*/
-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 = {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_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
-cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
-cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
-cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
-cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
-cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
-cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
-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_bob_limit = {CVAR_SAVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"};
-cvar_t cl_bob_limit_heightcheck = {CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"};
-cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
-cvar_t cl_bob_velocity_limit = {CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
-
-cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
-cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
-cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
-cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
-cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
-cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
-cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
-cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
-cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
-cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
-cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
-
-cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
-cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
-cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
-cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
-cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
-cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
-cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
-cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
-cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
-cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
-cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
-
-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"};
-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", "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", "how much of the quake 'drunken view' effect to use"};
-
-cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
-
-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", "how fast your view moves upward/downward when running up/down stairs"};
-
-cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
-
-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"};
-cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
+cvar_t cl_rollspeed = {CF_CLIENT, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
+cvar_t cl_rollangle = {CF_CLIENT, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
+
+cvar_t cl_bob = {CF_CLIENT | CF_ARCHIVE, "cl_bob","0.02", "view bobbing amount"};
+cvar_t cl_bobcycle = {CF_CLIENT | CF_ARCHIVE, "cl_bobcycle","0.6", "view bobbing speed"};
+cvar_t cl_bobup = {CF_CLIENT | CF_ARCHIVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
+cvar_t cl_bob2 = {CF_CLIENT | CF_ARCHIVE, "cl_bob2","0", "sideways view bobbing amount"};
+cvar_t cl_bob2cycle = {CF_CLIENT | CF_ARCHIVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
+cvar_t cl_bob2smooth = {CF_CLIENT | CF_ARCHIVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
+cvar_t cl_bobfall = {CF_CLIENT | CF_ARCHIVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
+cvar_t cl_bobfallcycle = {CF_CLIENT | CF_ARCHIVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
+cvar_t cl_bobfallminspeed = {CF_CLIENT | CF_ARCHIVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
+cvar_t cl_bobmodel = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel", "1", "enables gun bobbing"};
+cvar_t cl_bobmodel_side = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
+cvar_t cl_bobmodel_up = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
+cvar_t cl_bobmodel_forward = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_forward", "0", "gun bobbing forward movement amount"};
+cvar_t cl_bobmodel_classic = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_classic", "1", "classic Quake-style forward gun bobbing"};
+cvar_t cl_bobmodel_speed = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
+cvar_t cl_bob_limit = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"};
+cvar_t cl_bob_limit_heightcheck = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"};
+cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
+cvar_t cl_bob_velocity_limit = {CF_CLIENT | CF_ARCHIVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
+
+cvar_t cl_leanmodel = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel", "0", "enables gun leaning"};
+cvar_t cl_leanmodel_side_speed = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
+cvar_t cl_leanmodel_side_limit = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
+cvar_t cl_leanmodel_side_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
+cvar_t cl_leanmodel_side_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
+cvar_t cl_leanmodel_side_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
