// view.c -- player eye positioning
#include "quakedef.h"
+#include "cl_collision.h"
/*
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"};
cvar_t v_centermove = {0, "v_centermove", "0.15"};
cvar_t v_centerspeed = {0, "v_centerspeed","500"};
+cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"};
+
+cvar_t chase_back = {CVAR_SAVE, "chase_back", "48"};
+cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"};
+cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"};
+// 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;
float sign;
float side;
float value;
-
+
AngleVectors (angles, NULL, right, NULL);
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
-
+
value = cl_rollangle.value;
-// if (cl.inwater)
-// value *= 6;
if (side < cl_rollspeed.value)
side = side * value / cl_rollspeed.value;
}
-static float V_CalcBob (void)
-{
- double bob, cycle;
-
- // LordHavoc: easy case
- if (cl_bob.value == 0)
- return 0;
- if (cl_bobcycle.value == 0)
- return 0;
-
- // LordHavoc: FIXME: this code is *weird*, redesign it sometime
- cycle = cl.time / cl_bobcycle.value;
- cycle -= (int) cycle;
- if (cycle < cl_bobup.value)
- cycle = M_PI * cycle / cl_bobup.value;
- else
- cycle = 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;
- //Con_Printf ("speed: %5.1f\n", Length(cl.velocity));
- bob = bob*0.3 + bob*0.7*sin(cycle);
- bob = bound(-7, bob, 4);
- return bob;
-
-}
-
void V_StartPitchDrift (void)
{
-#if 1
if (cl.laststop == cl.time)
- {
return; // something else is keeping it from drifting
- }
-#endif
+
if (cl.nodrift || !cl.pitchvel)
{
cl.pitchvel = v_centerspeed.value;
lookspring is non 0, or when
===============
*/
-static void V_DriftPitch (void)
+void V_DriftPitch (void)
{
float delta, move;
move = cl.frametime * cl.pitchvel;
cl.pitchvel += cl.frametime * v_centerspeed.value;
-//Con_Printf ("move: %f (%f)\n", move, cl.frametime);
-
if (delta > 0)
{
if (move > delta)
}
-
-
-
/*
==============================================================================
*/
void V_ParseDamage (void)
{
- int i, armor, blood;
- vec3_t from, forward, right;
+ int armor, blood;
+ vec3_t from;
+ //vec3_t forward, right;
+ vec3_t localfrom;
entity_t *ent;
- float side, count;
+ //float side;
+ float count;
armor = MSG_ReadByte ();
blood = MSG_ReadByte ();
- for (i=0 ; i<3 ; i++)
- from[i] = MSG_ReadCoord ();
+ MSG_ReadVector(from, cl.protocol);
count = blood*0.5 + armor*0.5;
if (count < 10)
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
}
-//
-// calculate view angle kicks
-//
- ent = &cl_entities[cl.viewentity];
-
- VectorSubtract (from, ent->render.origin, from);
- VectorNormalize (from);
-
- AngleVectors (ent->render.angles, forward, right, NULL);
-
- side = DotProduct (from, right);
- v_dmg_roll = count*side*v_kickroll.value;
-
- side = DotProduct (from, forward);
- v_dmg_pitch = count*side*v_kickpitch.value;
-
- v_dmg_time = v_kicktime.value;
+ // calculate view angle kicks
+ if (cl_entities[cl.viewentity].state_current.active)
+ {
+ ent = &cl_entities[cl.viewentity];
+ Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
+ VectorNormalize(localfrom);
+ v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
+ v_dmg_roll = count * localfrom[1] * v_kickroll.value;
+ v_dmg_time = v_kicktime.value;
+ }
}
static cshift_t v_cshift;
cl.cshifts[CSHIFT_BONUS].percent = 50;
}
-/*
-=============
-V_UpdateBlends
-=============
-*/
-void V_UpdateBlends (void)
-{
- float r, g, b, a, a2;
- int j;
-
- if (cl.worldmodel == NULL)
- {
- cl.cshifts[CSHIFT_DAMAGE].percent = 0;
- cl.cshifts[CSHIFT_BONUS].percent = 0;
- cl.cshifts[CSHIFT_CONTENTS].percent = 0;
- cl.cshifts[CSHIFT_POWERUP].percent = 0;
- r_refdef.viewblend[0] = 0;
- r_refdef.viewblend[1] = 0;
- r_refdef.viewblend[2] = 0;
- r_refdef.viewblend[3] = 0;
- return;
- }
-
- // drop the damage value
- cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
- if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
- cl.cshifts[CSHIFT_DAMAGE].percent = 0;
-
- // drop the bonus value
- cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
- if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
- cl.cshifts[CSHIFT_BONUS].percent = 0;
-
- // set contents color
- switch (Mod_PointInLeaf (r_refdef.vieworg, cl.worldmodel)->contents)
- {
- case CONTENTS_EMPTY:
- case CONTENTS_SOLID:
- cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = v_cshift.destcolor[0];
- cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = v_cshift.destcolor[1];
- cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = v_cshift.destcolor[2];
- cl.cshifts[CSHIFT_CONTENTS].percent = v_cshift.percent;
- break;
- case CONTENTS_LAVA:
- cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
- cl.cshifts[CSHIFT_CONTENTS].percent = 150;
- break;
- case CONTENTS_SLIME:
- cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
- cl.cshifts[CSHIFT_CONTENTS].percent = 150;
- break;
- default:
- cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
- cl.cshifts[CSHIFT_CONTENTS].percent = 128;
- }
-
- if (cl.items & IT_QUAD)
- {
- cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
- cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
- cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
- cl.cshifts[CSHIFT_POWERUP].percent = 30;
- }
- else if (cl.items & IT_SUIT)
- {
- cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
- cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
- cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
- cl.cshifts[CSHIFT_POWERUP].percent = 20;
- }
- else if (cl.items & IT_INVISIBILITY)
- {
- cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
- cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
- cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
- cl.cshifts[CSHIFT_POWERUP].percent = 100;
- }
- else if (cl.items & IT_INVULNERABILITY)
- {
- cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
- cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
- cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
- cl.cshifts[CSHIFT_POWERUP].percent = 30;
- }
- else
- cl.cshifts[CSHIFT_POWERUP].percent = 0;
-
- // LordHavoc: fixed V_CalcBlend
- r = 0;
- g = 0;
- b = 0;
- a = 0;
-
- for (j=0 ; j<NUM_CSHIFTS ; j++)
- {
- a2 = cl.cshifts[j].percent * (1.0f / 255.0f);
-
- if (a2 < 0)
- continue;
- if (a2 > 1)
- a2 = 1;
- r += (cl.cshifts[j].destcolor[0]-r) * a2;
- g += (cl.cshifts[j].destcolor[1]-g) * a2;
- b += (cl.cshifts[j].destcolor[2]-b) * a2;
- a = 1 - (1 - a) * (1 - a2); // correct alpha multiply... took a while to find it on the web
- }
- // saturate color (to avoid blending in black)
- if (a)
- {
- a2 = 1 / a;
- r *= a2;
- g *= a2;
- b *= a2;
- }
-
- r_refdef.viewblend[0] = bound(0, r * (1.0/255.0), 1);
- r_refdef.viewblend[1] = bound(0, g * (1.0/255.0), 1);
- r_refdef.viewblend[2] = bound(0, b * (1.0/255.0), 1);
- r_refdef.viewblend[3] = bound(0, a , 1);
-}
-
/*
==============================================================================
==============================================================================
*/
-/*
-==============
-V_AddIdle
-
-Idle swaying
-==============
-*/
-static void V_AddIdle (float idle)
-{
- r_refdef.viewangles[ROLL] += idle * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
- r_refdef.viewangles[PITCH] += idle * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
- r_refdef.viewangles[YAW] += idle * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
-}
+extern matrix4x4_t viewmodelmatrix;
+#include "cl_collision.h"
+#include "csprogs.h"
/*
==================
*/
void V_CalcRefdef (void)
{
- entity_t *ent, *view;
- vec3_t forward;
- vec3_t angles;
- float bob;
- float side;
-
- // ent is the player model (visible when out of body)
- ent = &cl_entities[cl.viewentity];
- // view is the weapon model (only visible from inside body)
- view = &cl.viewent;
-
- V_DriftPitch ();
-
- VectorCopy (ent->render.origin, r_refdef.vieworg);
- if (!intimerefresh)
- VectorCopy (cl.viewangles, r_refdef.viewangles);
-
- if (cl.intermission)
- {
- view->render.model = NULL;
