X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=view.c;h=5683ff097dd074455fdddb2a87c513f0b5147bbd;hb=27b8e67dec8c8084ba38ed8201dc54ccd46fdb23;hp=559ab97ee819ad952f2cb05c2245e3ccc502b814;hpb=ff444a84a42f11cf4e046c7adcb80eb2150e6254;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index 559ab97e..5683ff09 100644 --- a/view.c +++ b/view.c @@ -32,83 +32,115 @@ when crossing a water boudnary. */ -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_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 = {CVAR_CLIENT, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"}; +cvar_t cl_rollangle = {CVAR_CLIENT, "cl_rollangle", "2.0", "how much to tilt the view when strafing"}; + +cvar_t cl_bob = {CVAR_CLIENT | CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"}; +cvar_t cl_bobcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"}; +cvar_t cl_bobup = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"}; +cvar_t cl_bob2cycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"}; +cvar_t cl_bob2smooth = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"}; +cvar_t cl_bobfall = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"}; +cvar_t cl_bobfallminspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"}; +cvar_t cl_bobmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"}; +cvar_t cl_bobmodel_side = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_side", "0", "gun bobbing sideways sway amount"}; +cvar_t cl_bobmodel_up = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_up", "0", "gun bobbing upward movement amount"}; +cvar_t cl_bobmodel_forward = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_forward", "0.25", "gun bobbing forward movement amount"}; +cvar_t cl_bobmodel_classic = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_classic", "1", "classic Quake-style forward gun bobbing"}; +cvar_t cl_bobmodel_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_speed", "6", "gun bobbing speed"}; +cvar_t cl_bob_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit", "4", "limits bobbing to this much distance from view_ofs"}; +cvar_t cl_bob_limit_heightcheck = {CVAR_CLIENT | 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_CLIENT | 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_CLIENT | CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"}; + +cvar_t cl_leanmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"}; +cvar_t cl_leanmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"}; +cvar_t cl_leanmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"}; +cvar_t cl_leanmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"}; +cvar_t cl_leanmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"}; +cvar_t cl_leanmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"}; +cvar_t cl_leanmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"}; +cvar_t cl_leanmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"}; +cvar_t cl_leanmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"}; +cvar_t cl_leanmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"}; +cvar_t cl_leanmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"}; + +cvar_t cl_followmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel", "0", "enables gun following"}; +cvar_t cl_followmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"}; +cvar_t cl_followmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"}; +cvar_t cl_followmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"}; +cvar_t cl_followmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"}; +cvar_t cl_followmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"}; +cvar_t cl_followmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"}; +cvar_t cl_followmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"}; +cvar_t cl_followmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"}; +cvar_t cl_followmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"}; +cvar_t cl_followmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"}; + +cvar_t cl_viewmodel_scale = {CVAR_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 = {CVAR_CLIENT, "v_kicktime", "0.5", "how long a view kick from damage lasts"}; +cvar_t v_kickroll = {CVAR_CLIENT, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"}; +cvar_t v_kickpitch = {CVAR_CLIENT, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"}; + +cvar_t v_iyaw_cycle = {CVAR_CLIENT, "v_iyaw_cycle", "2", "v_idlescale yaw speed"}; +cvar_t v_iroll_cycle = {CVAR_CLIENT, "v_iroll_cycle", "0.5", "v_idlescale roll speed"}; +cvar_t v_ipitch_cycle = {CVAR_CLIENT, "v_ipitch_cycle", "1", "v_idlescale pitch speed"}; +cvar_t v_iyaw_level = {CVAR_CLIENT, "v_iyaw_level", "0.3", "v_idlescale yaw amount"}; +cvar_t v_iroll_level = {CVAR_CLIENT, "v_iroll_level", "0.1", "v_idlescale roll amount"}; +cvar_t v_ipitch_level = {CVAR_CLIENT, "v_ipitch_level", "0.3", "v_idlescale pitch amount"}; + +cvar_t v_idlescale = {CVAR_CLIENT, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"}; + +cvar_t v_isometric = {CVAR_CLIENT, "v_isometric", "0", "changes view to isometric (non-perspective)"}; +cvar_t v_isometric_verticalfov = {CVAR_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 = {CVAR_CLIENT, "v_isometric_xx", "1", "camera matrix"}; +cvar_t v_isometric_xy = {CVAR_CLIENT, "v_isometric_xy", "0", "camera matrix"}; +cvar_t v_isometric_xz = {CVAR_CLIENT, "v_isometric_xz", "0", "camera matrix"}; +cvar_t v_isometric_yx = {CVAR_CLIENT, "v_isometric_yx", "0", "camera matrix"}; +cvar_t v_isometric_yy = {CVAR_CLIENT, "v_isometric_yy", "1", "camera matrix"}; +cvar_t v_isometric_yz = {CVAR_CLIENT, "v_isometric_yz", "0", "camera matrix"}; +cvar_t v_isometric_zx = {CVAR_CLIENT, "v_isometric_zx", "0", "camera matrix"}; +cvar_t v_isometric_zy = {CVAR_CLIENT, "v_isometric_zy", "0", "camera matrix"}; +cvar_t v_isometric_zz = {CVAR_CLIENT, "v_isometric_zz", "1", "camera matrix"}; +cvar_t v_isometric_tx = {CVAR_CLIENT, "v_isometric_tx", "0", "camera position (player-relative)"}; +cvar_t v_isometric_ty = {CVAR_CLIENT, "v_isometric_ty", "0", "camera position (player-relative)"}; +cvar_t v_isometric_tz = {CVAR_CLIENT, "v_isometric_tz", "0", "camera position (player-relative)"}; +cvar_t v_isometric_rot_pitch = {CVAR_CLIENT, "v_isometric_rot_pitch", "60", "camera rotation"}; +cvar_t v_isometric_rot_yaw = {CVAR_CLIENT, "v_isometric_rot_yaw", "135", "camera rotation"}; +cvar_t v_isometric_rot_roll = {CVAR_CLIENT, "v_isometric_rot_roll", "0", "camera rotation"}; +cvar_t v_isometric_relx = {CVAR_CLIENT, "v_isometric_relx", "0", "camera position*forward"}; +cvar_t v_isometric_rely = {CVAR_CLIENT, "v_isometric_rely", "0", "camera position*left"}; +cvar_t v_isometric_relz = {CVAR_CLIENT, "v_isometric_relz", "0", "camera position*up"}; +cvar_t v_isometric_flipcullface = {CVAR_CLIENT, "v_isometric_flipcullface", "0", "flips the backface culling"}; +cvar_t v_isometric_locked_orientation = {CVAR_CLIENT, "v_isometric_locked_orientation", "1", "camera rotation is fixed"}; +cvar_t v_isometric_usevieworiginculling = {CVAR_CLIENT, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"}; + +cvar_t crosshair = {CVAR_CLIENT | CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"}; + +cvar_t v_centermove = {CVAR_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 = {CVAR_CLIENT, "v_centerspeed","500", "how fast the view centers itself"}; + +cvar_t cl_stairsmoothspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"}; + +cvar_t cl_smoothviewheight = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"}; +cvar_t chase_up = {CVAR_CLIENT | CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"}; +cvar_t chase_active = {CVAR_CLIENT | CVAR_SAVE, "chase_active", "0", "enables chase cam"}; +cvar_t chase_overhead = {CVAR_CLIENT | CVAR_SAVE, "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 = {CVAR_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 = {CVAR_CLIENT, "v_deathtilt", "1", "whether to use sideways view when dead"}; +cvar_t v_deathtiltangle = {CVAR_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 = {CVAR_CLIENT | CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"}; + +cvar_t v_yshearing = {CVAR_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; @@ -156,6 +188,11 @@ void V_StartPitchDrift (void) } } +void V_StartPitchDrift_f(cmd_state_t *cmd) +{ + V_StartPitchDrift(); +} + void V_StopPitchDrift (void) { cl.laststop = cl.time; @@ -316,12 +353,12 @@ static cshift_t v_cshift; 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)); } @@ -332,9 +369,9 @@ V_BonusFlash_f 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; @@ -342,17 +379,17 @@ static void V_BonusFlash_f (void) 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; } @@ -446,6 +483,7 @@ static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fra * cl.oldongrounbd * cl.stairsmoothtime * cl.stairsmoothz + * cl.calcrefdef_prevtime * Extra input: * cl.movecmd[0].time * cl.movevars_stepheight @@ -490,7 +528,9 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa cl.lastongroundtime = cl.movecmd[0].time; } cl.oldonground = clonground; + cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime); + VectorClear(gunangles); VectorClear(gunorg); viewmodelmatrix_nobob = identitymatrix; viewmodelmatrix_withbob = identitymatrix; @@ -519,6 +559,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa 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); @@ -548,7 +590,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa // apply the viewofs (even if chasecam is used) // Samual: Lets add smoothing for this too so that things like crouching are done with a transition. - viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1); + viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1); viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight; vieworg[2] += viewheightavg; @@ -578,20 +620,20 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa 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); + //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false); + trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 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); + //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false); + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 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, 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); #else - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, 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_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false); #endif VectorCopy(trace.endpos, bestvieworg); offset[2] = 0; @@ -604,9 +646,9 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa 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, 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); #else - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, 