//----------------------------------------------------------------------------- // 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 ); }