cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
-cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "add averaging to the viewheight value so that it creates a smooth transition, 0 for instant transition."};
+cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
// GAME_GOODVSBAD2
-cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
+cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
#else
// trace from first person view location to our chosen third person view location
#if 1
- trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+ trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
#else
trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
#endif
chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
#if 1
- trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+ trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
#else
trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
#endif
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_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+ trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
}
}
float cycle;
vec_t frametime;
- frametime = cl.realframetime * cl.movevars_timescale;
-
+ //frametime = cl.realframetime * cl.movevars_timescale;
+ frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
+
// 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
if(!ent->persistent.trail_allowed) // FIXME improve this check
{
Cvar_RegisterVariable (&chase_active);
Cvar_RegisterVariable (&chase_overhead);
Cvar_RegisterVariable (&chase_pitchangle);
- if (gamemode == GAME_GOODVSBAD2)
- Cvar_RegisterVariable (&chase_stevie);
+ Cvar_RegisterVariable (&chase_stevie);
Cvar_RegisterVariable (&v_deathtilt);
Cvar_RegisterVariable (&v_deathtiltangle);