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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
25 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
26
27 /*
28
29 The view is allowed to move slightly from it's true position for bobbing,
30 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
31 entities sent from the server may not include everything in the pvs, especially
32 when crossing a water boudnary.
33
34 */
35
36 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
37 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
38
39 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
40 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
41 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"};
42 cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
43 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
44 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
45 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)"};
46 cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
47 cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
48 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
49 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
50 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
51 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
52 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
53 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
54 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
55 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
56 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
57 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
58 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
59 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
60 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
61 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
62 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
63
64 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
65 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
66 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
67 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
68 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
69 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
70 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
71 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
72 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
73 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
74 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
75
76 cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
77
78 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
79 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
80 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
81
82 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
83 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
84 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
85 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
86 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
87 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
88
89 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
90
91 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
92
93 cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
94 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
95
96 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
97
98 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
99 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
100 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
101 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
102 // GAME_GOODVSBAD2
103 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
104
105 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
106 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
107
108 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
109 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
110
111 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
112
113
114 /*
115 ===============
116 V_CalcRoll
117
118 Used by view and sv_user
119 ===============
120 */
121 float V_CalcRoll (vec3_t angles, vec3_t velocity)
122 {
123         vec3_t  right;
124         float   sign;
125         float   side;
126         float   value;
127
128         AngleVectors (angles, NULL, right, NULL);
129         side = DotProduct (velocity, right);
130         sign = side < 0 ? -1 : 1;
131         side = fabs(side);
132
133         value = cl_rollangle.value;
134
135         if (side < cl_rollspeed.value)
136                 side = side * value / cl_rollspeed.value;
137         else
138                 side = value;
139
140         return side*sign;
141
142 }
143
144 void V_StartPitchDrift (void)
145 {
146         if (cl.laststop == cl.time)
147                 return;         // something else is keeping it from drifting
148
149         if (cl.nodrift || !cl.pitchvel)
150         {
151                 cl.pitchvel = v_centerspeed.value;
152                 cl.nodrift = false;
153                 cl.driftmove = 0;
154         }
155 }
156
157 void V_StopPitchDrift (void)
158 {
159         cl.laststop = cl.time;
160         cl.nodrift = true;
161         cl.pitchvel = 0;
162 }
163
164 /*
165 ===============
166 V_DriftPitch
167
168 Moves the client pitch angle towards cl.idealpitch sent by the server.
169
170 If the user is adjusting pitch manually, either with lookup/lookdown,
171 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
172
173 Drifting is enabled when the center view key is hit, mlook is released and
174 lookspring is non 0, or when
175 ===============
176 */
177 void V_DriftPitch (void)
178 {
179         float           delta, move;
180
181         if (noclip_anglehack || !cl.onground || cls.demoplayback )
182         {
183                 cl.driftmove = 0;
184                 cl.pitchvel = 0;
185                 return;
186         }
187
188 // don't count small mouse motion
189         if (cl.nodrift)
190         {
191                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
192                         cl.driftmove = 0;
193                 else
194                         cl.driftmove += cl.realframetime;
195
196                 if ( cl.driftmove > v_centermove.value)
197                 {
198                         V_StartPitchDrift ();
199                 }
200                 return;
201         }
202
203         delta = cl.idealpitch - cl.viewangles[PITCH];
204
205         if (!delta)
206         {
207                 cl.pitchvel = 0;
208                 return;
209         }
210
211         move = cl.realframetime * cl.pitchvel;
212         cl.pitchvel += cl.realframetime * v_centerspeed.value;
213
214         if (delta > 0)
215         {
216                 if (move > delta)
217                 {
218                         cl.pitchvel = 0;
219                         move = delta;
220                 }
221                 cl.viewangles[PITCH] += move;
222         }
223         else if (delta < 0)
224         {
225                 if (move > -delta)
226                 {
227                         cl.pitchvel = 0;
228                         move = -delta;
229                 }
230                 cl.viewangles[PITCH] -= move;
231         }
232 }
233
234
235 /*
236 ==============================================================================
237
238                                                 SCREEN FLASHES
239
240 ==============================================================================
241 */
242
243
244 /*
245 ===============
246 V_ParseDamage
247 ===============
248 */
249 void V_ParseDamage (void)
250 {
251         int armor, blood;
252         vec3_t from;
253         //vec3_t forward, right;
254         vec3_t localfrom;
255         entity_t *ent;
256         //float side;
257         float count;
258
259         armor = MSG_ReadByte ();
260         blood = MSG_ReadByte ();
261         MSG_ReadVector(from, cls.protocol);
262
263         // Send the Dmg Globals to CSQC
264         CL_VM_UpdateDmgGlobals(blood, armor, from);
265
266         count = blood*0.5 + armor*0.5;
267         if (count < 10)
268                 count = 10;
269
270         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
271
272         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
273         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
274         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
275                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
276         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
277                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
278
279         if (armor > blood)
280         {
