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add viewmodel info too
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // view.c -- player eye positioning
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "image.h"
25
26 /*
27
28 The view is allowed to move slightly from it's true position for bobbing,
29 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
30 entities sent from the server may not include everything in the pvs, especially
31 when crossing a water boudnary.
32
33 */
34
35 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
36 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
37
38 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
39 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
40 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"};
41 cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
42 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
43 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
44 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)"};
45 cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
46 cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
47 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
48 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
49 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
50 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
51
52 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
53 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
54 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
55 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
56 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
57 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
58 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
59 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
60 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
61 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
62 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
63
64 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
65 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
66 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
67 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
68 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
69 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
70 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
71 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
72 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
73 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
74 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
75
76 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"};
77
78 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
79 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
80 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
81
82 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
83 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
84 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
85 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
86 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
87 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
88
89 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
90
91 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
92
93 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)"};
94 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
95
96 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
97
98 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."};
99
100 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
101 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
102 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
103 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
104 // GAME_GOODVSBAD2
105 cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
106
107 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
108 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
109
110 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
111 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
112
113 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
114
115
116 /*
117 ===============
118 V_CalcRoll
119
120 Used by view and sv_user
121 ===============
122 */
123 float V_CalcRoll (vec3_t angles, vec3_t velocity)
124 {
125         vec3_t  right;
126         float   sign;
127         float   side;
128         float   value;
129
130         AngleVectors (angles, NULL, right, NULL);
131         side = DotProduct (velocity, right);
132         sign = side < 0 ? -1 : 1;
133         side = fabs(side);
134
135         value = cl_rollangle.value;
136
137         if (side < cl_rollspeed.value)
138                 side = side * value / cl_rollspeed.value;
139         else
140                 side = value;
141
142         return side*sign;
143
144 }
145
146 void V_StartPitchDrift (void)
147 {
148         if (cl.laststop == cl.time)
149                 return;         // something else is keeping it from drifting
150
151         if (cl.nodrift || !cl.pitchvel)
152         {
153                 cl.pitchvel = v_centerspeed.value;
154                 cl.nodrift = false;
155                 cl.driftmove = 0;
156         }
157 }
158
159 void V_StopPitchDrift (void)
160 {
161         cl.laststop = cl.time;
162         cl.nodrift = true;
163         cl.pitchvel = 0;
164 }
165
166 /*
167 ===============
168 V_DriftPitch
169
170 Moves the client pitch angle towards cl.idealpitch sent by the server.
171
172 If the user is adjusting pitch manually, either with lookup/lookdown,
173 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
174
175 Drifting is enabled when the center view key is hit, mlook is released and
176 lookspring is non 0, or when
177 ===============
178 */
179 void V_DriftPitch (void)
180 {
181         float           delta, move;
182
183         if (noclip_anglehack || !cl.onground || cls.demoplayback )
184         {
185                 cl.driftmove = 0;
186                 cl.pitchvel = 0;
187                 return;
188         }
189
190 // don't count small mouse motion
191         if (cl.nodrift)
192         {
193                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
194                         cl.driftmove = 0;
195                 else
196                         cl.driftmove += cl.realframetime;
197
198                 if ( cl.driftmove > v_centermove.value)
199                 {
200                         V_StartPitchDrift ();
201                 }
202                 return;
203         }
204
205         delta = cl.idealpitch - cl.viewangles[PITCH];
206
207         if (!delta)
208         {
209                 cl.pitchvel = 0;
210                 return;
211         }
212
213         move = cl.realframetime * cl.pitchvel;
214         cl.pitchvel += cl.realframetime * v_centerspeed.value;
215
216         if (delta > 0)
217         {
218                 if (move > delta)
219                 {
220                         cl.pitchvel = 0;
221                         move = delta;
222                 }
223                 cl.viewangles[PITCH] += move;
224         }
225         else if (delta < 0)
226         {
227                 if (move > -delta)
228                 {
229                         cl.pitchvel = 0;
230                         move = -delta;
231                 }
232                 cl.viewangles[PITCH] -= move;
233         }
