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 = {CVAR_SAVE, "cl_leanmodel", "1", "enables gun leaning"};
49 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "1", "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_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "5", "gun leaning sideways pre-highpass in 1/s"};
52 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "15", "gun leaning sideways highpass in 1/s"};
53 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
54 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "1", "gun leaning upward speed"};
55 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "25", "gun leaning upward limit"};
56 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
57 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
58 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
60 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "1", "enables gun following"};
61 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "1", "gun following sideways speed"};
62 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "4", "gun following sideways limit"};
63 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "5", "gun following sideways pre-highpass in 1/s"};
64 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "15", "gun following sideways highpass in 1/s"};
65 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
66 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "1", "gun following upward speed"};
67 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "2", "gun following upward limit"};
68 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "5", "gun following upward pre-highpass in 1/s"};
69 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "15", "gun following upward highpass in 1/s"};
70 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
72 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"};
74 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
75 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
76 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
78 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
79 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
80 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
81 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
82 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
83 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
85 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
87 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
89 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)"};
90 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
92 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
94 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
95 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
96 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
97 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
99 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
101 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
102 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
104 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
105 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
107 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
114 Used by view and sv_user
117 float V_CalcRoll (vec3_t angles, vec3_t velocity)
124 AngleVectors (angles, NULL, right, NULL);
125 side = DotProduct (velocity, right);
126 sign = side < 0 ? -1 : 1;
129 value = cl_rollangle.value;
131 if (side < cl_rollspeed.value)
132 side = side * value / cl_rollspeed.value;
140 void V_StartPitchDrift (void)
142 if (cl.laststop == cl.time)
143 return; // something else is keeping it from drifting
145 if (cl.nodrift || !cl.pitchvel)
147 cl.pitchvel = v_centerspeed.value;
153 void V_StopPitchDrift (void)
155 cl.laststop = cl.time;
164 Moves the client pitch angle towards cl.idealpitch sent by the server.
166 If the user is adjusting pitch manually, either with lookup/lookdown,
167 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
169 Drifting is enabled when the center view key is hit, mlook is released and
170 lookspring is non 0, or when
173 void V_DriftPitch (void)
177 if (noclip_anglehack || !cl.onground || cls.demoplayback )
184 // don't count small mouse motion
187 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
190 cl.driftmove += cl.realframetime;
192 if ( cl.driftmove > v_centermove.value)
194 V_StartPitchDrift ();
199 delta = cl.idealpitch - cl.viewangles[PITCH];
207 move = cl.realframetime * cl.pitchvel;
208 cl.pitchvel += cl.realframetime * v_centerspeed.value;
217 cl.viewangles[PITCH] += move;
226 cl.viewangles[PITCH] -= move;
232 ==============================================================================
236 ==============================================================================
245 void V_ParseDamage (void)
249 //vec3_t forward, right;
255 armor = MSG_ReadByte ();
256 blood = MSG_ReadByte ();
257 MSG_ReadVector(from, cls.protocol);
259 // Send the Dmg Globals to CSQC
260 CL_VM_UpdateDmgGlobals(blood, armor, from);
262 count = blood*0.5 + armor*0.5;
266 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
268 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
269 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
270 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
271 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
272 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
273 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
277 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
278 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
279 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
283 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
284 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
285 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
289 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
290 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
291 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
294 // calculate view angle kicks
295 if (cl.entities[cl.viewentity].state_current.active)
297 ent = &cl.entities[cl.viewentity];
298 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
299 VectorNormalize(localfrom);
300 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
301 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
302 v_dmg_time = v_kicktime.value;
306 static cshift_t v_cshift;
313 static void V_cshift_f (void)
315 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
316 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
317 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
318 v_cshift.percent = atof(Cmd_Argv(4));
326 When you run over an item, the server sends this command
329 static void V_BonusFlash_f (void)
333 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
334 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
335 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
336 cl.cshifts[CSHIFT_BONUS].percent = 50;
337 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
339 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
