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;
149 void V_StartPitchDrift (void)
151 if (cl.laststop == cl.time)
152 return; // something else is keeping it from drifting
154 if (cl.nodrift || !cl.pitchvel)
156 cl.pitchvel = v_centerspeed.value;
162 void V_StartPitchDrift_f(cmd_state_t *cmd)
167 void V_StopPitchDrift (void)
169 cl.laststop = cl.time;
178 Moves the client pitch angle towards cl.idealpitch sent by the server.
180 If the user is adjusting pitch manually, either with lookup/lookdown,
181 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
183 Drifting is enabled when the center view key is hit, mlook is released and
184 lookspring is non 0, or when
187 void V_DriftPitch (void)
191 if (noclip_anglehack || !cl.onground || cls.demoplayback )
198 // don't count small mouse motion
201 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
204 cl.driftmove += cl.realframetime;
206 if ( cl.driftmove > v_centermove.value)
208 V_StartPitchDrift ();
213 delta = cl.idealpitch - cl.viewangles[PITCH];
221 move = cl.realframetime * cl.pitchvel;
222 cl.pitchvel += cl.realframetime * v_centerspeed.value;
231 cl.viewangles[PITCH] += move;
240 cl.viewangles[PITCH] -= move;
246 ==============================================================================
250 ==============================================================================
259 void V_ParseDamage (void)
263 //vec3_t forward, right;
269 armor = MSG_ReadByte(&cl_message);
270 blood = MSG_ReadByte(&cl_message);
271 MSG_ReadVector(&cl_message, from, cls.protocol);
273 // Send the Dmg Globals to CSQC
274 CL_VM_UpdateDmgGlobals(blood, armor, from);
276 count = blood*0.5 + armor*0.5;
280 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
282 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
283 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
284 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
285 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
286 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
287 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
291 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
292 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
293 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
297 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
298 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
299 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
303 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
304 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
305 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
308 // calculate view angle kicks
309 if (cl.entities[cl.viewentity].state_current.active)
311 ent = &cl.entities[cl.viewentity];
312 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
313 VectorNormalize(localfrom);
314 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
315 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
316 v_dmg_time = v_kicktime.value;
320 static cshift_t v_cshift;
327 static void V_cshift_f(cmd_state_t *cmd)
329 v_cshift.destcolor[0] = atof(Cmd_Argv(cmd, 1));
330 v_cshift.destcolor[1] = atof(Cmd_Argv(cmd, 2));
331 v_cshift.destcolor[2] = atof(Cmd_Argv(cmd, 3));
332 v_cshift.percent = atof(Cmd_Argv(cmd, 4));
340 When you run over an item, the server sends this command
343 static void V_BonusFlash_f(cmd_state_t *cmd)
345 if(Cmd_Argc(cmd) == 1)
347 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
348 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
349 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
350 cl.cshifts[CSHIFT_BONUS].percent = 50;
351 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
353 else if(Cmd_Argc(cmd) >= 4 && Cmd_Argc(cmd) <= 6)
355 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(cmd, 1)) * 255;
356 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(cmd, 2)) * 255;
357 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(cmd, 3)) * 255;
358 if(Cmd_Argc(cmd) >= 5)
359 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(cmd, 4)) * 255; // yes, these are HEXADECIMAL percent ;)
361 cl.cshifts[CSHIFT_BONUS].percent = 50;
362 if(Cmd_Argc(cmd) >= 6)
363 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(cmd, 5)) * 255;
365 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
368 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
372 ==============================================================================
376 ==============================================================================
379 extern matrix4x4_t viewmodelmatrix_nobob;
380 extern matrix4x4_t viewmodelmatrix_withbob;
382 #include "cl_collision.h"
392 static vec3_t eyeboxmins = {-16, -16, -24};
393 static vec3_t eyeboxmaxs = { 16, 16, 32};
396 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
398 frac = bound(0, frac, 1);
399 return (*store = *store * (1 - frac) + value * frac);
402 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
404 lowpass(value, frac, store);
405 return (*store = bound(value - limit, *store, value + limit));
408 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
410 return value - lowpass(value, frac, store);
413 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
415 return value - lowpass_limited(value, frac, limit, store);
418 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
420 out[0] = lowpass(value[0], fracx, &store[0]);
421 out[1] = lowpass(value[1], fracy, &store[1]);
422 out[2] = lowpass(value[2], fracz, &store[2]);
425 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
427 out[0] = highpass(value[0], fracx, &store[0]);
428 out[1] = highpass(value[1], fracy, &store[1]);
429 out[2] = highpass(value[2], fracz, &store[2]);
432 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)
434 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
435 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
