X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=view.c;h=f3f59b428ce6e494e8b0313e09d8b03bd47aa9bb;hp=ed6333b34c5a9eb776e170906cc4251509cd8d85;hb=8507719df58bf767983c92ecfa32a70090bf501e;hpb=033d7aa23580c29f0a2d813d0c8fb02a6743c24b diff --git a/view.c b/view.c index ed6333b3..f3f59b42 100644 --- a/view.c +++ b/view.c @@ -21,8 +21,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "cl_collision.h" - -void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin); +#include "image.h" /* @@ -33,113 +32,121 @@ when crossing a water boudnary. */ -cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"}; -cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"}; - -cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"}; -cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"}; -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"}; -cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"}; -cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"}; -cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"}; -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)"}; -cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"}; -cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"}; -cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"}; -cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"}; -cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"}; -cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"}; -cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"}; -cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"}; -cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"}; -cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"}; -cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"}; -cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"}; -cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"}; -cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"}; -cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"}; -cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"}; -cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"}; - -cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"}; -cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"}; -cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"}; -cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"}; -cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"}; -cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"}; -cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"}; -cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"}; -cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"}; -cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"}; -cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"}; - -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"}; - -cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"}; -cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"}; -cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"}; - -cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"}; -cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"}; -cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"}; -cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"}; -cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"}; -cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"}; - -cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"}; - -cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"}; - -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)"}; -cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"}; - -cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"}; - -cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"}; -cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"}; -cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"}; -cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"}; +cvar_t cl_rollspeed = {CF_CLIENT, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"}; +cvar_t cl_rollangle = {CF_CLIENT, "cl_rollangle", "2.0", "how much to tilt the view when strafing"}; + +cvar_t cl_bob = {CF_CLIENT | CF_ARCHIVE, "cl_bob","0.02", "view bobbing amount"}; +cvar_t cl_bobcycle = {CF_CLIENT | CF_ARCHIVE, "cl_bobcycle","0.6", "view bobbing speed"}; +cvar_t cl_bobup = {CF_CLIENT | CF_ARCHIVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"}; +cvar_t cl_bob2 = {CF_CLIENT | CF_ARCHIVE, "cl_bob2","0", "sideways view bobbing amount"}; +cvar_t cl_bob2cycle = {CF_CLIENT | CF_ARCHIVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"}; +cvar_t cl_bob2smooth = {CF_CLIENT | CF_ARCHIVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"}; +cvar_t cl_bobfall = {CF_CLIENT | CF_ARCHIVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"}; +cvar_t cl_bobfallcycle = {CF_CLIENT | CF_ARCHIVE, "cl_bobfallcycle","3", "speed of the bobfall swing"}; +cvar_t cl_bobfallminspeed = {CF_CLIENT | CF_ARCHIVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"}; +cvar_t cl_bobmodel = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel", "1", "enables gun bobbing"}; +cvar_t cl_bobmodel_side = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"}; +cvar_t cl_bobmodel_up = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"}; +cvar_t cl_bobmodel_forward = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_forward", "0", "gun bobbing forward movement amount"}; +cvar_t cl_bobmodel_classic = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_classic", "1", "classic Quake-style forward gun bobbing"}; +cvar_t cl_bobmodel_speed = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_speed", "7", "gun bobbing speed"}; +cvar_t cl_bob_limit = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"}; +cvar_t cl_bob_limit_heightcheck = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"}; +cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"}; +cvar_t cl_bob_velocity_limit = {CF_CLIENT | CF_ARCHIVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"}; + +cvar_t cl_leanmodel = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel", "0", "enables gun leaning"}; +cvar_t cl_leanmodel_side_speed = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"}; +cvar_t cl_leanmodel_side_limit = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"}; +cvar_t cl_leanmodel_side_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"}; +cvar_t cl_leanmodel_side_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"}; +cvar_t cl_leanmodel_side_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"}; +cvar_t cl_leanmodel_up_speed = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"}; +cvar_t cl_leanmodel_up_limit = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"}; +cvar_t cl_leanmodel_up_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"}; +cvar_t cl_leanmodel_up_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"}; +cvar_t cl_leanmodel_up_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"}; + +cvar_t cl_followmodel = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel", "0", "enables gun following"}; +cvar_t cl_followmodel_side_speed = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"}; +cvar_t cl_followmodel_side_limit = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"}; +cvar_t cl_followmodel_side_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"}; +cvar_t cl_followmodel_side_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"}; +cvar_t cl_followmodel_side_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"}; +cvar_t cl_followmodel_up_speed = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"}; +cvar_t cl_followmodel_up_limit = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_limit", "5", "gun following upward limit"}; +cvar_t cl_followmodel_up_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"}; +cvar_t cl_followmodel_up_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"}; +cvar_t cl_followmodel_up_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"}; + +cvar_t cl_viewmodel_scale = {CF_CLIENT, "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"}; + +cvar_t v_kicktime = {CF_CLIENT, "v_kicktime", "0.5", "how long a view kick from damage lasts"}; +cvar_t v_kickroll = {CF_CLIENT, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"}; +cvar_t v_kickpitch = {CF_CLIENT, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"}; + +cvar_t v_iyaw_cycle = {CF_CLIENT, "v_iyaw_cycle", "2", "v_idlescale yaw speed"}; +cvar_t v_iroll_cycle = {CF_CLIENT, "v_iroll_cycle", "0.5", "v_idlescale roll speed"}; +cvar_t v_ipitch_cycle = {CF_CLIENT, "v_ipitch_cycle", "1", "v_idlescale pitch speed"}; +cvar_t v_iyaw_level = {CF_CLIENT, "v_iyaw_level", "0.3", "v_idlescale yaw amount"}; +cvar_t v_iroll_level = {CF_CLIENT, "v_iroll_level", "0.1", "v_idlescale roll amount"}; +cvar_t v_ipitch_level = {CF_CLIENT, "v_ipitch_level", "0.3", "v_idlescale pitch amount"}; + +cvar_t v_idlescale = {CF_CLIENT, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"}; + +cvar_t v_isometric = {CF_CLIENT, "v_isometric", "0", "changes view to isometric (non-perspective)"}; +cvar_t v_isometric_verticalfov = {CF_CLIENT, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"}; +cvar_t v_isometric_xx = {CF_CLIENT, "v_isometric_xx", "1", "camera matrix"}; +cvar_t v_isometric_xy = {CF_CLIENT, "v_isometric_xy", "0", "camera matrix"}; +cvar_t v_isometric_xz = {CF_CLIENT, "v_isometric_xz", "0", "camera matrix"}; +cvar_t v_isometric_yx = {CF_CLIENT, "v_isometric_yx", "0", "camera matrix"}; +cvar_t v_isometric_yy = {CF_CLIENT, "v_isometric_yy", "1", "camera matrix"}; +cvar_t v_isometric_yz = {CF_CLIENT, "v_isometric_yz", "0", "camera matrix"}; +cvar_t v_isometric_zx = {CF_CLIENT, "v_isometric_zx", "0", "camera matrix"}; +cvar_t v_isometric_zy = {CF_CLIENT, "v_isometric_zy", "0", "camera matrix"}; +cvar_t v_isometric_zz = {CF_CLIENT, "v_isometric_zz", "1", "camera matrix"}; +cvar_t v_isometric_tx = {CF_CLIENT, "v_isometric_tx", "0", "camera position (player-relative)"}; +cvar_t v_isometric_ty = {CF_CLIENT, "v_isometric_ty", "0", "camera position (player-relative)"}; +cvar_t v_isometric_tz = {CF_CLIENT, "v_isometric_tz", "0", "camera position (player-relative)"}; +cvar_t v_isometric_rot_pitch = {CF_CLIENT, "v_isometric_rot_pitch", "60", "camera rotation"}; +cvar_t v_isometric_rot_yaw = {CF_CLIENT, "v_isometric_rot_yaw", "135", "camera rotation"}; +cvar_t v_isometric_rot_roll = {CF_CLIENT, "v_isometric_rot_roll", "0", "camera rotation"}; +cvar_t v_isometric_relx = {CF_CLIENT, "v_isometric_relx", "0", "camera position*forward"}; +cvar_t v_isometric_rely = {CF_CLIENT, "v_isometric_rely", "0", "camera position*left"}; +cvar_t v_isometric_relz = {CF_CLIENT, "v_isometric_relz", "0", "camera position*up"}; +cvar_t v_isometric_flipcullface = {CF_CLIENT, "v_isometric_flipcullface", "0", "flips the backface culling"}; +cvar_t v_isometric_locked_orientation = {CF_CLIENT, "v_isometric_locked_orientation", "1", "camera rotation is fixed"}; +cvar_t v_isometric_usevieworiginculling = {CF_CLIENT, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"}; + +cvar_t crosshair = {CF_CLIENT | CF_ARCHIVE, "crosshair", "0", "selects crosshair to use (0 is none)"}; + +cvar_t v_centermove = {CF_CLIENT, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"}; +cvar_t v_centerspeed = {CF_CLIENT, "v_centerspeed","500", "how fast the view centers itself"}; + +cvar_t cl_stairsmoothspeed = {CF_CLIENT | CF_ARCHIVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"}; + +cvar_t cl_smoothviewheight = {CF_CLIENT | CF_ARCHIVE, "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."}; + +cvar_t chase_back = {CF_CLIENT | CF_ARCHIVE, "chase_back", "48", "chase cam distance from the player"}; +cvar_t chase_up = {CF_CLIENT | CF_ARCHIVE, "chase_up", "24", "chase cam distance from the player"}; +cvar_t chase_active = {CF_CLIENT | CF_ARCHIVE, "chase_active", "0", "enables chase cam"}; +cvar_t chase_overhead = {CF_CLIENT | CF_ARCHIVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"}; // GAME_GOODVSBAD2 -cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"}; +cvar_t chase_stevie = {CF_CLIENT, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"}; -cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"}; -cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"}; +cvar_t v_deathtilt = {CF_CLIENT, "v_deathtilt", "1", "whether to use sideways view when dead"}; +cvar_t v_deathtiltangle = {CF_CLIENT, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"}; // Prophecy camera pitchangle by Alexander "motorsep" Zubov -cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"}; - -float v_dmg_time, v_dmg_roll, v_dmg_pitch; - - -/* -=============== -V_CalcRoll - -Used by view and sv_user -=============== -*/ -float V_CalcRoll (vec3_t angles, vec3_t velocity) -{ - vec3_t right; - float sign; - float side; - float value; +cvar_t chase_pitchangle = {CF_CLIENT | CF_ARCHIVE, "chase_pitchangle", "55", "chase cam pitch angle"}; - AngleVectors (angles, NULL, right, NULL); - side = DotProduct (velocity, right); - sign = side < 0 ? -1 : 1; - side = fabs(side); +cvar_t v_yshearing = {CF_CLIENT, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"}; - value = cl_rollangle.value; +cvar_t r_viewmodel_quake = {CF_CLIENT | CF_ARCHIVE, "r_viewmodel_quake", "0", "Quake-style weapon viewmodel angle adjustment"}; - if (side < cl_rollspeed.value) - side = side * value / cl_rollspeed.value; - else - side = value; - - return side*sign; +float v_dmg_time, v_dmg_roll, v_dmg_pitch; -} +int