+cvar_t cl_leanmodel_up_speed = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_limit = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
+cvar_t cl_leanmodel_up_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
+cvar_t cl_leanmodel_up_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
+cvar_t cl_leanmodel_up_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
+
+cvar_t cl_followmodel = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel", "0", "enables gun following"};
+cvar_t cl_followmodel_side_speed = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
+cvar_t cl_followmodel_side_limit = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
+cvar_t cl_followmodel_side_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
+cvar_t cl_followmodel_side_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
+cvar_t cl_followmodel_side_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
+cvar_t cl_followmodel_up_speed = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
+cvar_t cl_followmodel_up_limit = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
+cvar_t cl_followmodel_up_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
+cvar_t cl_followmodel_up_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
+cvar_t cl_followmodel_up_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
+
+cvar_t cl_viewmodel_scale = {CF_CLIENT, "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 = {CF_CLIENT, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
+cvar_t v_kickroll = {CF_CLIENT, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
+cvar_t v_kickpitch = {CF_CLIENT, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
+
+cvar_t v_iyaw_cycle = {CF_CLIENT, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
+cvar_t v_iroll_cycle = {CF_CLIENT, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
+cvar_t v_ipitch_cycle = {CF_CLIENT, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
+cvar_t v_iyaw_level = {CF_CLIENT, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
+cvar_t v_iroll_level = {CF_CLIENT, "v_iroll_level", "0.1", "v_idlescale roll amount"};
+cvar_t v_ipitch_level = {CF_CLIENT, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
+
+cvar_t v_idlescale = {CF_CLIENT, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
+
+cvar_t v_isometric = {CF_CLIENT, "v_isometric", "0", "changes view to isometric (non-perspective)"};
+cvar_t v_isometric_verticalfov = {CF_CLIENT, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"};
+cvar_t v_isometric_xx = {CF_CLIENT, "v_isometric_xx", "1", "camera matrix"};
+cvar_t v_isometric_xy = {CF_CLIENT, "v_isometric_xy", "0", "camera matrix"};
+cvar_t v_isometric_xz = {CF_CLIENT, "v_isometric_xz", "0", "camera matrix"};
+cvar_t v_isometric_yx = {CF_CLIENT, "v_isometric_yx", "0", "camera matrix"};
+cvar_t v_isometric_yy = {CF_CLIENT, "v_isometric_yy", "1", "camera matrix"};
+cvar_t v_isometric_yz = {CF_CLIENT, "v_isometric_yz", "0", "camera matrix"};
+cvar_t v_isometric_zx = {CF_CLIENT, "v_isometric_zx", "0", "camera matrix"};
+cvar_t v_isometric_zy = {CF_CLIENT, "v_isometric_zy", "0", "camera matrix"};
+cvar_t v_isometric_zz = {CF_CLIENT, "v_isometric_zz", "1", "camera matrix"};
+cvar_t v_isometric_tx = {CF_CLIENT, "v_isometric_tx", "0", "camera position (player-relative)"};
+cvar_t v_isometric_ty = {CF_CLIENT, "v_isometric_ty", "0", "camera position (player-relative)"};
+cvar_t v_isometric_tz = {CF_CLIENT, "v_isometric_tz", "0", "camera position (player-relative)"};
+cvar_t v_isometric_rot_pitch = {CF_CLIENT, "v_isometric_rot_pitch", "60", "camera rotation"};
+cvar_t v_isometric_rot_yaw = {CF_CLIENT, "v_isometric_rot_yaw", "135", "camera rotation"};
+cvar_t v_isometric_rot_roll = {CF_CLIENT, "v_isometric_rot_roll", "0", "camera rotation"};
+cvar_t v_isometric_relx = {CF_CLIENT, "v_isometric_relx", "0", "camera position*forward"};
+cvar_t v_isometric_rely = {CF_CLIENT, "v_isometric_rely", "0", "camera position*left"};
+cvar_t v_isometric_relz = {CF_CLIENT, "v_isometric_relz", "0", "camera position*up"};
+cvar_t v_isometric_flipcullface = {CF_CLIENT, "v_isometric_flipcullface", "0", "flips the backface culling"};
+cvar_t v_isometric_locked_orientation = {CF_CLIENT, "v_isometric_locked_orientation", "1", "camera rotation is fixed"};
+cvar_t v_isometric_usevieworiginculling = {CF_CLIENT, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"};
+
+cvar_t crosshair = {CF_CLIENT | CF_ARCHIVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
+
+cvar_t v_centermove = {CF_CLIENT, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
+cvar_t v_centerspeed = {CF_CLIENT, "v_centerspeed","500", "how fast the view centers itself"};
+
+cvar_t cl_stairsmoothspeed = {CF_CLIENT | CF_ARCHIVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
+
+cvar_t cl_smoothviewheight = {CF_CLIENT | CF_ARCHIVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
+
+cvar_t chase_back = {CF_CLIENT | CF_ARCHIVE, "chase_back", "48", "chase cam distance from the player"};
+cvar_t chase_up = {CF_CLIENT | CF_ARCHIVE, "chase_up", "24", "chase cam distance from the player"};
+cvar_t chase_active = {CF_CLIENT | CF_ARCHIVE, "chase_active", "0", "enables chase cam"};
+cvar_t chase_overhead = {CF_CLIENT | CF_ARCHIVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