341 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
342 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
343 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
345 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
347 cl.cshifts[CSHIFT_BONUS].percent = 50;
349 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
351 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
354 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
358 ==============================================================================
362 ==============================================================================
365 extern matrix4x4_t viewmodelmatrix;
367 #include "cl_collision.h"
377 static vec3_t eyeboxmins = {-16, -16, -24};
378 static vec3_t eyeboxmaxs = { 16, 16, 32};
381 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
383 frac = bound(0, frac, 1);
384 return (*store = *store * (1 - frac) + value * frac);
387 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
389 lowpass(value, frac, store);
390 return (*store = bound(value - limit, *store, value + limit));
393 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
395 return value - lowpass(value, frac, store);
398 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
400 return value - lowpass_limited(value, frac, limit, store);
403 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
405 out[0] = lowpass(value[0], fracx, &store[0]);
406 out[1] = lowpass(value[1], fracy, &store[1]);
407 out[2] = lowpass(value[2], fracz, &store[2]);
410 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
412 out[0] = highpass(value[0], fracx, &store[0]);
413 out[1] = highpass(value[1], fracy, &store[1]);
414 out[2] = highpass(value[2], fracz, &store[2]);
417 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)
419 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
420 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
421 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
424 void V_CalcRefdef (void)
427 float vieworg[3], viewangles[3], smoothtime;
428 float gunorg[3], gunangles[3];
430 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
431 vec3_t camboxmins = {-3, -3, -3};
432 vec3_t camboxmaxs = {3, 3, 3};
433 // end of chase camera bounding box size for proper collisions by Alexander Zubov
437 viewmodelmatrix = identitymatrix;
438 r_refdef.view.matrix = identitymatrix;
439 if (cls.state == ca_connected && cls.signon == SIGNONS)
441 // ent is the view entity (visible when out of body)
442 ent = &cl.entities[cl.viewentity];
443 // player can look around, so take the origin from the entity,
444 // and the angles from the input system
445 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
446 VectorCopy(cl.viewangles, viewangles);
448 // calculate how much time has passed since the last V_CalcRefdef
449 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
450 cl.stairsmoothtime = cl.time;
454 v_dmg_time -= bound(0, smoothtime, 0.1);
458 // entity is a fixed camera, just copy the matrix
459 if (cls.protocol == PROTOCOL_QUAKEWORLD)
460 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);
463 r_refdef.view.matrix = ent->render.matrix;
464 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
466 viewmodelmatrix = r_refdef.view.matrix;
470 // smooth stair stepping, but only if onground and enabled
471 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
472 cl.stairsmoothz = vieworg[2];
475 if (cl.stairsmoothz < vieworg[2])
476 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
477 else if (cl.stairsmoothz > vieworg[2])
478 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
481 // apply qw weapon recoil effect (this did not work in QW)
482 // TODO: add a cvar to disable this
483 viewangles[PITCH] += cl.qw_weaponkick;
485 // apply the viewofs (even if chasecam is used)
486 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
488 if (chase_active.value)
490 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
491 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
493 camback = chase_back.value;
494 camup = chase_up.value;
495 campitch = chase_pitchangle.value;
497 AngleVectors(viewangles, forward, NULL, NULL);
499 if (chase_overhead.integer)
506 viewangles[PITCH] = 0;
507 AngleVectors(viewangles, forward, NULL, up);
508 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
509 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
510 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
511 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
514 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
515 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
517 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
518 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
520 VectorCopy(trace.endpos, vieworg);
523 // trace from first person view location to our chosen third person view location
525 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
527 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
529 VectorCopy(trace.endpos, bestvieworg);
531 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
533 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
535 AngleVectors(viewangles, NULL, NULL, up);
536 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
537 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
538 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
540 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
542 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
544 if (bestvieworg[2] > trace.endpos[2])
545 bestvieworg[2] = trace.endpos[2];
549 VectorCopy(bestvieworg, vieworg);
551 viewangles[PITCH] = campitch;
555 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
557 // look straight down from high above
558 viewangles[PITCH] = 90;
560 VectorSet(forward, 0, 0, -1);
563 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
565 chase_dest[0] = vieworg[0] + forward[0] * dist;
566 chase_dest[1] = vieworg[1] + forward[1] * dist;
567 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
568 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
569 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
574 // first person view from entity
576 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
577 viewangles[ROLL] = v_deathtiltangle.value;
578 VectorAdd(viewangles, cl.punchangle, viewangles);
579 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
582 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
583 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
586 VectorAdd(vieworg, cl.punchvector, vieworg);
587 if (cl.stats[STAT_HEALTH] > 0)
592 frametime = cl.realframetime * cl.movevars_timescale;
594 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
595 if(!ent->persistent.trail_allowed) // FIXME improve this check
597 // try to fix the first highpass; result is NOT
598 // perfect! TODO find a better fix
599 VectorCopy(cl.viewangles, cl.gunangles_highpass);
600 VectorCopy(cl.movement_origin, cl.gunorg_highpass);
601 // prevent further CHANGES caused by the high/lowpasses
602 // - a highpass will return the diff, a lowpass will
603 // return the saved value; note: the first diff will be 0!
