Add a cvar to control weapon bobbing while firing
This simulates a feature found in Crispy Doom, which keeps the weapon bobbing while firing. This leads to a "smoother" appearance which may look a bit prettier to some people. The default value of 0 preserves the old behavior.
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6 changed files with 25 additions and 10 deletions
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@ -810,6 +810,7 @@ xx(MoveBob)
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xx(StillBob)
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xx(ClassicFlight)
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xx(WBobSpeed)
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xx(WBobFire)
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xx(PlayerClass)
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xx(MonsterClass)
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xx(MorphedMonster)
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@ -65,6 +65,7 @@ CVAR (Bool, neverswitchonpickup, false, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Float, movebob, 0.25f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Float, stillbob, 0.f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Float, wbobspeed, 1.f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Float, wbobfire, 0.f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (String, playerclass, "Fighter", CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Bool, classicflight, false, CVAR_USERINFO | CVAR_ARCHIVE);
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@ -80,6 +81,7 @@ enum
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INFO_MoveBob,
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INFO_StillBob,
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INFO_WBobSpeed,
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INFO_WBobFire,
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INFO_PlayerClass,
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INFO_ColorSet,
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INFO_ClassicFlight,
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@ -232,6 +232,10 @@ struct userinfo_t : TMap<FName,FBaseCVar *>
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{
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return *static_cast<FFloatCVar *>(*CheckKey(NAME_WBobSpeed));
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}
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double GetWBobFire() const
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{
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return *static_cast<FFloatCVar *>(*CheckKey(NAME_WBobFire));
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}
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int GetPlayerClassNum() const
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{
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return *static_cast<FIntCVar *>(*CheckKey(NAME_PlayerClass));
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@ -790,6 +790,12 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, GetWBobSpeed)
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ACTION_RETURN_FLOAT(self->userinfo.GetWBobSpeed());
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}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, GetWBobFire)
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{
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PARAM_SELF_STRUCT_PROLOGUE(player_t);
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ACTION_RETURN_FLOAT(self->userinfo.GetWBobFire());
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}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, GetMoveBob)
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{
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PARAM_SELF_STRUCT_PROLOGUE(player_t);
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