ops I miss read. I could have sworn this thread was about Boobs command
Quote from: yahoo on June 13, 2011, 08:22:29 AMops I miss read. I could have sworn this thread was about Boobs command lmao that one is easy. it's "show me your tits"
View angle adjustments on falldamage, firing a weapon, and especially the machinegun rise in single/player is all done server side.
Quote from: peewee_RotA on June 13, 2011, 07:43:27 AMView angle adjustments on falldamage, firing a weapon, and especially the machinegun rise in single/player is all done server side. How do I turn this off? I'd love to turn off this bobbing when you land from falls for jump mod offline.
It would have to be programmed on the server.
Quote from: peewee_RotA on June 13, 2011, 05:13:06 PMIt would have to be programmed on the server.Yes it must be for jump mod, as every server I've been to has had fall bob off.
/*===============SV_CalcViewOffsetAuto pitching on slopes? fall from 128: 400 = 160000 fall from 256: 580 = 336400 fall from 384: 720 = 518400 fall from 512: 800 = 640000 fall from 640: 960 = damage = deltavelocity*deltavelocity * 0.0001===============*/void SV_CalcViewOffset (edict_t *ent){ float *angles; float bob; float ratio; float delta; vec3_t v;//=================================== // base angles angles = ent->client->ps.kick_angles; // if dead, fix the angle and don't add any kick if (ent->deadflag) { VectorClear (angles); ent->client->ps.viewangles[ROLL] = 40; ent->client->ps.viewangles[PITCH] = -15; ent->client->ps.viewangles[YAW] = ent->client->killer_yaw; } else { // add angles based on weapon kick VectorCopy (ent->client->kick_angles, angles); // add angles based on damage kick ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME; if (ratio < 0) { ratio = 0; ent->client->v_dmg_pitch = 0; ent->client->v_dmg_roll = 0; } angles[PITCH] += ratio * ent->client->v_dmg_pitch; angles[ROLL] += ratio * ent->client->v_dmg_roll; // add pitch based on fall kick ratio = (ent->client->fall_time - level.time) / FALL_TIME; if (ratio < 0) ratio = 0; angles[PITCH] += ratio * ent->client->fall_value; // add angles based on velocity delta = DotProduct (ent->velocity, forward); angles[PITCH] += delta*run_pitch->value; delta = DotProduct (ent->velocity, right); angles[ROLL] += delta*run_roll->value; // add angles based on bob delta = bobfracsin * bob_pitch->value * xyspeed; if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) delta *= 6; // crouching angles[PITCH] += delta; delta = bobfracsin * bob_roll->value * xyspeed; if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) delta *= 6; // crouching if (bobcycle & 1) delta = -delta; angles[ROLL] += delta; }//=================================== // base origin VectorClear (v); // add view height v[2] += ent->viewheight; // add fall height ratio = (ent->client->fall_time - level.time) / FALL_TIME; if (ratio < 0) ratio = 0; v[2] -= ratio * ent->client->fall_value * 0.4; // add bob height bob = bobfracsin * xyspeed * bob_up->value; if (bob > 6) bob = 6; //gi.DebugGraph (bob *2, 255); v[2] += bob; // add kick offset VectorAdd (v, ent->client->kick_origin, v); // absolutely bound offsets // so the view can never be outside the player box if (v[0] < -14) v[0] = -14; else if (v[0] > 14) v[0] = 14; if (v[1] < -14) v[1] = -14; else if (v[1] > 14) v[1] = 14; if (v[2] < -22) v[2] = -22; else if (v[2] > 30) v[2] = 30; VectorCopy (v, ent->client->ps.viewoffset);}