2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // view.c -- player eye positioning
23 #include "cl_collision.h"
28 The view is allowed to move slightly from it's true position for bobbing,
29 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
30 entities sent from the server may not include everything in the pvs, especially
31 when crossing a water boudnary.
35 cvar_t cl_rollspeed = {CVAR_CLIENT, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
36 cvar_t cl_rollangle = {CVAR_CLIENT, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
38 cvar_t cl_bob = {CVAR_CLIENT | CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
39 cvar_t cl_bobcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
40 cvar_t cl_bobup = {CVAR_CLIENT | CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
41 cvar_t cl_bob2 = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
42 cvar_t cl_bob2cycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
43 cvar_t cl_bob2smooth = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
44 cvar_t cl_bobfall = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
45 cvar_t cl_bobfallcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
46 cvar_t cl_bobfallminspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
47 cvar_t cl_bobmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
48 cvar_t cl_bobmodel_side = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_side", "0", "gun bobbing sideways sway amount"};
49 cvar_t cl_bobmodel_up = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_up", "0", "gun bobbing upward movement amount"};
50 cvar_t cl_bobmodel_forward = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_forward", "0.25", "gun bobbing forward movement amount"};
51 cvar_t cl_bobmodel_classic = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_classic", "1", "classic Quake-style forward gun bobbing"};
52 cvar_t cl_bobmodel_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_speed", "6", "gun bobbing speed"};
53 cvar_t cl_bob_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit", "4", "limits bobbing to this much distance from view_ofs"};
54 cvar_t cl_bob_limit_heightcheck = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"};
55 cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
56 cvar_t cl_bob_velocity_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
58 cvar_t cl_leanmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
59 cvar_t cl_leanmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
60 cvar_t cl_leanmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
61 cvar_t cl_leanmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
62 cvar_t cl_leanmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
63 cvar_t cl_leanmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
64 cvar_t cl_leanmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
65 cvar_t cl_leanmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
66 cvar_t cl_leanmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
67 cvar_t cl_leanmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
68 cvar_t cl_leanmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
70 cvar_t cl_followmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
71 cvar_t cl_followmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
72 cvar_t cl_followmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
73 cvar_t cl_followmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
74 cvar_t cl_followmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
75 cvar_t cl_followmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
76 cvar_t cl_followmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
77 cvar_t cl_followmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
78 cvar_t cl_followmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
79 cvar_t cl_followmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
80 cvar_t cl_followmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
82 cvar_t cl_viewmodel_scale = {CVAR_CLIENT, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
84 cvar_t v_kicktime = {CVAR_CLIENT, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
85 cvar_t v_kickroll = {CVAR_CLIENT, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
86 cvar_t v_kickpitch = {CVAR_CLIENT, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
88 cvar_t v_iyaw_cycle = {CVAR_CLIENT, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
89 cvar_t v_iroll_cycle = {CVAR_CLIENT, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
90 cvar_t v_ipitch_cycle = {CVAR_CLIENT, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
