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Avoid running cl_followmodel and cl_leanmodel code if the relative cvars are turned off
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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 cvar_t cl_bob_limit = {CVAR_SAVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"};
52 cvar_t cl_bob_limit_heightcheck = {CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"};
53 cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
54 cvar_t cl_bob_velocity_limit = {CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
55
56 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
57 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
58 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
59 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
60 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
61 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
62 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
63 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
64 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
65 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
66 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
67
68 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
69 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
70 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
71 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
72 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
73 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
74 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
75 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
76 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
77 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
78 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
79
80 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"};
81
82 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
83 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
84 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
85
86 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
87 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
88 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
89 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
90 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
91 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
92
93 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
94
95 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
96
97 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)"};
98 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
99
100 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
101
102 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."};
103
104 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
105 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
106 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
107 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
108 // GAME_GOODVSBAD2
109 cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
110
111 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
112 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
113
114 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
115 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
116
117 cvar_t v_yshearing = {0, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
118
119 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
120
121
122 /*
123 ===============
124 V_CalcRoll
125
126 Used by view and sv_user
127 ===============
128 */
129 float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
130 {
131         vec3_t  right;
132         float   sign;
133         float   side;
134         float   value;
135
136         AngleVectors (angles, NULL, right, NULL);
137         side = DotProduct (velocity, right);
138         sign = side < 0 ? -1 : 1;
139         side = fabs(side);
140
141         value = cl_rollangle.value;
142
143         if (side < cl_rollspeed.value)
144                 side = side * value / cl_rollspeed.value;
145         else
146                 side = value;
147
148         return side*sign;
149
150 }
151
152 void V_StartPitchDrift (void)
153 {
154         if (cl.laststop == cl.time)
155                 return;         // something else is keeping it from drifting
156
157         if (cl.nodrift || !cl.pitchvel)
158         {
159                 cl.pitchvel = v_centerspeed.value;
160                 cl.nodrift = false;
161                 cl.driftmove = 0;
162         }
163 }
164
165 void V_StopPitchDrift (void)
166 {
167         cl.laststop = cl.time;
168         cl.nodrift = true;
169         cl.pitchvel = 0;
170 }
171
172 /*
173 ===============
174 V_DriftPitch
175
176 Moves the client pitch angle towards cl.idealpitch sent by the server.
177
178 If the user is adjusting pitch manually, either with lookup/lookdown,
179 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
180
181 Drifting is enabled when the center view key is hit, mlook is released and
182 lookspring is non 0, or when
183 ===============
184 */
185 void V_DriftPitch (void)
186 {
187         float           delta, move;
188
189         if (noclip_anglehack || !cl.onground || cls.demoplayback )
190         {
191                 cl.driftmove = 0;
192                 cl.pitchvel = 0;
193                 return;
194         }
195
196 // don't count small mouse motion
197         if (cl.nodrift)
198         {
199                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
200                         cl.driftmove = 0;
201                 else
202                         cl.driftmove += cl.realframetime;
203
204                 if ( cl.driftmove > v_centermove.value)
205                 {
206                         V_StartPitchDrift ();
207                 }
208                 return;
209         }
210
211         delta = cl.idealpitch - cl.viewangles[PITCH];
212
213         if (!delta)
214         {
215                 cl.pitchvel = 0;
216                 return;
217         }
218
219         move = cl.realframetime * cl.pitchvel;
220         cl.pitchvel += cl.realframetime * v_centerspeed.value;
221
222         if (delta > 0)
223         {
224                 if (move > delta)
225                 {
226                         cl.pitchvel = 0;
227                         move = delta;
228                 }
229                 cl.viewangles[PITCH] += move;
230         }
231         else if (delta < 0)
232         {
233                 if (move > -delta)
234                 {
235                         cl.pitchvel = 0;
236                         move = -delta;