- V_AddIdle (1);
- }
- else if (chase_active.value)
- {
- Chase_Update ();
- V_AddIdle (v_idlescale.value);
- }
- else
+ static float oldz;
+ entity_t *ent;
+ 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)
{
- side = V_CalcRoll (cl_entities[cl.viewentity].render.angles, cl.velocity);
- r_refdef.viewangles[ROLL] += side;
-
- if (v_dmg_time > 0)
+ // ent is the view entity (visible when out of body)
+ ent = &cl_entities[cl.viewentity];
+ if (cl.intermission)
{
- r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
- r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
- v_dmg_time -= cl.frametime;
+ // entity is a fixed camera, just copy the matrix
+ Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
+ Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
+ r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
+ viewmodelmatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
}
+ else
+ {
+ // player can look around, so take the origin from the entity,
+ // and the angles from the input system
+ 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])
+ {
+ oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+ oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
+ }
+ else if (cl.onground && oldz > vieworg[2])
+ {
+ oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+ oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
+ }
+ else
+ oldz = vieworg[2];
+
+ if (chase_active.value)
+ {
+ // observing entity from third person
+ vec_t camback, camup, dist, forward[3], chase_dest[3];
+
+ camback = bound(0, chase_back.value, 128);
+ if (chase_back.value != camback)
+ Cvar_SetValueQuick(&chase_back, camback);
+ camup = bound(-48, chase_up.value, 96);
+ if (chase_up.value != camup)
+ Cvar_SetValueQuick(&chase_up, camup);
+
+ // this + 22 is to match view_ofs for compatibility with older versions
+ camup += 22;
+
+ if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
+ {
+ // look straight down from high above
+ viewangles[0] = 90;
+ camback = 2048;
+ }
+ AngleVectors(viewangles, forward, NULL, NULL);
+
+ // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
+ dist = -camback - 8;
+ 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;
+ 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 && v_deathtilt.integer)
+ viewangles[ROLL] = 80; // dead view angle
+ VectorAdd(viewangles, cl.punchangle, viewangles);
+ 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;
+ viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
+ v_dmg_time -= cl.frametime;
+ }
+ // origin
+ VectorAdd(vieworg, cl.punchvector, vieworg);
+ vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
+ if (cl.stats[STAT_HEALTH] > 0)
+ {
+ 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
+ if (v_idlescale.value)
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
+ 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, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
+ VectorCopy(vieworg, csqc_origin);
+ VectorCopy(viewangles, csqc_angles);
+ }
+ }
+}
- if (cl.stats[STAT_HEALTH] <= 0)
- r_refdef.viewangles[ROLL] = 80; // dead view angle
-
- V_AddIdle (v_idlescale.value);
-
- // offsets
- angles[PITCH] = -ent->render.angles[PITCH]; // because entity pitches are actually backward
- angles[YAW] = ent->render.angles[YAW];
- angles[ROLL] = ent->render.angles[ROLL];
-
- AngleVectors (angles, forward, NULL, NULL);
+void V_FadeViewFlashs(void)
+{
+ // drop the damage value
+ cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
+ if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
+ cl.cshifts[CSHIFT_DAMAGE].percent = 0;
+ // drop the bonus value
+ cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
+ if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
+ cl.cshifts[CSHIFT_BONUS].percent = 0;
+}
- bob = V_CalcBob ();
+void V_CalcViewBlend(void)
+{
+ float a2;
+ int j;
+ r_refdef.viewblend[0] = 0;
+ r_refdef.viewblend[1] = 0;
+ r_refdef.viewblend[2] = 0;
+ r_refdef.viewblend[3] = 0;