436 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
444 * cl.gunangles_adjustment_highpass
445 * cl.gunangles_adjustment_lowpass
446 * cl.gunangles_highpass
448 * cl.gunorg_adjustment_highpass
449 * cl.gunorg_adjustment_lowpass
453 * cl.lastongroundtime
457 * cl.calcrefdef_prevtime
460 * cl.movevars_stepheight
461 * cl.movevars_timescale
465 * cl.qw_intermission_angles
466 * cl.qw_intermission_origin
471 * cl.csqc_viewanglesfromengine
472 * cl.csqc_viewmodelmatrixfromengine
473 * cl.csqc_vieworiginfromengine
474 * r_refdef.view.matrix
475 * viewmodelmatrix_nobob
476 * viewmodelmatrix_withbob
478 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)
480 float vieworg[3], viewangles[3], smoothtime;
481 float gunorg[3], gunangles[3];
482 matrix4x4_t tmpmatrix;
484 static float viewheightavg;
487 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
488 vec3_t camboxmins = {-3, -3, -3};
489 vec3_t camboxmaxs = {3, 3, 3};
490 // end of chase camera bounding box size for proper collisions by Alexander Zubov
494 // react to clonground state changes (for gun bob)
498 cl.hitgroundtime = cl.movecmd[0].time;
499 cl.lastongroundtime = cl.movecmd[0].time;
501 cl.oldonground = clonground;
502 cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
504 VectorClear(gunangles);
506 viewmodelmatrix_nobob = identitymatrix;
507 viewmodelmatrix_withbob = identitymatrix;
508 r_refdef.view.matrix = identitymatrix;
510 // player can look around, so take the origin from the entity,
511 // and the angles from the input system
512 Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
513 VectorCopy(clviewangles, viewangles);
515 // calculate how much time has passed since the last V_CalcRefdef
516 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
517 cl.stairsmoothtime = cl.time;
521 v_dmg_time -= bound(0, smoothtime, 0.1);
525 // entity is a fixed camera, just copy the matrix
526 if (cls.protocol == PROTOCOL_QUAKEWORLD)
527 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);
530 r_refdef.view.matrix = *entrendermatrix;
531 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
533 if (v_yshearing.value > 0)
534 Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
535 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
536 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
537 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
539 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
540 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
542 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
543 Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
547 // smooth stair stepping, but only if clonground and enabled
548 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
549 cl.stairsmoothz = vieworg[2];
552 if (cl.stairsmoothz < vieworg[2])
553 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
554 else if (cl.stairsmoothz > vieworg[2])
555 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
558 // apply qw weapon recoil effect (this did not work in QW)
559 // TODO: add a cvar to disable this
560 viewangles[PITCH] += cl.qw_weaponkick;
562 // apply the viewofs (even if chasecam is used)
563 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
564 viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
565 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
566 vieworg[2] += viewheightavg;
568 if (chase_active.value)
570 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
571 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
573 camback = chase_back.value;
574 camup = chase_up.value;
575 campitch = chase_pitchangle.value;
577 AngleVectors(viewangles, forward, NULL, NULL);
579 if (chase_overhead.integer)
586 viewangles[PITCH] = 0;
587 AngleVectors(viewangles, forward, NULL, up);
588 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
589 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
590 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
591 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
594 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
595 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
597 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
598 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
600 VectorCopy(trace.endpos, vieworg);
603 // trace from first person view location to our chosen third person view location
605 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
607 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);
609 VectorCopy(trace.endpos, bestvieworg);
611 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
613 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
615 AngleVectors(viewangles, NULL, NULL, up);
616 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
617 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
618 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
620 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
622 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);
624 if (bestvieworg[2] > trace.endpos[2])
625 bestvieworg[2] = trace.endpos[2];
629 VectorCopy(bestvieworg, vieworg);
631 viewangles[PITCH] = campitch;
635 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
637 // look straight down from high above
638 viewangles[PITCH] = 90;
640 VectorSet(forward, 0, 0, -1);
643 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
645 chase_dest[0] = vieworg[0] + forward[0] * dist;
646 chase_dest[1] = vieworg[1] + forward[1] * dist;
647 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
648 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
649 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
654 // first person view from entity
656 if (cldead && v_deathtilt.integer)
657 viewangles[ROLL] = v_deathtiltangle.value;
659 // Hanicef: don't apply punchangle twice if the scene is rendered more than once.