91 cvar_t v_iyaw_level = {CVAR_CLIENT, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
92 cvar_t v_iroll_level = {CVAR_CLIENT, "v_iroll_level", "0.1", "v_idlescale roll amount"};
93 cvar_t v_ipitch_level = {CVAR_CLIENT, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
95 cvar_t v_idlescale = {CVAR_CLIENT, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
97 cvar_t v_isometric = {CVAR_CLIENT, "v_isometric", "0", "changes view to isometric (non-perspective)"};
98 cvar_t v_isometric_verticalfov = {CVAR_CLIENT, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"};
99 cvar_t v_isometric_xx = {CVAR_CLIENT, "v_isometric_xx", "1", "camera matrix"};
100 cvar_t v_isometric_xy = {CVAR_CLIENT, "v_isometric_xy", "0", "camera matrix"};
101 cvar_t v_isometric_xz = {CVAR_CLIENT, "v_isometric_xz", "0", "camera matrix"};
102 cvar_t v_isometric_yx = {CVAR_CLIENT, "v_isometric_yx", "0", "camera matrix"};
103 cvar_t v_isometric_yy = {CVAR_CLIENT, "v_isometric_yy", "1", "camera matrix"};
104 cvar_t v_isometric_yz = {CVAR_CLIENT, "v_isometric_yz", "0", "camera matrix"};
105 cvar_t v_isometric_zx = {CVAR_CLIENT, "v_isometric_zx", "0", "camera matrix"};
106 cvar_t v_isometric_zy = {CVAR_CLIENT, "v_isometric_zy", "0", "camera matrix"};
107 cvar_t v_isometric_zz = {CVAR_CLIENT, "v_isometric_zz", "1", "camera matrix"};
108 cvar_t v_isometric_tx = {CVAR_CLIENT, "v_isometric_tx", "0", "camera position (player-relative)"};
109 cvar_t v_isometric_ty = {CVAR_CLIENT, "v_isometric_ty", "0", "camera position (player-relative)"};
110 cvar_t v_isometric_tz = {CVAR_CLIENT, "v_isometric_tz", "0", "camera position (player-relative)"};
111 cvar_t v_isometric_rot_pitch = {CVAR_CLIENT, "v_isometric_rot_pitch", "60", "camera rotation"};
112 cvar_t v_isometric_rot_yaw = {CVAR_CLIENT, "v_isometric_rot_yaw", "135", "camera rotation"};
113 cvar_t v_isometric_rot_roll = {CVAR_CLIENT, "v_isometric_rot_roll", "0", "camera rotation"};
114 cvar_t v_isometric_relx = {CVAR_CLIENT, "v_isometric_relx", "0", "camera position*forward"};
115 cvar_t v_isometric_rely = {CVAR_CLIENT, "v_isometric_rely", "0", "camera position*left"};
116 cvar_t v_isometric_relz = {CVAR_CLIENT, "v_isometric_relz", "0", "camera position*up"};
117 cvar_t v_isometric_flipcullface = {CVAR_CLIENT, "v_isometric_flipcullface", "0", "flips the backface culling"};
118 cvar_t v_isometric_locked_orientation = {CVAR_CLIENT, "v_isometric_locked_orientation", "1", "camera rotation is fixed"};
119 cvar_t v_isometric_usevieworiginculling = {CVAR_CLIENT, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"};
121 cvar_t crosshair = {CVAR_CLIENT | CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
123 cvar_t v_centermove = {CVAR_CLIENT, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
124 cvar_t v_centerspeed = {CVAR_CLIENT, "v_centerspeed","500", "how fast the view centers itself"};
126 cvar_t cl_stairsmoothspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
128 cvar_t cl_smoothviewheight = {CVAR_CLIENT | CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
130 cvar_t chase_back = {CVAR_CLIENT | CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
131 cvar_t chase_up = {CVAR_CLIENT | CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
132 cvar_t chase_active = {CVAR_CLIENT | CVAR_SAVE, "chase_active", "0", "enables chase cam"};
133 cvar_t chase_overhead = {CVAR_CLIENT | CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
135 cvar_t chase_stevie = {CVAR_CLIENT, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
137 cvar_t v_deathtilt = {CVAR_CLIENT, "v_deathtilt", "1", "whether to use sideways view when dead"};
138 cvar_t v_deathtiltangle = {CVAR_CLIENT, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
140 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
141 cvar_t chase_pitchangle = {CVAR_CLIENT | CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
143 cvar_t v_yshearing = {CVAR_CLIENT, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
145 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
147 int cl_punchangle_applied;
153 Used by view and sv_user
156 float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
163 AngleVectors (angles, NULL, right, NULL);
164 side = DotProduct (velocity, right);
165 sign = side < 0 ? -1 : 1;
168 value = cl_rollangle.value;
170 if (side < cl_rollspeed.value)
171 side = side * value / cl_rollspeed.value;
179 void V_StartPitchDrift (void)
181 if (cl.laststop == cl.time)
182 return; // something else is keeping it from drifting
184 if (cl.nodrift || !cl.pitchvel)
186 cl.pitchvel = v_centerspeed.value;
192 void V_StartPitchDrift_f(cmd_state_t *cmd)
197 void V_StopPitchDrift (void)
199 cl.laststop = cl.time;