// GAME_GOODVSBAD2
-cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
+cvar_t chase_stevie = {CF_CLIENT, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
-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"};
+cvar_t v_deathtilt = {CF_CLIENT, "v_deathtilt", "1", "whether to use sideways view when dead"};
+cvar_t v_deathtiltangle = {CF_CLIENT, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
// Prophecy camera pitchangle by Alexander "motorsep" Zubov
-cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
+cvar_t chase_pitchangle = {CF_CLIENT | CF_ARCHIVE, "chase_pitchangle", "55", "chase cam pitch angle"};
-cvar_t v_yshearing = {0, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
+cvar_t v_yshearing = {CF_CLIENT, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
-float v_dmg_time, v_dmg_roll, v_dmg_pitch;
-
-
-/*
-===============
-V_CalcRoll
-
-Used by view and sv_user
-===============
-*/
-float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
-{
- vec3_t right;
- float sign;
- float side;
- float value;
-
- AngleVectors (angles, NULL, right, NULL);
- side = DotProduct (velocity, right);
- sign = side < 0 ? -1 : 1;
- side = fabs(side);
-
- value = cl_rollangle.value;
-
- if (side < cl_rollspeed.value)
- side = side * value / cl_rollspeed.value;
- else
- side = value;
+cvar_t r_viewmodel_quake = {CF_CLIENT | CF_ARCHIVE, "r_viewmodel_quake", "0", "Quake-style weapon viewmodel angle adjustment"};
- return side*sign;
+float v_dmg_time, v_dmg_roll, v_dmg_pitch;
-}
+int cl_punchangle_applied;
void V_StartPitchDrift (void)
{
}
}
+void V_StartPitchDrift_f(cmd_state_t *cmd)
+{
+ V_StartPitchDrift();
+}
+
void V_StopPitchDrift (void)
{
cl.laststop = cl.time;
V_cshift_f
==================
*/
-static void V_cshift_f (void)
+static void V_cshift_f(cmd_state_t *cmd)
{
- 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));
+ v_cshift.destcolor[0] = atof(Cmd_Argv(cmd, 1));
+ v_cshift.destcolor[1] = atof(Cmd_Argv(cmd, 2));
+ v_cshift.destcolor[2] = atof(Cmd_Argv(cmd, 3));
+ v_cshift.percent = atof(Cmd_Argv(cmd, 4));
}
When you run over an item, the server sends this command
==================
*/
-static void V_BonusFlash_f (void)
+static void V_BonusFlash_f(cmd_state_t *cmd)
{
- if(Cmd_Argc() == 1)
+ if(Cmd_Argc(cmd) == 1)
{
cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
cl.cshifts[CSHIFT_BONUS].percent = 50;
cl.cshifts[CSHIFT_BONUS].alphafade = 100;
}
- else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
+ else if(Cmd_Argc(cmd) >= 4 && Cmd_Argc(cmd) <= 6)
{
- cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
- cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
- cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
- if(Cmd_Argc() >= 5)
- cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
+ cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(cmd, 1)) * 255;
+ cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(cmd, 2)) * 255;
+ cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(cmd, 3)) * 255;
+ if(Cmd_Argc(cmd) >= 5)
+ cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(cmd, 4)) * 255; // yes, these are HEXADECIMAL percent ;)
else
cl.cshifts[CSHIFT_BONUS].percent = 50;
- if(Cmd_Argc() >= 6)
- cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
+ if(Cmd_Argc(cmd) >= 6)
+ cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(cmd, 5)) * 255;
else
cl.cshifts[CSHIFT_BONUS].alphafade = 100;
}
* viewmodelmatrix_nobob
* viewmodelmatrix_withbob
*/
-void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity)
+
+/*
+==================
+V_CalcIntermissionRefdef
+
+==================
+*/
+static void V_CalcIntermissionRefdef (vec3_t vieworg, vec3_t viewangles, const matrix4x4_t *entrendermatrix, float clstatsviewheight)
+{
+ matrix4x4_t tmpmatrix;
+
+ // entity is a fixed camera, just copy the matrix
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.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.view.matrix = *entrendermatrix;
+ Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
+ }
+ if (v_yshearing.value > 0)
+ Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
+ Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
+ Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
+ Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
+
+ VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
+ VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
+
+ Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
+ Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
+}
+
+void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qbool teleported, qbool clonground, qbool clcmdjump, float clstatsviewheight, qbool cldead, const vec3_t clvelocity)
{
float vieworg[3], viewangles[3], smoothtime;
float gunorg[3], gunangles[3];
matrix4x4_t tmpmatrix;
-
static float viewheightavg;
- float viewheight;
-#if 0
-// begin of chase camera bounding box size for proper collisions by Alexander Zubov
- vec3_t camboxmins = {-3, -3, -3};
- vec3_t camboxmaxs = {3, 3, 3};
-// end of chase camera bounding box size for proper collisions by Alexander Zubov
-#endif
+ float viewheight;
trace_t trace;
// react to clonground state changes (for gun bob)
if (v_dmg_time > 0)
v_dmg_time -= bound(0, smoothtime, 0.1);