660 if (!cl_punchangle_applied)
662 VectorAdd(viewangles, cl.punchangle, viewangles);
663 cl_punchangle_applied = 1;
665 viewangles[ROLL] += Com_CalcRoll(clviewangles, clvelocity, cl_rollangle.value, cl_rollspeed.value);
669 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
670 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
673 VectorAdd(vieworg, cl.punchvector, vieworg);
676 double xyspeed, bob, bobfall;
677 double bobcycle = 0, cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
680 frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
682 if(cl_followmodel.integer || cl_leanmodel.integer)
684 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
687 // try to fix the first highpass; result is NOT
688 // perfect! TODO find a better fix
689 VectorCopy(viewangles, cl.gunangles_prev);
690 VectorCopy(vieworg, cl.gunorg_prev);
693 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
694 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
695 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);
696 VectorCopy(vieworg, cl.gunorg_prev);
697 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
699 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
700 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
701 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
702 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
703 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
704 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);
705 VectorCopy(viewangles, cl.gunangles_prev);
706 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
708 // 3. calculate the RAW adjustment vectors
709 gunorg[0] *= -cl_followmodel_side_speed.value;
710 gunorg[1] *= -cl_followmodel_side_speed.value;
711 gunorg[2] *= -cl_followmodel_up_speed.value;
713 gunangles[PITCH] *= -cl_leanmodel_up_speed.value;
714 gunangles[YAW] *= -cl_leanmodel_side_speed.value;
717 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
718 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
719 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);
720 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);
721 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
722 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
723 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
725 // 5. use the adjusted vectors
726 VectorAdd(vieworg, gunorg, gunorg);
727 VectorAdd(viewangles, gunangles, gunangles);
731 // Just initialize gunorg/gunangles.
732 VectorCopy(vieworg, gunorg);
733 VectorCopy(viewangles, gunangles);
736 // bounded XY speed, used by several effects below
737 xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value);
739 // vertical view bobbing code
740 if (cl_bob.value && cl_bobcycle.value)
742 float bob_limit = cl_bob_limit.value;
744 if (cl_bob_limit_heightcheck.integer)
746 // use traces to determine what range the view can bob in, and scale down the bob as needed
747 float trace1fraction;
748 float trace2fraction;
749 vec3_t bob_height_check_dest;
751 // 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
752 bob_height_check_dest[0] = vieworg[0];
753 bob_height_check_dest[1] = vieworg[1];
754 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f;
755 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);
756 trace1fraction = trace.fraction;
758 bob_height_check_dest[0] = vieworg[0];
759 bob_height_check_dest[1] = vieworg[1];
760 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f;
761 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);
762 trace2fraction = trace.fraction;
764 bob_limit *= min(trace1fraction, trace2fraction);
767 // LadyHavoc: this code is *weird*, but not replacable (I think it
768 // should be done in QC on the server, but oh well, quake is quake)
769 // LadyHavoc: figured out bobup: the time at which the sin is at 180
770 // degrees (which allows lengthening or squishing the peak or valley)
771 cycle = cl.time / cl_bobcycle.value;
772 cycle -= (int) cycle;
773 if (cycle < cl_bobup.value)
774 bobcycle = cycle = sin(M_PI * cycle / cl_bobup.value);
776 bobcycle = cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
777 // bob is proportional to velocity in the xy plane
778 // (don't count Z, or jumping messes it up)
779 bob = xyspeed * cl_bob.value;
780 bob = bob*0.3 + bob*0.7*cycle;
781 bob = bound(-7, bob, bob_limit);
783 // we also need to adjust gunorg, or this appears like pushing the gun!
784 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
785 // but this is not viable with the new followmodel code as that would mean
786 // that followmodel would work on the munged-by-bob vieworg and do feedback
790 // horizontal view bobbing code
791 if (cl_bob2.value && cl_bob2cycle.value)
794 vec3_t forward, right, up;
797 cycle = cl.time / cl_bob2cycle.value;
798 cycle -= (int) cycle;
800 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
802 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
803 bob = cl_bob2.value * cycle;
805 // this value slowly decreases from 1 to 0 when we stop touching the ground.
