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fix a typo, removing use of cl.viewangles
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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.bobfall_speed
435  *   cl.bobfall_swing
436  *   cl.gunangles_adjustment_highpass
437  *   cl.gunangles_adjustment_lowpass
438  *   cl.gunangles_highpass
439  *   cl.gunangles_prev
440  *   cl.gunorg_adjustment_highpass
441  *   cl.gunorg_adjustment_lowpass
442  *   cl.gunorg_highpass
443  *   cl.gunorg_prev
444  *   cl.hitgroundtime
445  *   cl.lastongroundtime
446  *   cl.oldongrounbd
447  *   cl.stairsmoothtime
448  *   cl.stairsmoothz
449  * Extra input:
450  *   cl.movecmd[0].time
451  *   cl.movevars_stepheight
452  *   cl.movevars_timescale
453  *   cl.oldtime
454  *   cl.punchangle
455  *   cl.punchvector
456  *   cl.qw_intermission_angles
457  *   cl.qw_intermission_origin
458  *   cl.qw_weaponkick
459  *   cls.protocol
460  *   cl.time
461  *   cl.velocity (TODO should this be a parameter?)
462  * Output:
463  *   cl.csqc_viewanglesfromengine
464  *   cl.csqc_viewmodelmatrixfromengine
465  *   cl.csqc_vieworiginfromengine
466  *   r_refdef.view.matrix
467  *   viewmodelmatrix_nobob
468  *   viewmodelmatrix_withbob
469  */
470 void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission)
471 {
472         float vieworg[3], viewangles[3], smoothtime;
473         float gunorg[3], gunangles[3];
474         matrix4x4_t tmpmatrix;
475         
476         static float viewheightavg;
477         float viewheight;       
478 #if 0
479 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
480         vec3_t camboxmins = {-3, -3, -3};
481         vec3_t camboxmaxs = {3, 3, 3};
482 // end of chase camera bounding box size for proper collisions by Alexander Zubov
483 #endif
484         trace_t trace;
485
486         // react to clonground state changes (for gun bob)
487         if (clonground)
488         {
489                 if (!cl.oldonground)
490                         cl.hitgroundtime = cl.movecmd[0].time;
491                 cl.lastongroundtime = cl.movecmd[0].time;
492         }
493         cl.oldonground = clonground;
494
495         VectorClear(gunorg);
496         viewmodelmatrix_nobob = identitymatrix;
497         viewmodelmatrix_withbob = identitymatrix;
498         r_refdef.view.matrix = identitymatrix;
499
500         // player can look around, so take the origin from the entity,
501         // and the angles from the input system
502         Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
503         VectorCopy(clviewangles, viewangles);
504
505         // calculate how much time has passed since the last V_CalcRefdef
506         smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
507         cl.stairsmoothtime = cl.time;
508
509         // fade damage flash
510         if (v_dmg_time > 0)
511                 v_dmg_time -= bound(0, smoothtime, 0.1);
512
513         if (clintermission)
514         {
515                 // entity is a fixed camera, just copy the matrix
516                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
517                         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);
518                 else
519                 {
520                         r_refdef.view.matrix = *entrendermatrix;
521                         Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
522                 }
523                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
524                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
525                 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
526
527                 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
528                 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
529
530                 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
531                 Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
532         }
533         else
534         {
535                 // smooth stair stepping, but only if clonground and enabled
536                 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
537                         cl.stairsmoothz = vieworg[2];
538                 else
539                 {
540                         if (cl.stairsmoothz < vieworg[2])
541                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
542                         else if (cl.stairsmoothz > vieworg[2])
543                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
544                 }
545
546                 // apply qw weapon recoil effect (this did not work in QW)
547                 // TODO: add a cvar to disable this
548                 viewangles[PITCH] += cl.qw_weaponkick;
549
550                 // apply the viewofs (even if chasecam is used)
551                 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
552                 viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
553                 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
554                 vieworg[2] += viewheightavg;
555
556                 if (chase_active.value)
557                 {
558                         // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
559                         vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
560
561                         camback = chase_back.value;
562                         camup = chase_up.value;
563                         campitch = chase_pitchangle.value;
564
565                         AngleVectors(viewangles, forward, NULL, NULL);
566
567                         if (chase_overhead.integer)
568                         {
569 #if 1
570                                 vec3_t offset;
571                                 vec3_t bestvieworg;
572 #endif
573                                 vec3_t up;
574                                 viewangles[PITCH] = 0;
575                                 AngleVectors(viewangles, forward, NULL, up);
576                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
577                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
578                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
579                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
580 #if 0
581 #if 1
582                                 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
583                                 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
584 #else
585                                 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
586                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
587 #endif
588                                 VectorCopy(trace.endpos, vieworg);
589                                 vieworg[2] -= 8;
590 #else
591                                 // trace from first person view location to our chosen third person view location
592 #if 1
593                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
594 #else
595                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
596 #endif
597                                 VectorCopy(trace.endpos, bestvieworg);
598                                 offset[2] = 0;
599                                 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
600                                 {
601                                         for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
602                                         {
603                                                 AngleVectors(viewangles, NULL, NULL, up);
604                                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
605                                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
606                                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
607 #if 1