cl_punchangle_applied; void V_StartPitchDrift (void) { @@ -154,6 +161,11 @@ void V_StartPitchDrift (void) } } +void V_StartPitchDrift_f(cmd_state_t *cmd) +{ + V_StartPitchDrift(); +} + void V_StopPitchDrift (void) { cl.laststop = cl.time; @@ -256,9 +268,9 @@ void V_ParseDamage (void) //float side; float count; - armor = MSG_ReadByte (); - blood = MSG_ReadByte (); - MSG_ReadVector(from, cls.protocol); + armor = MSG_ReadByte(&cl_message); + blood = MSG_ReadByte(&cl_message); + MSG_ReadVector(&cl_message, from, cls.protocol); // Send the Dmg Globals to CSQC CL_VM_UpdateDmgGlobals(blood, armor, from); @@ -314,12 +326,12 @@ static cshift_t v_cshift; V_cshift_f ================== */ -static void V_cshift_f (void) +static void V_cshift_f(cmd_state_t *cmd) { - v_cshift.destcolor[0] = atof(Cmd_Argv(1)); - v_cshift.destcolor[1] = atof(Cmd_Argv(2)); - v_cshift.destcolor[2] = atof(Cmd_Argv(3)); - v_cshift.percent = atof(Cmd_Argv(4)); + v_cshift.destcolor[0] = atof(Cmd_Argv(cmd, 1)); + v_cshift.destcolor[1] = atof(Cmd_Argv(cmd, 2)); + v_cshift.destcolor[2] = atof(Cmd_Argv(cmd, 3)); + v_cshift.percent = atof(Cmd_Argv(cmd, 4)); } @@ -330,9 +342,9 @@ V_BonusFlash_f When you run over an item, the server sends this command ================== */ -static void V_BonusFlash_f (void) +static void V_BonusFlash_f(cmd_state_t *cmd) { - if(Cmd_Argc() == 1) + if(Cmd_Argc(cmd) == 1) { cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215; cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186; @@ -340,17 +352,17 @@ static void V_BonusFlash_f (void) cl.cshifts[CSHIFT_BONUS].percent = 50; cl.cshifts[CSHIFT_BONUS].alphafade = 100; } - else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6) + else if(Cmd_Argc(cmd) >= 4 && Cmd_Argc(cmd) <= 6) { - cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255; - cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255; - cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255; - if(Cmd_Argc() >= 5) - cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;) + cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(cmd, 1)) * 255; + cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(cmd, 2)) * 255; + cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(cmd, 3)) * 255; + if(Cmd_Argc(cmd) >= 5) + cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(cmd, 4)) * 255; // yes, these are HEXADECIMAL percent ;) else cl.cshifts[CSHIFT_BONUS].percent = 50; - if(Cmd_Argc() >= 6) - cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255; + if(Cmd_Argc(cmd) >= 6) + cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(cmd, 5)) * 255; else cl.cshifts[CSHIFT_BONUS].alphafade = 100; } @@ -366,7 +378,8 @@ static void V_BonusFlash_f (void) ============================================================================== */ -extern matrix4x4_t viewmodelmatrix; +extern matrix4x4_t viewmodelmatrix_nobob; +extern matrix4x4_t viewmodelmatrix_withbob; #include "cl_collision.h" #include "csprogs.h" @@ -425,179 +438,223 @@ static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fra out[2] = highpass_limited(value[2], fracz, limitz, &store[2]); } -void V_CalcRefdef (void) +/* + * State: + * cl.bob2_smooth + * cl.bobfall_speed + * cl.bobfall_swing + * cl.gunangles_adjustment_highpass + * cl.gunangles_adjustment_lowpass + * cl.gunangles_highpass + * cl.gunangles_prev + * cl.gunorg_adjustment_highpass + * cl.gunorg_adjustment_lowpass + * cl.gunorg_highpass + * cl.gunorg_prev + * cl.hitgroundtime + * cl.lastongroundtime + * cl.oldongrounbd + * cl.stairsmoothtime + * cl.stairsmoothz + * cl.calcrefdef_prevtime + * Extra input: + * cl.movecmd[0].time + * cl.movevars_stepheight + * cl.movevars_timescale + * cl.oldtime + * cl.punchangle + * cl.punchvector + * cl.qw_intermission_angles + * cl.qw_intermission_origin + * cl.qw_weaponkick + * cls.protocol + * cl.time + * Output: + * cl.csqc_viewanglesfromengine + * cl.csqc_viewmodelmatrixfromengine + * cl.csqc_vieworiginfromengine + * r_refdef.view.matrix + * viewmodelmatrix_nobob + * viewmodelmatrix_withbob + */ + +/* +================== +V_CalcIntermissionRefdef + +================== +*/ +static void V_CalcIntermissionRefdef (vec3_t vieworg, vec3_t viewangles, const matrix4x4_t *entrendermatrix, float clstatsviewheight) +{ + matrix4x4_t tmpmatrix; + + // entity is a fixed camera, just copy the matrix + if (cls.protocol == PROTOCOL_QUAKEWORLD) + 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); + else + { + r_refdef.view.matrix = *entrendermatrix; + Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight); + } + if (v_yshearing.value > 0) + Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value); + Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); + Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); + Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob); + + VectorCopy(vieworg, cl.csqc_vieworiginfromengine); + VectorCopy(viewangles, cl.csqc_viewanglesfromengine); + + Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix); + Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value); +} + +void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qbool teleported, qbool clonground, qbool clcmdjump, float clstatsviewheight, qbool cldead, const vec3_t clvelocity) { - entity_t *ent; float vieworg[3], viewangles[3], smoothtime; float gunorg[3], gunangles[3]; -#if 0 -// begin of chase camera bounding box size for proper collisions by Alexander Zubov - vec3_t camboxmins = {-3, -3, -3}; - vec3_t camboxmaxs = {3, 3, 3}; -// end of chase camera bounding box size for proper collisions by Alexander Zubov -#endif + matrix4x4_t tmpmatrix; + static float viewheightavg; + float viewheight; trace_t trace; + + // react to clonground state changes (for gun bob) + if (clonground) + { + if (!cl.oldonground) + cl.hitgroundtime = cl.movecmd[0].time; + cl.lastongroundtime = cl.movecmd[0].time; + } + cl.oldonground = clonground; + cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime); + + VectorClear(gunangles); VectorClear(gunorg); - viewmodelmatrix = identitymatrix; + viewmodelmatrix_nobob = identitymatrix; + viewmodelmatrix_withbob = identitymatrix; r_refdef.view.matrix = identitymatrix; - if (cls.state == ca_connected && cls.signon == SIGNONS) - { - // ent is the view entity (visible when out of body) - ent = &cl.entities[cl.viewentity]; - // player can look around, so take the origin from the entity, - // and the angles from the input system - Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg); - VectorCopy(cl.viewangles, viewangles); - // calculate how much time has passed since the last V_CalcRefdef - smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1); - cl.stairsmoothtime = cl.time; + // player can look around, so take the origin from the entity, + // and the angles from the input system + Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg); + VectorCopy(clviewangles, viewangles); - // fade damage flash - if (v_dmg_time > 0) - v_dmg_time -= bound(0, smoothtime, 0.1); + // calculate how much time has passed since the last V_CalcRefdef + smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1); + cl.stairsmoothtime = cl.time; - if (cl.intermission) - { - // entity is a fixed camera, just copy the matrix - if (cls.protocol == PROTOCOL_QUAKEWORLD) - 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); - else - { - r_refdef.view.matrix = ent->render.matrix; - Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]); - } - viewmodelmatrix = r_refdef.view.matrix; - } + // fade damage flash + if (v_dmg_time > 0) + v_dmg_time -= bound(0, smoothtime, 0.1); + + if (cl.intermission) + V_CalcIntermissionRefdef(vieworg, viewangles, entrendermatrix, clstatsviewheight); + else + { + // smooth stair stepping, but only if clonground and enabled + if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported) + cl.stairsmoothz = vieworg[2]; else { - // smooth stair stepping, but only if onground and enabled - if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp - cl.stairsmoothz = vieworg[2]; - else - { - if (cl.stairsmoothz < vieworg[2]) - vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]); - else if (cl.stairsmoothz > vieworg[2]) - vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16); - } + if (cl.stairsmoothz < vieworg[2]) + vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]); + else if (cl.stairsmoothz > vieworg[2]) + vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight); + } - // apply qw weapon recoil effect (this did not work in QW) - // TODO: add a cvar to disable this - viewangles[PITCH] += cl.qw_weaponkick; + // apply qw weapon recoil effect (this did not work in QW) + // TODO: add a cvar to disable this + viewangles[PITCH] += cl.qw_weaponkick; - // apply the viewofs (even if chasecam is used) - vieworg[2] += cl.stats[STAT_VIEWHEIGHT]; + // apply the viewofs (even if chasecam is used) + // Samual: Lets add smoothing for this too so that things like crouching are done with a