281                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
282                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
283                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
284         }
285         else if (armor)
286         {
287                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
288                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
289                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
290         }
291         else
292         {
293                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
294                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
295                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
296         }
297
298         // calculate view angle kicks
299         if (cl.entities[cl.viewentity].state_current.active)
300         {
301                 ent = &cl.entities[cl.viewentity];
302                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
303                 VectorNormalize(localfrom);
304                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
305                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
306                 v_dmg_time = v_kicktime.value;
307         }
308 }
309
310 static cshift_t v_cshift;
311
312 /*
313 ==================
314 V_cshift_f
315 ==================
316 */
317 static void V_cshift_f (void)
318 {
319         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
320         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
321         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
322         v_cshift.percent = atof(Cmd_Argv(4));
323 }
324
325
326 /*
327 ==================
328 V_BonusFlash_f
329
330 When you run over an item, the server sends this command
331 ==================
332 */
333 static void V_BonusFlash_f (void)
334 {
335         if(Cmd_Argc() == 1)
336         {
337                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
338                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
339                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
340                 cl.cshifts[CSHIFT_BONUS].percent = 50;
341                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
342         }
343         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
344         {
345                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
346                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
347                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
348                 if(Cmd_Argc() >= 5)
349                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
350                 else
351                         cl.cshifts[CSHIFT_BONUS].percent = 50;
352                 if(Cmd_Argc() >= 6)
353                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
354                 else
355                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
356         }
357         else
358                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
359 }
360
361 /*
362 ==============================================================================
363
364                                                 VIEW RENDERING
365
366 ==============================================================================
367 */
368
369 extern matrix4x4_t viewmodelmatrix;
370
371 #include "cl_collision.h"
372 #include "csprogs.h"
373
374 /*
375 ==================
376 V_CalcRefdef
377
378 ==================
379 */
380 #if 0
381 static vec3_t eyeboxmins = {-16, -16, -24};
382 static vec3_t eyeboxmaxs = { 16,  16,  32};
383 #endif
384
385 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
386 {
387         frac = bound(0, frac, 1);
388         return (*store = *store * (1 - frac) + value * frac);
389 }
390
391 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
392 {
393         lowpass(value, frac, store);
394         return (*store = bound(value - limit, *store, value + limit));
395 }
396
397 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
398 {
399         return value - lowpass(value, frac, store);
400 }
401
402 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
403 {
404         return value - lowpass_limited(value, frac, limit, store);
405 }
406
407 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
408 {
409         out[0] = lowpass(value[0], fracx, &store[0]);
410         out[1] = lowpass(value[1], fracy, &store[1]);
411         out[2] = lowpass(value[2], fracz, &store[2]);
412 }
413
414 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
415 {
416         out[0] = highpass(value[0], fracx, &store[0]);
417         out[1] = highpass(value[1], fracy, &store[1]);
418         out[2] = highpass(value[2], fracz, &store[2]);
419 }
420
421 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)
422 {
423         out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
424         out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
425         out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
426 }
427
428 void V_CalcRefdef (void)
429 {
430         entity_t *ent;
431         float vieworg[3], viewangles[3], smoothtime;
432         float gunorg[3], gunangles[3];
433 #if 0
434 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
435         vec3_t camboxmins = {-3, -3, -3};
436         vec3_t camboxmaxs = {3, 3, 3};
437 // end of chase camera bounding box size for proper collisions by Alexander Zubov
438 #endif
439         trace_t trace;
440         VectorClear(gunorg);
441         viewmodelmatrix = identitymatrix;
442         r_refdef.view.matrix = identitymatrix;
443         if (cls.state == ca_connected && cls.signon == SIGNONS)
444         {
445                 // ent is the view entity (visible when out of body)
446                 ent = &cl.entities[cl.viewentity];
447                 // player can look around, so take the origin from the entity,
448                 // and the angles from the input system
449                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
450                 VectorCopy(cl.viewangles, viewangles);
451
452                 // calculate how much time has passed since the last V_CalcRefdef
453                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
454                 cl.stairsmoothtime = cl.time;
455
456                 // fade damage flash
457                 if (v_dmg_time > 0)
458                         v_dmg_time -= bound(0, smoothtime, 0.1);
459
460                 if (cl.intermission)
461                 {
462                         // entity is a fixed camera, just copy the matrix
463                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
464                                 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);
465                         else
466                         {
467                                 r_refdef.view.matrix = ent->render.matrix;
468                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
469                         }
470                         viewmodelmatrix = r_refdef.view.matrix;
471                 }
472                 else
473                 {
474                         // smooth stair stepping, but only if onground and enabled
475                         if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
476                                 cl.stairsmoothz = vieworg[2];
477                         else
478                         {
479                                 if (cl.stairsmoothz < vieworg[2])
480                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
481                                 else if (cl.stairsmoothz > vieworg[2])
482                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
483                         }
484
485                         // apply qw weapon recoil effect (this did not work in QW)
486                         // TODO: add a cvar to disable this
487                         viewangles[PITCH] += cl.qw_weaponkick;
488
489                         // apply the viewofs (even if chasecam is used)
490                         vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
491
492                         if (chase_active.value)
493                         {
494                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
495                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
496
497                                 camback = chase_back.value;
498                                 camup = chase_up.value;
499                                 campitch = chase_pitchangle.value;
500
501                                 AngleVectors(viewangles, forward, NULL, NULL);
502