607 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
608 highpass3_limited(cl.movement_origin, 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);
609 cl.gunangles_highpass[PITCH] += 360 * floor((cl.viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
610 cl.gunangles_highpass[YAW] += 360 * floor((cl.viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
611 cl.gunangles_highpass[ROLL] += 360 * floor((cl.viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
612 highpass3_limited(cl.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);
614 // 3. calculate the RAW adjustment vectors
615 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
616 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
617 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
619 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
620 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
623 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
624 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
625 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);
626 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);
627 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
628 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
629 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
631 // 5. use the adjusted vectors
632 VectorAdd(vieworg, gunorg, gunorg);
633 VectorAdd(cl.viewangles, gunangles, gunangles);
636 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
637 if (cl_bob.value && cl_bobcycle.value)
640 // LordHavoc: this code is *weird*, but not replacable (I think it
641 // should be done in QC on the server, but oh well, quake is quake)
642 // LordHavoc: figured out bobup: the time at which the sin is at 180
643 // degrees (which allows lengthening or squishing the peak or valley)
644 cycle = cl.time / cl_bobcycle.value;
645 cycle -= (int) cycle;
646 if (cycle < cl_bobup.value)
647 cycle = sin(M_PI * cycle / cl_bobup.value);
649 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
650 // bob is proportional to velocity in the xy plane
651 // (don't count Z, or jumping messes it up)
652 bob = xyspeed * cl_bob.value;
653 bob = bob*0.3 + bob*0.7*cycle;
654 vieworg[2] += bound(-7, bob, 4);
655 // we also need to adjust gunorg, or this appears like pushing the gun!
656 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
657 // but this is not viable with the new followmodel code as that would mean
658 // that followmodel would work on the munged-by-bob vieworg and do feedback
659 gunorg[2] += bound(-7, bob, 4);
662 // gun model bobbing code
663 if (cl_bob.value && cl_bobmodel.value)
665 // calculate for swinging gun model
666 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
667 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
668 // for the most part, but for some reason when you go through a message trigger or
669 // pick up an item or anything like that it will momentarily jolt the gun.
670 vec3_t forward, right, up;
675 s = cl.time * cl_bobmodel_speed.value;
678 if (cl.time - cl.hitgroundtime < 0.2)
680 // just hit the ground, speed the bob back up over the next 0.2 seconds
681 t = cl.time - cl.hitgroundtime;
682 t = bound(0, t, 0.2);
690 // recently left the ground, slow the bob down over the next 0.2 seconds
691 t = cl.time - cl.lastongroundtime;
692 t = 0.2 - bound(0, t, 0.2);
696 bspeed = bound (0, xyspeed, 400) * 0.01f;
697 AngleVectors (gunangles, forward, right, up);
698 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
699 VectorMA (gunorg, bob, right, gunorg);
700 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
701 VectorMA (gunorg, bob, up, gunorg);
705 // calculate a view matrix for rendering the scene
706 if (v_idlescale.value)
707 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);
709 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);
710 // calculate a viewmodel matrix for use in view-attached entities
711 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
712 VectorCopy(vieworg, cl.csqc_origin);
713 VectorCopy(viewangles, cl.csqc_angles);
718 void V_FadeViewFlashs(void)
720 // don't flash if time steps backwards
721 if (cl.time <= cl.oldtime)
723 // drop the damage value
724 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
725 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
726 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
727 // drop the bonus value
728 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
729 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
730 cl.cshifts[CSHIFT_BONUS].percent = 0;
733 void V_CalcViewBlend(void)
737 r_refdef.viewblend[0] = 0;
738 r_refdef.viewblend[1] = 0;
739 r_refdef.viewblend[2] = 0;
740 r_refdef.viewblend[3] = 0;
741 r_refdef.frustumscale_x = 1;
742 r_refdef.frustumscale_y = 1;
743 if (cls.state == ca_connected && cls.signon == SIGNONS)
745 // set contents color
748 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
749 supercontents = CL_PointSuperContents(vieworigin);
750 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
752 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
753 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
754 if (supercontents & SUPERCONTENTS_LAVA)
756 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
757 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
758 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
760 else if (supercontents & SUPERCONTENTS_SLIME)
762 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
763 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
764 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
768 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
769 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
770 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
772 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
