From 7f23a91488b97989957132082852a72feb3dbec7 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Thu, 7 Apr 2016 11:14:39 +0200 Subject: [PATCH] - fixed: smooth bobbing uses the full angular range to calculate its position. --- src/p_pspr.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/p_pspr.cpp b/src/p_pspr.cpp index ed4c97409..59399dd00 100644 --- a/src/p_pspr.cpp +++ b/src/p_pspr.cpp @@ -443,12 +443,12 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y) case AWeapon::BobSmooth: *x = bobx*angle.Cos(); - *y = 0.5f * (boby * (1.f - fabsf((angle * 2).Cos()))); + *y = 0.5f * (boby * (1.f - ((angle * 2).Cos()))); break; case AWeapon::BobInverseSmooth: *x = bobx*angle.Cos(); - *y = 0.5f * (boby * (1.f + fabsf((angle * 2).Cos()))); + *y = 0.5f * (boby * (1.f + ((angle * 2).Cos()))); } } else