+ 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
+ int supercontents;
+ vec3_t vieworigin;
+ Matrix4x4_OriginFromMatrix(&r_refdef.viewentitymatrix, vieworigin);
+ supercontents = CL_PointSuperContents(vieworigin);
+ if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
+ {
+ 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;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+ }
+ else if (supercontents & SUPERCONTENTS_SLIME)
+ {
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
+ }
+ else
+ {
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
+ }
+ cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
+ }
+ else
+ {
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 0;
+ }
- r_refdef.vieworg[2] += cl.viewheight + bob;
+ if (gamemode != GAME_TRANSFUSION)
+ {
+ if (cl.stats[STAT_ITEMS] & IT_QUAD)
+ {
+ cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
+ cl.cshifts[CSHIFT_POWERUP].percent = 30;
+ }
+ else if (cl.stats[STAT_ITEMS] & IT_SUIT)
+ {
+ cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+ cl.cshifts[CSHIFT_POWERUP].percent = 20;
+ }
+ else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
+ {
+ cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
+ cl.cshifts[CSHIFT_POWERUP].percent = 100;
+ }
+ else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
+ {
+ cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+ cl.cshifts[CSHIFT_POWERUP].percent = 30;
+ }
+ else
+ cl.cshifts[CSHIFT_POWERUP].percent = 0;
+ }
- // set up gun
- view->state_current.modelindex = cl.stats[STAT_WEAPON];
- view->state_current.frame = cl.stats[STAT_WEAPONFRAME];
- view->render.origin[0] = ent->render.origin[0] + bob * 0.4 * forward[0];
- view->render.origin[1] = ent->render.origin[1] + bob * 0.4 * forward[1];
- view->render.origin[2] = ent->render.origin[2] + bob * 0.4 * forward[2] + cl.viewheight + bob;
- view->render.angles[PITCH] = -r_refdef.viewangles[PITCH] - v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
- view->render.angles[YAW] = r_refdef.viewangles[YAW] - v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
- view->render.angles[ROLL] = r_refdef.viewangles[ROLL] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
- // FIXME: this setup code is somewhat evil (CL_LerpUpdate should be private?)
- CL_LerpUpdate(view);
- view->render.colormap = -1; // no special coloring
- view->render.alpha = ent->render.alpha; // LordHavoc: if the player is transparent, so is the gun
- view->render.effects = ent->render.effects;
- view->render.scale = 1;
+ cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
+ cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
+ cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
+ cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
- // LordHavoc: origin view kick added
- if (!intimerefresh)
+ // LordHavoc: fixed V_CalcBlend
+ for (j = 0;j < NUM_CSHIFTS;j++)
+ {
+ a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
+ if (a2 > 0)
+ {
+ VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
+ r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
+ }
+ }
+ // saturate color (to avoid blending in black)
+ if (r_refdef.viewblend[3])
{
- VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
- VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+ a2 = 1 / r_refdef.viewblend[3];
+ VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
}
- // copy to refdef
- r_refdef.viewent = view->render;
+ r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
+ r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
+ r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
+ r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
}
}
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 (&v_kickpitch);
-}
+ Cvar_RegisterVariable (&cl_stairsmoothspeed);
+
+ Cvar_RegisterVariable (&chase_back);
+ Cvar_RegisterVariable (&chase_up);
+ Cvar_RegisterVariable (&chase_active);
+ if (gamemode == GAME_GOODVSBAD2)
+ Cvar_RegisterVariable (&chase_stevie);
+
+ Cvar_RegisterVariable (&v_deathtilt);
+}