diff options
Diffstat (limited to 'src/cgame/cg_view.c')
-rw-r--r-- | src/cgame/cg_view.c | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c index bb0816d9..d3173024 100644 --- a/src/cgame/cg_view.c +++ b/src/cgame/cg_view.c @@ -463,19 +463,19 @@ static void CG_OffsetFirstPersonView( void ) bob2 = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] ); -#define BMOFO_FEEDBACK 10.0f +#define LEVEL4_FEEDBACK 10.0f //give a charging player some feedback - if( ps->weapon == WP_BIGMOFO ) + if( ps->weapon == WP_ALEVEL4 ) { if( ps->stats[ STAT_MISC ] > 0 ) { - float fraction = (float)ps->stats[ STAT_MISC ] / (float)BMOFO_CHARGE_TIME; + float fraction = (float)ps->stats[ STAT_MISC ] / (float)LEVEL4_CHARGE_TIME; if( fraction > 1.0f ) fraction = 1.0f; - bob2 *= ( 1.0f + fraction * BMOFO_FEEDBACK ); + bob2 *= ( 1.0f + fraction * LEVEL4_FEEDBACK ); } } @@ -499,11 +499,11 @@ static void CG_OffsetFirstPersonView( void ) angles[ ROLL ] += delta; } -#define DRAGOON_FEEDBACK 20.0f +#define LEVEL3_FEEDBACK 20.0f //provide some feedback for pouncing - if( cg.predictedPlayerState.weapon == WP_DRAGOON || - cg.predictedPlayerState.weapon == WP_DRAGOON_UPG ) + if( cg.predictedPlayerState.weapon == WP_ALEVEL3 || + cg.predictedPlayerState.weapon == WP_ALEVEL3_UPG ) { if( cg.predictedPlayerState.stats[ STAT_MISC ] > 0 ) { @@ -513,14 +513,14 @@ static void CG_OffsetFirstPersonView( void ) AngleVectors( angles, forward, NULL, NULL ); VectorNormalize( forward ); - fraction1 = (float)( cg.time - cg.weapon2Time ) / (float)DRAGOON_POUNCE_TIME; + fraction1 = (float)( cg.time - cg.weapon2Time ) / (float)LEVEL3_POUNCE_TIME; if( fraction1 > 1.0f ) fraction1 = 1.0f; fraction2 = -sin( fraction1 * M_PI / 2 ); - VectorMA( origin, DRAGOON_FEEDBACK * fraction2, forward, origin ); + VectorMA( origin, LEVEL3_FEEDBACK * fraction2, forward, origin ); } } @@ -583,8 +583,8 @@ 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.poisonedTime ) / (float)HYDRA_PCLOUD_TIME ); - pitchFraction *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)HYDRA_PCLOUD_TIME ); + fraction *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)LEVEL1_PCLOUD_TIME ); + pitchFraction *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)LEVEL1_PCLOUD_TIME ); angles[ ROLL ] += fraction * PCLOUD_ROLL_AMPLITUDE; angles[ YAW ] += fraction * PCLOUD_ROLL_AMPLITUDE; @@ -795,7 +795,7 @@ 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.poisonedTime ) / (float)HYDRA_PCLOUD_TIME ); + v *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)LEVEL1_PCLOUD_TIME ); fov_x += v; fov_y += v; } |