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", "2.5", "gun leaning sideways speed"};
50 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "7.5", "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", "2", "gun leaning upward speed"};
53 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "5", "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", "4", "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", "3", "gun following upward speed"};
60 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1", "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;
104 Used by view and sv_user
107 float V_CalcRoll (vec3_t angles, vec3_t velocity)
114 AngleVectors (angles, NULL, right, NULL);
115 side = DotProduct (velocity, right);
116 sign = side < 0 ? -1 : 1;
119 value = cl_rollangle.value;
121 if (side < cl_rollspeed.value)
122 side = side * value / cl_rollspeed.value;
130 void V_StartPitchDrift (void)
132 if (cl.laststop == cl.time)
133 return; // something else is keeping it from drifting
135 if (cl.nodrift || !cl.pitchvel)
137 cl.pitchvel = v_centerspeed.value;
143 void V_StopPitchDrift (void)
145 cl.laststop = cl.time;
154 Moves the client pitch angle towards cl.idealpitch sent by the server.
156 If the user is adjusting pitch manually, either with lookup/lookdown,
157 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
159 Drifting is enabled when the center view key is hit, mlook is released and
160 lookspring is non 0, or when
163 void V_DriftPitch (void)
167 if (noclip_anglehack || !cl.onground || cls.demoplayback )
174 // don't count small mouse motion
177 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
180 cl.driftmove += cl.realframetime;
182 if ( cl.driftmove > v_centermove.value)
184 V_StartPitchDrift ();
189 delta = cl.idealpitch - cl.viewangles[PITCH];
197 move = cl.realframetime * cl.pitchvel;
198 cl.pitchvel += cl.realframetime * v_centerspeed.value;
207 cl.viewangles[PITCH] += move;
216 cl.viewangles[PITCH] -= move;
222 ==============================================================================
226 ==============================================================================
235 void V_ParseDamage (void)
239 //vec3_t forward, right;
245 armor = MSG_ReadByte ();
246 blood = MSG_ReadByte ();
247 MSG_ReadVector(from, cls.protocol);
249 // Send the Dmg Globals to CSQC
250 CL_VM_UpdateDmgGlobals(blood, armor, from);
252 count = blood*0.5 + armor*0.5;
256 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
258 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
259 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
260 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
261 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
262 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
263 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
267 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
268 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
269 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
273 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
274 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
275 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
279 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
280 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
281 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
284 // calculate view angle kicks
285 if (cl.entities[cl.viewentity].state_current.active)
287 ent = &cl.entities[cl.viewentity];
288 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
289 VectorNormalize(localfrom);
290 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
291 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
292 v_dmg_time = v_kicktime.value;
296 static cshift_t v_cshift;
303 static void V_cshift_f (void)
305 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
306 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
307 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
308 v_cshift.percent = atof(Cmd_Argv(4));
316 When you run over an item, the server sends this command
319 static void V_BonusFlash_f (void)
323 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
324 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
325 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
326 cl.cshifts[CSHIFT_BONUS].percent = 50;
327 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
329 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
331 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
332 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
333 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
335 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
337 cl.cshifts[CSHIFT_BONUS].percent = 50;
339 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
341 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
344 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
348 ==============================================================================
352 ==============================================================================
355 extern matrix4x4_t viewmodelmatrix;
357 #include "cl_collision.h"
367 static vec3_t eyeboxmins = {-16, -16, -24};
368 static vec3_t eyeboxmaxs = { 16, 16, 32};
370 void V_CalcRefdef (void)
373 float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime;
375 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
376 vec3_t camboxmins = {-3, -3, -3};
