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Implemented view bobbing (testing simple lemniscate shape)
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@ -49,12 +49,15 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
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m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
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m_view_bobbing_anim(0),
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m_view_bobbing_anim(0),
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m_view_bobbing_anim_left(0)
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m_view_bobbing_state(0)
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{
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{
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//dstream<<__FUNCTION_NAME<<std::endl;
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//dstream<<__FUNCTION_NAME<<std::endl;
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// note: making the camera node a child of the player node
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// would lead to unexpected behaviour, so we don't do that.
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m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
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m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
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m_cameranode = smgr->addCameraSceneNode(m_playernode);
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m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
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m_cameranode->bindTargetAndRotation(true);
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updateSettings();
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updateSettings();
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}
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}
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@ -65,6 +68,21 @@ Camera::~Camera()
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void Camera::step(f32 dtime)
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void Camera::step(f32 dtime)
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{
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{
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if (m_view_bobbing_state != 0)
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{
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const f32 bobspeed = 0x1000000;
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s32 offset = MYMAX(dtime * bobspeed, 1);
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if (m_view_bobbing_state == 2)
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{
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// Animation is getting turned off
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s32 subanim = (m_view_bobbing_anim & 0x7fffff);
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if (subanim < 0x400000)
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offset = -1 * MYMIN(offset, subanim);
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else
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offset = MYMIN(offset, 0x800000 - subanim);
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}
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m_view_bobbing_anim = (m_view_bobbing_anim + offset) & 0xffffff;
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}
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}
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}
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void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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@ -72,43 +90,66 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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if (m_playernode == NULL || m_cameranode == NULL)
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if (m_playernode == NULL || m_cameranode == NULL)
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return;
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return;
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// Set player node transformation
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m_playernode->setPosition(player->getPosition());
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//m_playernode->setRotation(v3f(player->getPitch(), -1 * player->getYaw(), 0));
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m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
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m_playernode->updateAbsolutePosition();
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// Compute relative camera position and target
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v3f relative_cam_pos = player->getEyePosition() - player->getPosition();
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v3f relative_cam_target = v3f(0,0,1);
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relative_cam_target.rotateYZBy(player->getPitch());
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relative_cam_target += relative_cam_pos;
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f32 bobangle = m_view_bobbing_anim * 2 * M_PI / 0x1000000;
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f32 bobangle_s = sin(bobangle);
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f32 bobangle_c = cos(bobangle);
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f32 bobwidth = 0.03 * cos(player->getPitch() * M_PI / 180)
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/ (bobangle_c * bobangle_c + 1);
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f32 bobheight = bobwidth;
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relative_cam_pos.X += bobwidth * bobangle_s;
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relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
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// Compute absolute camera position and target
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m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos);
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m_playernode->getAbsoluteTransformation().transformVect(m_camera_direction, relative_cam_target);
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m_camera_direction -= m_camera_position;
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// Set camera node transformation
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m_cameranode->setPosition(m_camera_position);
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// *100.0 helps in large map coordinates
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m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction);
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// FOV and and aspect ratio
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// FOV and and aspect ratio
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m_aspect = (f32)screensize.X / (f32) screensize.Y;
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m_aspect = (f32)screensize.X / (f32) screensize.Y;
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m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
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m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
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m_cameranode->setAspectRatio(m_aspect);
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m_cameranode->setAspectRatio(m_aspect);
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m_cameranode->setFOV(m_fov_y);
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m_cameranode->setFOV(m_fov_y);
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// Just so big a value that everything rendered is visible
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// Just so big a value that everything rendered is visible
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// Some more allowance that m_viewing_range_max * BS because of active objects etc.
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// Some more allowance that m_viewing_range_max * BS because of active objects etc.