208 Moves the client pitch angle towards cl.idealpitch sent by the server.
210 If the user is adjusting pitch manually, either with lookup/lookdown,
211 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
213 Drifting is enabled when the center view key is hit, mlook is released and
214 lookspring is non 0, or when
217 void V_DriftPitch (void)
221 if (noclip_anglehack || !cl.onground || cls.demoplayback )
228 // don't count small mouse motion
231 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
234 cl.driftmove += cl.realframetime;
236 if ( cl.driftmove > v_centermove.value)
238 V_StartPitchDrift ();
243 delta = cl.idealpitch - cl.viewangles[PITCH];
251 move = cl.realframetime * cl.pitchvel;
252 cl.pitchvel += cl.realframetime * v_centerspeed.value;
261 cl.viewangles[PITCH] += move;
270 cl.viewangles[PITCH] -= move;
276 ==============================================================================
280 ==============================================================================
289 void V_ParseDamage (void)
293 //vec3_t forward, right;
299 armor = MSG_ReadByte(&cl_message);
300 blood = MSG_ReadByte(&cl_message);
301 MSG_ReadVector(&cl_message, from, cls.protocol);
303 // Send the Dmg Globals to CSQC
304 CL_VM_UpdateDmgGlobals(blood, armor, from);
306 count = blood*0.5 + armor*0.5;
310 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
312 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
313 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
314 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
315 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
316 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
317 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
321 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
322 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
323 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
327 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
328 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
329 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
333 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
334 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
335 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
338 // calculate view angle kicks
339 if (cl.entities[cl.viewentity].state_current.active)
341 ent = &cl.entities[cl.viewentity];
342 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
343 VectorNormalize(localfrom);
344 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
345 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
346 v_dmg_time = v_kicktime.value;
350 static cshift_t v_cshift;
357 static void V_cshift_f(cmd_state_t *cmd)
359 v_cshift.destcolor[0] = atof(Cmd_Argv(cmd, 1));
360 v_cshift.destcolor[1] = atof(Cmd_Argv(cmd, 2));
361 v_cshift.destcolor[2] = atof(Cmd_Argv(cmd, 3));
362 v_cshift.percent = atof(Cmd_Argv(cmd, 4));
370 When you run over an item, the server sends this command
373 static void V_BonusFlash_f(cmd_state_t *cmd)
375 if(Cmd_Argc(cmd) == 1)
377 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
378 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
379 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
380 cl.cshifts[CSHIFT_BONUS].percent = 50;
381 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
383 else if(Cmd_Argc(cmd) >= 4 && Cmd_Argc(cmd) <= 6)
385 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(cmd, 1)) * 255;
386 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(cmd, 2)) * 255;
387 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(cmd, 3)) * 255;
388 if(Cmd_Argc(cmd) >= 5)
389 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(cmd, 4)) * 255; // yes, these are HEXADECIMAL percent ;)
391 cl.cshifts[CSHIFT_BONUS].percent = 50;
392 if(Cmd_Argc(cmd) >= 6)
393 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(cmd, 5)) * 255;
395 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
398 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
402 ==============================================================================
406 ==============================================================================
409 extern matrix4x4_t viewmodelmatrix_nobob;
410 extern matrix4x4_t viewmodelmatrix_withbob;
412 #include "cl_collision.h"
422 static vec3_t eyeboxmins = {-16, -16, -24};
423 static vec3_t eyeboxmaxs = { 16, 16, 32};
426 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
428 frac = bound(0, frac, 1);
429 return (*store = *store * (1 - frac) + value * frac);
432 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
434 lowpass(value, frac, store);
435 return (*store = bound(value - limit, *store, value + limit));
438 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
440 return value - lowpass(value, frac, store);
443 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
445 return value - lowpass_limited(value, frac, limit, store);
448 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
450 out[0] = lowpass(value[0], fracx, &store[0]);
451 out[1] = lowpass(value[1], fracy, &store[1]);
452 out[2] = lowpass(value[2], fracz, &store[2]);
455 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
457 out[0] = highpass(value[0], fracx, &store[0]);
458 out[1] = highpass(value[1], fracy, &store[1]);
459 out[2] = highpass(value[2], fracz, &store[2]);
462 static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
464 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
465 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
466 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
474 * cl.gunangles_adjustment_highpass
475 * cl.gunangles_adjustment_lowpass
476 * cl.gunangles_highpass
478 * cl.gunorg_adjustment_highpass
479 * cl.gunorg_adjustment_lowpass
483 * cl.lastongroundtime
487 * cl.calcrefdef_prevtime
490 * cl.movevars_stepheight
491 * cl.movevars_timescale
495 * cl.qw_intermission_angles
496 * cl.qw_intermission_origin
501 * cl.csqc_viewanglesfromengine
502 * cl.csqc_viewmodelmatrixfromengine
503 * cl.csqc_vieworiginfromengine
504 * r_refdef.view.matrix
505 * viewmodelmatrix_nobob
506 * viewmodelmatrix_withbob
508 void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity)
510 float vieworg[3], viewangles[3], smoothtime;
511 float gunorg[3], gunangles[3];
512 matrix4x4_t tmpmatrix;
514 static float viewheightavg;
517 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
518 vec3_t camboxmins = {-3, -3, -3};
519 vec3_t camboxmaxs = {3, 3, 3};
520 // end of chase camera bounding box size for proper collisions by Alexander Zubov
524 // react to clonground state changes (for gun bob)
528 cl.hitgroundtime = cl.movecmd[0].time;
529 cl.lastongroundtime = cl.movecmd[0].time;
531 cl.oldonground = clonground;
532 cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
534 VectorClear(gunangles);
536 viewmodelmatrix_nobob = identitymatrix;
537 viewmodelmatrix_withbob = identitymatrix;