377 vec3_t camboxmaxs = {3, 3, 3};
378 // end of chase camera bounding box size for proper collisions by Alexander Zubov
382 viewmodelmatrix = identitymatrix;
383 r_refdef.view.matrix = identitymatrix;
384 if (cls.state == ca_connected && cls.signon == SIGNONS)
386 // ent is the view entity (visible when out of body)
387 ent = &cl.entities[cl.viewentity];
388 // player can look around, so take the origin from the entity,
389 // and the angles from the input system
390 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
391 VectorCopy(cl.viewangles, viewangles);
393 // calculate how much time has passed since the last V_CalcRefdef
394 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
395 cl.stairsmoothtime = cl.time;
399 v_dmg_time -= bound(0, smoothtime, 0.1);
403 // entity is a fixed camera, just copy the matrix
404 if (cls.protocol == PROTOCOL_QUAKEWORLD)
405 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);
408 r_refdef.view.matrix = ent->render.matrix;
409 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
411 viewmodelmatrix = r_refdef.view.matrix;
415 // smooth stair stepping, but only if onground and enabled
416 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
417 cl.stairsmoothz = vieworg[2];
420 if (cl.stairsmoothz < vieworg[2])
421 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
422 else if (cl.stairsmoothz > vieworg[2])
423 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
426 // apply qw weapon recoil effect (this did not work in QW)
427 // TODO: add a cvar to disable this
428 viewangles[PITCH] += cl.qw_weaponkick;
430 // apply the viewofs (even if chasecam is used)
431 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
433 if (chase_active.value)
435 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
436 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
438 camback = chase_back.value;
439 camup = chase_up.value;
440 campitch = chase_pitchangle.value;
442 AngleVectors(viewangles, forward, NULL, NULL);
444 if (chase_overhead.integer)
451 viewangles[PITCH] = 0;
452 AngleVectors(viewangles, forward, NULL, up);
453 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
454 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
455 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
456 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
459 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
460 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
462 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
463 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
465 VectorCopy(trace.endpos, vieworg);
468 // trace from first person view location to our chosen third person view location
470 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
472 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
474 VectorCopy(trace.endpos, bestvieworg);
476 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
478 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
480 AngleVectors(viewangles, NULL, NULL, up);
481 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
482 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
483 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
485 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
487 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
489 if (bestvieworg[2] > trace.endpos[2])
490 bestvieworg[2] = trace.endpos[2];
494 VectorCopy(bestvieworg, vieworg);
496 viewangles[PITCH] = campitch;
500 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
502 // look straight down from high above
503 viewangles[PITCH] = 90;
505 VectorSet(forward, 0, 0, -1);
508 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
510 chase_dest[0] = vieworg[0] + forward[0] * dist;
511 chase_dest[1] = vieworg[1] + forward[1] * dist;
512 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
513 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
514 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
519 // first person view from entity
521 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
522 viewangles[ROLL] = v_deathtiltangle.value;
523 VectorAdd(viewangles, cl.punchangle, viewangles);
524 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
527 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
528 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
531 VectorAdd(vieworg, cl.punchvector, vieworg);
532 if (cl.stats[STAT_HEALTH] > 0)
536 vec_t ef_speed = cl.realframetime;
538 // gun model leaning code
539 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
541 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
542 if(cl.viewangles[PITCH] - cl.viewmodel_push_x >= 180)
543 cl.viewmodel_push_x += 360;
544 if(cl.viewmodel_push_x - cl.viewangles[PITCH] >= 180)
545 cl.viewmodel_push_x -= 360;
547 d = cl.viewangles[PITCH] - cl.viewmodel_push_x;
548 cl.viewmodel_push_x = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, cl.viewmodel_push_x + d * cl_leanmodel_up_speed.value * ef_speed, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
551 cl.viewmodel_push_x = cl.viewangles[PITCH];
553 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
555 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
556 if(cl.viewangles[YAW] - cl.viewmodel_push_y >= 180)
557 cl.viewmodel_push_y += 360;
558 if(cl.viewmodel_push_y - cl.viewangles[YAW] >= 180)
559 cl.viewmodel_push_y -= 360;
561 d = cl.viewangles[YAW] - cl.viewmodel_push_y;
