cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
-cvar_t cl_bob = {0, "cl_bob","0.02", "view bobbing amount"};
-cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6", "view bobbing speed"};
-cvar_t cl_bobup = {0, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
+cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
+cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
+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"};
cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
-cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"};
-cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"};
-cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7", "gun bobbing speed"};
+cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
+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_viewmodel_scale = {0, "cl_viewmodel_scale", "0.3", "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 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"};
cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
#include "cl_collision.h"
#include "csprogs.h"
-/*
-==================
-CL_StairSmoothing
-
-==================
-*/
-void CL_StairSmoothing (void)
-{
- if (v_dmg_time > 0)
- v_dmg_time -= bound(0, cl.time - cl.oldtime, 0.1);
-
- // stair smoothing
- if (cl.onground && cl.stairoffset < 0)
- {
- cl.stairoffset += bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
- cl.stairoffset = bound(-16, cl.stairoffset, 0);
- }
- else if (cl.onground && cl.stairoffset > 0)
- {
- cl.stairoffset -= bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
- cl.stairoffset = bound(0, cl.stairoffset, 16);
- }
- else
- cl.stairoffset = 0;
-}
-
/*
==================
V_CalcRefdef
*/
void V_CalcRefdef (void)
{
- static float oldz;
entity_t *ent;
- float vieworg[3], gunorg[3], viewangles[3];
+ float vieworg[3], gunorg[3], viewangles[3], smoothtime;
trace_t trace;
VectorClear(gunorg);
viewmodelmatrix = identitymatrix;
Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
VectorCopy(cl.viewangles, viewangles);
- // update the stairoffset if the player entity has gone up or down without leaving the ground
- //Con_Printf("cl.onground %i oldz %f newz %f vel %f %f %f\n", cl.onground, oldz, vieworg[2], cl.movement_velocity[0], cl.movement_velocity[1], cl.movement_velocity[2]);
- if (cl.onground)
- {
- cl.stairoffset -= vieworg[2] - oldz;
- cl.stairoffset = bound(-16, cl.stairoffset, 16);
- }
- else
- cl.stairoffset = 0;
- oldz = vieworg[2];
+ // calculate how much time has passed since the last V_CalcRefdef
+ smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
+ cl.stairsmoothtime = cl.time;
+
+ // fade damage flash
+ if (v_dmg_time > 0)
+ v_dmg_time -= bound(0, smoothtime, 0.1);
if (cl.intermission)
{
}
else
{
+ // smooth stair stepping, but only if onground and enabled
+ if (!cl.onground || cl_stairsmoothspeed.value <= 0)
+ cl.stairsmoothz = vieworg[2];
+ else
+ {
+ if (cl.stairsmoothz < vieworg[2])
+ vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
+ else if (cl.stairsmoothz > vieworg[2])
+ vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
+ }
+
// apply qw weapon recoil effect (this did not work in QW)
// TODO: add a cvar to disable this
viewangles[PITCH] += cl.qw_weaponkick;
- // bias by stair smoothing offset
- vieworg[2] += cl.stairoffset;
-
if (chase_active.value)
{
// observing entity from third person
VectorCopy(vieworg, gunorg);
- if (cl_bobmodel.value)
+ if (cl_bob.value && 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.
bspeed = bound (0, xyspeed, 400) * 0.01f;
AngleVectors (viewangles, forward, right, up);
- bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
+ bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
VectorMA (gunorg, bob, right, gunorg);
- bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
+ bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
VectorMA (gunorg, bob, up, gunorg);
}
}
Matrix4x4_CreateFromQuakeEntity(&r_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);
- VectorCopy(vieworg, csqc_origin);
- VectorCopy(viewangles, csqc_angles);
+ VectorCopy(vieworg, cl.csqc_origin);
+ VectorCopy(viewangles, cl.csqc_angles);
}
}
}