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viewmodel tilts side to side even with cl_bob_angled 0 #305

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@caixax

hey so i think theres a bug with the viewmodel bob. normally the gun bobs front to back but since i updated it now tilts/rolls side to side like the hl2 bob, even tho i have cl_bob_angled 0 and cl_rollangle 0. its like the angled bob is always on now no matter what.

i tested a few releases:

  • v1.10.4 -> fine, with cl_bob_angled 0 the gun goes front-back like normal
  • v1.11.0, v1.12.0, v1.13.0, v1.13.1, v1.13.2 -> broken, the gun always rolls side to side even with cl_bob_angled 0

i looked at view.cpp and i think this is the cause. in V_CalcNormalRefdef theres the tilt block that always runs:

view->angles[YAW]   -= bob * 0.5;
view->angles[ROLL]  -= bob * 1;
view->angles[PITCH] -= bob * 0.3;

if (cl_bob_angled.GetBool())
{
    view->curstate.angles = view->angles;
}

so far ok, the tilt only goes to curstate if cl_bob_angled is on. but then later in the same function theres this new block that got added in 1.11.0 (the "previously done in V_CalcGunAngle" one):

VectorCopy(view->angles, view->curstate.angles);
VectorCopy(view->angles, view->latched.prevangles);

this one is unconditional so it copies the already tilted angles into curstate.angles every time, which makes the roll tilt apply always and cl_bob_angled 0 does nothing anymore.

so basically cl_bob_angled got ignored since 1.11.0. only way to kill the tilt rn is cl_bob 0 but that removes the normal bob too. would be nice if the final latch respected cl_bob_angled or didnt latch the tilted angles. thanks for the mod btw its great

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