#include "quakedef.h"
#include "cl_collision.h"
+void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
+
/*
The view is allowed to move slightly from it's true position for bobbing,
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", "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_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
+cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
+cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
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_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
+cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
+cvar_t cl_bobmodel_speed = {CVAR_SAVE, "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 cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "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"};
blood = MSG_ReadByte ();
MSG_ReadVector(from, cls.protocol);
+ // Send the Dmg Globals to CSQC
+ CL_VM_UpdateDmgGlobals(blood, armor, from);
+
count = blood*0.5 + armor*0.5;
if (count < 10)
count = 10;
VectorCopy(vieworg, gunorg);
- if (cl_bobmodel.value)
+ if (cl_bob.value && cl_bobmodel.value)
{
// calculate for swinging gun model
// the gun bobs when running on the ground, but doesn't bob when you're in the air.
bspeed = bound (0, xyspeed, 400) * 0.01f;
AngleVectors (viewangles, forward, right, up);
- bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
+ bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
VectorMA (gunorg, bob, right, gunorg);
- bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
+ bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
VectorMA (gunorg, bob, up, gunorg);
}
}
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], cl_viewmodel_scale.value);
- VectorCopy(vieworg, csqc_origin);
- VectorCopy(viewangles, csqc_angles);
+ VectorCopy(vieworg, cl.csqc_origin);
+ VectorCopy(viewangles, cl.csqc_angles);
}
}
}
r_refdef.viewblend[3] = 0;
r_refdef.frustumscale_x = 1;
r_refdef.frustumscale_y = 1;
- if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
+ if (cls.state == ca_connected && cls.signon == SIGNONS)
{
// set contents color
int supercontents;