538 r_refdef.view.matrix = identitymatrix;
540 // player can look around, so take the origin from the entity,
541 // and the angles from the input system
542 Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
543 VectorCopy(clviewangles, viewangles);
545 // calculate how much time has passed since the last V_CalcRefdef
546 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
547 cl.stairsmoothtime = cl.time;
551 v_dmg_time -= bound(0, smoothtime, 0.1);
555 // entity is a fixed camera, just copy the matrix
556 if (cls.protocol == PROTOCOL_QUAKEWORLD)
557 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
560 r_refdef.view.matrix = *entrendermatrix;
561 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
563 if (v_yshearing.value > 0)
564 Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
565 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
566 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
567 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
569 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
570 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
572 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
573 Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
577 // smooth stair stepping, but only if clonground and enabled
578 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
579 cl.stairsmoothz = vieworg[2];
582 if (cl.stairsmoothz < vieworg[2])
583 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
584 else if (cl.stairsmoothz > vieworg[2])
585 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
588 // apply qw weapon recoil effect (this did not work in QW)
589 // TODO: add a cvar to disable this
590 viewangles[PITCH] += cl.qw_weaponkick;
592 // apply the viewofs (even if chasecam is used)
593 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
594 viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
595 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
596 vieworg[2] += viewheightavg;
598 if (chase_active.value)
600 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
601 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
603 camback = chase_back.value;
604 camup = chase_up.value;
605 campitch = chase_pitchangle.value;
607 AngleVectors(viewangles, forward, NULL, NULL);
609 if (chase_overhead.integer)
616 viewangles[PITCH] = 0;
617 AngleVectors(viewangles, forward, NULL, up);
618 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
619 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
620 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
621 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
624 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
625 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
627 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
628 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
630 VectorCopy(trace.endpos, vieworg);
633 // trace from first person view location to our chosen third person view location
635 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
637 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
639 VectorCopy(trace.endpos, bestvieworg);
641 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
643 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
645 AngleVectors(viewangles, NULL, NULL, up);
646 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
647 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
648 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
650 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
652 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
654 if (bestvieworg[2] > trace.endpos[2])
655 bestvieworg[2] = trace.endpos[2];
659 VectorCopy(bestvieworg, vieworg);
661 viewangles[PITCH] = campitch;
665 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
667 // look straight down from high above
668 viewangles[PITCH] = 90;
670 VectorSet(forward, 0, 0, -1);
673 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
675 chase_dest[0] = vieworg[0] + forward[0] * dist;
676 chase_dest[1] = vieworg[1] + forward[1] * dist;
677 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
678 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
679 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
684 // first person view from entity
686 if (cldead && v_deathtilt.integer)
687 viewangles[ROLL] = v_deathtiltangle.value;
689 // Hanicef: don't apply punchangle twice if the scene is rendered more than once.
690 if (!cl_punchangle_applied)
692 VectorAdd(viewangles, cl.punchangle, viewangles);
693 cl_punchangle_applied = 1;
695 viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
699 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
700 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
703 VectorAdd(vieworg, cl.punchvector, vieworg);
706 double xyspeed, bob, bobfall;
707 double bobcycle = 0, cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
710 frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
712 if(cl_followmodel.integer || cl_leanmodel.integer)
714 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
717 // try to fix the first highpass; result is NOT
718 // perfect! TODO find a better fix
719 VectorCopy(viewangles, cl.gunangles_prev);
720 VectorCopy(vieworg, cl.gunorg_prev);
723 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
724 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
725 highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
726 VectorCopy(vieworg, cl.gunorg_prev);
727 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
729 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
730 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
731 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
732 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
733 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
734 highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
735 VectorCopy(viewangles, cl.gunangles_prev);
736 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
738 // 3. calculate the RAW adjustment vectors
739 gunorg[0] *= -cl_followmodel_side_speed.value;
740 gunorg[1] *= -cl_followmodel_side_speed.value;
741 gunorg[2] *= -cl_followmodel_up_speed.value;
743 gunangles[PITCH] *= -cl_leanmodel_up_speed.value;
744 gunangles[YAW] *= -cl_leanmodel_side_speed.value;
747 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
748 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
749 highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
750 lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
751 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
752 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
753 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
755 // 5. use the adjusted vectors
756 VectorAdd(vieworg, gunorg, gunorg);
757 VectorAdd(viewangles, gunangles, gunangles);
761 // Just initialize gunorg/gunangles.
