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Fix view bobbing not resetting when resting
partially fixes #11694, also fixes #11692
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@ -186,9 +186,7 @@ void Camera::step(f32 dtime)
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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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m_view_bobbing_anim += offset;
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}
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if (m_view_bobbing_anim < 0.5) {
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} else 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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m_view_bobbing_anim = 0.5;
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@ -410,41 +408,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
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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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#if 1
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f32 bobknob = 1.2;
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f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
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//f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
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v3f bobvec = v3f(
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0.3 * bobdir * sin(bobfrac * M_PI),
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-0.28 * bobtmp * bobtmp,
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0.);
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//rel_cam_pos += 0.2 * bobvec;
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//rel_cam_target += 0.03 * bobvec;
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//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
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float f = 1.0;
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f *= m_cache_view_bobbing_amount;
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rel_cam_pos += bobvec * f;
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//rel_cam_target += 0.995 * bobvec * f;
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rel_cam_target += bobvec * f;
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rel_cam_target.Z -= 0.005 * bobvec.Z * f;
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//rel_cam_target.X -= 0.005 * bobvec.X * f;
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//rel_cam_target.Y -= 0.005 * bobvec.Y * f;
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rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
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#else
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f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
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f32 angle_rad = angle_deg * M_PI / 180;
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f32 r = 0.05;
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v3f off = v3f(
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r * sin(angle_rad),
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r * (cos(angle_rad) - 1),
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0);
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rel_cam_pos += off;
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//rel_cam_target += off;
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rel_cam_up.rotateXYBy(angle_deg);
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#endif
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rel_cam_pos += bobvec * m_cache_view_bobbing_amount;
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rel_cam_target += bobvec * m_cache_view_bobbing_amount;
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rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * m_cache_view_bobbing_amount);
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}
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// Compute absolute camera position and target
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