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