-
- v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
- v3_copy( player->angles, player->cam.angles );
-
-
- float Fd = -player->cam_land_punch_v * k_cam_damp,
- Fs = -player->cam_land_punch * k_cam_spring;
- player->cam_land_punch += player->cam_land_punch_v * vg.frame_delta;
- player->cam_land_punch_v += ( Fd + Fs ) * vg.frame_delta;
- player->cam.angles[1] += player->cam_land_punch;
+ v3_lerp( tpv_pos, fpv_pos, cc->camera_type_blend, localplayer.cam.pos );
+ v3_copy( localplayer.angles, localplayer.cam.angles );
+
+ /* Camera shake */
+ f32 speed = v3_length(localplayer.rb.v),
+ strength = k_cam_shake_strength * speed;
+ localplayer.cam_trackshake +=
+ speed*k_cam_shake_trackspeed*vg.time_frame_delta;
+
+ v2f rnd = {vg_perlin_fract_1d( localplayer.cam_trackshake, 1.0f, 4, 20 ),
+ vg_perlin_fract_1d( localplayer.cam_trackshake, 1.0f, 4, 63 ) };
+ v2_muladds( localplayer.cam.angles, rnd, strength, localplayer.cam.angles );
+
+ v3f Fd, Fs, F;
+ v3_muls( localplayer.cam_land_punch_v, -k_cam_damp, Fd );
+ v3_muls( localplayer.cam_land_punch, -k_cam_spring, Fs );
+ v3_muladds( localplayer.cam_land_punch, localplayer.cam_land_punch_v,
+ vg.time_frame_delta, localplayer.cam_land_punch );
+ v3_add( Fd, Fs, F );
+ v3_muladds( localplayer.cam_land_punch_v, F, vg.time_frame_delta,
+ localplayer.cam_land_punch_v );
+ v3_add( localplayer.cam_land_punch, localplayer.cam.pos,
+ localplayer.cam.pos );