237                 }
238                 cl.viewangles[PITCH] -= move;
239         }
240 }
241
242
243 /*
244 ==============================================================================
245
246                                                 SCREEN FLASHES
247
248 ==============================================================================
249 */
250
251
252 /*
253 ===============
254 V_ParseDamage
255 ===============
256 */
257 void V_ParseDamage (void)
258 {
259         int armor, blood;
260         vec3_t from;
261         //vec3_t forward, right;
262         vec3_t localfrom;
263         entity_t *ent;
264         //float side;
265         float count;
266
267         armor = MSG_ReadByte(&cl_message);
268         blood = MSG_ReadByte(&cl_message);
269         MSG_ReadVector(&cl_message, from, cls.protocol);
270
271         // Send the Dmg Globals to CSQC
272         CL_VM_UpdateDmgGlobals(blood, armor, from);
273
274         count = blood*0.5 + armor*0.5;
275         if (count < 10)
276                 count = 10;
277
278         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
279
280         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
281         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
282         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
283                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
284         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
285                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
286
287         if (armor > blood)
288         {
289                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
290                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
291                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
292         }
293         else if (armor)
294         {
295                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
296                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
297                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
298         }
299         else
300         {
301                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
302                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
303                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
304         }
305
306         // calculate view angle kicks
307         if (cl.entities[cl.viewentity].state_current.active)
308         {
309                 ent = &cl.entities[cl.viewentity];
310                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
311                 VectorNormalize(localfrom);
312                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
313                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
314                 v_dmg_time = v_kicktime.value;
315         }
316 }
317
318 static cshift_t v_cshift;
319
320 /*
321 ==================
322 V_cshift_f
323 ==================
324 */
325 static void V_cshift_f (void)
326 {
327         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
328         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
329         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
330         v_cshift.percent = atof(Cmd_Argv(4));
331 }
332
333
334 /*
335 ==================
336 V_BonusFlash_f
337
338 When you run over an item, the server sends this command
339 ==================
340 */
341 static void V_BonusFlash_f (void)
342 {
343         if(Cmd_Argc() == 1)
344         {
345                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
346                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
347                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
348                 cl.cshifts[CSHIFT_BONUS].percent = 50;
349                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
350         }
351         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
352         {
353                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
354                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
355                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
356                 if(Cmd_Argc() >= 5)
357                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
358                 else
359                         cl.cshifts[CSHIFT_BONUS].percent = 50;
360                 if(Cmd_Argc() >= 6)
361                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
362                 else
363                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
364         }
365         else
366                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
367 }
368
369 /*
370 ==============================================================================
371
372                                                 VIEW RENDERING
373
374 ==============================================================================
375 */
376
377 extern matrix4x4_t viewmodelmatrix_nobob;
378 extern matrix4x4_t viewmodelmatrix_withbob;
379
380 #include "cl_collision.h"
381 #include "csprogs.h"
382
383 /*
384 ==================
385 V_CalcRefdef
386
387 ==================
388 */
389 #if 0
390 static vec3_t eyeboxmins = {-16, -16, -24};
391 static vec3_t eyeboxmaxs = { 16,  16,  32};
392 #endif
393
394 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
395 {
396         frac = bound(0, frac, 1);
397         return (*store = *store * (1 - frac) + value * frac);
398 }
399
400 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
401 {
402         lowpass(value, frac, store);
403         return (*store = bound(value - limit, *store, value + limit));
404 }
405
406 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
407 {
408         return value - lowpass(value, frac, store);
409 }
410
411 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
412 {
413         return value - lowpass_limited(value, frac, limit, store);
414 }
415
416 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
417 {
418         out[0] = lowpass(value[0], fracx, &store[0]);
419         out[1] = lowpass(value[1], fracy, &store[1]);
420         out[2] = lowpass(value[2], fracz, &store[2]);
421 }
422
423 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
424 {
425         out[0] = highpass(value[0], fracx, &store[0]);
426         out[1] = highpass(value[1], fracy, &store[1]);
427         out[2] = highpass(value[2], fracz, &store[2]);
428 }
429
430 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)
431 {
432         out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
433         out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
