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"
25 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
29 The view is allowed to move slightly from it's true position for bobbing,
30 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
31 entities sent from the server may not include everything in the pvs, especially
32 when crossing a water boudnary.
36 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
37 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
39 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
40 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
41 cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
43 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
44 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
45 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
46 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
48 cvar_t cl_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"};
49 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.4", "gun leaning sideways speed"};
50 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
51 cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"};
52 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.35", "gun leaning upward speed"};
53 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "25", "gun leaning upward limit"};
55 cvar_t cl_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"};
56 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.015", "gun following sideways speed"};
57 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "2", "gun following sideways limit"};
58 cvar_t cl_followmodel_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"};
59 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.01", "gun following upward speed"};
60 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1.5", "gun following upward limit"};
62 cvar_t cl_viewmodel_scale = {0, "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"};
64 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
65 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
66 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
68 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
69 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
70 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
71 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
72 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
73 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
75 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
77 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
79 cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
80 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
82 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
84 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
85 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
86 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
87 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
89 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
91 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
92 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
94 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
95 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
97 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
98 float gunorg[3], gunangles[3];
105 Used by view and sv_user
108 float V_CalcRoll (vec3_t angles, vec3_t velocity)
115 AngleVectors (angles, NULL, right, NULL);
116 side = DotProduct (velocity, right);
117 sign = side < 0 ? -1 : 1;
120 value = cl_rollangle.value;
122 if (side < cl_rollspeed.value)
123 side = side * value / cl_rollspeed.value;
131 void V_StartPitchDrift (void)
133 if (cl.laststop == cl.time)
134 return; // something else is keeping it from drifting
136 if (cl.nodrift || !cl.pitchvel)
138 cl.pitchvel = v_centerspeed.value;
144 void V_StopPitchDrift (void)
146 cl.laststop = cl.time;
155 Moves the client pitch angle towards cl.idealpitch sent by the server.
157 If the user is adjusting pitch manually, either with lookup/lookdown,
158 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
160 Drifting is enabled when the center view key is hit, mlook is released and
161 lookspring is non 0, or when
164 void V_DriftPitch (void)
168 if (noclip_anglehack || !cl.onground || cls.demoplayback )
175 // don't count small mouse motion
178 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
181 cl.driftmove += cl.realframetime;
183 if ( cl.driftmove > v_centermove.value)
185 V_StartPitchDrift ();
190 delta = cl.idealpitch - cl.viewangles[PITCH];
198 move = cl.realframetime * cl.pitchvel;
199 cl.pitchvel += cl.realframetime * v_centerspeed.value;
208 cl.viewangles[PITCH] += move;
217 cl.viewangles[PITCH] -= move;
223 ==============================================================================
227 ==============================================================================
236 void V_ParseDamage (void)
240 //vec3_t forward, right;
246 armor = MSG_ReadByte ();
247 blood = MSG_ReadByte ();
248 MSG_ReadVector(from, cls.protocol);
250 // Send the Dmg Globals to CSQC
251 CL_VM_UpdateDmgGlobals(blood, armor, from);
253 count = blood*0.5 + armor*0.5;
257 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
259 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
260 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
261 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
262 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
263 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
264 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
268 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
269 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
270 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
274 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
275 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
276 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
280 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
281 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