806 // The cycle is later multiplied with it so the view smooths back to normal
807 if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
811 if(cl.bob2_smooth > 0)
812 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
817 // calculate the front and side of the player between the X and Y axes
818 AngleVectors(viewangles, forward, right, up);
819 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
820 side = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value);
821 front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value);
822 VectorScale(forward, bob, forward);
823 VectorScale(right, bob, right);
824 // we use side with forward and front with right, so the bobbing goes
825 // to the side when we walk forward and to the front when we strafe
826 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
827 vieworg[0] += bob2vel[0];
828 vieworg[1] += bob2vel[1];
829 // we also need to adjust gunorg, or this appears like pushing the gun!
830 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
831 // but this is not viable with the new followmodel code as that would mean
832 // that followmodel would work on the munged-by-bob vieworg and do feedback
833 gunorg[0] += bob2vel[0];
834 gunorg[1] += bob2vel[1];
838 // causes the view to swing down and back up when touching the ground
839 if (cl_bobfall.value && cl_bobfallcycle.value)
843 cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
844 if (clvelocity[2] < -cl_bobfallminspeed.value)
845 cl.bobfall_swing = 1;
847 cl.bobfall_swing = 0; // TODO really?
851 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
853 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
854 vieworg[2] += bobfall;
855 gunorg[2] += bobfall;
859 // gun model bobbing code
860 if (cl_bobmodel.value)
862 // calculate for swinging gun model
863 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
864 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
865 // for the most part, but for some reason when you go through a message trigger or
866 // pick up an item or anything like that it will momentarily jolt the gun.
867 vec3_t forward, right, up;
872 s = cl.time * cl_bobmodel_speed.value;
875 if (cl.time - cl.hitgroundtime < 0.2)
877 // just hit the ground, speed the bob back up over the next 0.2 seconds
878 t = cl.time - cl.hitgroundtime;
879 t = bound(0, t, 0.2);
887 // recently left the ground, slow the bob down over the next 0.2 seconds
888 t = cl.time - cl.lastongroundtime;
889 t = 0.2 - bound(0, t, 0.2);
893 bspeed = xyspeed * 0.01f;
894 AngleVectors (gunangles, forward, right, up);
895 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
896 VectorMA (gunorg, bob, right, gunorg);
897 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
898 VectorMA (gunorg, bob, up, gunorg);
899 // Classic Quake bobbing
900 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;
901 VectorMA (gunorg, (cl_bobmodel_classic.integer ? (bob > 1 ? 1 : bob) : bob), forward, gunorg);
905 // calculate a view matrix for rendering the scene
906 if (v_idlescale.value)
908 viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
909 viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
910 viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
912 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
913 if (v_yshearing.value > 0)
914 Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
916 // calculate a viewmodel matrix for use in view-attached entities
917 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
918 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
920 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
921 if (v_yshearing.value > 0)
922 Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value);
924 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
925 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
927 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
928 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
931 cl.calcrefdef_prevtime = cl.time;
934 void V_CalcRefdef (void)
939 if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
941 // ent is the view entity (visible when out of body)
942 ent = &cl.entities[cl.viewentity];
944 cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
945 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
949 viewmodelmatrix_nobob = identitymatrix;
950 viewmodelmatrix_withbob = identitymatrix;
951 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
952 r_refdef.view.matrix = identitymatrix;
953 VectorClear(cl.csqc_vieworiginfromengine);
954 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
958 void V_MakeViewIsometric(void)
960 // 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)
961 matrix4x4_t relative;
962 matrix4x4_t modifiedview;
964 vec3_t forward, left, up, org;
967 r_refdef.view.useperspective = false;
968 r_refdef.view.usevieworiginculling = !r_trippy.value && v_isometric_usevieworiginculling.integer;
969 r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom;
970 r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
971 r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
972 r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
973 r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView
974 r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView
976 t[0][0] = v_isometric_xx.value;
977 t[0][1] = v_isometric_xy.value;
978 t[0][2] = v_isometric_xz.value;
980 t[1][0] = v_isometric_yx.value;
981 t[1][1] = v_isometric_yy.value;
982 t[1][2] = v_isometric_yz.value;
984 t[2][0] = v_isometric_zx.value;
985 t[2][1] = v_isometric_zy.value;
986 t[2][2] = v_isometric_zz.value;
992 Matrix4x4_FromArrayFloatGL(&modify, t[0]);
