Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Full credit goes to the FitzQuake author for this code (https://www.celephais.net/fitzquake).
v_gunkick {0,1,2}
If 1, standard quake view kick when you fire your gun. If 2, interpolates the view kick. If 0, disables view kick entirely. Default 1.
view.c file code snippet:
//johnfitz -- v_gunkick
if (v_gunkick.value == 1) //original quake kick
VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
if (v_gunkick.value == 2) //lerped kick
{
for (i=0; i<3; i++)
if (punch != v_punchangles[0])
{
//speed determined by how far we need to lerp in 1/10th of a second
delta = (v_punchangles[0]-v_punchangles[1]) * host_frametime * 10;
if (delta > 0)
punch = min(punch+delta, v_punchangles[0]);
else if (delta < 0)
punch = max(punch+delta, v_punchangles[0]);
}
VectorAdd (r_refdef.viewangles, punch, r_refdef.viewangles);
}