[------------- P_MOBJ.CPP -------------] // Ch0wW: Remove flyingbob START EXTERN_CVAR (Float, cl_spectator_flybob) // Ch0wW: Remove flyingbob STOP [...] [...] [...] void P_ZMovement (AActor *mo, fixed_t oldfloorz) [...] if (mo->player && (mo->flags & MF_NOGRAVITY) && (mo->z > mo->floorz)) { // Ch0wW: Remove flyingbob START if (mo->player->bSpectating) mo->z += cl_spectator_flybob * finesine[(FINEANGLES/80*level.maptime)&FINEMASK]/8; else mo->z += finesine[(FINEANGLES/80*level.maptime)&FINEMASK]/8; // Ch0wW: Remove flyingbob STOP mo->momz = FixedMul (mo->momz, FRICTION_FLY); } if (mo->waterlevel && !(mo->flags & MF_NOGRAVITY)) { mo->momz = FixedMul (mo->momz, mo->Sector->friction); } [------------- P_USER.CPP -------------] // Ch0wW: Remove flyingbob START CUSTOM_CVAR (Float, cl_spectator_flybob, 1.0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self > 1) self = 1; if (self < 0) self = 0; } // Ch0wW: Remove flyingbob STOP [...] [...] [...] void P_CalcHeight (player_t *player) [...] // Regular movement bobbing // (needs to be calculated for gun swing even if not on ground) // killough 10/98: Make bobbing depend only on player-applied motion. // // Note: don't reduce bobbing here if on ice: if you reduce bobbing here, // it causes bobbing jerkiness when the player moves from ice to non-ice, // and vice-versa. if ((player->mo->flags & MF_NOGRAVITY) && !onground) { // Ch0wW: Remove flyingbob START if (player->bSpectating) player->bob = (FRACUNIT * cl_spectator_flybob)/2; else player->bob = FRACUNIT / 2; // Ch0wW: Remove flyingbob END } else { [.....]