762 VectorCopy(vieworg, gunorg);
763 VectorCopy(viewangles, gunangles);
766 // bounded XY speed, used by several effects below
767 xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value);
769 // vertical view bobbing code
770 if (cl_bob.value && cl_bobcycle.value)
772 float bob_limit = cl_bob_limit.value;
774 if (cl_bob_limit_heightcheck.integer)
776 // use traces to determine what range the view can bob in, and scale down the bob as needed
777 float trace1fraction;
778 float trace2fraction;
779 vec3_t bob_height_check_dest;
781 // these multipliers are expanded a bit (the actual bob sin range is from -0.4 to 1.0) to reduce nearclip issues, especially on water surfaces
782 bob_height_check_dest[0] = vieworg[0];
783 bob_height_check_dest[1] = vieworg[1];
784 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f;
785 trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
786 trace1fraction = trace.fraction;
788 bob_height_check_dest[0] = vieworg[0];
789 bob_height_check_dest[1] = vieworg[1];
790 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f;
791 trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
792 trace2fraction = trace.fraction;
794 bob_limit *= min(trace1fraction, trace2fraction);
797 // LadyHavoc: this code is *weird*, but not replacable (I think it
798 // should be done in QC on the server, but oh well, quake is quake)
799 // LadyHavoc: figured out bobup: the time at which the sin is at 180
800 // degrees (which allows lengthening or squishing the peak or valley)
801 cycle = cl.time / cl_bobcycle.value;
802 cycle -= (int) cycle;
803 if (cycle < cl_bobup.value)
804 bobcycle = cycle = sin(M_PI * cycle / cl_bobup.value);
806 bobcycle = cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
807 // bob is proportional to velocity in the xy plane
808 // (don't count Z, or jumping messes it up)
809 bob = xyspeed * cl_bob.value;
810 bob = bob*0.3 + bob*0.7*cycle;
811 bob = bound(-7, bob, bob_limit);
813 // we also need to adjust gunorg, or this appears like pushing the gun!
814 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
815 // but this is not viable with the new followmodel code as that would mean
816 // that followmodel would work on the munged-by-bob vieworg and do feedback
820 // horizontal view bobbing code
821 if (cl_bob2.value && cl_bob2cycle.value)
824 vec3_t forward, right, up;
827 cycle = cl.time / cl_bob2cycle.value;
828 cycle -= (int) cycle;
830 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
832 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
833 bob = cl_bob2.value * cycle;
835 // this value slowly decreases from 1 to 0 when we stop touching the ground.
836 // The cycle is later multiplied with it so the view smooths back to normal
837 if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
841 if(cl.bob2_smooth > 0)
842 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
847 // calculate the front and side of the player between the X and Y axes
848 AngleVectors(viewangles, forward, right, up);
849 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
850 side = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value);
851 front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value);
852 VectorScale(forward, bob, forward);
853 VectorScale(right, bob, right);
854 // we use side with forward and front with right, so the bobbing goes
855 // to the side when we walk forward and to the front when we strafe
856 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
857 vieworg[0] += bob2vel[0];
858 vieworg[1] += bob2vel[1];
859 // we also need to adjust gunorg, or this appears like pushing the gun!
860 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
861 // but this is not viable with the new followmodel code as that would mean
862 // that followmodel would work on the munged-by-bob vieworg and do feedback
863 gunorg[0] += bob2vel[0];
864 gunorg[1] += bob2vel[1];
868 // causes the view to swing down and back up when touching the ground
869 if (cl_bobfall.value && cl_bobfallcycle.value)
873 cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
874 if (clvelocity[2] < -cl_bobfallminspeed.value)
875 cl.bobfall_swing = 1;
877 cl.bobfall_swing = 0; // TODO really?