562 cl.viewmodel_push_y = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, cl.viewmodel_push_y + d * cl_leanmodel_side_speed.value * ef_speed, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
565 cl.viewmodel_push_y = cl.viewangles[YAW];
567 VectorSet(gunangles, cl.viewmodel_push_x, cl.viewmodel_push_y, viewangles[2]);
569 // gun model following code
570 if(cl_followmodel_side.value && cl_followmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
572 vec_t d0 = vieworg[0] - cl.gunorg_follow[0];
573 vec_t d1 = vieworg[1] - cl.gunorg_follow[1];
574 d = sqrt(d0 * d0 + d1 * d1);
577 cl.gunorg_follow[0] = cl.gunorg_follow[0] + d0 * cl_followmodel_side_speed.value * ef_speed;
578 cl.gunorg_follow[1] = cl.gunorg_follow[1] + d1 * cl_followmodel_side_speed.value * ef_speed;
579 d *= (1 - cl_followmodel_side_speed.value * ef_speed);
580 if(d > cl_followmodel_side_limit.value)
582 cl.gunorg_follow[0] = vieworg[0] - (d0 / d) * cl_followmodel_side_limit.value;
583 cl.gunorg_follow[1] = vieworg[1] - (d1 / d) * cl_followmodel_side_limit.value;
589 cl.gunorg_follow[0] = vieworg[0];
590 cl.gunorg_follow[1] = vieworg[1];
593 if(cl_followmodel_up.value && cl_followmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
595 d = vieworg[2] - cl.gunorg_follow[2];
596 cl.gunorg_follow[2] = bound(vieworg[2] - cl_followmodel_up_limit.value, cl.gunorg_follow[2] + d * cl_followmodel_up_speed.value * ef_speed, vieworg[2] + cl_followmodel_up_limit.value);
599 cl.gunorg_follow[2] = vieworg[2];
601 VectorCopy(cl.gunorg_follow, gunorg);
603 // gun model bobbing code
604 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
605 if (cl_bob.value && cl_bobcycle.value)
608 // LordHavoc: this code is *weird*, but not replacable (I think it
609 // should be done in QC on the server, but oh well, quake is quake)
610 // LordHavoc: figured out bobup: the time at which the sin is at 180
611 // degrees (which allows lengthening or squishing the peak or valley)
612 cycle = cl.time / cl_bobcycle.value;
613 cycle -= (int) cycle;
614 if (cycle < cl_bobup.value)
615 cycle = sin(M_PI * cycle / cl_bobup.value);
617 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
618 // bob is proportional to velocity in the xy plane
619 // (don't count Z, or jumping messes it up)
620 bob = xyspeed * cl_bob.value;
621 bob = bob*0.3 + bob*0.7*cycle;
622 vieworg[2] += bound(-7, bob, 4);
625 if (cl_bob.value && cl_bobmodel.value)
627 // calculate for swinging gun model
628 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
629 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
630 // for the most part, but for some reason when you go through a message trigger or
631 // pick up an item or anything like that it will momentarily jolt the gun.
632 vec3_t forward, right, up;
637 s = cl.time * cl_bobmodel_speed.value;
640 if (cl.time - cl.hitgroundtime < 0.2)
642 // just hit the ground, speed the bob back up over the next 0.2 seconds
643 t = cl.time - cl.hitgroundtime;
644 t = bound(0, t, 0.2);
652 // recently left the ground, slow the bob down over the next 0.2 seconds
653 t = cl.time - cl.lastongroundtime;
654 t = 0.2 - bound(0, t, 0.2);
658 bspeed = bound (0, xyspeed, 400) * 0.01f;
659 AngleVectors (gunangles, forward, right, up);
660 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
661 VectorMA (gunorg, bob, right, gunorg);
662 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
663 VectorMA (gunorg, bob, up, gunorg);
667 // calculate a view matrix for rendering the scene
668 if (v_idlescale.value)
669 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);
671 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);
672 // calculate a viewmodel matrix for use in view-attached entities
673 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
674 VectorCopy(vieworg, cl.csqc_origin);
675 VectorCopy(viewangles, cl.csqc_angles);
680 void V_FadeViewFlashs(void)
682 // don't flash if time steps backwards
683 if (cl.time <= cl.oldtime)
685 // drop the damage value
686 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
687 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
688 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
689 // drop the bonus value
690 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
691 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
692 cl.cshifts[CSHIFT_BONUS].percent = 0;
695 void V_CalcViewBlend(void)
699 r_refdef.viewblend[0] = 0;
700 r_refdef.viewblend[1] = 0;
701 r_refdef.viewblend[2] = 0;
702 r_refdef.viewblend[3] = 0;
703 r_refdef.frustumscale_x = 1;
704 r_refdef.frustumscale_y = 1;
705 if (cls.state == ca_connected && cls.signon == SIGNONS)
707 // set contents color
710 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
711 supercontents = CL_PointSuperContents(vieworigin);
712 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
714 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
715 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
716 if (supercontents & SUPERCONTENTS_LAVA)
718 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
719 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
720 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
722 else if (supercontents & SUPERCONTENTS_SLIME)
724 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
725 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
726 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