234 }
235
236
237 /*
238 ==============================================================================
239
240                                                 SCREEN FLASHES
241
242 ==============================================================================
243 */
244
245
246 /*
247 ===============
248 V_ParseDamage
249 ===============
250 */
251 void V_ParseDamage (void)
252 {
253         int armor, blood;
254         vec3_t from;
255         //vec3_t forward, right;
256         vec3_t localfrom;
257         entity_t *ent;
258         //float side;
259         float count;
260
261         armor = MSG_ReadByte(&cl_message);
262         blood = MSG_ReadByte(&cl_message);
263         MSG_ReadVector(&cl_message, from, cls.protocol);
264
265         // Send the Dmg Globals to CSQC
266         CL_VM_UpdateDmgGlobals(blood, armor, from);
267
268         count = blood*0.5 + armor*0.5;
269         if (count < 10)
270                 count = 10;
271
272         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
273
274         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
275         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
276         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
277                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
278         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
279                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
280
281         if (armor > blood)
282         {
283                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
284                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
285                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
286         }
287         else if (armor)
288         {
289                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
290                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
291                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
292         }
293         else
294         {
295                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
296                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
297                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
298         }
299
300         // calculate view angle kicks
301         if (cl.entities[cl.viewentity].state_current.active)
302         {
303                 ent = &cl.entities[cl.viewentity];
304                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
305                 VectorNormalize(localfrom);
306                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
307                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
308                 v_dmg_time = v_kicktime.value;
309         }
310 }
311
312 static cshift_t v_cshift;
313
314 /*
315 ==================
316 V_cshift_f
317 ==================
318 */
319 static void V_cshift_f (void)
320 {
321         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
322         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
323         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
324         v_cshift.percent = atof(Cmd_Argv(4));
325 }
326
327
328 /*
329 ==================
330 V_BonusFlash_f
331
332 When you run over an item, the server sends this command
333 ==================
334 */
335 static void V_BonusFlash_f (void)
336 {
337         if(Cmd_Argc() == 1)
338         {
339                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
340                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
341                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
342                 cl.cshifts[CSHIFT_BONUS].percent = 50;
343                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
344         }
345         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
346         {
347                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
348                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
349                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
350                 if(Cmd_Argc() >= 5)
351                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
352                 else
353                         cl.cshifts[CSHIFT_BONUS].percent = 50;
354                 if(Cmd_Argc() >= 6)
355                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
356                 else
357                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
358         }
359         else
360                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
361 }
362
363 /*
364 ==============================================================================
365
366                                                 VIEW RENDERING
367
368 ==============================================================================
369 */
370
371 extern matrix4x4_t viewmodelmatrix_nobob;
372 extern matrix4x4_t viewmodelmatrix_withbob;
373
374 #include "cl_collision.h"
375 #include "csprogs.h"
376
377 /*
378 ==================
379 V_CalcRefdef
380
381 ==================
382 */
383 #if 0
384 static vec3_t eyeboxmins = {-16, -16, -24};
385 static vec3_t eyeboxmaxs = { 16,  16,  32};
386 #endif
387
388 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
389 {
390         frac = bound(0, frac, 1);
391         return (*store = *store * (1 - frac) + value * frac);
392 }
393
394 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
395 {
396         lowpass(value, frac, store);
397         return (*store = bound(value - limit, *store, value + limit));
398 }
399
400 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
401 {
402         return value - lowpass(value, frac, store);
403 }
404
405 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
406 {
407         return value - lowpass_limited(value, frac, limit, store);
408 }
409
410 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
411 {
412         out[0] = lowpass(value[0], fracx, &store[0]);
413         out[1] = lowpass(value[1], fracy, &store[1]);
414         out[2] = lowpass(value[2], fracz, &store[2]);
415 }
416
417 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
418 {
419         out[0] = highpass(value[0], fracx, &store[0]);
420         out[1] = highpass(value[1], fracy, &store[1]);
421         out[2] = highpass(value[2], fracz, &store[2]);
422 }
423
424 static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
425 {
426         out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
427         out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
428         out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
429 }
430
431 /*
432  * State:
433  *   cl.bob2_smooth
434  *   cl.gunangles_adjustment_highpass
435  *   cl.gunangles_adjustment_lowpass
436  *   cl.gunangles_highpass
437  *   cl.gunangles_prev
438  *   cl.gunorg_adjustment_highpass
439  *   cl.gunorg_adjustment_lowpass
440  *   cl.gunorg_highpass
441  *   cl.gunorg_prev
442  *   cl.hitgroundtime
443  *   cl.lastongroundtime
444  *   cl.oldongrounbd
445  *   cl.stairsmoothtime
446  *   cl.stairsmoothz
447  * Extra input:
448  *   cl.bobfall_speed
449  *   cl.bobfall_swing
450  *   cl.intermission
451  *   cl.movecmd[0].time
452  *   cl.movevars_stepheight
453  *   cl.movevars_timescale
454  *   cl.oldtime
455  *   cl.punchangle
456  *   cl.punchvector
457  *   cl.qw_intermission_angles
458  *   cl.qw_intermission_origin
459  *   cl.qw_weaponkick