- if (clintermission)
- {
- // entity is a fixed camera, just copy the matrix
- if (cls.protocol == PROTOCOL_QUAKEWORLD)
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.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.view.matrix = *entrendermatrix;
- Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
- }
- if (v_yshearing.value > 0)
- Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
- Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
- Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
- Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
-
- VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
- VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
-
- Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
- Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
- }
+ if (cl.intermission)
+ V_CalcIntermissionRefdef(vieworg, viewangles, entrendermatrix, clstatsviewheight);
else
{
// smooth stair stepping, but only if clonground and enabled
if (chase_overhead.integer)
{
-#if 1
vec3_t offset;
vec3_t bestvieworg;
-#endif
vec3_t up;
viewangles[PITCH] = 0;
AngleVectors(viewangles, forward, NULL, up);
chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
-#if 0
-#if 1
- //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
- trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
-#else
- //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
- trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
-#endif
- VectorCopy(trace.endpos, vieworg);
- vieworg[2] -= 8;
-#else
// trace from first person view location to our chosen third person view location
-#if 1
- trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true);
-#else
- trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false);
-#endif
+ trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
VectorCopy(trace.endpos, bestvieworg);
offset[2] = 0;
for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
-#if 1
- trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true);
-#else
- trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false);
-#endif
+ trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
if (bestvieworg[2] > trace.endpos[2])
bestvieworg[2] = trace.endpos[2];
}
}
bestvieworg[2] -= 8;
VectorCopy(bestvieworg, vieworg);
-#endif
viewangles[PITCH] = campitch;
}
else
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_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true);
+ trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
}
}
// angles
if (cldead && v_deathtilt.integer)
viewangles[ROLL] = v_deathtiltangle.value;
- VectorAdd(viewangles, cl.punchangle, viewangles);
- viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
- 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;
- }
+
// origin
VectorAdd(vieworg, cl.punchvector, vieworg);
if (!cldead)
{
- double xyspeed, bob, bobfall;
- double cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
+ double xyspeed = 0, bob = 0, bobfall = 0;
+ double cycle = 0; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
vec_t frametime;
frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
- // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
- if(teleported)
+ if(cl_followmodel.integer || cl_leanmodel.integer)
{
- // try to fix the first highpass; result is NOT
- // perfect! TODO find a better fix
- VectorCopy(viewangles, cl.gunangles_prev);
+ // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
+ if(teleported)
+ {
+ // try to fix the first highpass; result is NOT
+ // perfect! TODO find a better fix
+ VectorCopy(viewangles, cl.gunangles_prev);
+ VectorCopy(vieworg, cl.gunorg_prev);
+ }
+
+ // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
+ VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+ highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
VectorCopy(vieworg, cl.gunorg_prev);
+ VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+
+ // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+ VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+ cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
+ cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
+ cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
+ highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
+ VectorCopy(viewangles, cl.gunangles_prev);
+ VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+
+ // 3. calculate the RAW adjustment vectors
+ gunorg[0] *= -cl_followmodel_side_speed.value;
+ gunorg[1] *= -cl_followmodel_side_speed.value;
+ gunorg[2] *= -cl_followmodel_up_speed.value;
+
+ gunangles[PITCH] *= -cl_leanmodel_up_speed.value;
+ gunangles[YAW] *= -cl_leanmodel_side_speed.value;
+ gunangles[ROLL] = 0;
+
+ // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+ // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+ highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
+ lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
+ // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+ highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
+ lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
+
+ // 5. use the adjusted vectors
+ VectorAdd(vieworg, gunorg, gunorg);
+ VectorAdd(viewangles, gunangles, gunangles);
+ }
+ else
+ {
+ // Just initialize gunorg/gunangles.