503                                 if (chase_overhead.integer)
504                                 {
505 #if 1
506                                         vec3_t offset;
507                                         vec3_t bestvieworg;
508 #endif
509                                         vec3_t up;
510                                         viewangles[PITCH] = 0;
511                                         AngleVectors(viewangles, forward, NULL, up);
512                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
513                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
514                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
515                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
516 #if 0
517 #if 1
518                                         //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
519                                         trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
520 #else
521                                         //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
522                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
523 #endif
524                                         VectorCopy(trace.endpos, vieworg);
525                                         vieworg[2] -= 8;
526 #else
527                                         // trace from first person view location to our chosen third person view location
528 #if 1
529                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
530 #else
531                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
532 #endif
533                                         VectorCopy(trace.endpos, bestvieworg);
534                                         offset[2] = 0;
535                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
536                                         {
537                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
538                                                 {
539                                                         AngleVectors(viewangles, NULL, NULL, up);
540                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
541                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
542                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
543 #if 1
544                                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
545 #else
546                                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
547 #endif
548                                                         if (bestvieworg[2] > trace.endpos[2])
549                                                                 bestvieworg[2] = trace.endpos[2];
550                                                 }
551                                         }
552                                         bestvieworg[2] -= 8;
553                                         VectorCopy(bestvieworg, vieworg);
554 #endif
555                                         viewangles[PITCH] = campitch;
556                                 }
557                                 else
558                                 {
559                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
560                                         {
561                                                 // look straight down from high above
562                                                 viewangles[PITCH] = 90;
563                                                 camback = 2048;
564                                                 VectorSet(forward, 0, 0, -1);
565                                         }
566
567                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
568                                         dist = -camback - 8;
569                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
570                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
571                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
572                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
573                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
574                                 }
575                         }
576                         else
577                         {
578                                 // first person view from entity
579                                 // angles
580                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
581                                         viewangles[ROLL] = v_deathtiltangle.value;
582                                 VectorAdd(viewangles, cl.punchangle, viewangles);
583                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
584                                 if (v_dmg_time > 0)
585                                 {
586                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
587                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
588                                 }
589                                 // origin
590                                 VectorAdd(vieworg, cl.punchvector, vieworg);
591                                 if (cl.stats[STAT_HEALTH] > 0)
592                                 {
593                                         double xyspeed, bob, bobfall;
594                                         float cycle;
595                                         vec_t frametime;
596
597                                         frametime = cl.realframetime * cl.movevars_timescale;
598
599                                         // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
600                                         if(!ent->persistent.trail_allowed) // FIXME improve this check
601                                         {
602                                                 // try to fix the first highpass; result is NOT
603                                                 // perfect! TODO find a better fix
604                                                 VectorCopy(viewangles, cl.gunangles_prev);
605                                                 VectorCopy(vieworg, cl.gunorg_prev);
606                                         }
607
608                                         // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
609                                         VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
610                                         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);
611                                         VectorCopy(vieworg, cl.gunorg_prev);
612                                         VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
613
614                                         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
615                                         VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
616                                         cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
617                                         cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
618                                         cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
619                                         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);
620                                         VectorCopy(viewangles, cl.gunangles_prev);
621                                         VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
622
623                                         // 3. calculate the RAW adjustment vectors
624                                         gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
625                                         gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
626                                         gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
627
628                                         gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
629                                         gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
630                                         gunangles[ROLL] = 0;
631
632                                         // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
633                                         //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
634                                         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);
635                                         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);
636                                         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
637                                         highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
638                                         lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
