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authorTim Angus <tim@ngus.net>2002-09-16 01:24:12 +0000
committerTim Angus <tim@ngus.net>2002-09-16 01:24:12 +0000
commit8ecf6d9e5d2a03e965647ac264940f8cd34eef0a (patch)
tree579d5c88e7d3d3b767e39d3cdd3e40ebc974bf75 /src/cgame/cg_view.c
parenteb401f8e27491f048ca0095a3e2f984e2e3a151b (diff)
* Added global header tremulous.h in preparation for balancing
* Constants propogated throughout the source * Various random fixes and tweaks
Diffstat (limited to 'src/cgame/cg_view.c')
-rw-r--r--src/cgame/cg_view.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index afe9c979..89f25029 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -486,7 +486,7 @@ static void CG_OffsetFirstPersonView( void )
AngleVectors( angles, forward, NULL, NULL );
VectorNormalize( forward );
- fraction1 = (float)( cg.time - cg.weapon2Time ) / POUNCE_TIME;
+ fraction1 = (float)( cg.time - cg.weapon2Time ) / (float)DRAGOON_POUNCE_TIME;
if( fraction1 > 1.0f )
fraction1 = 1.0f;
@@ -556,8 +556,8 @@ static void CG_OffsetFirstPersonView( void )
float fraction = sin( ( (float)cg.time / 1000.0f ) * M_PI * 2 * PCLOUD_ROLL_FREQUENCY );
float pitchFraction = sin( ( (float)cg.time / 1000.0f ) * M_PI * 5 * PCLOUD_ROLL_FREQUENCY );
- fraction *= 1.0f - ( ( cg.time - cg.firstPoisonedTime ) / (float)PCLOUD_TIME );
- pitchFraction *= 1.0f - ( ( cg.time - cg.firstPoisonedTime ) / (float)PCLOUD_TIME );
+ fraction *= 1.0f - ( ( cg.time - cg.firstPoisonedTime ) / (float)HYDRA_PCLOUD_TIME );
+ pitchFraction *= 1.0f - ( ( cg.time - cg.firstPoisonedTime ) / (float)HYDRA_PCLOUD_TIME );
angles[ ROLL ] += fraction * PCLOUD_ROLL_AMPLITUDE;
angles[ YAW ] += fraction * PCLOUD_ROLL_AMPLITUDE;
@@ -602,7 +602,7 @@ static void CG_OffsetFirstPersonView( void )
//bit closer to the ground
mins[ 2 ] = -1.0f;
- deltaTime = cg.time - ( cg.firstKnockedTime + (int)( (float)KOVER_TIME / 5.0f ) );
+ deltaTime = cg.time - ( cg.firstKnockedTime + (int)( (float)BMOFO_KOVER_TIME / 5.0f ) );
if( deltaTime < 0 )
{
@@ -625,7 +625,7 @@ static void CG_OffsetFirstPersonView( void )
CG_Trace( &tr, baseOrigin, mins, maxs, origin, cg.predictedPlayerState.clientNum, MASK_SOLID );
VectorCopy( tr.endpos, origin );
- rollFraction = (float)deltaTime / ( (float)KOVER_TIME / 6.0f );
+ rollFraction = (float)deltaTime / ( (float)BMOFO_KOVER_TIME / 6.0f );
if( rollFraction > 1.0f )
rollFraction = 1.0f;
@@ -655,7 +655,7 @@ static void CG_OffsetFirstPersonView( void )
deltaTime = cg.time - cg.firstGetUpTime;
- rollFraction = (float)deltaTime / (float)GETUP_TIME;
+ rollFraction = (float)deltaTime / (float)BMOFO_GETUP_TIME;
if( rollFraction > 1.0f )
rollFraction = 1.0f;
@@ -872,7 +872,7 @@ static int CG_CalcFov( void )
{
phase = cg.time / 1000.0 * PCLOUD_ZOOM_FREQUENCY * M_PI * 2;
v = PCLOUD_ZOOM_AMPLITUDE * sin( phase );
- v *= 1.0f - ( ( cg.time - cg.firstPoisonedTime ) / (float)PCLOUD_TIME );
+ v *= 1.0f - ( ( cg.time - cg.firstPoisonedTime ) / (float)HYDRA_PCLOUD_TIME );
fov_x += v;
fov_y += v;
}