881 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
883 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
884 vieworg[2] += bobfall;
885 gunorg[2] += bobfall;
889 // gun model bobbing code
890 if (cl_bobmodel.value)
892 // calculate for swinging gun model
893 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
894 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
895 // for the most part, but for some reason when you go through a message trigger or
896 // pick up an item or anything like that it will momentarily jolt the gun.
897 vec3_t forward, right, up;
902 s = cl.time * cl_bobmodel_speed.value;
905 if (cl.time - cl.hitgroundtime < 0.2)
907 // just hit the ground, speed the bob back up over the next 0.2 seconds
908 t = cl.time - cl.hitgroundtime;
909 t = bound(0, t, 0.2);
917 // recently left the ground, slow the bob down over the next 0.2 seconds
918 t = cl.time - cl.lastongroundtime;
919 t = 0.2 - bound(0, t, 0.2);
923 bspeed = xyspeed * 0.01f;
924 AngleVectors (gunangles, forward, right, up);
925 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
926 VectorMA (gunorg, bob, right, gunorg);
927 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
928 VectorMA (gunorg, bob, up, gunorg);
929 // Classic Quake bobbing
930 bob = (cl_bobmodel_classic.integer ? xyspeed * cl_bob.value * 0.25 * bobcycle : bspeed * cl_bobmodel_forward.value * cos(s * 2) * t) * cl_viewmodel_scale.value;
931 VectorMA (gunorg, (cl_bobmodel_classic.integer ? (bob > 1 ? 1 : bob) : bob), forward, gunorg);
935 // calculate a view matrix for rendering the scene
936 if (v_idlescale.value)
938 viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
939 viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
940 viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
942 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
943 if (v_yshearing.value > 0)
944 Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
946 // calculate a viewmodel matrix for use in view-attached entities
947 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
948 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
950 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
951 if (v_yshearing.value > 0)
952 Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value);
954 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
955 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
957 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
958 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
961 cl.calcrefdef_prevtime = cl.time;
964 void V_CalcRefdef (void)
969 if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
971 // ent is the view entity (visible when out of body)
972 ent = &cl.entities[cl.viewentity];
974 cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
975 V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
979 viewmodelmatrix_nobob = identitymatrix;
980 viewmodelmatrix_withbob = identitymatrix;
981 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
982 r_refdef.view.matrix = identitymatrix;
983 VectorClear(cl.csqc_vieworiginfromengine);
984 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
988 void V_MakeViewIsometric(void)
990 // when using isometric view to play normal games we have to rotate the camera to make the Ortho matrix do the right thing (forward as up the screen, etc)
991 matrix4x4_t relative;
992 matrix4x4_t modifiedview;
994 vec3_t forward, left, up, org;
997 r_refdef.view.useperspective = false;
998 r_refdef.view.usevieworiginculling = !r_trippy.value && v_isometric_usevieworiginculling.integer;
999 r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom;
1000 r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
1001 r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
1002 r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
1003 r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView
1004 r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView
1006 t[0][0] = v_isometric_xx.value;
1007 t[0][1] = v_isometric_xy.value;
1008 t[0][2] = v_isometric_xz.value;
1010 t[1][0] = v_isometric_yx.value;
1011 t[1][1] = v_isometric_yy.value;
1012 t[1][2] = v_isometric_yz.value;
1014 t[2][0] = v_isometric_zx.value;
1015 t[2][1] = v_isometric_zy.value;
1016 t[2][2] = v_isometric_zz.value;
1022 Matrix4x4_FromArrayFloatGL(&modify, t[0]);
1024 // if the orientation is locked, extract the origin and create just a translate matrix to start with
1025 if (v_isometric_locked_orientation.integer)
1027 vec3_t vx, vy, vz, origin;
1028 Matrix4x4_ToVectors(&r_refdef.view.matrix, vx, vy, vz, origin);
1029 Matrix4x4_CreateTranslate(&r_refdef.view.matrix, origin[0], origin[1], origin[2]);
1032 Matrix4x4_Concat(&modifiedview, &r_refdef.view.matrix, &modify);
1033 Matrix4x4_CreateFromQuakeEntity(&relative, v_isometric_tx.value, v_isometric_ty.value, v_isometric_tz.value, v_isometric_rot_pitch.value, v_isometric_rot_yaw.value, v_isometric_rot_roll.value, 1.0f);
1034 Matrix4x4_Concat(&r_refdef.view.matrix, &modifiedview, &relative);