639
640                                         // 5. use the adjusted vectors
641                                         VectorAdd(vieworg, gunorg, gunorg);
642                                         VectorAdd(viewangles, gunangles, gunangles);
643
644                                         // bounded XY speed, used by several effects below
645                                         xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
646
647                                         // vertical view bobbing code
648                                         if (cl_bob.value && cl_bobcycle.value)
649                                         {
650                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
651                                                 // should be done in QC on the server, but oh well, quake is quake)
652                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
653                                                 // degrees (which allows lengthening or squishing the peak or valley)
654                                                 cycle = cl.time / cl_bobcycle.value;
655                                                 cycle -= (int) cycle;
656                                                 if (cycle < cl_bobup.value)
657                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
658                                                 else
659                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
660                                                 // bob is proportional to velocity in the xy plane
661                                                 // (don't count Z, or jumping messes it up)
662                                                 bob = xyspeed * bound(0, cl_bob.value, 0.05);
663                                                 bob = bob*0.3 + bob*0.7*cycle;
664                                                 vieworg[2] += bob;
665                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
666                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
667                                                 // but this is not viable with the new followmodel code as that would mean
668                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
669                                                 gunorg[2] += bob;
670                                         }
671
672                                         // horizontal view bobbing code
673                                         if (cl_bob2.value && cl_bob2cycle.value)
674                                         {
675                                                 vec3_t bob2vel;
676                                                 vec3_t forward, right, up;
677                                                 float side, front;
678
679                                                 cycle = cl.time / cl_bob2cycle.value;
680                                                 cycle -= (int) cycle;
681                                                 if (cycle < 0.5)
682                                                         cycle = sin(M_PI * cycle / 0.5);
683                                                 else
684                                                         cycle = sin(M_PI + M_PI * (cycle-0.5)/0.5);
685                                                 bob = bound(0, cl_bob2.value, 0.05) * cycle;
686
687                                                 // this value slowly decreases from 1 to 0 when we stop touching the ground.
688                                                 // The cycle is later multiplied with it so the view smooths back to normal
689                                                 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
690                                                         cl.bob2_smooth = 1;
691                                                 else
692                                                 {
693                                                         if(cl.bob2_smooth > 0)
694                                                                 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
695                                                         else
696                                                                 cl.bob2_smooth = 0;
697                                                 }
698
699                                                 // calculate the front and side of the player between the X and Y axes
700                                                 AngleVectors(viewangles, forward, right, up);
701                                                 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
702                                                 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
703                                                 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
704                                                 VectorScale(forward, bob, forward);
705                                                 VectorScale(right, bob, right);
706                                                 // we use side with forward and front with right, so the bobbing goes
707                                                 // to the side when we walk forward and to the front when we strafe
708                                                 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
709                                                 vieworg[0] += bob2vel[0];
710                                                 vieworg[1] += bob2vel[1];
711                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
712                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
713                                                 // but this is not viable with the new followmodel code as that would mean
714                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
715                                                 gunorg[0] += bob2vel[0];
716                                                 gunorg[1] += bob2vel[1];
717                                         }
718
719                                         // fall bobbing code
720                                         // causes the view to swing down and back up when touching the ground
721                                         if (cl_bobfall.value && cl_bobfallcycle.value)
722                                         {
723                                                 if (!cl.onground)
724                                                 {
725                                                         cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
726                                                         if (cl.velocity[2] < -cl_bobfallminspeed.value)
727                                                                 cl.bobfall_swing = 1;
728                                                         else
729                                                                 cl.bobfall_swing = 0;
730                                                 }
731                                                 else
732                                                 {
733                                                         if(cl.bobfall_swing > 0)
734                                                                 cl.bobfall_swing -= bound(0, cl_bobfallcycle.value * frametime, 1);
735                                                         else
736                                                                 cl.bobfall_swing = 0;
737
738                                                         bobfall = sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
739                                                         vieworg[2] += bobfall;
740                                                         gunorg[2] += bobfall;
741                                                 }
742                                         }
743
744                                         // gun model bobbing code
745                                         if (cl_bob.value || cl_bob2.value)
746                                         if (cl_bobmodel.value)
747                                         {
748                                                 // calculate for swinging gun model
749                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
750                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
751                                                 // for the most part, but for some reason when you go through a message trigger or
752                                                 // pick up an item or anything like that it will momentarily jolt the gun.