282 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
285 // calculate view angle kicks
286 if (cl.entities[cl.viewentity].state_current.active)
288 ent = &cl.entities[cl.viewentity];
289 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
290 VectorNormalize(localfrom);
291 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
292 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
293 v_dmg_time = v_kicktime.value;
297 static cshift_t v_cshift;
304 static void V_cshift_f (void)
306 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
307 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
308 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
309 v_cshift.percent = atof(Cmd_Argv(4));
317 When you run over an item, the server sends this command
320 static void V_BonusFlash_f (void)
324 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
325 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
326 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
327 cl.cshifts[CSHIFT_BONUS].percent = 50;
328 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
330 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
332 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
333 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
334 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
336 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
338 cl.cshifts[CSHIFT_BONUS].percent = 50;
340 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
342 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
345 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
349 ==============================================================================
353 ==============================================================================
356 extern matrix4x4_t viewmodelmatrix;
358 #include "cl_collision.h"
368 static vec3_t eyeboxmins = {-16, -16, -24};
369 static vec3_t eyeboxmaxs = { 16, 16, 32};
371 void V_CalcRefdef (void)
374 float vieworg[3], viewangles[3], smoothtime;
376 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
377 vec3_t camboxmins = {-3, -3, -3};
378 vec3_t camboxmaxs = {3, 3, 3};
379 // end of chase camera bounding box size for proper collisions by Alexander Zubov
383 viewmodelmatrix = identitymatrix;
384 r_refdef.view.matrix = identitymatrix;
385 if (cls.state == ca_connected && cls.signon == SIGNONS)
387 // ent is the view entity (visible when out of body)
388 ent = &cl.entities[cl.viewentity];
389 // player can look around, so take the origin from the entity,
390 // and the angles from the input system
391 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
392 VectorCopy(cl.viewangles, viewangles);
394 // calculate how much time has passed since the last V_CalcRefdef
395 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
396 cl.stairsmoothtime = cl.time;
400 v_dmg_time -= bound(0, smoothtime, 0.1);
404 // entity is a fixed camera, just copy the matrix
405 if (cls.protocol == PROTOCOL_QUAKEWORLD)
406 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);
409 r_refdef.view.matrix = ent->render.matrix;
410 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
412 viewmodelmatrix = r_refdef.view.matrix;
416 // smooth stair stepping, but only if onground and enabled
417 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
418 cl.stairsmoothz = vieworg[2];
421 if (cl.stairsmoothz < vieworg[2])
422 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
423 else if (cl.stairsmoothz > vieworg[2])
424 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
427 // apply qw weapon recoil effect (this did not work in QW)
428 // TODO: add a cvar to disable this
429 viewangles[PITCH] += cl.qw_weaponkick;
431 // apply the viewofs (even if chasecam is used)
432 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
434 if (chase_active.value)
436 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
437 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
439 camback = chase_back.value;
440 camup = chase_up.value;
441 campitch = chase_pitchangle.value;
443 AngleVectors(viewangles, forward, NULL, NULL);
445 if (chase_overhead.integer)
452 viewangles[PITCH] = 0;
453 AngleVectors(viewangles, forward, NULL, up);
454 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
455 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
456 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
457 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
460 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
461 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
463 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
464 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
466 VectorCopy(trace.endpos, vieworg);
469 // trace from first person view location to our chosen third person view location
471 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
473 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
475 VectorCopy(trace.endpos, bestvieworg);
477 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
479 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
481 AngleVectors(viewangles, NULL, NULL, up);
482 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
483 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
484 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
486 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
488 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
490 if (bestvieworg[2] > trace.endpos[2])
491 bestvieworg[2] = trace.endpos[2];
495 VectorCopy(bestvieworg, vieworg);
497 viewangles[PITCH] = campitch;
501 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
503 // look straight down from high above
504 viewangles[PITCH] = 90;
506 VectorSet(forward, 0, 0, -1);
509 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
511 chase_dest[0] = vieworg[0] + forward[0] * dist;
512 chase_dest[1] = vieworg[1] + forward[1] * dist;
513 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
514 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
515 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
520 // first person view from entity
522 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