460  *   cls.protocol
461  *   cl.stats[STAT_HEALTH]
462  *   cl.time
463  *   cl.velocity
464  *   cl.viewangles
465  * Output:
466  *   cl.csqc_viewanglesfromengine
467  *   cl.csqc_viewmodelmatrixfromengine
468  *   cl.csqc_vieworiginfromengine
469  *   r_refdef.view.matrix
470  *   viewmodelmatrix_nobob
471  *   viewmodelmatrix_withbob
472  */
473 void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight)
474 {
475         float vieworg[3], viewangles[3], smoothtime;
476         float gunorg[3], gunangles[3];
477         matrix4x4_t tmpmatrix;
478         
479         static float viewheightavg;
480         float viewheight;       
481 #if 0
482 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
483         vec3_t camboxmins = {-3, -3, -3};
484         vec3_t camboxmaxs = {3, 3, 3};
485 // end of chase camera bounding box size for proper collisions by Alexander Zubov
486 #endif
487         trace_t trace;
488
489         // react to clonground state changes (for gun bob)
490         if (clonground)
491         {
492                 if (!cl.oldonground)
493                         cl.hitgroundtime = cl.movecmd[0].time;
494                 cl.lastongroundtime = cl.movecmd[0].time;
495         }
496         cl.oldonground = clonground;
497
498         VectorClear(gunorg);
499         viewmodelmatrix_nobob = identitymatrix;
500         viewmodelmatrix_withbob = identitymatrix;
501         r_refdef.view.matrix = identitymatrix;
502
503         // player can look around, so take the origin from the entity,
504         // and the angles from the input system
505         Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
506         VectorCopy(clviewangles, viewangles);
507
508         // calculate how much time has passed since the last V_CalcRefdef
509         smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
510         cl.stairsmoothtime = cl.time;
511
512         // fade damage flash
513         if (v_dmg_time > 0)
514                 v_dmg_time -= bound(0, smoothtime, 0.1);
515
516         if (cl.intermission)
517         {
518                 // entity is a fixed camera, just copy the matrix
519                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
520                         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);
521                 else
522                 {
523                         r_refdef.view.matrix = *entrendermatrix;
524                         Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
525                 }
526                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
527                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
528                 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
529
530                 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
531                 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
532
533                 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
534                 Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
535         }
536         else
537         {
538                 // smooth stair stepping, but only if clonground and enabled
539                 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
540                         cl.stairsmoothz = vieworg[2];
541                 else
542                 {
543                         if (cl.stairsmoothz < vieworg[2])
544                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
545                         else if (cl.stairsmoothz > vieworg[2])
546                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
547                 }
548
549                 // apply qw weapon recoil effect (this did not work in QW)
550                 // TODO: add a cvar to disable this
551                 viewangles[PITCH] += cl.qw_weaponkick;
552
553                 // apply the viewofs (even if chasecam is used)
554                 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
555                 viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
556                 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
557                 vieworg[2] += viewheightavg;
558
559                 if (chase_active.value)
560                 {
561                         // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
562                         vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
563
564                         camback = chase_back.value;
565                         camup = chase_up.value;
566                         campitch = chase_pitchangle.value;
567
568                         AngleVectors(viewangles, forward, NULL, NULL);
569
570                         if (chase_overhead.integer)
571                         {
572 #if 1
573                                 vec3_t offset;
574                                 vec3_t bestvieworg;
575 #endif
576                                 vec3_t up;
577                                 viewangles[PITCH] = 0;
578                                 AngleVectors(viewangles, forward, NULL, up);
579                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
580                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
581                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
582                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
583 #if 0
584 #if 1
585                                 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
586                                 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
587 #else
588                                 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
589                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
590 #endif
591                                 VectorCopy(trace.endpos, vieworg);
592                                 vieworg[2] -= 8;
593 #else
594                                 // trace from first person view location to our chosen third person view location
595 #if 1
596                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
597 #else
598                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
599 #endif
600                                 VectorCopy(trace.endpos, bestvieworg);
601                                 offset[2] = 0;
602                                 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
603                                 {
604                                         for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
605                                         {
606                                                 AngleVectors(viewangles, NULL, NULL, up);
607                                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
608                                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
609                                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
610 #if 1
611                                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
612 #else
613                                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
614 #endif
615                                                 if (bestvieworg[2] > trace.endpos[2])
616                                                         bestvieworg[2] = trace.endpos[2];
617                                         }
618                                 }
