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"};
#include "cl_collision.h"
#include "csprogs.h"
-/*
-==================
-CL_StairSmoothing
-
-==================
-*/
-void CL_StairSmoothing (void)
-{
- if (v_dmg_time > 0)
- v_dmg_time -= (cl.time - cl.oldtime);
-
- // stair smoothing
- if (cl.onground && cl.stairoffset < 0)
- {
- cl.stairoffset += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
- cl.stairoffset = bound(-16, cl.stairoffset, 0);
- }
- else if (cl.onground && cl.stairoffset > 0)
- {
- cl.stairoffset -= (cl.time - cl.oldtime) * 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;
- if(csqc_loaded)
- return;
VectorClear(gunorg);
viewmodelmatrix = identitymatrix;
r_view.matrix = 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\n", cl.onground, oldz, vieworg[2]);
- cl.stairoffset -= vieworg[2] - oldz;
- oldz = vieworg[2];
- cl.stairoffset = bound(-16, cl.stairoffset, 16);
+ // 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);
- // interpolate the angles if playing a demo or spectating someone
- if (cls.demoplayback || cl.fixangle[0])
- {
- int i;
- float frac = bound(0, (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]), 1);
- for (i = 0;i < 3;i++)
- {
- float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
- if (d > 180)
- d -= 360;
- else if (d < -180)
- d += 360;
- viewangles[i] = cl.mviewangles[1][i] + frac * d;
- }
- }
if (cl.intermission)
{
// entity is a fixed camera, just copy the matrix
else
{
r_view.matrix = ent->render.matrix;
- r_view.matrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
+ Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
}
viewmodelmatrix = r_view.matrix;
}
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
else
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)
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);