434         out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
435 }
436
437 /*
438  * State:
439  *   cl.bob2_smooth
440  *   cl.bobfall_speed
441  *   cl.bobfall_swing
442  *   cl.gunangles_adjustment_highpass
443  *   cl.gunangles_adjustment_lowpass
444  *   cl.gunangles_highpass
445  *   cl.gunangles_prev
446  *   cl.gunorg_adjustment_highpass
447  *   cl.gunorg_adjustment_lowpass
448  *   cl.gunorg_highpass
449  *   cl.gunorg_prev
450  *   cl.hitgroundtime
451  *   cl.lastongroundtime
452  *   cl.oldongrounbd
453  *   cl.stairsmoothtime
454  *   cl.stairsmoothz
455  *   cl.calcrefdef_prevtime
456  * Extra input:
457  *   cl.movecmd[0].time
458  *   cl.movevars_stepheight
459  *   cl.movevars_timescale
460  *   cl.oldtime
461  *   cl.punchangle
462  *   cl.punchvector
463  *   cl.qw_intermission_angles
464  *   cl.qw_intermission_origin
465  *   cl.qw_weaponkick
466  *   cls.protocol
467  *   cl.time
468  * Output:
469  *   cl.csqc_viewanglesfromengine
470  *   cl.csqc_viewmodelmatrixfromengine
471  *   cl.csqc_vieworiginfromengine
472  *   r_refdef.view.matrix
473  *   viewmodelmatrix_nobob
474  *   viewmodelmatrix_withbob
475  */
476 void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity)
477 {
478         float vieworg[3], viewangles[3], smoothtime;
479         float gunorg[3], gunangles[3];
480         matrix4x4_t tmpmatrix;
481         
482         static float viewheightavg;
483         float viewheight;       
484 #if 0
485 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
486         vec3_t camboxmins = {-3, -3, -3};
487         vec3_t camboxmaxs = {3, 3, 3};
488 // end of chase camera bounding box size for proper collisions by Alexander Zubov
489 #endif
490         trace_t trace;
491
492         // react to clonground state changes (for gun bob)
493         if (clonground)
494         {
495                 if (!cl.oldonground)
496                         cl.hitgroundtime = cl.movecmd[0].time;
497                 cl.lastongroundtime = cl.movecmd[0].time;
498         }
499         cl.oldonground = clonground;
500         cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
501
502         VectorClear(gunangles);
503         VectorClear(gunorg);
504         viewmodelmatrix_nobob = identitymatrix;
505         viewmodelmatrix_withbob = identitymatrix;
506         r_refdef.view.matrix = identitymatrix;
507
508         // player can look around, so take the origin from the entity,
509         // and the angles from the input system
510         Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
511         VectorCopy(clviewangles, viewangles);
512
513         // calculate how much time has passed since the last V_CalcRefdef
514         smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
515         cl.stairsmoothtime = cl.time;
516
517         // fade damage flash
518         if (v_dmg_time > 0)
519                 v_dmg_time -= bound(0, smoothtime, 0.1);
520
521         if (clintermission)
522         {
523                 // entity is a fixed camera, just copy the matrix
524                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
525                         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);
526                 else
527                 {
528                         r_refdef.view.matrix = *entrendermatrix;
529                         Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
530                 }
531                 if (v_yshearing.value > 0)
532                         Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
533                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
534                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
535                 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
536
537                 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
538                 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
539
540                 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
541                 Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
542         }
543         else
544         {
545                 // smooth stair stepping, but only if clonground and enabled
546                 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
547                         cl.stairsmoothz = vieworg[2];
548                 else
549                 {
550                         if (cl.stairsmoothz < vieworg[2])
551                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
552                         else if (cl.stairsmoothz > vieworg[2])
553                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
554                 }
555
556                 // apply qw weapon recoil effect (this did not work in QW)
557                 // TODO: add a cvar to disable this
558                 viewangles[PITCH] += cl.qw_weaponkick;
559
560                 // apply the viewofs (even if chasecam is used)
561                 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
562                 viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
563                 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
564                 vieworg[2] += viewheightavg;
565
566                 if (chase_active.value)
567                 {
568                         // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
569                         vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
570
571                         camback = chase_back.value;
572                         camup = chase_up.value;
573                         campitch = chase_pitchangle.value;
574
575                         AngleVectors(viewangles, forward, NULL, NULL);
576
577                         if (chase_overhead.integer)
578                         {
579 #if 1
580                                 vec3_t offset;
581                                 vec3_t bestvieworg;
582 #endif
583                                 vec3_t up;
584                                 viewangles[PITCH] = 0;
585                                 AngleVectors(viewangles, forward, NULL, up);
586                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
587                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
588                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
589                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
590 #if 0
591 #if 1
592                                 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
593                                 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
594 #else