619                                 bestvieworg[2] -= 8;
620                                 VectorCopy(bestvieworg, vieworg);
621 #endif
622                                 viewangles[PITCH] = campitch;
623                         }
624                         else
625                         {
626                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
627                                 {
628                                         // look straight down from high above
629                                         viewangles[PITCH] = 90;
630                                         camback = 2048;
631                                         VectorSet(forward, 0, 0, -1);
632                                 }
633
634                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
635                                 dist = -camback - 8;
636                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
637                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
638                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
639                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
640                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
641                         }
642                 }
643                 else
644                 {
645                         // first person view from entity
646                         // angles
647                         if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
648                                 viewangles[ROLL] = v_deathtiltangle.value;
649                         VectorAdd(viewangles, cl.punchangle, viewangles);
650                         viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
651                         if (v_dmg_time > 0)
652                         {
653                                 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
654                                 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
655                         }
656                         // origin
657                         VectorAdd(vieworg, cl.punchvector, vieworg);
658                         if (cl.stats[STAT_HEALTH] > 0)
659                         {
660                                 double xyspeed, bob, bobfall;
661                                 float cycle;
662                                 vec_t frametime;
663
664                                 frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
665
666                                 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
667                                 if(teleported)
668                                 {
669                                         // try to fix the first highpass; result is NOT
670                                         // perfect! TODO find a better fix
671                                         VectorCopy(viewangles, cl.gunangles_prev);
672                                         VectorCopy(vieworg, cl.gunorg_prev);
673                                 }
674
675                                 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
676                                 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
677                                 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);
678                                 VectorCopy(vieworg, cl.gunorg_prev);
679                                 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
680
681                                 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
682                                 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
683                                 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
684                                 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
685                                 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
686                                 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);
687                                 VectorCopy(viewangles, cl.gunangles_prev);
688                                 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
689
690                                 // 3. calculate the RAW adjustment vectors
691                                 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
692                                 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
693                                 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
694
695                                 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
696                                 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
697                                 gunangles[ROLL] = 0;
698
699                                 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
700                                 //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
701                                 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);
702                                 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);
703                                 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
704                                 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
705                                 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
706
707                                 // 5. use the adjusted vectors
708                                 VectorAdd(vieworg, gunorg, gunorg);
709                                 VectorAdd(viewangles, gunangles, gunangles);
710
711                                 // bounded XY speed, used by several effects below
712                                 xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
713
714                                 // vertical view bobbing code
715                                 if (cl_bob.value && cl_bobcycle.value)
716                                 {
717                                         // LordHavoc: this code is *weird*, but not replacable (I think it
718                                         // should be done in QC on the server, but oh well, quake is quake)
719                                         // LordHavoc: figured out bobup: the time at which the sin is at 180
720                                         // degrees (which allows lengthening or squishing the peak or valley)
721                                         cycle = cl.time / cl_bobcycle.value;
722                                         cycle -= (int) cycle;
723                                         if (cycle < cl_bobup.value)
724                                                 cycle = sin(M_PI * cycle / cl_bobup.value);
725                                         else
726                                                 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
727                                         // bob is proportional to velocity in the xy plane
728                                         // (don't count Z, or jumping messes it up)
729                                         bob = xyspeed * bound(0, cl_bob.value, 0.05);
730                                         bob = bob*0.3 + bob*0.7*cycle;
731                                         vieworg[2] += bob;
732                                         // we also need to adjust gunorg, or this appears like pushing the gun!
