cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"};
cvar_t cl_bobup = {0, "cl_bobup","0.5"};
+cvar_t cl_bobmodel = {0, "cl_bobmodel", "1"};
+cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05"};
+cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02"};
+cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7"};
+
cvar_t v_kicktime = {0, "v_kicktime", "0.5"};
cvar_t v_kickroll = {0, "v_kickroll", "0.6"};
cvar_t v_kickpitch = {0, "v_kickpitch", "0.6"};
// GAME_GOODVSBAD2
cvar_t chase_stevie = {0, "chase_stevie", "0"};
+cvar_t v_deathtilt = {0, "v_deathtilt", "1"};
+
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
}
// calculate view angle kicks
- if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+ if (cl_entities[cl.viewentity].state_current.active)
{
ent = &cl_entities[cl.viewentity];
Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
extern matrix4x4_t viewmodelmatrix;
#include "cl_collision.h"
+#include "csprogs.h"
/*
==================
{
static float oldz;
entity_t *ent;
- float vieworg[3], viewangles[3];
+ float vieworg[3], gunorg[3], viewangles[3];
+ trace_t trace;
+ if(csqc_loaded)
+ return;
+ VectorClear(gunorg);
Matrix4x4_CreateIdentity(&viewmodelmatrix);
Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
if (cls.state == ca_connected && cls.signon == SIGNONS)
Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
VectorCopy(cl.viewangles, viewangles);
+ if (cl.onground)
+ {
+ if (!cl.oldonground)
+ cl.hitgroundtime = cl.time;
+ cl.lastongroundtime = cl.time;
+ }
+ cl.oldonground = cl.onground;
+
// stair smoothing
//Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
if (cl.onground && oldz < vieworg[2])
if (chase_active.value)
{
// observing entity from third person
- vec_t camback, camup, dist, forward[3], stop[3], chase_dest[3], normal[3];
+ vec_t camback, camup, dist, forward[3], chase_dest[3];
camback = bound(0, chase_back.value, 128);
if (chase_back.value != camback)
chase_dest[0] = vieworg[0] + forward[0] * dist;
chase_dest[1] = vieworg[1] + forward[1] * dist;
chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
- CL_TraceLine(vieworg, chase_dest, stop, normal, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
- vieworg[0] = stop[0] + forward[0] * 8 + normal[0] * 4;
- vieworg[1] = stop[1] + forward[1] * 8 + normal[1] * 4;
- vieworg[2] = stop[2] + forward[2] * 8 + normal[2] * 4;
+ trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
+ VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
}
else
{
// first person view from entity
// angles
- if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM)
+ if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
viewangles[ROLL] = 80; // dead view angle
VectorAdd(viewangles, cl.punchangle, viewangles);
- viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+ viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
if (v_dmg_time > 0)
{
viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
// origin
VectorAdd(vieworg, cl.punchvector, vieworg);
vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
- if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value)
+ if (cl.stats[STAT_HEALTH] > 0)
{
- double bob, cycle;
- // LordHavoc: this code is *weird*, but not replacable (I think it
- // should be done in QC on the server, but oh well, quake is quake)
- // LordHavoc: figured out bobup: the time at which the sin is at 180
- // degrees (which allows lengthening or squishing the peak or valley)
- cycle = cl.time / cl_bobcycle.value;
- cycle -= (int) cycle;
- if (cycle < cl_bobup.value)
- cycle = sin(M_PI * cycle / cl_bobup.value);
- else
- cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
- // bob is proportional to velocity in the xy plane
- // (don't count Z, or jumping messes it up)
- bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
- bob = bob*0.3 + bob*0.7*cycle;
- vieworg[2] += bound(-7, bob, 4);
+ double xyspeed, bob;
+
+ xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
+ if (cl_bob.value && cl_bobcycle.value)
+ {
+ float cycle;
+ // LordHavoc: this code is *weird*, but not replacable (I think it
+ // should be done in QC on the server, but oh well, quake is quake)
+ // LordHavoc: figured out bobup: the time at which the sin is at 180
+ // degrees (which allows lengthening or squishing the peak or valley)
+ cycle = cl.time / cl_bobcycle.value;
+ cycle -= (int) cycle;
+ if (cycle < cl_bobup.value)
+ cycle = sin(M_PI * cycle / cl_bobup.value);
+ else
+ cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
+ // bob is proportional to velocity in the xy plane
+ // (don't count Z, or jumping messes it up)
+ bob = xyspeed * cl_bob.value;
+ bob = bob*0.3 + bob*0.7*cycle;
+ vieworg[2] += bound(-7, bob, 4);
+ }
+
+ VectorCopy(vieworg, gunorg);
+
+ if (cl_bobmodel.value)
+ {
+ // calculate for swinging gun model
+ // the gun bobs when running on the ground, but doesn't bob when you're in the air.
+ // Sajt: I tried to smooth out the transitions between bob and no bob, which works
+ // for the most part, but for some reason when you go through a message trigger or
+ // pick up an item or anything like that it will momentarily jolt the gun.
+ vec3_t forward, right, up;
+ float bspeed;
+ float s;
+ float t;
+
+ s = cl.time * cl_bobmodel_speed.value;
+ if (cl.onground)
+ {
+ if (cl.time - cl.hitgroundtime < 0.2)
+ {
+ // just hit the ground, speed the bob back up over the next 0.2 seconds
+ t = cl.time - cl.hitgroundtime;
+ t = bound(0, t, 0.2);
+ t *= 5;
+ }
+ else
+ t = 1;
+ }
+ else
+ {
+ // recently left the ground, slow the bob down over the next 0.2 seconds
+ t = cl.time - cl.lastongroundtime;
+ t = 0.2 - bound(0, t, 0.2);
+ t *= 5;
+ }
+
+ bspeed = bound (0, xyspeed, 400) * 0.01f;
+ AngleVectors (viewangles, forward, right, up);
+ bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
+ VectorMA (gunorg, bob, right, gunorg);
+ bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
+ VectorMA (gunorg, bob, up, gunorg);
+ }
}
}
// calculate a view matrix for rendering the scene
else
Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
+ Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
+ VectorCopy(vieworg, csqc_origin);
+ VectorCopy(viewangles, csqc_angles);
}
}
}
r_refdef.viewblend[1] = 0;
r_refdef.viewblend[2] = 0;
r_refdef.viewblend[3] = 0;
- r_refdef.fovscale_x = cl.viewzoom;
- r_refdef.fovscale_y = cl.viewzoom;
+ r_refdef.frustumscale_x = 1;
+ r_refdef.frustumscale_y = 1;
if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
{
// set contents color
supercontents = CL_PointSuperContents(vieworigin);
if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
{
- r_refdef.fovscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
- r_refdef.fovscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
+ r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
+ r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
if (supercontents & SUPERCONTENTS_LAVA)
{
cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
Cvar_RegisterVariable (&cl_bob);
Cvar_RegisterVariable (&cl_bobcycle);
Cvar_RegisterVariable (&cl_bobup);
+ Cvar_RegisterVariable (&cl_bobmodel);
+ Cvar_RegisterVariable (&cl_bobmodel_side);
+ Cvar_RegisterVariable (&cl_bobmodel_up);
+ Cvar_RegisterVariable (&cl_bobmodel_speed);
Cvar_RegisterVariable (&v_kicktime);
Cvar_RegisterVariable (&v_kickroll);
Cvar_RegisterVariable (&chase_active);
if (gamemode == GAME_GOODVSBAD2)
Cvar_RegisterVariable (&chase_stevie);
+
+ Cvar_RegisterVariable (&v_deathtilt);
}