+ VectorCopy(vieworg, gunorg);
+ VectorCopy(viewangles, gunangles);
}
-
- // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
- VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
- highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
- VectorCopy(vieworg, cl.gunorg_prev);
- VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
-
- // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
- VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
- cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
- cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
- cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
- highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
- VectorCopy(viewangles, cl.gunangles_prev);
- VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
-
- // 3. calculate the RAW adjustment vectors
- gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
- gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
- gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
-
- gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
- gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
- gunangles[ROLL] = 0;
-
- // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
- // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
- highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
- lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
- // we assume here: PITCH = 0, YAW = 1, ROLL = 2
- highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
- lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
-
- // 5. use the adjusted vectors
- VectorAdd(vieworg, gunorg, gunorg);
- VectorAdd(viewangles, gunangles, gunangles);
// bounded XY speed, used by several effects below
xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value);
// vertical view bobbing code
if (cl_bob.value && cl_bobcycle.value)
{
- float bob_limit = cl_bob_limit.value;
+ float bob_limit = cl_bobmodel_classic.integer ? 4 : cl_bob_limit.value;
if (cl_bob_limit_heightcheck.integer)
{
bob_height_check_dest[0] = vieworg[0];
bob_height_check_dest[1] = vieworg[1];
bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f;
- trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), collision_extendmovelength.value, true, false, NULL, false, true);
+ trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
trace1fraction = trace.fraction;
bob_height_check_dest[0] = vieworg[0];
bob_height_check_dest[1] = vieworg[1];
bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f;
- trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), collision_extendmovelength.value, true, false, NULL, false, true);
+ trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
trace2fraction = trace.fraction;
bob_limit *= min(trace1fraction, trace2fraction);
}
- // LordHavoc: this code is *weird*, but not replacable (I think it
+ // LadyHavoc: this code is *weird*, but not replacable (I think it
// should be done in QC on the server, but oh well, quake is quake)
- // LordHavoc: figured out bobup: the time at which the sin is at 180
+ // LadyHavoc: figured out bobup: the time at which the sin is at 180
// degrees (which allows lengthening or squishing the peak or valley)
cycle = cl.time / cl_bobcycle.value;
cycle -= (int) cycle;
if (cycle < cl_bobup.value)
- cycle = sin(M_PI * cycle / cl_bobup.value);
+ cycle = M_PI * cycle / cl_bobup.value;
else
- cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
+ cycle = M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value);
// bob is proportional to velocity in the xy plane
// (don't count Z, or jumping messes it up)
bob = xyspeed * cl_bob.value;
- bob = bound(0, bob, bob_limit);
- bob = bob*0.3 + bob*0.7*cycle;
+ bob = bob*0.3 + bob*0.7*sin(cycle);
+ bob = bound(-7, bob, bob_limit);
+
vieworg[2] += bob;
+
// we also need to adjust gunorg, or this appears like pushing the gun!
// In the old code, this was applied to vieworg BEFORE copying to gunorg,
// but this is not viable with the new followmodel code as that would mean
// that followmodel would work on the munged-by-bob vieworg and do feedback
- gunorg[2] += bob;
+ if(!cl_bobmodel_classic.integer)
+ gunorg[2] += bob;
}
// horizontal view bobbing code
gunorg[2] += bobfall;
}
}
+ VectorCopy(clviewangles, viewangles);
+
+ // Hanicef: don't apply punchangle twice if the scene is rendered more than once.
+ if (!cl_punchangle_applied)
+ {
+ VectorAdd(viewangles, cl.punchangle, viewangles);
+ cl_punchangle_applied = 1;
+ }
+ viewangles[ROLL] += Com_CalcRoll(clviewangles, clvelocity, cl_rollangle.value, cl_rollspeed.value);
+
+ 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;
+ }
// gun model bobbing code
if (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.
- // Sajt: I tried to smooth out the transitions between bob and no bob, which works
- // for the most part, but for some reason when you go through a message trigger or
- // pick up an item or anything like that it will momentarily jolt the gun.
vec3_t forward, right, up;
- float bspeed;
- float s;
- float t;
+ AngleVectors (gunangles, forward, right, up);
- s = cl.time * cl_bobmodel_speed.value;
- if (clonground)
+ if(!cl_bobmodel_classic.integer)
{
- if (cl.time - cl.hitgroundtime < 0.2)
+ // calculate for swinging gun model
+ // the gun bobs when running on the ground, but doesn't bob when you're in the air.