733                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
734                                         // but this is not viable with the new followmodel code as that would mean
735                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
736                                         gunorg[2] += bob;
737                                 }
738
739                                 // horizontal view bobbing code
740                                 if (cl_bob2.value && cl_bob2cycle.value)
741                                 {
742                                         vec3_t bob2vel;
743                                         vec3_t forward, right, up;
744                                         float side, front;
745
746                                         cycle = cl.time / cl_bob2cycle.value;
747                                         cycle -= (int) cycle;
748                                         if (cycle < 0.5)
749                                                 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
750                                         else
751                                                 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
752                                         bob = bound(0, cl_bob2.value, 0.05) * cycle;
753
754                                         // this value slowly decreases from 1 to 0 when we stop touching the ground.
755                                         // The cycle is later multiplied with it so the view smooths back to normal
756                                         if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
757                                                 cl.bob2_smooth = 1;
758                                         else
759                                         {
760                                                 if(cl.bob2_smooth > 0)
761                                                         cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
762                                                 else
763                                                         cl.bob2_smooth = 0;
764                                         }
765
766                                         // calculate the front and side of the player between the X and Y axes
767                                         AngleVectors(viewangles, forward, right, up);
768                                         // now get the speed based on those angles. The bounds should match the same value as xyspeed's
769                                         side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
770                                         front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
771                                         VectorScale(forward, bob, forward);
772                                         VectorScale(right, bob, right);
773                                         // we use side with forward and front with right, so the bobbing goes
774                                         // to the side when we walk forward and to the front when we strafe
775                                         VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
776                                         vieworg[0] += bob2vel[0];
777                                         vieworg[1] += bob2vel[1];
778                                         // we also need to adjust gunorg, or this appears like pushing the gun!
779                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
780                                         // but this is not viable with the new followmodel code as that would mean
781                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
782                                         gunorg[0] += bob2vel[0];
783                                         gunorg[1] += bob2vel[1];
784                                 }
785
786                                 // fall bobbing code
787                                 // causes the view to swing down and back up when touching the ground
788                                 if (cl_bobfall.value && cl_bobfallcycle.value)
789                                 {
790                                         if (!clonground)
791                                         {
792                                                 cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
793                                                 if (cl.velocity[2] < -cl_bobfallminspeed.value)
794                                                         cl.bobfall_swing = 1;
795                                                 else
796                                                         cl.bobfall_swing = 0; // TODO really?
797                                         }
798                                         else
799                                         {
800                                                 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
801
802                                                 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
803                                                 vieworg[2] += bobfall;
804                                                 gunorg[2] += bobfall;
805                                         }
806                                 }
807
808                                 // gun model bobbing code
809                                 if (cl_bobmodel.value)
810                                 {
811                                         // calculate for swinging gun model
812                                         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
813                                         // Sajt: I tried to smooth out the transitions between bob and no bob, which works
814                                         // for the most part, but for some reason when you go through a message trigger or
815                                         // pick up an item or anything like that it will momentarily jolt the gun.