523 viewangles[ROLL] = v_deathtiltangle.value;
524 VectorAdd(viewangles, cl.punchangle, viewangles);
525 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
528 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
529 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
532 VectorAdd(vieworg, cl.punchvector, vieworg);
533 if (cl.stats[STAT_HEALTH] > 0)
537 vec_t ef_speed = cl.realframetime * cl.movevars_timescale;
539 // gun model leaning code
540 if(cl_leanmodel_up.value && cl_leanmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
542 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
543 if(cl.viewangles[PITCH] - gunangles[PITCH] >= 180)
544 gunangles[PITCH] += 360;
545 if(gunangles[PITCH] - cl.viewangles[PITCH] >= 180)
546 gunangles[PITCH] -= 360;
548 d = cl.viewangles[PITCH] - gunangles[PITCH];
549 cl_leanmodel_up_speed.value = bound(0, cl_leanmodel_up_speed.value, 1);
550 gunangles[PITCH] = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, gunangles[PITCH] * (1 - cl_leanmodel_up_speed.value) + cl.viewangles[PITCH] * cl_leanmodel_up_speed.value, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
553 gunangles[PITCH] = cl.viewangles[PITCH];
555 if(cl_leanmodel_side.value && cl_leanmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
557 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
558 if(cl.viewangles[YAW] - gunangles[YAW] >= 180)
559 gunangles[YAW] += 360;
560 if(gunangles[YAW] - cl.viewangles[YAW] >= 180)
561 gunangles[YAW] -= 360;
563 d = cl.viewangles[YAW] - gunangles[YAW];
564 cl_leanmodel_side_speed.value = bound(0, cl_leanmodel_side_speed.value, 1);
565 gunangles[YAW] = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, gunangles[YAW] * (1 - cl_leanmodel_side_speed.value) + cl.viewangles[YAW] * cl_leanmodel_side_speed.value, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
568 gunangles[YAW] = cl.viewangles[YAW];
570 gunangles[ROLL] = viewangles[2];
572 // gun model following code
573 if(cl_followmodel_side.value)
575 gunorg[0] = vieworg[0] - bound(-cl_followmodel_side_limit.value, cl.movement_velocity[0] * cl_followmodel_side_speed.value, cl_followmodel_side_limit.value);
576 gunorg[1] = vieworg[1] - bound(-cl_followmodel_side_limit.value, cl.movement_velocity[1] * cl_followmodel_side_speed.value, cl_followmodel_side_limit.value);
580 gunorg[0] = vieworg[0];
581 gunorg[1] = vieworg[1];
584 if(cl_followmodel_up.value)
586 gunorg[2] = vieworg[2] - bound(-cl_followmodel_up_limit.value, cl.movement_velocity[2] * cl_followmodel_up_speed.value, cl_followmodel_up_limit.value);
590 gunorg[2] = vieworg[2];
594 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
595 if (cl_bob.value && cl_bobcycle.value)
598 // LordHavoc: this code is *weird*, but not replacable (I think it
599 // should be done in QC on the server, but oh well, quake is quake)
600 // LordHavoc: figured out bobup: the time at which the sin is at 180
601 // degrees (which allows lengthening or squishing the peak or valley)
602 cycle = cl.time / cl_bobcycle.value;
603 cycle -= (int) cycle;
604 if (cycle < cl_bobup.value)
605 cycle = sin(M_PI * cycle / cl_bobup.value);
607 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
608 // bob is proportional to velocity in the xy plane
609 // (don't count Z, or jumping messes it up)
610 bob = xyspeed * cl_bob.value;
611 bob = bob*0.3 + bob*0.7*cycle;
612 vieworg[2] += bound(-7, bob, 4);
613 // we also need to adjust gunorg, or this appears like pushing the gun!
614 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
615 // but this is not viable with the new followmodel code as that would mean
616 // that followmodel would work on the munged-by-bob vieworg and do feedback
617 gunorg[2] += bound(-7, bob, 4);
620 // gun model bobbing code
621 if (cl_bob.value && cl_bobmodel.value)
623 // calculate for swinging gun model
624 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
625 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
626 // for the most part, but for some reason when you go through a message trigger or
627 // pick up an item or anything like that it will momentarily jolt the gun.
628 vec3_t forward, right, up;
633 s = cl.time * cl_bobmodel_speed.value;
636 if (cl.time - cl.hitgroundtime < 0.2)
638 // just hit the ground, speed the bob back up over the next 0.2 seconds
639 t = cl.time - cl.hitgroundtime;
640 t = bound(0, t, 0.2);
648 // recently left the ground, slow the bob down over the next 0.2 seconds
649 t = cl.time - cl.lastongroundtime;
650 t = 0.2 - bound(0, t, 0.2);
654 bspeed = bound (0, xyspeed, 400) * 0.01f;
655 AngleVectors (gunangles, forward, right, up);
656 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
657 VectorMA (gunorg, bob, right, gunorg);
658 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
659 VectorMA (gunorg, bob, up, gunorg);
663 // calculate a view matrix for rendering the scene
664 if (v_idlescale.value)
665 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
667 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
668 // calculate a viewmodel matrix for use in view-attached entities
669 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
670 VectorCopy(vieworg, cl.csqc_origin);
671 VectorCopy(viewangles, cl.csqc_angles);
676 void V_FadeViewFlashs(void)
678 // don't flash if time steps backwards
679 if (cl.time <= cl.oldtime)
681 // drop the damage value
682 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
683 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
684 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
685 // drop the bonus value
686 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
687 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
688 cl.cshifts[CSHIFT_BONUS].percent = 0;
691 void V_CalcViewBlend(void)
695 r_refdef.viewblend[0] = 0;
696 r_refdef.viewblend[1] = 0;
697 r_refdef.viewblend[2] = 0;
698 r_refdef.viewblend[3] = 0;
699 r_refdef.frustumscale_x = 1;
700 r_refdef.frustumscale_y = 1;
701 if (cls.state == ca_connected && cls.signon == SIGNONS)
703 // set contents color
706 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