+ // Sajt: I tried to smooth out the transitions between bob and no bob, which works
+ // for the most part, but for some reason when you go through a message trigger or
+ // pick up an item or anything like that it will momentarily jolt the gun.
+ float bspeed;
+ float s;
+ float t;
+
+ s = cl.time * cl_bobmodel_speed.value;
+ if (clonground)
{
- // just hit the ground, speed the bob back up over the next 0.2 seconds
- t = cl.time - cl.hitgroundtime;
- t = bound(0, t, 0.2);
- t *= 5;
+ if (cl.time - cl.hitgroundtime < 0.2)
+ {
+ // just hit the ground, speed the bob back up over the next 0.2 seconds
+ t = cl.time - cl.hitgroundtime;
+ t = bound(0, t, 0.2);
+ t *= 5;
+ }
+ else
+ t = 1;
}
else
- t = 1;
+ {
+ // recently left the ground, slow the bob down over the next 0.2 seconds
+ t = cl.time - cl.lastongroundtime;
+ t = 0.2 - bound(0, t, 0.2);
+ t *= 5;
+ }
+
+ bspeed = xyspeed * 0.01f;
+ bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
+ VectorMA (gunorg, bob, right, gunorg);
+ bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
+ VectorMA (gunorg, bob, up, gunorg);
}
else
{
- // recently left the ground, slow the bob down over the next 0.2 seconds
- t = cl.time - cl.lastongroundtime;
- t = 0.2 - bound(0, t, 0.2);
- t *= 5;
- }
+ // Classic Quake bobbing
+ for (int i = 0; i < 3; i++)
+ gunorg[i] += forward[i]*bob*0.4;
+ gunorg[2] += bob;
- bspeed = xyspeed * 0.01f;
- AngleVectors (gunangles, forward, right, up);
- bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
- VectorMA (gunorg, bob, right, gunorg);
- bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
- VectorMA (gunorg, bob, up, gunorg);
+ if (r_viewmodel_quake.value)
+ {
+ if (scr_viewsize.value == 110)
+ gunorg[2] += 1;
+ else if (scr_viewsize.value == 100)
+ gunorg[2] += 2;
+ else if (scr_viewsize.value == 90)
+ gunorg[2] += 1;
+ else if (scr_viewsize.value == 80)
+ gunorg[2] += 0.5;
+ }
+ }
}
}
}
void V_CalcRefdef (void)
{
entity_t *ent;
- qboolean cldead;
+ qbool cldead;
if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
{
ent = &cl.entities[cl.viewentity];
cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
- V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
+ V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
}
else
{
}
}
+void V_MakeViewIsometric(void)
+{
+ // when using isometric view to play normal games we have to rotate the camera to make the Ortho matrix do the right thing (forward as up the screen, etc)
+ matrix4x4_t relative;
+ matrix4x4_t modifiedview;
+ matrix4x4_t modify;
+ vec3_t forward, left, up, org;
+ float t[4][4];
+
+ r_refdef.view.useperspective = false;
+ r_refdef.view.usevieworiginculling = !r_trippy.value && v_isometric_usevieworiginculling.integer;
+ r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom;
+ r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
+ r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
+ r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
+ r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView
+ r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView
+
+ t[0][0] = v_isometric_xx.value;
+ t[0][1] = v_isometric_xy.value;
+ t[0][2] = v_isometric_xz.value;
+ t[0][3] = 0.0f;
+ t[1][0] = v_isometric_yx.value;
+ t[1][1] = v_isometric_yy.value;
+ t[1][2] = v_isometric_yz.value;
+ t[1][3] = 0.0f;
+ t[2][0] = v_isometric_zx.value;
+ t[2][1] = v_isometric_zy.value;
+ t[2][2] = v_isometric_zz.value;
+ t[2][3] = 0.0f;
+ t[3][0] = 0.0f;
+ t[3][1] = 0.0f;
+ t[3][2] = 0.0f;
+ t[3][3] = 1.0f;
+ Matrix4x4_FromArrayFloatGL(&modify, t[0]);
+