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_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false); #endif if (bestvieworg[2] > trace.endpos[2]) bestvieworg[2] = trace.endpos[2]; @@ -632,7 +674,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa 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, 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); } } @@ -654,65 +696,99 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa if (!cldead) { double xyspeed, bob, bobfall; - float cycle; + double cycle; // 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.oldtime) * cl.movevars_timescale; + 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]), 400); + 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) { - // LordHavoc: this code is *weird*, but not replacable (I think it + float bob_limit = cl_bob_limit.value; + + if (cl_bob_limit_heightcheck.integer) + { + // use traces to determine what range the view can bob in, and scale down the bob as needed + float trace1fraction; + float trace2fraction; + vec3_t bob_height_check_dest; + + // these multipliers are expanded a bit (the actual bob sin range is from -0.4 to 1.0) to reduce nearclip issues, especially on water surfaces + 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_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_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); + } + + // 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; @@ -722,8 +798,9 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa cycle = sin(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 * bound(0, cl_bob.value, 0.05); + bob = xyspeed * cl_bob.value; bob = bob*0.3 + bob*0.7*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, @@ -745,7 +822,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin else cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5); - bob = bound(0, cl_bob2.value, 0.05) * cycle; + bob = cl_bob2.value * cycle; // this value slowly decreases from 1 to 0 when we stop touching the ground. // The cycle is later multiplied with it so the view smooths back to normal @@ -762,8 +839,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa // calculate the front and side of the player between the X and Y axes AngleVectors(viewangles, forward, right, up); // now get the speed based on those angles. The bounds should match the same value as xyspeed's - side = bound(-400, DotProduct (clvelocity, right) * cl.bob2_smooth, 400); - front = bound(-400, DotProduct (clvelocity, forward) * cl.bob2_smooth, 400); + side = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value); + front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value); VectorScale(forward, bob, forward); VectorScale(right, bob, right); // we use side with forward and front with right, so the bobbing goes @@ -841,6 +918,9 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa VectorMA (gunorg, bob, right, gunorg); bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t; VectorMA (gunorg, bob, up, gunorg); + // Classic Quake bobbing + bob = (cl_bobmodel_classic.integer ? xyspeed * cl_bob.value * 0.25 * cycle : bspeed * cl_bobmodel_forward.value * cos(s * 2) * t) * cl_viewmodel_scale.value; + VectorMA (gunorg, (cl_bobmodel_classic.integer ? (bob > 1 ? 1 : bob) : bob), forward, gunorg); } } } @@ -852,18 +932,25 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value; } Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1); + if (v_yshearing.value > 0) + Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value); // calculate a viewmodel matrix for use in view-attached entities Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value); + if (v_yshearing.value > 0) + Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value); + VectorCopy(vieworg, cl.csqc_vieworiginfromengine); VectorCopy(viewangles, cl.csqc_viewanglesfromengine); Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix); Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob); } + + cl.calcrefdef_prevtime = cl.time; } void V_CalcRefdef (void) @@ -877,7 +964,7 @@ void V_CalcRefdef (void) 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, 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.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed } else { @@ -890,6 +977,66 @@ void V_CalcRefdef (void) } } +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 @@ -993,7 +1140,7 @@ void V_CalcViewBlend(void) 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); @@ -1058,9 +1205,9 @@ V_Init */ 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(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "v_cshift", V_cshift_f, "sets tint color of view"); + Cmd_AddCommand(CMD_CLIENT | CMD_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(CMD_CLIENT, "centerview", V_StartPitchDrift_f, "gradually recenter view (stop looking up/down)"); Cvar_RegisterVariable (&v_centermove); Cvar_RegisterVariable (&v_centerspeed); @@ -1072,6 +1219,30 @@ void V_Init (void) 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); @@ -1089,7 +1260,13 @@ void V_Init (void) 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 (&cl_bob_limit_heightcheck_dontcrosswatersurface); + Cvar_RegisterVariable (&cl_bob_velocity_limit); Cvar_RegisterVariable (&cl_leanmodel); Cvar_RegisterVariable (&cl_leanmodel_side_speed); @@ -1134,5 +1311,7 @@ void V_Init (void) Cvar_RegisterVariable (&v_deathtilt); Cvar_RegisterVariable (&v_deathtiltangle); + + Cvar_RegisterVariable (&v_yshearing); }