cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
+cvar_t cl_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"};
+cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "2.5", "gun leaning sideways speed"};
+cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "7.5", "gun leaning sideways limit"};
+cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"};
+cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "2", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "5", "gun leaning upward limit"};
+
+cvar_t cl_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"};
+cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "4", "gun following sideways speed"};
+cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "2", "gun following sideways limit"};
+cvar_t cl_followmodel_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"};
+cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "3", "gun following upward speed"};
+cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1", "gun following upward limit"};
+
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"};
cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
void V_CalcRefdef (void)
{
entity_t *ent;
- float vieworg[3], gunorg[3], viewangles[3], smoothtime;
+ float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime;
#if 0
// begin of chase camera bounding box size for proper collisions by Alexander Zubov
vec3_t camboxmins = {-3, -3, -3};
if (cl.stats[STAT_HEALTH] > 0)
{
double xyspeed, bob;
+ vec_t d;
+ vec_t ef_speed = cl.realframetime;
+
+ // gun model leaning code
+ 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
+ {
+ // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
+ if(cl.viewangles[PITCH] - cl.viewmodel_push_x >= 180)
+ cl.viewmodel_push_x += 360;
+ if(cl.viewmodel_push_x - cl.viewangles[PITCH] >= 180)
+ cl.viewmodel_push_x -= 360;
+
+ d = cl.viewangles[PITCH] - cl.viewmodel_push_x;
+ 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);
+ }
+ else
+ cl.viewmodel_push_x = cl.viewangles[PITCH];
+
+ 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
+ {
+ // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
+ if(cl.viewangles[YAW] - cl.viewmodel_push_y >= 180)
+ cl.viewmodel_push_y += 360;
+ if(cl.viewmodel_push_y - cl.viewangles[YAW] >= 180)
+ cl.viewmodel_push_y -= 360;
+
+ d = cl.viewangles[YAW] - cl.viewmodel_push_y;
+ 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);
+ }
+ else
+ cl.viewmodel_push_y = cl.viewangles[YAW];
+
+ VectorSet(gunangles, cl.viewmodel_push_x, cl.viewmodel_push_y, viewangles[2]);
+ // gun model following code
+ 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
+ {
+ vec_t d0 = vieworg[0] - cl.gunorg_follow[0];
+ vec_t d1 = vieworg[1] - cl.gunorg_follow[1];
+ d = sqrt(d0 * d0 + d1 * d1);
+ if(d > 0)
+ {
+ cl.gunorg_follow[0] = cl.gunorg_follow[0] + d0 * cl_followmodel_side_speed.value * ef_speed;
+ cl.gunorg_follow[1] = cl.gunorg_follow[1] + d1 * cl_followmodel_side_speed.value * ef_speed;
+ d *= (1 - cl_followmodel_side_speed.value * ef_speed);
+ if(d > cl_followmodel_side_limit.value)
+ {
+ cl.gunorg_follow[0] = vieworg[0] - (d0 / d) * cl_followmodel_side_limit.value;
+ cl.gunorg_follow[1] = vieworg[1] - (d1 / d) * cl_followmodel_side_limit.value;
+ }
+ }
+ }
+ else
+ {
+ cl.gunorg_follow[0] = vieworg[0];
+ cl.gunorg_follow[1] = vieworg[1];
+ }
+
+ 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
+ {
+ d = vieworg[2] - cl.gunorg_follow[2];
+ 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);
+ }
+ else
+ cl.gunorg_follow[2] = vieworg[2];
+
+ VectorCopy(cl.gunorg_follow, gunorg);
+
+ // gun model bobbing code
xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
if (cl_bob.value && cl_bobcycle.value)
{
bob = xyspeed * cl_bob.value;
bob = bob*0.3 + bob*0.7*cycle;
vieworg[2] += bound(-7, bob, 4);
+ // we also need to adjust gunorg, or this appears like
+ // pushing the gun! In the old code, this was applied
+ // to vieworg BEFORE copying to gunorg, but this is not
+ // viable with the new followmodel code as that would
+ // mean that followmodel would work on the
+ // munged-by-bob vieworg and do feedback
+ gunorg[2] += bound(-7, bob, 4);
}
- VectorCopy(vieworg, gunorg);
-
if (cl_bob.value && cl_bobmodel.value)
{
// calculate for swinging gun model
}
bspeed = bound (0, xyspeed, 400) * 0.01f;
- AngleVectors (viewangles, forward, right, up);
+ AngleVectors (gunangles, forward, right, up);
bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
VectorMA (gunorg, bob, right, gunorg);
bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
else
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);
// calculate a viewmodel matrix for use in view-attached entities
- Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
+ Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
VectorCopy(vieworg, cl.csqc_origin);
VectorCopy(viewangles, cl.csqc_angles);
}
Cvar_RegisterVariable (&cl_bobmodel_up);
Cvar_RegisterVariable (&cl_bobmodel_speed);
+ Cvar_RegisterVariable (&cl_leanmodel_side);
+ Cvar_RegisterVariable (&cl_leanmodel_side_speed);
+ Cvar_RegisterVariable (&cl_leanmodel_side_limit);
+ Cvar_RegisterVariable (&cl_leanmodel_up);
+ Cvar_RegisterVariable (&cl_leanmodel_up_speed);
+ Cvar_RegisterVariable (&cl_leanmodel_up_limit);
+
+ Cvar_RegisterVariable (&cl_followmodel_side);
+ Cvar_RegisterVariable (&cl_followmodel_side_speed);
+ Cvar_RegisterVariable (&cl_followmodel_side_limit);
+ Cvar_RegisterVariable (&cl_followmodel_up);
+ Cvar_RegisterVariable (&cl_followmodel_up_speed);
+ Cvar_RegisterVariable (&cl_followmodel_up_limit);
+
Cvar_RegisterVariable (&cl_viewmodel_scale);
Cvar_RegisterVariable (&v_kicktime);