*/
-cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"};
-cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"};
+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"};
-cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"};
-cvar_t cl_bobup = {0, "cl_bobup","0.5"};
+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_bobmodel = {0, "cl_bobmodel", "1"};
-cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05"};
-cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02"};
-cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7"};
+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 v_kicktime = {0, "v_kicktime", "0.5"};
-cvar_t v_kickroll = {0, "v_kickroll", "0.6"};
-cvar_t v_kickpitch = {0, "v_kickpitch", "0.6"};
+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 v_iyaw_cycle = {0, "v_iyaw_cycle", "2"};
-cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5"};
-cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1"};
-cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3"};
-cvar_t v_iroll_level = {0, "v_iroll_level", "0.1"};
-cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3"};
+cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
+cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
+cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
+cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
+cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
+cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
-cvar_t v_idlescale = {0, "v_idlescale", "0"};
+cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
-cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"};
+cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
-cvar_t v_centermove = {0, "v_centermove", "0.15"};
-cvar_t v_centerspeed = {0, "v_centerspeed","500"};
+cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
+cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
-cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"};
+cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
-cvar_t chase_back = {CVAR_SAVE, "chase_back", "48"};
-cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"};
-cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"};
+cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
+cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
+cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
// GAME_GOODVSBAD2
-cvar_t chase_stevie = {0, "chase_stevie", "0"};
+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"};
+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)
{
armor = MSG_ReadByte ();
blood = MSG_ReadByte ();
- MSG_ReadVector(from, cl.protocol);
+ MSG_ReadVector(from, cls.protocol);
count = blood*0.5 + armor*0.5;
if (count < 10)
}
// 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));
}
extern matrix4x4_t viewmodelmatrix;
#include "cl_collision.h"
+#include "csprogs.h"
/*
==================
entity_t *ent;
float vieworg[3], gunorg[3], viewangles[3];
trace_t trace;
- Matrix4x4_CreateIdentity(&viewmodelmatrix);
- Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
+ if(csqc_loaded)
+ return;
+ VectorClear(gunorg);
+ viewmodelmatrix = 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);
+ // 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
- Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
- Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
- r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
- viewmodelmatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ 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_view.matrix = ent->render.matrix;
+ r_view.matrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
+ }
+ 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;
if (cl.onground)
{
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
// 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;
+ 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);
+ VectorCopy(viewangles, csqc_angles);
}
}
}
r_refdef.viewblend[1] = 0;
r_refdef.viewblend[2] = 0;
r_refdef.viewblend[3] = 0;
- r_refdef.fovscale_x = cl.viewzoom;
- r_refdef.fovscale_y = cl.viewzoom;
+ r_refdef.frustumscale_x = 1;
+ r_refdef.frustumscale_y = 1;
if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 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)
{
- r_refdef.fovscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
- r_refdef.fovscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
+ r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
+ r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
if (supercontents & SUPERCONTENTS_LAVA)
{
cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
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
{
*/
void V_Init (void)
{
- Cmd_AddCommand ("v_cshift", V_cshift_f);
- Cmd_AddCommand ("bf", V_BonusFlash_f);
- Cmd_AddCommand ("centerview", V_StartPitchDrift);
+ Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
+ Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
+ Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
Cvar_RegisterVariable (&v_centermove);
Cvar_RegisterVariable (&v_centerspeed);
Cvar_RegisterVariable (&chase_stevie);
Cvar_RegisterVariable (&v_deathtilt);
+ Cvar_RegisterVariable (&v_deathtiltangle);
}