595                                 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
596                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
597 #endif
598                                 VectorCopy(trace.endpos, vieworg);
599                                 vieworg[2] -= 8;
600 #else
601                                 // trace from first person view location to our chosen third person view location
602 #if 1
603                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false, true);
604 #else
605                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false);
606 #endif
607                                 VectorCopy(trace.endpos, bestvieworg);
608                                 offset[2] = 0;
609                                 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
610                                 {
611                                         for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
612                                         {
613                                                 AngleVectors(viewangles, NULL, NULL, up);
614                                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
615                                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
616                                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
617 #if 1
618                                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false, true);
619 #else
620                                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false);
621 #endif
622                                                 if (bestvieworg[2] > trace.endpos[2])
623                                                         bestvieworg[2] = trace.endpos[2];
624                                         }
625                                 }
626                                 bestvieworg[2] -= 8;
627                                 VectorCopy(bestvieworg, vieworg);
628 #endif
629                                 viewangles[PITCH] = campitch;
630                         }
631                         else
632                         {
633                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
634                                 {
635                                         // look straight down from high above
636                                         viewangles[PITCH] = 90;
637                                         camback = 2048;
638                                         VectorSet(forward, 0, 0, -1);
639                                 }
640
641                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
642                                 dist = -camback - 8;
643                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
644                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
645                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
646                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false, true);
647                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
648                         }
649                 }
650                 else
651                 {
652                         // first person view from entity
653                         // angles
654                         if (cldead && v_deathtilt.integer)
655                                 viewangles[ROLL] = v_deathtiltangle.value;
656                         VectorAdd(viewangles, cl.punchangle, viewangles);
657                         viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
658                         if (v_dmg_time > 0)
659                         {
660                                 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
661                                 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
662                         }
663                         // origin
664                         VectorAdd(vieworg, cl.punchvector, vieworg);
665                         if (!cldead)
666                         {
667                                 double xyspeed, bob, bobfall;
668                                 double cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
669                                 vec_t frametime;
670
671                                 frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
672
673                                 if(cl_followmodel.value || cl_leanmodel.value)
674                                 {
675                                         // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
676                                         if(teleported)
677                                         {
678                                                 // try to fix the first highpass; result is NOT
679                                                 // perfect! TODO find a better fix
680                                                 VectorCopy(viewangles, cl.gunangles_prev);
681                                                 VectorCopy(vieworg, cl.gunorg_prev);
682                                         }
683
684                                         // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
685                                         VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
686                                         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);
687                                         VectorCopy(vieworg, cl.gunorg_prev);
688                                         VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
689
690                                         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
691                                         VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
692                                         cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
693                                         cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
694                                         cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
695                                         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);
696                                         VectorCopy(viewangles, cl.gunangles_prev);
697                                         VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
698
699                                         // 3. calculate the RAW adjustment vectors
700                                         gunorg[0] *= -cl_followmodel_side_speed.value;
701                                         gunorg[1] *= -cl_followmodel_side_speed.value;