608                                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
609 #else
610                                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
611 #endif
612                                                 if (bestvieworg[2] > trace.endpos[2])
613                                                         bestvieworg[2] = trace.endpos[2];
614                                         }
615                                 }
616                                 bestvieworg[2] -= 8;
617                                 VectorCopy(bestvieworg, vieworg);
618 #endif
619                                 viewangles[PITCH] = campitch;
620                         }
621                         else
622                         {
623                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
624                                 {
625                                         // look straight down from high above
626                                         viewangles[PITCH] = 90;
627                                         camback = 2048;
628                                         VectorSet(forward, 0, 0, -1);
629                                 }
630
631                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
632                                 dist = -camback - 8;
633                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
634                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
635                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
636                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
637                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
638                         }
639                 }
640                 else
641                 {
642                         // first person view from entity
643                         // angles
644                         if (cldead && v_deathtilt.integer)
645                                 viewangles[ROLL] = v_deathtiltangle.value;
646                         VectorAdd(viewangles, cl.punchangle, viewangles);
647                         viewangles[ROLL] += V_CalcRoll(clviewangles, cl.velocity);
648                         if (v_dmg_time > 0)
649                         {
650                                 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
651                                 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
652                         }
653                         // origin
654                         VectorAdd(vieworg, cl.punchvector, vieworg);
655                         if (!cldead)
656                         {
657                                 double xyspeed, bob, bobfall;
658                                 float cycle;
659                                 vec_t frametime;
660
661                                 frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
662
663                                 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
664                                 if(teleported)
665                                 {
666                                         // try to fix the first highpass; result is NOT
667                                         // perfect! TODO find a better fix
668                                         VectorCopy(viewangles, cl.gunangles_prev);
669                                         VectorCopy(vieworg, cl.gunorg_prev);
670                                 }
671
672                                 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
673                                 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
674                                 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);
675                                 VectorCopy(vieworg, cl.gunorg_prev);
676                                 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
677
678                                 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
679                                 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
680                                 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
681                                 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
682                                 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
683                                 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);
684                                 VectorCopy(viewangles, cl.gunangles_prev);
685                                 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
686
687                                 // 3. calculate the RAW adjustment vectors
688                                 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
689                                 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
690                                 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
691
692                                 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
693                                 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
694                                 gunangles[ROLL] = 0;
695
696                                 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
697                                 //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
698                                 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);
699                                 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);
700                                 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
701                                 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
702                                 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
703
704                                 // 5. use the adjusted vectors
705                                 VectorAdd(vieworg, gunorg, gunorg);
706                                 VectorAdd(viewangles, gunangles, gunangles);
707
708                                 // bounded XY speed, used by several effects below
709                                 xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
710
711                                 // vertical view bobbing code
712                                 if (cl_bob.value && cl_bobcycle.value)
713                                 {
714                                         // LordHavoc: this code is *weird*, but not replacable (I think it
715                                         // should be done in QC on the server, but oh well, quake is quake)
716                                         // LordHavoc: figured out bobup: the time at which the sin is at 180
717                                         // degrees (which allows lengthening or squishing the peak or valley)
718                                         cycle = cl.time / cl_bobcycle.value;
719                                         cycle -= (int) cycle;
720                                         if (cycle < cl_bobup.value)
721                                                 cycle = sin(M_PI * cycle / cl_bobup.value);
722                                         else
723                                                 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
724                                         // bob is proportional to velocity in the xy plane
725                                         // (don't count Z, or jumping messes it up)
726                                         bob = xyspeed * bound(0, cl_bob.value, 0.05);
727                                         bob = bob*0.3 + bob*0.7*cycle;
728                                         vieworg[2] += bob;
729                                         // we also need to adjust gunorg, or this appears like pushing the gun!