730 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
731 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
732 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
734 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
738 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
739 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
740 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
741 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
744 if (gamemode != GAME_TRANSFUSION)
746 if (cl.stats[STAT_ITEMS] & IT_QUAD)
748 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
749 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
750 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
751 cl.cshifts[CSHIFT_POWERUP].percent = 30;
753 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
755 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
756 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
757 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
758 cl.cshifts[CSHIFT_POWERUP].percent = 20;
760 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
762 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
763 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
764 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
765 cl.cshifts[CSHIFT_POWERUP].percent = 100;
767 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
769 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
770 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
771 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
772 cl.cshifts[CSHIFT_POWERUP].percent = 30;
775 cl.cshifts[CSHIFT_POWERUP].percent = 0;
778 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
779 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
780 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
781 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
783 // LordHavoc: fixed V_CalcBlend
784 for (j = 0;j < NUM_CSHIFTS;j++)
786 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
789 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
790 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
793 // saturate color (to avoid blending in black)
794 if (r_refdef.viewblend[3])
796 a2 = 1 / r_refdef.viewblend[3];
797 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
799 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
800 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
801 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
802 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
804 // Samual: Ugly hack, I know. But it's the best we can do since
805 // there is no way to detect client states from the engine.
806 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
807 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
809 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
810 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
818 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
819 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
821 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
822 r_refdef.viewblend[3] = a;
827 //============================================================================
836 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
837 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");
838 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
840 Cvar_RegisterVariable (&v_centermove);
841 Cvar_RegisterVariable (&v_centerspeed);
843 Cvar_RegisterVariable (&v_iyaw_cycle);
844 Cvar_RegisterVariable (&v_iroll_cycle);
845 Cvar_RegisterVariable (&v_ipitch_cycle);
846 Cvar_RegisterVariable (&v_iyaw_level);
847 Cvar_RegisterVariable (&v_iroll_level);
848 Cvar_RegisterVariable (&v_ipitch_level);
850 Cvar_RegisterVariable (&v_idlescale);
851 Cvar_RegisterVariable (&crosshair);
853 Cvar_RegisterVariable (&cl_rollspeed);
854 Cvar_RegisterVariable (&cl_rollangle);
855 Cvar_RegisterVariable (&cl_bob);
856 Cvar_RegisterVariable (&cl_bobcycle);
857 Cvar_RegisterVariable (&cl_bobup);
858 Cvar_RegisterVariable (&cl_bobmodel);
859 Cvar_RegisterVariable (&cl_bobmodel_side);
860 Cvar_RegisterVariable (&cl_bobmodel_up);
861 Cvar_RegisterVariable (&cl_bobmodel_speed);
863 Cvar_RegisterVariable (&cl_leanmodel_side);
864 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
865 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
866 Cvar_RegisterVariable (&cl_leanmodel_up);
867 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
868 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
870 Cvar_RegisterVariable (&cl_followmodel_side);
871 Cvar_RegisterVariable (&cl_followmodel_side_speed);
872 Cvar_RegisterVariable (&cl_followmodel_side_limit);
873 Cvar_RegisterVariable (&cl_followmodel_up);
874 Cvar_RegisterVariable (&cl_followmodel_up_speed);
875 Cvar_RegisterVariable (&cl_followmodel_up_limit);
877 Cvar_RegisterVariable (&cl_viewmodel_scale);
879 Cvar_RegisterVariable (&v_kicktime);
880 Cvar_RegisterVariable (&v_kickroll);
881 Cvar_RegisterVariable (&v_kickpitch);
883 Cvar_RegisterVariable (&cl_stairsmoothspeed);
885 Cvar_RegisterVariable (&chase_back);
886 Cvar_RegisterVariable (&chase_up);
887 Cvar_RegisterVariable (&chase_active);
888 Cvar_RegisterVariable (&chase_overhead);
889 Cvar_RegisterVariable (&chase_pitchangle);
890 if (gamemode == GAME_GOODVSBAD2)
891 Cvar_RegisterVariable (&chase_stevie);
893 Cvar_RegisterVariable (&v_deathtilt);
894 Cvar_RegisterVariable (&v_deathtiltangle);