transition. + viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1); + viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight; + vieworg[2] += viewheightavg; - if (chase_active.value) - { - // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov - vec_t camback, camup, dist, campitch, forward[3], chase_dest[3]; + if (chase_active.value) + { + // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov + vec_t camback, camup, dist, campitch, forward[3], chase_dest[3]; - camback = chase_back.value; - camup = chase_up.value; - campitch = chase_pitchangle.value; + camback = chase_back.value; + camup = chase_up.value; + campitch = chase_pitchangle.value; - AngleVectors(viewangles, forward, NULL, NULL); + AngleVectors(viewangles, forward, NULL, NULL); - if (chase_overhead.integer) - { -#if 1 - vec3_t offset; - vec3_t bestvieworg; -#endif - vec3_t up; - viewangles[PITCH] = 0; - AngleVectors(viewangles, forward, NULL, up); - // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range) - chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup; - chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup; - chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup; -#if 0 -#if 1 - //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); - trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); -#else - //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); -#endif - VectorCopy(trace.endpos, vieworg); - vieworg[2] -= 8; -#else - // trace from first person view location to our chosen third person view location -#if 1 - trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); -#else - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); -#endif - VectorCopy(trace.endpos, bestvieworg); - offset[2] = 0; - for (offset[0] = -16;offset[0] <= 16;offset[0] += 8) - { - for (offset[1] = -16;offset[1] <= 16;offset[1] += 8) - { - AngleVectors(viewangles, NULL, NULL, up); - chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0]; - chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1]; - chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2]; -#if 1 - trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); -#else - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); -#endif - if (bestvieworg[2] > trace.endpos[2]) - bestvieworg[2] = trace.endpos[2]; - } - } - bestvieworg[2] -= 8; - VectorCopy(bestvieworg, vieworg); -#endif - viewangles[PITCH] = campitch; - } - else + if (chase_overhead.integer) + { + vec3_t offset; + vec3_t bestvieworg; + vec3_t up; + viewangles[PITCH] = 0; + AngleVectors(viewangles, forward, NULL, up); + // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range) + chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup; + chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup; + chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup; + // trace from first person view location to our chosen third person view location + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); + VectorCopy(trace.endpos, bestvieworg); + offset[2] = 0; + for (offset[0] = -16;offset[0] <= 16;offset[0] += 8) { - if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer) + for (offset[1] = -16;offset[1] <= 16;offset[1] += 8) { - // look straight down from high above - viewangles[PITCH] = 90; - camback = 2048; - VectorSet(forward, 0, 0, -1); + AngleVectors(viewangles, NULL, NULL, up); + chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0]; + chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1]; + chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2]; + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); + if (bestvieworg[2] > trace.endpos[2]) + bestvieworg[2] = trace.endpos[2]; } - - // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range) - dist = -camback - 8; - chase_dest[0] = vieworg[0] + forward[0] * dist; - chase_dest[1] = vieworg[1] + forward[1] * dist; - chase_dest[2] = vieworg[2] + forward[2] * dist + camup; - trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); - VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg); } + bestvieworg[2] -= 8; + VectorCopy(bestvieworg, vieworg); + viewangles[PITCH] = campitch; } else { - // first person view from entity - // angles - if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer) - viewangles[ROLL] = v_deathtiltangle.value; - VectorAdd(viewangles, cl.punchangle, viewangles); - viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity); - if (v_dmg_time > 0) + if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer) { - viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll; - viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch; + // look