776 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
777 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
778 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
779 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
782 if (gamemode != GAME_TRANSFUSION)
784 if (cl.stats[STAT_ITEMS] & IT_QUAD)
786 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
787 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
788 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
789 cl.cshifts[CSHIFT_POWERUP].percent = 30;
791 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
793 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
794 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
795 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
796 cl.cshifts[CSHIFT_POWERUP].percent = 20;
798 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
800 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
801 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
802 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
803 cl.cshifts[CSHIFT_POWERUP].percent = 100;
805 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
807 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
808 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
809 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
810 cl.cshifts[CSHIFT_POWERUP].percent = 30;
813 cl.cshifts[CSHIFT_POWERUP].percent = 0;
816 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
817 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
818 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
819 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
821 // LordHavoc: fixed V_CalcBlend
822 for (j = 0;j < NUM_CSHIFTS;j++)
824 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
827 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
828 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
831 // saturate color (to avoid blending in black)
832 if (r_refdef.viewblend[3])
834 a2 = 1 / r_refdef.viewblend[3];
835 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
837 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
838 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
839 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
840 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
842 // Samual: Ugly hack, I know. But it's the best we can do since
843 // there is no way to detect client states from the engine.
844 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
845 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
847 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
848 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
856 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
857 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
859 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
860 r_refdef.viewblend[3] = a;
865 //============================================================================
874 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
875 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");
876 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
878 Cvar_RegisterVariable (&v_centermove);
879 Cvar_RegisterVariable (&v_centerspeed);
881 Cvar_RegisterVariable (&v_iyaw_cycle);
882 Cvar_RegisterVariable (&v_iroll_cycle);
883 Cvar_RegisterVariable (&v_ipitch_cycle);
884 Cvar_RegisterVariable (&v_iyaw_level);
885 Cvar_RegisterVariable (&v_iroll_level);
886 Cvar_RegisterVariable (&v_ipitch_level);
888 Cvar_RegisterVariable (&v_idlescale);
889 Cvar_RegisterVariable (&crosshair);
891 Cvar_RegisterVariable (&cl_rollspeed);
892 Cvar_RegisterVariable (&cl_rollangle);
893 Cvar_RegisterVariable (&cl_bob);
894 Cvar_RegisterVariable (&cl_bobcycle);
895 Cvar_RegisterVariable (&cl_bobup);
896 Cvar_RegisterVariable (&cl_bobmodel);
897 Cvar_RegisterVariable (&cl_bobmodel_side);
898 Cvar_RegisterVariable (&cl_bobmodel_up);
899 Cvar_RegisterVariable (&cl_bobmodel_speed);
901 Cvar_RegisterVariable (&cl_leanmodel);
902 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
903 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
904 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
905 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
906 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
907 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
908 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
909 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
910 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
911 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
913 Cvar_RegisterVariable (&cl_followmodel);
914 Cvar_RegisterVariable (&cl_followmodel_side_speed);
915 Cvar_RegisterVariable (&cl_followmodel_side_limit);
916 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
917 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
918 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
919 Cvar_RegisterVariable (&cl_followmodel_up_speed);
920 Cvar_RegisterVariable (&cl_followmodel_up_limit);
921 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
922 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
923 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
925 Cvar_RegisterVariable (&cl_viewmodel_scale);
927 Cvar_RegisterVariable (&v_kicktime);
928 Cvar_RegisterVariable (&v_kickroll);
929 Cvar_RegisterVariable (&v_kickpitch);
931 Cvar_RegisterVariable (&cl_stairsmoothspeed);
933 Cvar_RegisterVariable (&chase_back);
934 Cvar_RegisterVariable (&chase_up);
935 Cvar_RegisterVariable (&chase_active);
936 Cvar_RegisterVariable (&chase_overhead);
937 Cvar_RegisterVariable (&chase_pitchangle);
938 if (gamemode == GAME_GOODVSBAD2)
939 Cvar_RegisterVariable (&chase_stevie);
941 Cvar_RegisterVariable (&v_deathtilt);
942 Cvar_RegisterVariable (&v_deathtiltangle);