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_bobmodel = {0, "cl_bobmodel", "1", "enables gun bobbing"};
+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_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 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"};
cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
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"};
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
cl.driftmove = 0;
else
- cl.driftmove += cl.frametime;
+ cl.driftmove += cl.realframetime;
if ( cl.driftmove > v_centermove.value)
{
return;
}
- move = cl.frametime * cl.pitchvel;
- cl.pitchvel += cl.frametime * v_centerspeed.value;
+ move = cl.realframetime * cl.pitchvel;
+ cl.pitchvel += cl.realframetime * v_centerspeed.value;
if (delta > 0)
{
}
// calculate view angle kicks
- if (cl_entities[cl.viewentity].state_current.active)
+ if (cl.entities[cl.viewentity].state_current.active)
{
- ent = &cl_entities[cl.viewentity];
+ ent = &cl.entities[cl.viewentity];
Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
VectorNormalize(localfrom);
v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
*/
static void V_cshift_f (void)
{
- v_cshift.destcolor[0] = atoi(Cmd_Argv(1));
- v_cshift.destcolor[1] = atoi(Cmd_Argv(2));
- v_cshift.destcolor[2] = atoi(Cmd_Argv(3));
- v_cshift.percent = atoi(Cmd_Argv(4));
+ v_cshift.destcolor[0] = atof(Cmd_Argv(1));
+ v_cshift.destcolor[1] = atof(Cmd_Argv(2));
+ v_cshift.destcolor[2] = atof(Cmd_Argv(3));
+ v_cshift.percent = atof(Cmd_Argv(4));
}
*/
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;
- if(csqc_loaded)
- return;
VectorClear(gunorg);
viewmodelmatrix = identitymatrix;
- r_refdef.viewentitymatrix = identitymatrix;
+ r_view.matrix = identitymatrix;
if (cls.state == ca_connected && cls.signon == SIGNONS)
{
// ent is the view entity (visible when out of body)
- ent = &cl_entities[cl.viewentity];
+ ent = &cl.entities[cl.viewentity];
+ // 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);
+
+ // 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)
{
// entity is a fixed camera, just copy the matrix
if (cls.protocol == PROTOCOL_QUAKEWORLD)
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
+ Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
else
{
- r_refdef.viewentitymatrix = ent->render.matrix;
- r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
+ r_view.matrix = ent->render.matrix;
+ Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
}
- viewmodelmatrix = r_refdef.viewentitymatrix;
+ viewmodelmatrix = r_view.matrix;
}
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);
+ // 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;
- 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
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);
+ trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, 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
+ viewangles[ROLL] = v_deathtiltangle.value;
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);
{
double xyspeed, bob;
- xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
+ 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)
{
float cycle;
}
// 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);
+ Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, 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);
+ 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], 0.3);
+ 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);
}
void V_FadeViewFlashs(void)
{
+ // don't flash if time steps backwards
+ if (cl.time <= cl.oldtime)
+ return;
// drop the damage value
cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
// set contents color
int supercontents;
vec3_t vieworigin;
- Matrix4x4_OriginFromMatrix(&r_refdef.viewentitymatrix, vieworigin);
+ Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
supercontents = CL_PointSuperContents(vieworigin);
if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
{
cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
}
- cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
}
else
{
Cvar_RegisterVariable (&cl_bobmodel_up);
Cvar_RegisterVariable (&cl_bobmodel_speed);
+ Cvar_RegisterVariable (&cl_viewmodel_scale);
+
Cvar_RegisterVariable (&v_kicktime);
Cvar_RegisterVariable (&v_kickroll);
Cvar_RegisterVariable (&v_kickpitch);
Cvar_RegisterVariable (&chase_stevie);
Cvar_RegisterVariable (&v_deathtilt);
+ Cvar_RegisterVariable (&v_deathtiltangle);
}