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