994 // if the orientation is locked, extract the origin and create just a translate matrix to start with
995 if (v_isometric_locked_orientation.integer)
997 vec3_t vx, vy, vz, origin;
998 Matrix4x4_ToVectors(&r_refdef.view.matrix, vx, vy, vz, origin);
999 Matrix4x4_CreateTranslate(&r_refdef.view.matrix, origin[0], origin[1], origin[2]);
1002 Matrix4x4_Concat(&modifiedview, &r_refdef.view.matrix, &modify);
1003 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);
1004 Matrix4x4_Concat(&r_refdef.view.matrix, &modifiedview, &relative);
1005 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, org);
1006 VectorMAMAMAM(1.0f, org, v_isometric_relx.value, forward, v_isometric_rely.value, left, v_isometric_relz.value, up, org);
1007 Matrix4x4_FromVectors(&r_refdef.view.matrix, forward, left, up, org);
1009 if (v_isometric_flipcullface.integer)
1011 int a = r_refdef.view.cullface_front;
1012 r_refdef.view.cullface_front = r_refdef.view.cullface_back;
1013 r_refdef.view.cullface_back = a;
1018 void V_FadeViewFlashs(void)
1020 // don't flash if time steps backwards
1021 if (cl.time <= cl.oldtime)
1023 // drop the damage value
1024 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
1025 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
1026 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
1027 // drop the bonus value
1028 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
1029 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
1030 cl.cshifts[CSHIFT_BONUS].percent = 0;
1033 void V_CalcViewBlend(void)
1037 r_refdef.viewblend[0] = 0;
1038 r_refdef.viewblend[1] = 0;
1039 r_refdef.viewblend[2] = 0;
1040 r_refdef.viewblend[3] = 0;
1041 r_refdef.frustumscale_x = 1;
1042 r_refdef.frustumscale_y = 1;
1043 if (cls.state == ca_connected && cls.signon == SIGNONS)
1045 // set contents color
1048 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
1049 supercontents = CL_PointSuperContents(vieworigin);
1050 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
1052 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
1053 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
1054 if (supercontents & SUPERCONTENTS_LAVA)
1056 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
1057 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
1058 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
1060 else if (supercontents & SUPERCONTENTS_SLIME)
1062 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
1063 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
1064 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
1068 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
1069 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
1070 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
1072 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
1076 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
1077 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
1078 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
1079 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
1082 if (gamemode != GAME_TRANSFUSION)
1084 if (cl.stats[STAT_ITEMS] & IT_QUAD)
1086 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1087 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
1088 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
1089 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1091 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
1093 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1094 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1095 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1096 cl.cshifts[CSHIFT_POWERUP].percent = 20;
1098 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1100 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
1101 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
1102 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
1103 cl.cshifts[CSHIFT_POWERUP].percent = 100;
1105 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
1107 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
1108 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1109 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1110 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1113 cl.cshifts[CSHIFT_POWERUP].percent = 0;
1116 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
1117 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
1118 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
1119 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
1121 // LadyHavoc: fixed V_CalcBlend
1122 for (j = 0;j < NUM_CSHIFTS;j++)
1124 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
1127 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
1128 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
1131 // saturate color (to avoid blending in black)
1132 if (r_refdef.viewblend[3])
1134 a2 = 1 / r_refdef.viewblend[3];
1135 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
1137 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
1138 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
1139 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
1140 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
1143 r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
1144 r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
1145 r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
1149 r_refdef.viewblend[0] *= (1.0f/256.0f);
1150 r_refdef.viewblend[1] *= (1.0f/256.0f);
1151 r_refdef.viewblend[2] *= (1.0f/256.0f);
1154 // Samual: Ugly hack, I know. But it's the best we can do since
1155 // there is no way to detect client states from the engine.