702                                         gunorg[2] *= -cl_followmodel_up_speed.value;
703
704                                         gunangles[PITCH] *= -cl_leanmodel_up_speed.value;
705                                         gunangles[YAW] *= -cl_leanmodel_side_speed.value;
706                                         gunangles[ROLL] = 0;
707
708                                         // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
709                                         //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
710                                         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);
711                                         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);
712                                         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
713                                         highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
714                                         lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
715
716                                         // 5. use the adjusted vectors
717                                         VectorAdd(vieworg, gunorg, gunorg);
718                                         VectorAdd(viewangles, gunangles, gunangles);
719                                 }
720
721                                 // bounded XY speed, used by several effects below
722                                 xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value);
723
724                                 // vertical view bobbing code
725                                 if (cl_bob.value && cl_bobcycle.value)
726                                 {
727                                         float bob_limit = cl_bob_limit.value;
728
729                                         if (cl_bob_limit_heightcheck.integer)
730                                         {
731                                                 // use traces to determine what range the view can bob in, and scale down the bob as needed
732                                                 float trace1fraction;
733                                                 float trace2fraction;
734                                                 vec3_t bob_height_check_dest;
735
736                                                 // these multipliers are expanded a bit (the actual bob sin range is from -0.4 to 1.0) to reduce nearclip issues, especially on water surfaces
737                                                 bob_height_check_dest[0] = vieworg[0];
738                                                 bob_height_check_dest[1] = vieworg[1];
739                                                 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f;
740                                                 trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, collision_extendmovelength.value, true, false, NULL, false, true);
741                                                 trace1fraction = trace.fraction;
742
743                                                 bob_height_check_dest[0] = vieworg[0];
744                                                 bob_height_check_dest[1] = vieworg[1];
745                                                 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f;
746                                                 trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, collision_extendmovelength.value, true, false, NULL, false, true);
747                                                 trace2fraction = trace.fraction;
748
749                                                 bob_limit *= min(trace1fraction, trace2fraction);
750                                         }
751
752                                         // LordHavoc: this code is *weird*, but not replacable (I think it
753                                         // should be done in QC on the server, but oh well, quake is quake)
754                                         // LordHavoc: figured out bobup: the time at which the sin is at 180
755                                         // degrees (which allows lengthening or squishing the peak or valley)
756                                         cycle = cl.time / cl_bobcycle.value;
757                                         cycle -= (int) cycle;
758                                         if (cycle < cl_bobup.value)
759                                                 cycle = sin(M_PI * cycle / cl_bobup.value);
760                                         else
761                                                 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
762                                         // bob is proportional to velocity in the xy plane
763                                         // (don't count Z, or jumping messes it up)
764                                         bob = xyspeed * cl_bob.value;
765                                         bob = bound(0, bob, bob_limit);
766                                         bob = bob*0.3 + bob*0.7*cycle;
767                                         vieworg[2] += bob;
768                                         // we also need to adjust gunorg, or this appears like pushing the gun!
769                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
770                                         // but this is not viable with the new followmodel code as that would mean
771                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
772                                         gunorg[2] += bob;
773                                 }
774
775                                 // horizontal view bobbing code
776                                 if (cl_bob2.value && cl_bob2cycle.value)
777                                 {
778                                         vec3_t bob2vel;
779                                         vec3_t forward, right, up;
780                                         float side, front;
781
782                                         cycle = cl.time / cl_bob2cycle.value;
783                                         cycle -= (int) cycle;
784                                         if (cycle < 0.5)
785                                                 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
786                                         else
787                                                 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
788                                         bob = cl_bob2.value * cycle;
789
790                                         // this value slowly decreases from 1 to 0 when we stop touching the ground.