816                                         vec3_t forward, right, up;
817                                         float bspeed;
818                                         float s;
819                                         float t;
820
821                                         s = cl.time * cl_bobmodel_speed.value;
822                                         if (clonground)
823                                         {
824                                                 if (cl.time - cl.hitgroundtime < 0.2)
825                                                 {
826                                                         // just hit the ground, speed the bob back up over the next 0.2 seconds
827                                                         t = cl.time - cl.hitgroundtime;
828                                                         t = bound(0, t, 0.2);
829                                                         t *= 5;
830                                                 }
831                                                 else
832                                                         t = 1;
833                                         }
834                                         else
835                                         {
836                                                 // recently left the ground, slow the bob down over the next 0.2 seconds
837                                                 t = cl.time - cl.lastongroundtime;
838                                                 t = 0.2 - bound(0, t, 0.2);
839                                                 t *= 5;
840                                         }
841
842                                         bspeed = xyspeed * 0.01f;
843                                         AngleVectors (gunangles, forward, right, up);
844                                         bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
845                                         VectorMA (gunorg, bob, right, gunorg);
846                                         bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
847                                         VectorMA (gunorg, bob, up, gunorg);
848                                 }
849                         }
850                 }
851                 // calculate a view matrix for rendering the scene
852                 if (v_idlescale.value)
853                 {
854                         viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
855                         viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
856                         viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
857                 }
858                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
859
860                 // calculate a viewmodel matrix for use in view-attached entities
861                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
862                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
863
864                 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
865                 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
866                 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
867
868                 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
869                 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
870         }
871 }
872
873 void V_CalcRefdef (void)
874 {
875         entity_t *ent;
876
877         if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
878         {
879                 // ent is the view entity (visible when out of body)
880                 ent = &cl.entities[cl.viewentity];
881
882                 V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT]); // FIXME use a better way to detect teleport/warp than trail_allowed
883         }
884         else
885         {
886                 viewmodelmatrix_nobob = identitymatrix;
887                 viewmodelmatrix_withbob = identitymatrix;
888                 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
889                 r_refdef.view.matrix = identitymatrix;
890                 VectorClear(cl.csqc_vieworiginfromengine);
891                 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
892         }
893 }
894
895 void V_FadeViewFlashs(void)
896 {
897         // don't flash if time steps backwards
898         if (cl.time <= cl.oldtime)
899                 return;
900         // drop the damage value
901         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
902         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
903                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
904         // drop the bonus value
905         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
906         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
907                 cl.cshifts[CSHIFT_BONUS].percent = 0;
908 }
909
910 void V_CalcViewBlend(void)
911 {
912         float a2;
913         int j;
914         r_refdef.viewblend[0] = 0;
915         r_refdef.viewblend[1] = 0;
916         r_refdef.viewblend[2] = 0;
917         r_refdef.viewblend[3] = 0;
918         r_refdef.frustumscale_x = 1;
919         r_refdef.frustumscale_y = 1;
920         if (cls.state == ca_connected && cls.signon == SIGNONS)
921         {
922                 // set contents color
923                 int supercontents;
924                 vec3_t vieworigin;
925                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
926                 supercontents = CL_PointSuperContents(vieworigin);
927                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
928                 {
929                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
930                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
931                         if (supercontents & SUPERCONTENTS_LAVA)
932                         {
933                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
934                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
935                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
936                         }
937                         else if (supercontents & SUPERCONTENTS_SLIME)
938                         {
939                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
940                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
941                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
942                         }
943                         else
944                         {
945                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
946                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
947                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
948                         }
949                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
950                 }
951                 else
952                 {
953                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
954                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
955                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
956                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
957                 }
958
959                 if (gamemode != GAME_TRANSFUSION)
960                 {
961                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
962                         {
963                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
964                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
965                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
966                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
967                         }
968                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
969                         {
970                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
971                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
972                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
973                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
974                         }
975                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
976                         {
977                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
978                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
979                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
980                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
981                         }
982                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
983                         {
984                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
985                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
986                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
987                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
988                         }
989                         else
990                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
991                 }
992
993                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
994                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
995                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
996                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
997
998                 // LordHavoc: fixed V_CalcBlend
999                 for (j = 0;j < NUM_CSHIFTS;j++)
1000                 {
1001                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
1002                         if (a2 > 0)
1003                         {
1004                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
1005                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
1006                         }
1007                 }
1008                 // saturate color (to avoid blending in black)
1009                 if (r_refdef.viewblend[3])
1010                 {
1011                         a2 = 1 / r_refdef.viewblend[3];
1012                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
1013                 }
1014                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
1015                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
1016                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
1017                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
1018                 if (vid.sRGB3D)
1019                 {
1020                         r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
1021                         r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
1022                         r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
1023                 }
1024                 else
1025                 {
1026                         r_refdef.viewblend[0] *= (1.0f/256.0f);
1027                         r_refdef.viewblend[1] *= (1.0f/256.0f);
1028                         r_refdef.viewblend[2] *= (1.0f/256.0f);
1029                 }
1030                 
1031                 // Samual: Ugly hack, I know. But it's the best we can do since
1032                 // there is no way to detect client states from the engine.