753                                                 vec3_t forward, right, up;
754                                                 float bspeed;
755                                                 float s;
756                                                 float t;
757
758                                                 s = cl.time * cl_bobmodel_speed.value;
759                                                 if (cl.onground)
760                                                 {
761                                                         if (cl.time - cl.hitgroundtime < 0.2)
762                                                         {
763                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
764                                                                 t = cl.time - cl.hitgroundtime;
765                                                                 t = bound(0, t, 0.2);
766                                                                 t *= 5;
767                                                         }
768                                                         else
769                                                                 t = 1;
770                                                 }
771                                                 else
772                                                 {
773                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
774                                                         t = cl.time - cl.lastongroundtime;
775                                                         t = 0.2 - bound(0, t, 0.2);
776                                                         t *= 5;
777                                                 }
778
779                                                 bspeed = xyspeed * 0.01f;
780                                                 AngleVectors (gunangles, forward, right, up);
781                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
782                                                 VectorMA (gunorg, bob, right, gunorg);
783                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
784                                                 VectorMA (gunorg, bob, up, gunorg);
785                                         }
786                                 }
787                         }
788                         // calculate a view matrix for rendering the scene
789                         if (v_idlescale.value)
790                                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
791                         else
792                                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
793                         // calculate a viewmodel matrix for use in view-attached entities
794                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
795                         VectorCopy(vieworg, cl.csqc_origin);
796                         VectorCopy(viewangles, cl.csqc_angles);
797                 }
798         }
799 }
800
801 void V_FadeViewFlashs(void)
802 {
803         // don't flash if time steps backwards
804         if (cl.time <= cl.oldtime)
805                 return;
806         // drop the damage value
807         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
808         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
809                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
810         // drop the bonus value
811         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
812         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
813                 cl.cshifts[CSHIFT_BONUS].percent = 0;
814 }
815
816 void V_CalcViewBlend(void)
817 {
818         float a2;
819         int j;
820         r_refdef.viewblend[0] = 0;
821         r_refdef.viewblend[1] = 0;
822         r_refdef.viewblend[2] = 0;
823         r_refdef.viewblend[3] = 0;
824         r_refdef.frustumscale_x = 1;
825         r_refdef.frustumscale_y = 1;
826         if (cls.state == ca_connected && cls.signon == SIGNONS)
827         {
828                 // set contents color
829                 int supercontents;
830                 vec3_t vieworigin;
831                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
832                 supercontents = CL_PointSuperContents(vieworigin);
833                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
834                 {
835                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
836                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
837                         if (supercontents & SUPERCONTENTS_LAVA)
838                         {
839                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
840                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
841                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
842                         }
843                         else if (supercontents & SUPERCONTENTS_SLIME)
844                         {
845                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
846                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
847                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
848                         }
849                         else
850                         {
851                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
852                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
853                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
854                         }
855                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
856                 }
857                 else
858                 {
859                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
860                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
861                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
862                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
863                 }
864
865                 if (gamemode != GAME_TRANSFUSION)
866                 {
867                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
868                         {
869                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
870                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
871                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
872                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
873                         }
874                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
875                         {
876                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
877                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
878                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
879                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
880                         }
881                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
882                         {
883                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
884                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
885                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
886                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
887                         }
888                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
889                         {
890                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
891                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
892                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
893                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
894                         }
895                         else
896                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
897                 }
898
899                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
900                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
901                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
902                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
903
904                 // LordHavoc: fixed V_CalcBlend
905                 for (j = 0;j < NUM_CSHIFTS;j++)
906                 {
907                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
908                         if (a2 > 0)
909                         {
910                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
911                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
912                         }
913                 }
914                 // saturate color (to avoid blending in black)
915                 if (r_refdef.viewblend[3])
916                 {
917                         a2 = 1 / r_refdef.viewblend[3];
918                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
919                 }
920                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
921                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
922                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
923                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
924                 
925                 // Samual: Ugly hack, I know. But it's the best we can do since
926                 // there is no way to detect client states from the engine.