1035 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, org);
1036 VectorMAMAMAM(1.0f, org, v_isometric_relx.value, forward, v_isometric_rely.value, left, v_isometric_relz.value, up, org);
1037 Matrix4x4_FromVectors(&r_refdef.view.matrix, forward, left, up, org);
1039 if (v_isometric_flipcullface.integer)
1041 int a = r_refdef.view.cullface_front;
1042 r_refdef.view.cullface_front = r_refdef.view.cullface_back;
1043 r_refdef.view.cullface_back = a;
1048 void V_FadeViewFlashs(void)
1050 // don't flash if time steps backwards
1051 if (cl.time <= cl.oldtime)
1053 // drop the damage value
1054 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
1055 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
1056 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
1057 // drop the bonus value
1058 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
1059 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
1060 cl.cshifts[CSHIFT_BONUS].percent = 0;
1063 void V_CalcViewBlend(void)
1067 r_refdef.viewblend[0] = 0;
1068 r_refdef.viewblend[1] = 0;
1069 r_refdef.viewblend[2] = 0;
1070 r_refdef.viewblend[3] = 0;
1071 r_refdef.frustumscale_x = 1;
1072 r_refdef.frustumscale_y = 1;
1073 if (cls.state == ca_connected && cls.signon == SIGNONS)
1075 // set contents color
1078 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
1079 supercontents = CL_PointSuperContents(vieworigin);
1080 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
1082 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
1083 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
1084 if (supercontents & SUPERCONTENTS_LAVA)
1086 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
1087 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
1088 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
1090 else if (supercontents & SUPERCONTENTS_SLIME)
1092 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
1093 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
1094 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
1098 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
1099 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
1100 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
1102 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
1106 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
1107 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
1108 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
1109 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
1112 if (gamemode != GAME_TRANSFUSION)
1114 if (cl.stats[STAT_ITEMS] & IT_QUAD)
1116 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1117 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
1118 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
1119 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1121 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
1123 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1124 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1125 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1126 cl.cshifts[CSHIFT_POWERUP].percent = 20;
1128 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1130 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
1131 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
1132 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
1133 cl.cshifts[CSHIFT_POWERUP].percent = 100;
1135 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
1137 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
1138 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1139 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1140 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1143 cl.cshifts[CSHIFT_POWERUP].percent = 0;
1146 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
1147 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
1148 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
1149 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
1151 // LadyHavoc: fixed V_CalcBlend
1152 for (j = 0;j < NUM_CSHIFTS;j++)
1154 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
1157 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
1158 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
1161 // saturate color (to avoid blending in black)
1162 if (r_refdef.viewblend[3])
1164 a2 = 1 / r_refdef.viewblend[3];
1165 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
1167 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
1168 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
1169 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
1170 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
1173 r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
1174 r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
1175 r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
1179 r_refdef.viewblend[0] *= (1.0f/256.0f);
1180 r_refdef.viewblend[1] *= (1.0f/256.0f);
1181 r_refdef.viewblend[2] *= (1.0f/256.0f);
1184 // Samual: Ugly hack, I know. But it's the best we can do since
1185 // there is no way to detect client states from the engine.
