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"};
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)
{
*/
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));
}
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];
+ // 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);
+ // 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
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;
+ r_view.matrix.m[2][3] += 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);
-
// apply qw weapon recoil effect (this did not work in QW)
// TODO: add a cvar to disable this
viewangles[PITCH] += cl.qw_weaponkick;
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_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
}
else
{
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;
+ v_dmg_time -= cl.realframetime;
}
// 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);
VectorCopy(vieworg, csqc_origin);
// 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
{