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m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
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m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
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m_camera_position = player->getEyePosition(); // TODO bobbing
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m_cameranode->setPosition(m_camera_position);
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m_camera_direction = v3f(0,0,1);
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m_camera_direction.rotateYZBy(player->getPitch());
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m_camera_direction.rotateXZBy(player->getYaw());
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// *100.0 helps in large map coordinates
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m_cameranode->setTarget(m_camera_position + m_camera_direction * 100.0);
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// Render distance feedback loop
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// Render distance feedback loop
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updateViewingRange(frametime);
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updateViewingRange(frametime);
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// Check if view bobbing is active
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// If the player seems to be walking on solid ground,
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// view bobbing is enabled and free_move is off,
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// start (or continue) the view bobbing animation.
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v3f speed = player->getSpeed();
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v3f speed = player->getSpeed();
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f32 epsilon = BS / 1000.0;
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//dstream<<"speed: ("<<speed.X<<","<<speed.Y<<","<<speed.Z<<")"<<std::endl;
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if (speed.X * speed.X + speed.Z * speed.Z > epsilon*epsilon &&
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if ((hypot(speed.X, speed.Z) > BS) &&
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speed.Y < epsilon &&
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(fabs(speed.Y) < BS/10) &&
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g_settings.getBool("view_bobbing") == true &&
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(g_settings.getBool("view_bobbing") == true) &&
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g_settings.getBool("free_move") == false)
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(g_settings.getBool("free_move") == false))
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{
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{
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// The player seems to be walking on solid ground.
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// Start animation
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// Enable view bobbing.
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m_view_bobbing_state = 1;
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//dstream << "View bobbing active" << std::endl;
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}
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}
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else
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else if (m_view_bobbing_state == 1)
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{
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{
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//dstream << "View bobbing inactive" << std::endl;
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// Stop animation
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m_view_bobbing_state = 2;
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}
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}
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}
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}
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13
src/camera.h
13
src/camera.h
@ -38,7 +38,7 @@ public:
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// Get player scene node.
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// Get player scene node.
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// This node is positioned at the player's torso (without any view bobbing),
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// This node is positioned at the player's torso (without any view bobbing),
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// as given by Player::m_position, Player::m_pitch and Player::m_yaw.
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// as given by Player::m_position. Yaw is applied but not pitch.
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// Things like wielded tools should be positioned relative to this node.
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// Things like wielded tools should be positioned relative to this node.
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inline scene::ISceneNode* getPlayerNode() const
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inline scene::ISceneNode* getPlayerNode() const
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{
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{
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@ -46,7 +46,6 @@ public:
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}
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}
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// Get camera scene node.
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// Get camera scene node.
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// The camera node is a child of the player node.
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// It has the eye transformation and view bobbing applied.
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// It has the eye transformation and view bobbing applied.
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inline scene::ICameraSceneNode* getCameraNode() const
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inline scene::ICameraSceneNode* getCameraNode() const
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{
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{
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@ -131,10 +130,12 @@ private:
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f32 m_frametime_counter;
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f32 m_frametime_counter;
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f32 m_time_per_range;
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f32 m_time_per_range;
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// View bobbing animation frame (0 <= m_view_bobbing < 0x10000)
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// View bobbing animation frame (0 <= m_view_bobbing < 0x1000000)
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u32 m_view_bobbing_anim;
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s32 m_view_bobbing_anim;
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// Number of frames to continue the view bobbing animation.
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// If 0, view bobbing is off (e.g. player is standing).
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u32 m_view_bobbing_anim_left;
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// If 1, view bobbing is on (player is walking).
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// If 2, view bobbing is getting switched off.
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s32 m_view_bobbing_state;
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};
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};
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#endif
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#endif
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@ -1477,7 +1477,7 @@ void the_game(
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if(FIELD_OF_VIEW_TEST)
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if(FIELD_OF_VIEW_TEST)
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{
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{
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client.updateCamera(v3f(0,0,0), v3f(0,0,1), M_PI);
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client.updateCamera(v3f(0,0,0), v3f(0,0,1), camera_fov);
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}
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}
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else
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else
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{
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{
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