730                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
731                                         // but this is not viable with the new followmodel code as that would mean
732                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
733                                         gunorg[2] += bob;
734                                 }
735
736                                 // horizontal view bobbing code
737                                 if (cl_bob2.value && cl_bob2cycle.value)
738                                 {
739                                         vec3_t bob2vel;
740                                         vec3_t forward, right, up;
741                                         float side, front;
742
743                                         cycle = cl.time / cl_bob2cycle.value;
744                                         cycle -= (int) cycle;
745                                         if (cycle < 0.5)
746                                                 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
747                                         else
748                                                 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
749                                         bob = bound(0, cl_bob2.value, 0.05) * cycle;
750
751                                         // this value slowly decreases from 1 to 0 when we stop touching the ground.
752                                         // The cycle is later multiplied with it so the view smooths back to normal
753                                         if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
754                                                 cl.bob2_smooth = 1;
755                                         else
756                                         {
757                                                 if(cl.bob2_smooth > 0)
758                                                         cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
759                                                 else
760                                                         cl.bob2_smooth = 0;
761                                         }
762
763                                         // calculate the front and side of the player between the X and Y axes
764                                         AngleVectors(viewangles, forward, right, up);
765                                         // now get the speed based on those angles. The bounds should match the same value as xyspeed's
766                                         side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
767                                         front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
768                                         VectorScale(forward, bob, forward);
769                                         VectorScale(right, bob, right);
770                                         // we use side with forward and front with right, so the bobbing goes
771                                         // to the side when we walk forward and to the front when we strafe
772                                         VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
773                                         vieworg[0] += bob2vel[0];
774                                         vieworg[1] += bob2vel[1];
775                                         // we also need to adjust gunorg, or this appears like pushing the gun!
776                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
777                                         // but this is not viable with the new followmodel code as that would mean
778                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
779                                         gunorg[0] += bob2vel[0];
780                                         gunorg[1] += bob2vel[1];
781                                 }
782
783                                 // fall bobbing code
784                                 // causes the view to swing down and back up when touching the ground
785                                 if (cl_bobfall.value && cl_bobfallcycle.value)
786                                 {
787                                         if (!clonground)
788                                         {
789                                                 cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
790                                                 if (cl.velocity[2] < -cl_bobfallminspeed.value)
791                                                         cl.bobfall_swing = 1;
792                                                 else
793                                                         cl.bobfall_swing = 0; // TODO really?
794                                         }
795                                         else
796                                         {
797                                                 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
798
799                                                 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
800                                                 vieworg[2] += bobfall;
801                                                 gunorg[2] += bobfall;
802                                         }
803                                 }
804
805                                 // gun model bobbing code
806                                 if (cl_bobmodel.value)
807                                 {
808                                         // calculate for swinging gun model
809                                         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
810                                         // Sajt: I tried to smooth out the transitions between bob and no bob, which works
811                                         // for the most part, but for some reason when you go through a message trigger or
812                                         // pick up an item or anything like that it will momentarily jolt the gun.