1186 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
1187 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
1189 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
1190 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
1193 cl.deathfade = 0.0f;
1195 if(cl.deathfade > 0)
1198 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1199 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1201 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1202 r_refdef.viewblend[3] = a;
1207 //============================================================================
1216 Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "v_cshift", V_cshift_f, "sets tint color of view");
1217 Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks");
1218 Cmd_AddCommand(CMD_CLIENT, "centerview", V_StartPitchDrift_f, "gradually recenter view (stop looking up/down)");
1220 Cvar_RegisterVariable (&v_centermove);
1221 Cvar_RegisterVariable (&v_centerspeed);
1223 Cvar_RegisterVariable (&v_iyaw_cycle);
1224 Cvar_RegisterVariable (&v_iroll_cycle);
1225 Cvar_RegisterVariable (&v_ipitch_cycle);
1226 Cvar_RegisterVariable (&v_iyaw_level);
1227 Cvar_RegisterVariable (&v_iroll_level);
1228 Cvar_RegisterVariable (&v_ipitch_level);
1230 Cvar_RegisterVariable(&v_isometric);
1231 Cvar_RegisterVariable(&v_isometric_verticalfov);
1232 Cvar_RegisterVariable(&v_isometric_xx);
1233 Cvar_RegisterVariable(&v_isometric_xy);
1234 Cvar_RegisterVariable(&v_isometric_xz);
1235 Cvar_RegisterVariable(&v_isometric_yx);
1236 Cvar_RegisterVariable(&v_isometric_yy);
1237 Cvar_RegisterVariable(&v_isometric_yz);
1238 Cvar_RegisterVariable(&v_isometric_zx);
1239 Cvar_RegisterVariable(&v_isometric_zy);
1240 Cvar_RegisterVariable(&v_isometric_zz);
1241 Cvar_RegisterVariable(&v_isometric_tx);
1242 Cvar_RegisterVariable(&v_isometric_ty);
1243 Cvar_RegisterVariable(&v_isometric_tz);
1244 Cvar_RegisterVariable(&v_isometric_rot_pitch);
1245 Cvar_RegisterVariable(&v_isometric_rot_yaw);
1246 Cvar_RegisterVariable(&v_isometric_rot_roll);
1247 Cvar_RegisterVariable(&v_isometric_relx);
1248 Cvar_RegisterVariable(&v_isometric_rely);
1249 Cvar_RegisterVariable(&v_isometric_relz);
1250 Cvar_RegisterVariable(&v_isometric_flipcullface);
1251 Cvar_RegisterVariable(&v_isometric_locked_orientation);
1252 Cvar_RegisterVariable(&v_isometric_usevieworiginculling);
1254 Cvar_RegisterVariable (&v_idlescale);
1255 Cvar_RegisterVariable (&crosshair);
1257 Cvar_RegisterVariable (&cl_rollspeed);
1258 Cvar_RegisterVariable (&cl_rollangle);
1259 Cvar_RegisterVariable (&cl_bob);
1260 Cvar_RegisterVariable (&cl_bobcycle);
1261 Cvar_RegisterVariable (&cl_bobup);
1262 Cvar_RegisterVariable (&cl_bob2);
1263 Cvar_RegisterVariable (&cl_bob2cycle);
1264 Cvar_RegisterVariable (&cl_bob2smooth);
1265 Cvar_RegisterVariable (&cl_bobfall);
1266 Cvar_RegisterVariable (&cl_bobfallcycle);
1267 Cvar_RegisterVariable (&cl_bobfallminspeed);
1268 Cvar_RegisterVariable (&cl_bobmodel);
1269 Cvar_RegisterVariable (&cl_bobmodel_side);
1270 Cvar_RegisterVariable (&cl_bobmodel_up);
1271 Cvar_RegisterVariable (&cl_bobmodel_forward);
1272 Cvar_RegisterVariable (&cl_bobmodel_classic);
1273 Cvar_RegisterVariable (&cl_bobmodel_speed);
1274 Cvar_RegisterVariable (&cl_bob_limit);
1275 Cvar_RegisterVariable (&cl_bob_limit_heightcheck);
1276 Cvar_RegisterVariable (&cl_bob_limit_heightcheck_dontcrosswatersurface);
1277 Cvar_RegisterVariable (&cl_bob_velocity_limit);
1279 Cvar_RegisterVariable (&cl_leanmodel);
1280 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1281 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1282 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1283 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1284 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1285 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1286 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1287 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1288 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1289 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1291 Cvar_RegisterVariable (&cl_followmodel);
1292 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1293 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1294 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1295 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1296 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1297 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1298 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1299 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1300 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1301 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1303 Cvar_RegisterVariable (&cl_viewmodel_scale);
1305 Cvar_RegisterVariable (&v_kicktime);
1306 Cvar_RegisterVariable (&v_kickroll);
1307 Cvar_RegisterVariable (&v_kickpitch);
1309 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1311 Cvar_RegisterVariable (&cl_smoothviewheight);
1313 Cvar_RegisterVariable (&chase_back);
1314 Cvar_RegisterVariable (&chase_up);
1315 Cvar_RegisterVariable (&chase_active);
1316 Cvar_RegisterVariable (&chase_overhead);
1317 Cvar_RegisterVariable (&chase_pitchangle);
1318 Cvar_RegisterVariable (&chase_stevie);
1320 Cvar_RegisterVariable (&v_deathtilt);
1321 Cvar_RegisterVariable (&v_deathtiltangle);
1323 Cvar_RegisterVariable (&v_yshearing);