927                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
928                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
929                 {
930                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
931                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
932                 }
933                 else
934                         cl.deathfade = 0.0f;
935
936                 if(cl.deathfade > 0)
937                 {
938                         float a;
939                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
940                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
941                         if(a > 0)
942                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
943                         r_refdef.viewblend[3] = a;
944                 }
945         }
946 }
947
948 //============================================================================
949
950 /*
951 =============
952 V_Init
953 =============
954 */
955 void V_Init (void)
956 {
957         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
958         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");
959         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
960
961         Cvar_RegisterVariable (&v_centermove);
962         Cvar_RegisterVariable (&v_centerspeed);
963
964         Cvar_RegisterVariable (&v_iyaw_cycle);
965         Cvar_RegisterVariable (&v_iroll_cycle);
966         Cvar_RegisterVariable (&v_ipitch_cycle);
967         Cvar_RegisterVariable (&v_iyaw_level);
968         Cvar_RegisterVariable (&v_iroll_level);
969         Cvar_RegisterVariable (&v_ipitch_level);
970
971         Cvar_RegisterVariable (&v_idlescale);
972         Cvar_RegisterVariable (&crosshair);
973
974         Cvar_RegisterVariable (&cl_rollspeed);
975         Cvar_RegisterVariable (&cl_rollangle);
976         Cvar_RegisterVariable (&cl_bob);
977         Cvar_RegisterVariable (&cl_bobcycle);
978         Cvar_RegisterVariable (&cl_bobup);
979         Cvar_RegisterVariable (&cl_bob2);
980         Cvar_RegisterVariable (&cl_bob2cycle);
981         Cvar_RegisterVariable (&cl_bob2smooth);
982         Cvar_RegisterVariable (&cl_bobfall);
983         Cvar_RegisterVariable (&cl_bobfallcycle);
984         Cvar_RegisterVariable (&cl_bobfallminspeed);
985         Cvar_RegisterVariable (&cl_bobmodel);
986         Cvar_RegisterVariable (&cl_bobmodel_side);
987         Cvar_RegisterVariable (&cl_bobmodel_up);
988         Cvar_RegisterVariable (&cl_bobmodel_speed);
989
990         Cvar_RegisterVariable (&cl_leanmodel);
991         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
992         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
993         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
994         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
995         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
996         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
997         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
998         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
999         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1000         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1001
1002         Cvar_RegisterVariable (&cl_followmodel);
1003         Cvar_RegisterVariable (&cl_followmodel_side_speed);
1004         Cvar_RegisterVariable (&cl_followmodel_side_limit);
1005         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1006         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1007         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1008         Cvar_RegisterVariable (&cl_followmodel_up_speed);
1009         Cvar_RegisterVariable (&cl_followmodel_up_limit);
1010         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1011         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1012         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1013
1014         Cvar_RegisterVariable (&cl_viewmodel_scale);
1015
1016         Cvar_RegisterVariable (&v_kicktime);
1017         Cvar_RegisterVariable (&v_kickroll);
1018         Cvar_RegisterVariable (&v_kickpitch);
1019
1020         Cvar_RegisterVariable (&cl_stairsmoothspeed);
1021
1022         Cvar_RegisterVariable (&chase_back);
1023         Cvar_RegisterVariable (&chase_up);
1024         Cvar_RegisterVariable (&chase_active);
1025         Cvar_RegisterVariable (&chase_overhead);
1026         Cvar_RegisterVariable (&chase_pitchangle);
1027         if (gamemode == GAME_GOODVSBAD2)
1028                 Cvar_RegisterVariable (&chase_stevie);
1029
1030         Cvar_RegisterVariable (&v_deathtilt);
1031         Cvar_RegisterVariable (&v_deathtiltangle);
1032 }
1033