1156 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
1157 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
1159 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
1160 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
1163 cl.deathfade = 0.0f;
1165 if(cl.deathfade > 0)
1168 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1169 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1171 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1172 r_refdef.viewblend[3] = a;
1177 //============================================================================
1186 Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "v_cshift", V_cshift_f, "sets tint color of view");
1187 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");
1188 Cmd_AddCommand(CMD_CLIENT, "centerview", V_StartPitchDrift_f, "gradually recenter view (stop looking up/down)");
1190 Cvar_RegisterVariable (&v_centermove);
1191 Cvar_RegisterVariable (&v_centerspeed);
1193 Cvar_RegisterVariable (&v_iyaw_cycle);
1194 Cvar_RegisterVariable (&v_iroll_cycle);
1195 Cvar_RegisterVariable (&v_ipitch_cycle);
1196 Cvar_RegisterVariable (&v_iyaw_level);
1197 Cvar_RegisterVariable (&v_iroll_level);
1198 Cvar_RegisterVariable (&v_ipitch_level);
1200 Cvar_RegisterVariable(&v_isometric);
1201 Cvar_RegisterVariable(&v_isometric_verticalfov);
1202 Cvar_RegisterVariable(&v_isometric_xx);
1203 Cvar_RegisterVariable(&v_isometric_xy);
1204 Cvar_RegisterVariable(&v_isometric_xz);
1205 Cvar_RegisterVariable(&v_isometric_yx);
1206 Cvar_RegisterVariable(&v_isometric_yy);
1207 Cvar_RegisterVariable(&v_isometric_yz);
1208 Cvar_RegisterVariable(&v_isometric_zx);
1209 Cvar_RegisterVariable(&v_isometric_zy);
1210 Cvar_RegisterVariable(&v_isometric_zz);
1211 Cvar_RegisterVariable(&v_isometric_tx);
1212 Cvar_RegisterVariable(&v_isometric_ty);
1213 Cvar_RegisterVariable(&v_isometric_tz);
1214 Cvar_RegisterVariable(&v_isometric_rot_pitch);
1215 Cvar_RegisterVariable(&v_isometric_rot_yaw);
1216 Cvar_RegisterVariable(&v_isometric_rot_roll);
1217 Cvar_RegisterVariable(&v_isometric_relx);
1218 Cvar_RegisterVariable(&v_isometric_rely);
1219 Cvar_RegisterVariable(&v_isometric_relz);
1220 Cvar_RegisterVariable(&v_isometric_flipcullface);
1221 Cvar_RegisterVariable(&v_isometric_locked_orientation);
1222 Cvar_RegisterVariable(&v_isometric_usevieworiginculling);
1224 Cvar_RegisterVariable (&v_idlescale);
1225 Cvar_RegisterVariable (&crosshair);
1227 Cvar_RegisterVariable (&cl_rollspeed);
1228 Cvar_RegisterVariable (&cl_rollangle);
1229 Cvar_RegisterVariable (&cl_bob);
1230 Cvar_RegisterVariable (&cl_bobcycle);
1231 Cvar_RegisterVariable (&cl_bobup);
1232 Cvar_RegisterVariable (&cl_bob2);
1233 Cvar_RegisterVariable (&cl_bob2cycle);
1234 Cvar_RegisterVariable (&cl_bob2smooth);
1235 Cvar_RegisterVariable (&cl_bobfall);
1236 Cvar_RegisterVariable (&cl_bobfallcycle);
1237 Cvar_RegisterVariable (&cl_bobfallminspeed);
1238 Cvar_RegisterVariable (&cl_bobmodel);
1239 Cvar_RegisterVariable (&cl_bobmodel_side);
1240 Cvar_RegisterVariable (&cl_bobmodel_up);
1241 Cvar_RegisterVariable (&cl_bobmodel_forward);
1242 Cvar_RegisterVariable (&cl_bobmodel_classic);
1243 Cvar_RegisterVariable (&cl_bobmodel_speed);
1244 Cvar_RegisterVariable (&cl_bob_limit);
1245 Cvar_RegisterVariable (&cl_bob_limit_heightcheck);
1246 Cvar_RegisterVariable (&cl_bob_limit_heightcheck_dontcrosswatersurface);
1247 Cvar_RegisterVariable (&cl_bob_velocity_limit);
1249 Cvar_RegisterVariable (&cl_leanmodel);
1250 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1251 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1252 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1253 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1254 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1255 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1256 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1257 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1258 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1259 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1261 Cvar_RegisterVariable (&cl_followmodel);
1262 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1263 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1264 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1265 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1266 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1267 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1268 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1269 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1270 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1271 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1273 Cvar_RegisterVariable (&cl_viewmodel_scale);
1275 Cvar_RegisterVariable (&v_kicktime);
1276 Cvar_RegisterVariable (&v_kickroll);
1277 Cvar_RegisterVariable (&v_kickpitch);
1279 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1281 Cvar_RegisterVariable (&cl_smoothviewheight);
1283 Cvar_RegisterVariable (&chase_back);
1284 Cvar_RegisterVariable (&chase_up);
1285 Cvar_RegisterVariable (&chase_active);
1286 Cvar_RegisterVariable (&chase_overhead);
1287 Cvar_RegisterVariable (&chase_pitchangle);
1288 Cvar_RegisterVariable (&chase_stevie);
1290 Cvar_RegisterVariable (&v_deathtilt);
1291 Cvar_RegisterVariable (&v_deathtiltangle);
1293 Cvar_RegisterVariable (&v_yshearing);