813                                         vec3_t forward, right, up;
814                                         float bspeed;
815                                         float s;
816                                         float t;
817
818                                         s = cl.time * cl_bobmodel_speed.value;
819                                         if (clonground)
820                                         {
821                                                 if (cl.time - cl.hitgroundtime < 0.2)
822                                                 {
823                                                         // just hit the ground, speed the bob back up over the next 0.2 seconds
824                                                         t = cl.time - cl.hitgroundtime;
825                                                         t = bound(0, t, 0.2);
826                                                         t *= 5;
827                                                 }
828                                                 else
829                                                         t = 1;
830                                         }
831                                         else
832                                         {
833                                                 // recently left the ground, slow the bob down over the next 0.2 seconds
834                                                 t = cl.time - cl.lastongroundtime;
835                                                 t = 0.2 - bound(0, t, 0.2);
836                                                 t *= 5;
837                                         }
838
839                                         bspeed = xyspeed * 0.01f;
840                                         AngleVectors (gunangles, forward, right, up);
841                                         bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
842                                         VectorMA (gunorg, bob, right, gunorg);
843                                         bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
844                                         VectorMA (gunorg, bob, up, gunorg);
845                                 }
846                         }
847                 }
848                 // calculate a view matrix for rendering the scene
849                 if (v_idlescale.value)
850                 {
851                         viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
852                         viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
853                         viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
854                 }
855                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
856
857                 // calculate a viewmodel matrix for use in view-attached entities
858                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
859                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
860
861                 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
862                 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
863                 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
864
865                 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
866                 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
867         }
868 }
869
870 void V_CalcRefdef (void)
871 {
872         entity_t *ent;
873         qboolean cldead;
874
875         if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
876         {
877                 // ent is the view entity (visible when out of body)
878                 ent = &cl.entities[cl.viewentity];
879
880                 cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
881                 V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission); // FIXME use a better way to detect teleport/warp than trail_allowed
882         }
883         else
884         {
885                 viewmodelmatrix_nobob = identitymatrix;
886                 viewmodelmatrix_withbob = identitymatrix;
887                 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
888                 r_refdef.view.matrix = identitymatrix;
889                 VectorClear(cl.csqc_vieworiginfromengine);
890                 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
891         }
892 }
893
894 void V_FadeViewFlashs(void)
895 {
896         // don't flash if time steps backwards
897         if (cl.time <= cl.oldtime)
898                 return;
899         // drop the damage value
900         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
901         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
902                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
903         // drop the bonus value
904         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
905         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
906                 cl.cshifts[CSHIFT_BONUS].percent = 0;
907 }
908
909 void V_CalcViewBlend(void)
910 {
911         float a2;
912         int j;
913         r_refdef.viewblend[0] = 0;
914         r_refdef.viewblend[1] = 0;
915         r_refdef.viewblend[2] = 0;
916         r_refdef.viewblend[3] = 0;
917         r_refdef.frustumscale_x = 1;
918         r_refdef.frustumscale_y = 1;
919         if (cls.state == ca_connected && cls.signon == SIGNONS)
920         {
921                 // set contents color
922                 int supercontents;
923                 vec3_t vieworigin;
924                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
925                 supercontents = CL_PointSuperContents(vieworigin);
926                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
927                 {
928                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
929                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
930                         if (supercontents & SUPERCONTENTS_LAVA)
931                         {
932                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
933                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
934                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
935                         }
936                         else if (supercontents & SUPERCONTENTS_SLIME)
937                         {
938                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
939                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
940                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
941                         }
942                         else
943                         {
944                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
945                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
946                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
947                         }
948                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
949                 }
950                 else
951                 {
952                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
953                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
954                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
955                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
956                 }
957
958                 if (gamemode != GAME_TRANSFUSION)
959                 {
960                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
961                         {
962                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
963                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
964                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
965                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
966                         }
967                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
968                         {
969                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
970                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
971                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
972                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
973                         }
974                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
975                         {
976                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
977                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
978                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
979                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
980                         }
981                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
982                         {
983                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
984                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
985                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
986                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
987                         }
988                         else
989                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
990                 }
991
992                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
993                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
994                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
995                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
996
997                 // LordHavoc: fixed V_CalcBlend
998                 for (j = 0;j < NUM_CSHIFTS;j++)
999                 {
1000                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
1001                         if (a2 > 0)
1002                         {
1003                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
1004                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
1005                         }
1006                 }
1007                 // saturate color (to avoid blending in black)
1008                 if (r_refdef.viewblend[3])
1009                 {
1010                         a2 = 1 / r_refdef.viewblend[3];
1011                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
1012                 }
1013                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
1014                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
1015                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
1016                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
1017                 if (vid.sRGB3D)
1018                 {
1019                         r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
1020                         r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
1021                         r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
1022                 }
1023                 else
1024                 {
1025                         r_refdef.viewblend[0] *= (1.0f/256.0f);
1026                         r_refdef.viewblend[1] *= (1.0f/256.0f);
1027                         r_refdef.viewblend[2] *= (1.0f/256.0f);
1028                 }
1029                 
1030                 // Samual: Ugly hack, I know. But it's the best we can do since
1031                 // there is no way to detect client states from the engine.