707 supercontents = CL_PointSuperContents(vieworigin);
708 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
710 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
711 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
712 if (supercontents & SUPERCONTENTS_LAVA)
714 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
715 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
716 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
718 else if (supercontents & SUPERCONTENTS_SLIME)
720 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
721 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
722 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
726 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
727 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
728 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
730 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
734 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
735 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
736 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
737 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
740 if (gamemode != GAME_TRANSFUSION)
742 if (cl.stats[STAT_ITEMS] & IT_QUAD)
744 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
745 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
746 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
747 cl.cshifts[CSHIFT_POWERUP].percent = 30;
749 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
751 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
752 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
753 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
754 cl.cshifts[CSHIFT_POWERUP].percent = 20;
756 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
758 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
759 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
760 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
761 cl.cshifts[CSHIFT_POWERUP].percent = 100;
763 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
765 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
766 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
767 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
768 cl.cshifts[CSHIFT_POWERUP].percent = 30;
771 cl.cshifts[CSHIFT_POWERUP].percent = 0;
774 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
775 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
776 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
777 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
779 // LordHavoc: fixed V_CalcBlend
780 for (j = 0;j < NUM_CSHIFTS;j++)
782 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
785 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
786 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
789 // saturate color (to avoid blending in black)
790 if (r_refdef.viewblend[3])
792 a2 = 1 / r_refdef.viewblend[3];
793 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
795 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
796 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
797 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
798 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
800 // Samual: Ugly hack, I know. But it's the best we can do since
801 // there is no way to detect client states from the engine.
802 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
803 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
805 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
806 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
814 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
815 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
817 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
818 r_refdef.viewblend[3] = a;
823 //============================================================================
832 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
833 Cmd_AddCommand ("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");
834 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
836 Cvar_RegisterVariable (&v_centermove);
837 Cvar_RegisterVariable (&v_centerspeed);
839 Cvar_RegisterVariable (&v_iyaw_cycle);
840 Cvar_RegisterVariable (&v_iroll_cycle);
841 Cvar_RegisterVariable (&v_ipitch_cycle);
842 Cvar_RegisterVariable (&v_iyaw_level);
843 Cvar_RegisterVariable (&v_iroll_level);
844 Cvar_RegisterVariable (&v_ipitch_level);
846 Cvar_RegisterVariable (&v_idlescale);
847 Cvar_RegisterVariable (&crosshair);
849 Cvar_RegisterVariable (&cl_rollspeed);
850 Cvar_RegisterVariable (&cl_rollangle);
851 Cvar_RegisterVariable (&cl_bob);
852 Cvar_RegisterVariable (&cl_bobcycle);
853 Cvar_RegisterVariable (&cl_bobup);
854 Cvar_RegisterVariable (&cl_bobmodel);
855 Cvar_RegisterVariable (&cl_bobmodel_side);
856 Cvar_RegisterVariable (&cl_bobmodel_up);
857 Cvar_RegisterVariable (&cl_bobmodel_speed);
859 Cvar_RegisterVariable (&cl_leanmodel_side);
860 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
861 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
862 Cvar_RegisterVariable (&cl_leanmodel_up);
863 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
864 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
866 Cvar_RegisterVariable (&cl_followmodel_side);
867 Cvar_RegisterVariable (&cl_followmodel_side_speed);
868 Cvar_RegisterVariable (&cl_followmodel_side_limit);
869 Cvar_RegisterVariable (&cl_followmodel_up);
870 Cvar_RegisterVariable (&cl_followmodel_up_speed);
871 Cvar_RegisterVariable (&cl_followmodel_up_limit);
873 Cvar_RegisterVariable (&cl_viewmodel_scale);
875 Cvar_RegisterVariable (&v_kicktime);
876 Cvar_RegisterVariable (&v_kickroll);
877 Cvar_RegisterVariable (&v_kickpitch);
879 Cvar_RegisterVariable (&cl_stairsmoothspeed);
881 Cvar_RegisterVariable (&chase_back);
882 Cvar_RegisterVariable (&chase_up);
883 Cvar_RegisterVariable (&chase_active);
884 Cvar_RegisterVariable (&chase_overhead);
885 Cvar_RegisterVariable (&chase_pitchangle);
886 if (gamemode == GAME_GOODVSBAD2)
887 Cvar_RegisterVariable (&chase_stevie);
889 Cvar_RegisterVariable (&v_deathtilt);
890 Cvar_RegisterVariable (&v_deathtiltangle);