------------------------------------------------------
void CBaseHLCombatWeapon::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles )
{
	Vector	forward, right;

	if (!IsIronsighted())
	{
		AngleVectors(angles, &forward, &right, NULL);

		CalcViewmodelBob();

		// Apply bob, but scaled down to 40%
		VectorMA(origin, g_verticalBob * 0.1f, forward, origin);

		// Z bob a bit more
		origin[2] += g_verticalBob * 0.1f;

		// bob the angles
		angles[ROLL] += g_verticalBob * 0.5f;
		angles[PITCH] -= g_verticalBob * 0.4f;

		angles[YAW] -= g_lateralBob  * 0.3f;

		VectorMA(origin, g_lateralBob * 0.8f, right, origin);
	}
	else
	{
		AngleVectors(angles, &forward, &right, NULL);

		CalcViewmodelBob();

		// Apply bob, but scaled down to 40%
		VectorMA(origin, g_verticalBob * 0.05f, forward, origin);

		// Z bob a bit more
		origin[2] += g_verticalBob * 0.05f;

		// bob the angles
		angles[ROLL] += g_verticalBob * 0.1f;
		angles[PITCH] -= g_verticalBob * 0.1f;

		angles[YAW] -= g_lateralBob  * 0.1f;
	}
}
	//-----------------------------------------------------------------------------
	// Purpose: 
	// Input  : &origin - 
	//			&angles - 
	//			viewmodelindex - 
	//-----------------------------------------------------------------------------
	void CWeaponDODBase::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles )
	{
		Vector	forward, right;
		AngleVectors( angles, &forward, &right, NULL );

		CalcViewmodelBob();

		// Apply bob, but scaled down to 40%
		VectorMA( origin, g_verticalBob * 0.4f, forward, origin );
		
		// Z bob a bit more
		origin[2] += g_verticalBob * 0.1f;
		
		// bob the angles
		angles[ ROLL ]	+= g_verticalBob * 0.5f;
		angles[ PITCH ]	-= g_verticalBob * 0.4f;

		angles[ YAW ]	-= g_lateralBob  * 0.3f;

	//	VectorMA( origin, g_lateralBob * 0.2f, right, origin );
	}