+ // if the orientation is locked, extract the origin and create just a translate matrix to start with
+ if (v_isometric_locked_orientation.integer)
+ {
+ vec3_t vx, vy, vz, origin;
+ Matrix4x4_ToVectors(&r_refdef.view.matrix, vx, vy, vz, origin);
+ Matrix4x4_CreateTranslate(&r_refdef.view.matrix, origin[0], origin[1], origin[2]);
+ }
+
+ Matrix4x4_Concat(&modifiedview, &r_refdef.view.matrix, &modify);
+ Matrix4x4_CreateFromQuakeEntity(&relative, v_isometric_tx.value, v_isometric_ty.value, v_isometric_tz.value, v_isometric_rot_pitch.value, v_isometric_rot_yaw.value, v_isometric_rot_roll.value, 1.0f);
+ Matrix4x4_Concat(&r_refdef.view.matrix, &modifiedview, &relative);
+ Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, org);
+ VectorMAMAMAM(1.0f, org, v_isometric_relx.value, forward, v_isometric_rely.value, left, v_isometric_relz.value, up, org);
+ Matrix4x4_FromVectors(&r_refdef.view.matrix, forward, left, up, org);
+
+ if (v_isometric_flipcullface.integer)
+ {
+ int a = r_refdef.view.cullface_front;
+ r_refdef.view.cullface_front = r_refdef.view.cullface_back;
+ r_refdef.view.cullface_back = a;
+ }
+}
+
+
void V_FadeViewFlashs(void)
{
// don't flash if time steps backwards
cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
- // LordHavoc: fixed V_CalcBlend
+ // LadyHavoc: fixed V_CalcBlend
for (j = 0;j < NUM_CSHIFTS;j++)
{
a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
*/
void V_Init (void)
{
- 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); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks");
- Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
+ Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "v_cshift", V_cshift_f, "sets tint color of view");
+ Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks");
+ Cmd_AddCommand(CF_CLIENT, "centerview", V_StartPitchDrift_f, "gradually recenter view (stop looking up/down)");
Cvar_RegisterVariable (&v_centermove);
Cvar_RegisterVariable (&v_centerspeed);
Cvar_RegisterVariable (&v_iroll_level);
Cvar_RegisterVariable (&v_ipitch_level);
+ Cvar_RegisterVariable(&v_isometric);
+ Cvar_RegisterVariable(&v_isometric_verticalfov);
+ Cvar_RegisterVariable(&v_isometric_xx);
+ Cvar_RegisterVariable(&v_isometric_xy);
+ Cvar_RegisterVariable(&v_isometric_xz);
+ Cvar_RegisterVariable(&v_isometric_yx);
+ Cvar_RegisterVariable(&v_isometric_yy);
+ Cvar_RegisterVariable(&v_isometric_yz);
+ Cvar_RegisterVariable(&v_isometric_zx);
+ Cvar_RegisterVariable(&v_isometric_zy);
+ Cvar_RegisterVariable(&v_isometric_zz);
+ Cvar_RegisterVariable(&v_isometric_tx);
+ Cvar_RegisterVariable(&v_isometric_ty);
+ Cvar_RegisterVariable(&v_isometric_tz);
+ Cvar_RegisterVariable(&v_isometric_rot_pitch);
+ Cvar_RegisterVariable(&v_isometric_rot_yaw);
+ Cvar_RegisterVariable(&v_isometric_rot_roll);
+ Cvar_RegisterVariable(&v_isometric_relx);
+ Cvar_RegisterVariable(&v_isometric_rely);
+ Cvar_RegisterVariable(&v_isometric_relz);
+ Cvar_RegisterVariable(&v_isometric_flipcullface);
+ Cvar_RegisterVariable(&v_isometric_locked_orientation);
+ Cvar_RegisterVariable(&v_isometric_usevieworiginculling);
+
Cvar_RegisterVariable (&v_idlescale);
Cvar_RegisterVariable (&crosshair);
Cvar_RegisterVariable (&cl_bobmodel);
Cvar_RegisterVariable (&cl_bobmodel_side);
Cvar_RegisterVariable (&cl_bobmodel_up);
+ Cvar_RegisterVariable (&cl_bobmodel_forward);
+ Cvar_RegisterVariable (&cl_bobmodel_classic);
Cvar_RegisterVariable (&cl_bobmodel_speed);
Cvar_RegisterVariable (&cl_bob_limit);
Cvar_RegisterVariable (&cl_bob_limit_heightcheck);
Cvar_RegisterVariable (&v_deathtiltangle);
Cvar_RegisterVariable (&v_yshearing);
+ Cvar_RegisterVariable (&r_viewmodel_quake);
}