791                                         // The cycle is later multiplied with it so the view smooths back to normal
792                                         if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
793                                                 cl.bob2_smooth = 1;
794                                         else
795                                         {
796                                                 if(cl.bob2_smooth > 0)
797                                                         cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
798                                                 else
799                                                         cl.bob2_smooth = 0;
800                                         }
801
802                                         // calculate the front and side of the player between the X and Y axes
803                                         AngleVectors(viewangles, forward, right, up);
804                                         // now get the speed based on those angles. The bounds should match the same value as xyspeed's
805                                         side = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value);
806                                         front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value);
807                                         VectorScale(forward, bob, forward);
808                                         VectorScale(right, bob, right);
809                                         // we use side with forward and front with right, so the bobbing goes
810                                         // to the side when we walk forward and to the front when we strafe
811                                         VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
812                                         vieworg[0] += bob2vel[0];
813                                         vieworg[1] += bob2vel[1];
814                                         // we also need to adjust gunorg, or this appears like pushing the gun!
815                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
816                                         // but this is not viable with the new followmodel code as that would mean
817                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
818                                         gunorg[0] += bob2vel[0];
819                                         gunorg[1] += bob2vel[1];
820                                 }
821
822                                 // fall bobbing code
823                                 // causes the view to swing down and back up when touching the ground
824                                 if (cl_bobfall.value && cl_bobfallcycle.value)
825                                 {
826                                         if (!clonground)
827                                         {
828                                                 cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
829                                                 if (clvelocity[2] < -cl_bobfallminspeed.value)
830                                                         cl.bobfall_swing = 1;
831                                                 else
832                                                         cl.bobfall_swing = 0; // TODO really?
833                                         }
834                                         else
835                                         {
836                                                 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
837
838                                                 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
839                                                 vieworg[2] += bobfall;
840                                                 gunorg[2] += bobfall;
841                                         }
842                                 }
843
844                                 // gun model bobbing code
845                                 if (cl_bobmodel.value)
846                                 {
847                                         // calculate for swinging gun model
848                                         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
849                                         // Sajt: I tried to smooth out the transitions between bob and no bob, which works
850                                         // for the most part, but for some reason when you go through a message trigger or
851                                         // pick up an item or anything like that it will momentarily jolt the gun.
852                                         vec3_t forward, right, up;
853                                         float bspeed;
854                                         float s;
855                                         float t;
856
857                                         s = cl.time * cl_bobmodel_speed.value;
858                                         if (clonground)
859                                         {
860                                                 if (cl.time - cl.hitgroundtime < 0.2)
861                                                 {
862                                                         // just hit the ground, speed the bob back up over the next 0.2 seconds
863                                                         t = cl.time - cl.hitgroundtime;
864                                                         t = bound(0, t, 0.2);
865                                                         t *= 5;
866                                                 }
867                                                 else
868                                                         t = 1;
869                                         }
870                                         else
871                                         {
872                                                 // recently left the ground, slow the bob down over the next 0.2 seconds
873                                                 t = cl.time - cl.lastongroundtime;
874                                                 t = 0.2 - bound(0, t, 0.2);
875                                                 t *= 5;
876                                         }
877
878                                         bspeed = xyspeed * 0.01f;
879                                         AngleVectors (gunangles, forward, right, up);
880                                         bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
881                                         VectorMA (gunorg, bob, right, gunorg);
882                                         bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
883                                         VectorMA (gunorg, bob, up, gunorg);
884                                 }
885                         }
886                 }
887                 // calculate a view matrix for rendering the scene
888                 if (v_idlescale.value)
889                 {
890                         viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
891                         viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
892                         viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
893                 }
894                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
895                 if (v_yshearing.value > 0)
896                         Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
897
898                 // calculate a viewmodel matrix for use in view-attached entities
899                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
900                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
901
902                 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
903                 if (v_yshearing.value > 0)
904                         Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value);
905
906                 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
907                 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
908
909                 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
