#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
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_BODY | 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