1032                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
1033                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
1034                 {
1035                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
1036                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
1037                 }
1038                 else
1039                         cl.deathfade = 0.0f;
1040
1041                 if(cl.deathfade > 0)
1042                 {
1043                         float a;
1044                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1045                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1046                         if(a > 0)
1047                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1048                         r_refdef.viewblend[3] = a;
1049                 }
1050         }
1051 }
1052
1053 //============================================================================
1054
1055 /*
1056 =============
1057 V_Init
1058 =============
1059 */
1060 void V_Init (void)
1061 {
1062         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
1063         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");
1064         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
1065
1066         Cvar_RegisterVariable (&v_centermove);
1067         Cvar_RegisterVariable (&v_centerspeed);
1068
1069         Cvar_RegisterVariable (&v_iyaw_cycle);
1070         Cvar_RegisterVariable (&v_iroll_cycle);
1071         Cvar_RegisterVariable (&v_ipitch_cycle);
1072         Cvar_RegisterVariable (&v_iyaw_level);
1073         Cvar_RegisterVariable (&v_iroll_level);
1074         Cvar_RegisterVariable (&v_ipitch_level);
1075
1076         Cvar_RegisterVariable (&v_idlescale);
1077         Cvar_RegisterVariable (&crosshair);
1078
1079         Cvar_RegisterVariable (&cl_rollspeed);
1080         Cvar_RegisterVariable (&cl_rollangle);
1081         Cvar_RegisterVariable (&cl_bob);
1082         Cvar_RegisterVariable (&cl_bobcycle);
1083         Cvar_RegisterVariable (&cl_bobup);
1084         Cvar_RegisterVariable (&cl_bob2);
1085         Cvar_RegisterVariable (&cl_bob2cycle);
1086         Cvar_RegisterVariable (&cl_bob2smooth);
1087         Cvar_RegisterVariable (&cl_bobfall);
1088         Cvar_RegisterVariable (&cl_bobfallcycle);
1089         Cvar_RegisterVariable (&cl_bobfallminspeed);
1090         Cvar_RegisterVariable (&cl_bobmodel);
1091         Cvar_RegisterVariable (&cl_bobmodel_side);
1092         Cvar_RegisterVariable (&cl_bobmodel_up);
1093         Cvar_RegisterVariable (&cl_bobmodel_speed);
1094
1095         Cvar_RegisterVariable (&cl_leanmodel);
1096         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1097         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1098         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1099         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1100         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1101         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1102         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1103         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1104         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1105         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1106
1107         Cvar_RegisterVariable (&cl_followmodel);
1108         Cvar_RegisterVariable (&cl_followmodel_side_speed);
1109         Cvar_RegisterVariable (&cl_followmodel_side_limit);
1110         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1111         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1112         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1113         Cvar_RegisterVariable (&cl_followmodel_up_speed);
1114         Cvar_RegisterVariable (&cl_followmodel_up_limit);
1115         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1116         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1117         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1118
1119         Cvar_RegisterVariable (&cl_viewmodel_scale);
1120
1121         Cvar_RegisterVariable (&v_kicktime);
1122         Cvar_RegisterVariable (&v_kickroll);
1123         Cvar_RegisterVariable (&v_kickpitch);
1124
1125         Cvar_RegisterVariable (&cl_stairsmoothspeed);
1126         
1127         Cvar_RegisterVariable (&cl_smoothviewheight);
1128
1129         Cvar_RegisterVariable (&chase_back);
1130         Cvar_RegisterVariable (&chase_up);
1131         Cvar_RegisterVariable (&chase_active);
1132         Cvar_RegisterVariable (&chase_overhead);
1133         Cvar_RegisterVariable (&chase_pitchangle);
1134         Cvar_RegisterVariable (&chase_stevie);
1135
1136         Cvar_RegisterVariable (&v_deathtilt);
1137         Cvar_RegisterVariable (&v_deathtiltangle);
1138 }
1139