910                 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
911         }
912
913         cl.calcrefdef_prevtime = cl.time;
914 }
915
916 void V_CalcRefdef (void)
917 {
918         entity_t *ent;
919         qboolean cldead;
920
921         if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
922         {
923                 // ent is the view entity (visible when out of body)
924                 ent = &cl.entities[cl.viewentity];
925
926                 cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
927                 V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
928         }
929         else
930         {
931                 viewmodelmatrix_nobob = identitymatrix;
932                 viewmodelmatrix_withbob = identitymatrix;
933                 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
934                 r_refdef.view.matrix = identitymatrix;
935                 VectorClear(cl.csqc_vieworiginfromengine);
936                 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
937         }
938 }
939
940 void V_FadeViewFlashs(void)
941 {
942         // don't flash if time steps backwards
943         if (cl.time <= cl.oldtime)
944                 return;
945         // drop the damage value
946         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
947         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
948                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
949         // drop the bonus value
950         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
951         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
952                 cl.cshifts[CSHIFT_BONUS].percent = 0;
953 }
954
955 void V_CalcViewBlend(void)
956 {
957         float a2;
958         int j;
959         r_refdef.viewblend[0] = 0;
960         r_refdef.viewblend[1] = 0;
961         r_refdef.viewblend[2] = 0;
962         r_refdef.viewblend[3] = 0;
963         r_refdef.frustumscale_x = 1;
964         r_refdef.frustumscale_y = 1;
965         if (cls.state == ca_connected && cls.signon == SIGNONS)
966         {
967                 // set contents color
968                 int supercontents;
969                 vec3_t vieworigin;
970                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
971                 supercontents = CL_PointSuperContents(vieworigin);
972                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
973                 {
974                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
975                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
976                         if (supercontents & SUPERCONTENTS_LAVA)
977                         {
978                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
979                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
980                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
981                         }
982                         else if (supercontents & SUPERCONTENTS_SLIME)
983                         {
984                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
985                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
986                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
987                         }
988                         else
989                         {
990                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
991                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
992                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
993                         }
994                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
995                 }
996                 else
997                 {
998                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
999                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
1000                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
1001                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
1002                 }
1003
1004                 if (gamemode != GAME_TRANSFUSION)
1005                 {
1006                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
1007                         {
1008                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1009                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
1010                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
1011                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1012                         }
1013                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
1014                         {
1015                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1016                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1017                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1018                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
1019                         }
1020                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1021                         {
1022                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
1023                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
1024                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
1025                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
1026                         }
1027                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
1028                         {
1029                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
1030                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1031                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1032                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1033                         }
1034                         else
1035                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
1036                 }
1037
1038                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
1039                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
1040                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
1041                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
1042
1043                 // LordHavoc: fixed V_CalcBlend
1044                 for (j = 0;j < NUM_CSHIFTS;j++)
1045                 {
1046                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
1047                         if (a2 > 0)
1048                         {
1049                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
1050                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
1051                         }
1052                 }
1053                 // saturate color (to avoid blending in black)
1054                 if (r_refdef.viewblend[3])
1055                 {
1056                         a2 = 1 / r_refdef.viewblend[3];
1057                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
1058                 }
1059                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
1060                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
1061                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
1062                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
1063                 if (vid.sRGB3D)
1064                 {
1065                         r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
1066                         r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
1067                         r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
1068                 }
1069                 else
1070                 {
1071                         r_refdef.viewblend[0] *= (1.0f/256.0f);
1072                         r_refdef.viewblend[1] *= (1.0f/256.0f);
1073                         r_refdef.viewblend[2] *= (1.0f/256.0f);
1074                 }
1075                 
1076                 // Samual: Ugly hack, I know. But it's the best we can do since
1077                 // there is no way to detect client states from the engine.
