forked from oerkki/voxelands
I don't think this actually does anything at all
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19236511c3
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@ -144,24 +144,28 @@ void Camera::step(f32 dtime)
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f32 offset = dtime * m_view_bobbing_speed * 0.030;
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if (m_view_bobbing_state == 2) {
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// Animation is getting turned off
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if(m_view_bobbing_anim < 0.25){
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if (m_view_bobbing_anim < 0.25) {
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m_view_bobbing_anim -= offset;
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} else if(m_view_bobbing_anim > 0.75){
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}else if (m_view_bobbing_anim > 0.75) {
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m_view_bobbing_anim += offset;
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} if(m_view_bobbing_anim < 0.5){
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}
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if (m_view_bobbing_anim < 0.5) {
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m_view_bobbing_anim += offset;
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if(m_view_bobbing_anim > 0.5)
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if (m_view_bobbing_anim > 0.5)
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m_view_bobbing_anim = 0.5;
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} else {
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}else{
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m_view_bobbing_anim -= offset;
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if(m_view_bobbing_anim < 0.5)
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if (m_view_bobbing_anim < 0.5)
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m_view_bobbing_anim = 0.5;
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}
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if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
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fabs(m_view_bobbing_anim - 0.5) < 0.01)
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{
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if (
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m_view_bobbing_anim <= 0
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|| m_view_bobbing_anim >= 1
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|| fabs(m_view_bobbing_anim - 0.5) < 0.01
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) {
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m_view_bobbing_anim = 0;
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m_view_bobbing_state = 0;
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m_view_bobbing_speed = 20;
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}
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}else{
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float was = m_view_bobbing_anim;
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@ -212,8 +216,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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v3f rel_cam_target = v3f(0,0,1);
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v3f rel_cam_up = v3f(0,1,0);
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if (m_view_bobbing_anim != 0)
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{
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if (m_view_bobbing_state != 0 && m_view_bobbing_anim != 0) {
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f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
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f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
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f32 bobknob = 1.2;
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@ -265,8 +268,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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// Position the wielded item
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v3f wield_position = m_wieldnode_baseposition;
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v3f wield_rotation = m_wieldnode_baserotation;
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if (m_digging_button != -1)
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{
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if (m_digging_button != -1) {
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f32 digfrac = m_digging_anim;
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wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
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wield_position.Y += 15 * sin(digfrac * 2 * PI);
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@ -279,8 +281,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
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quat_slerp.toEuler(wield_rotation);
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wield_rotation *= core::RADTODEG;
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}
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else {
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}else{
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f32 bobfrac = my_modf(m_view_bobbing_anim);
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wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
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wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
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