1033                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
1034                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
1035                 {
1036                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
1037                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
1038                 }
1039                 else
1040                         cl.deathfade = 0.0f;
1041
1042                 if(cl.deathfade > 0)
1043                 {
1044                         float a;
1045                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1046                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1047                         if(a > 0)
1048                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1049                         r_refdef.viewblend[3] = a;
1050                 }
1051         }
1052 }
1053
1054 //============================================================================
1055
1056 /*
1057 =============
1058 V_Init
1059 =============
1060 */
1061 void V_Init (void)
1062 {
1063         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
1064         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");
1065         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
1066
1067         Cvar_RegisterVariable (&v_centermove);
1068         Cvar_RegisterVariable (&v_centerspeed);
1069
1070         Cvar_RegisterVariable (&v_iyaw_cycle);
1071         Cvar_RegisterVariable (&v_iroll_cycle);
1072         Cvar_RegisterVariable (&v_ipitch_cycle);
1073         Cvar_RegisterVariable (&v_iyaw_level);
1074         Cvar_RegisterVariable (&v_iroll_level);
1075         Cvar_RegisterVariable (&v_ipitch_level);
1076
1077         Cvar_RegisterVariable (&v_idlescale);
1078         Cvar_RegisterVariable (&crosshair);
1079
1080         Cvar_RegisterVariable (&cl_rollspeed);
1081         Cvar_RegisterVariable (&cl_rollangle);
1082         Cvar_RegisterVariable (&cl_bob);
1083         Cvar_RegisterVariable (&cl_bobcycle);
1084         Cvar_RegisterVariable (&cl_bobup);
1085         Cvar_RegisterVariable (&cl_bob2);
1086         Cvar_RegisterVariable (&cl_bob2cycle);
1087         Cvar_RegisterVariable (&cl_bob2smooth);
1088         Cvar_RegisterVariable (&cl_bobfall);
1089         Cvar_RegisterVariable (&cl_bobfallcycle);
1090         Cvar_RegisterVariable (&cl_bobfallminspeed);
1091         Cvar_RegisterVariable (&cl_bobmodel);
1092         Cvar_RegisterVariable (&cl_bobmodel_side);
1093         Cvar_RegisterVariable (&cl_bobmodel_up);
1094         Cvar_RegisterVariable (&cl_bobmodel_speed);
1095
1096         Cvar_RegisterVariable (&cl_leanmodel);
1097         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1098         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1099         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1100         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1101         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1102         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1103         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1104         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1105         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1106         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1107
1108         Cvar_RegisterVariable (&cl_followmodel);
1109         Cvar_RegisterVariable (&cl_followmodel_side_speed);
1110         Cvar_RegisterVariable (&cl_followmodel_side_limit);
1111         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1112         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1113         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1114         Cvar_RegisterVariable (&cl_followmodel_up_speed);
1115         Cvar_RegisterVariable (&cl_followmodel_up_limit);
1116         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1117         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1118         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1119
1120         Cvar_RegisterVariable (&cl_viewmodel_scale);
1121
1122         Cvar_RegisterVariable (&v_kicktime);
1123         Cvar_RegisterVariable (&v_kickroll);
1124         Cvar_RegisterVariable (&v_kickpitch);
1125
1126         Cvar_RegisterVariable (&cl_stairsmoothspeed);
1127         
1128         Cvar_RegisterVariable (&cl_smoothviewheight);
1129
1130         Cvar_RegisterVariable (&chase_back);
1131         Cvar_RegisterVariable (&chase_up);
1132         Cvar_RegisterVariable (&chase_active);
1133         Cvar_RegisterVariable (&chase_overhead);
1134         Cvar_RegisterVariable (&chase_pitchangle);
1135         Cvar_RegisterVariable (&chase_stevie);
1136
1137         Cvar_RegisterVariable (&v_deathtilt);
1138         Cvar_RegisterVariable (&v_deathtiltangle);
1139 }
1140