1078                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
1079                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
1080                 {
1081                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
1082                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
1083                 }
1084                 else
1085                         cl.deathfade = 0.0f;
1086
1087                 if(cl.deathfade > 0)
1088                 {
1089                         float a;
1090                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1091                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1092                         if(a > 0)
1093                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1094                         r_refdef.viewblend[3] = a;
1095                 }
1096         }
1097 }
1098
1099 //============================================================================
1100
1101 /*
1102 =============
1103 V_Init
1104 =============
1105 */
1106 void V_Init (void)
1107 {
1108         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
1109         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");
1110         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
1111
1112         Cvar_RegisterVariable (&v_centermove);
1113         Cvar_RegisterVariable (&v_centerspeed);
1114
1115         Cvar_RegisterVariable (&v_iyaw_cycle);
1116         Cvar_RegisterVariable (&v_iroll_cycle);
1117         Cvar_RegisterVariable (&v_ipitch_cycle);
1118         Cvar_RegisterVariable (&v_iyaw_level);
1119         Cvar_RegisterVariable (&v_iroll_level);
1120         Cvar_RegisterVariable (&v_ipitch_level);
1121
1122         Cvar_RegisterVariable (&v_idlescale);
1123         Cvar_RegisterVariable (&crosshair);
1124
1125         Cvar_RegisterVariable (&cl_rollspeed);
1126         Cvar_RegisterVariable (&cl_rollangle);
1127         Cvar_RegisterVariable (&cl_bob);
1128         Cvar_RegisterVariable (&cl_bobcycle);
1129         Cvar_RegisterVariable (&cl_bobup);
1130         Cvar_RegisterVariable (&cl_bob2);
1131         Cvar_RegisterVariable (&cl_bob2cycle);
1132         Cvar_RegisterVariable (&cl_bob2smooth);
1133         Cvar_RegisterVariable (&cl_bobfall);
1134         Cvar_RegisterVariable (&cl_bobfallcycle);
1135         Cvar_RegisterVariable (&cl_bobfallminspeed);
1136         Cvar_RegisterVariable (&cl_bobmodel);
1137         Cvar_RegisterVariable (&cl_bobmodel_side);
1138         Cvar_RegisterVariable (&cl_bobmodel_up);
1139         Cvar_RegisterVariable (&cl_bobmodel_speed);
1140         Cvar_RegisterVariable (&cl_bob_limit);
1141         Cvar_RegisterVariable (&cl_bob_limit_heightcheck);
1142         Cvar_RegisterVariable (&cl_bob_limit_heightcheck_dontcrosswatersurface);
1143         Cvar_RegisterVariable (&cl_bob_velocity_limit);
1144
1145         Cvar_RegisterVariable (&cl_leanmodel);
1146         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1147         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1148         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1149         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1150         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1151         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1152         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1153         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1154         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1155         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1156
1157         Cvar_RegisterVariable (&cl_followmodel);
1158         Cvar_RegisterVariable (&cl_followmodel_side_speed);
1159         Cvar_RegisterVariable (&cl_followmodel_side_limit);
1160         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1161         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1162         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1163         Cvar_RegisterVariable (&cl_followmodel_up_speed);
1164         Cvar_RegisterVariable (&cl_followmodel_up_limit);
1165         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1166         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1167         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1168
1169         Cvar_RegisterVariable (&cl_viewmodel_scale);
1170
1171         Cvar_RegisterVariable (&v_kicktime);
1172         Cvar_RegisterVariable (&v_kickroll);
1173         Cvar_RegisterVariable (&v_kickpitch);
1174
1175         Cvar_RegisterVariable (&cl_stairsmoothspeed);
1176         
1177         Cvar_RegisterVariable (&cl_smoothviewheight);
1178
1179         Cvar_RegisterVariable (&chase_back);
1180         Cvar_RegisterVariable (&chase_up);
1181         Cvar_RegisterVariable (&chase_active);
1182         Cvar_RegisterVariable (&chase_overhead);
1183         Cvar_RegisterVariable (&chase_pitchangle);
1184         Cvar_RegisterVariable (&chase_stevie);
1185
1186         Cvar_RegisterVariable (&v_deathtilt);
1187         Cvar_RegisterVariable (&v_deathtiltangle);
1188
1189         Cvar_RegisterVariable (&v_yshearing);
1190 }
1191