]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
eliminated dependency on quakedef.h, this file now compile standalone without any...
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 91e0dc0db6b62df840d52e85fc5f9f194bdc7575..f6e5ae6659545e37c40c3ef82b714c10a5e6b2a9 100644 (file)
--- a/view.c
+++ b/view.c
@@ -313,32 +313,6 @@ extern matrix4x4_t viewmodelmatrix;
 #include "cl_collision.h"
 #include "csprogs.h"
 
-/*
-==================
-CL_StairSmoothing
-
-==================
-*/
-void CL_StairSmoothing (void)
-{
-       if (v_dmg_time > 0)
-               v_dmg_time -= bound(0, cl.time - cl.oldtime, 0.1);
-
-       // stair smoothing
-       if (cl.onground && cl.stairoffset < 0)
-       {
-               cl.stairoffset += bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
-               cl.stairoffset = bound(-16, cl.stairoffset, 0);
-       }
-       else if (cl.onground && cl.stairoffset > 0)
-       {
-               cl.stairoffset -= bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
-               cl.stairoffset = bound(0, cl.stairoffset, 16);
-       }
-       else
-               cl.stairoffset = 0;
-}
-
 /*
 ==================
 V_CalcRefdef
@@ -347,9 +321,8 @@ 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;
        VectorClear(gunorg);
        viewmodelmatrix = identitymatrix;
@@ -363,16 +336,13 @@ void V_CalcRefdef (void)
                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 vel %f %f %f\n", cl.onground, oldz, vieworg[2], cl.movement_velocity[0], cl.movement_velocity[1], cl.movement_velocity[2]);
-               if (cl.onground)
-               {
-                       cl.stairoffset -= vieworg[2] - oldz;
-                       cl.stairoffset = bound(-16, cl.stairoffset, 16);
-               }
-               else
-                       cl.stairoffset = 0;
-               oldz = vieworg[2];
+               // 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);
 
                if (cl.intermission)
                {
@@ -388,13 +358,21 @@ void V_CalcRefdef (void)
                }
                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
@@ -469,7 +447,7 @@ void V_CalcRefdef (void)
 
                                        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.