straight down from high above + viewangles[PITCH] = 90; + camback = 2048; + VectorSet(forward, 0, 0, -1); } - // origin - VectorAdd(vieworg, cl.punchvector, vieworg); - if (cl.stats[STAT_HEALTH] > 0) - { - double xyspeed, bob, bobfall; - float cycle; - vec_t frametime; - frametime = cl.realframetime * cl.movevars_timescale; + // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range) + dist = -camback - 8; + chase_dest[0] = vieworg[0] + forward[0] * dist; + chase_dest[1] = vieworg[1] + forward[1] * dist; + chase_dest[2] = vieworg[2] + forward[2] * dist + camup; + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); + VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg); + } + } + else + { + // first person view from entity + // angles + if (cldead && v_deathtilt.integer) + viewangles[ROLL] = v_deathtiltangle.value; + + // origin + VectorAdd(vieworg, cl.punchvector, vieworg); + if (!cldead) + { + double xyspeed = 0, bob = 0, bobfall = 0; + double cycle = 0; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values + vec_t frametime; + + frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale; + if(cl_followmodel.integer || cl_leanmodel.integer) + { // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then - if(!ent->persistent.trail_allowed) // FIXME improve this check + if(teleported) { // try to fix the first highpass; result is NOT // perfect! TODO find a better fix @@ -621,12 +678,12 @@ void V_CalcRefdef (void) VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass); // 3. calculate the RAW adjustment vectors - gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0); - gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0); - gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0); + gunorg[0] *= -cl_followmodel_side_speed.value; + gunorg[1] *= -cl_followmodel_side_speed.value; + gunorg[2] *= -cl_followmodel_up_speed.value; - gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0); - gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0); + gunangles[PITCH] *= -cl_leanmodel_up_speed.value; + gunangles[YAW] *= -cl_leanmodel_side_speed.value; gunangles[ROLL] = 0; // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!) @@ -640,123 +697,174 @@ void V_CalcRefdef (void) // 5. use the adjusted vectors VectorAdd(vieworg, gunorg, gunorg); VectorAdd(viewangles, gunangles, gunangles); + } + else + { + // Just initialize gunorg/gunangles. + VectorCopy(vieworg, gunorg); + VectorCopy(viewangles, gunangles); + } + + // bounded XY speed, used by several effects below + xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value); - // bounded XY speed, used by several effects below - xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400); + // vertical view bobbing code + if (cl_bob.value && cl_bobcycle.value) + { + float bob_limit = cl_bobmodel_classic.integer ? 4 : cl_bob_limit.value; - // vertical view bobbing code - if (cl_bob.value && cl_bobcycle.value) + if (cl_bob_limit_heightcheck.integer) { - // LordHavoc: this code is *weird*, but not replacable (I think it - // should be done in QC on the server, but oh well, quake is quake) - // LordHavoc: figured out bobup: the time at which the sin is at 180 - // degrees (which allows lengthening or squishing the peak or valley) - cycle = cl.time / cl_bobcycle.value; - cycle -= (int) cycle; - if (cycle < cl_bobup.value) - cycle = sin(M_PI * cycle / cl_bobup.value); - else - cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value)); - // bob is proportional to velocity in the xy plane - // (don't count Z, or jumping messes it up) - bob = xyspeed * bound(0, cl_bob.value, 0.05); - bob = bob*0.3 + bob*0.7*cycle; - vieworg[2] += bob; - // we also need to adjust gunorg, or this appears like pushing the gun! - // In the old code, this was applied to vieworg BEFORE copying to gunorg, - // but this is not viable with the new followmodel code as that would mean - // that followmodel would work on the munged-by-bob vieworg and do feedback - gunorg[2] += bob; + // use traces to determine what range the view can bob in, and scale down the bob as needed + float trace1fraction; + float trace2fraction; + vec3_t bob_height_check_dest; + + // these multipliers are expanded a bit (the actual bob sin range is from -0.4 to 1.0) to reduce nearclip issues, especially on water surfaces + bob_height_check_dest[0] = vieworg[0]; + bob_height_check_dest[1] = vieworg[1]; + bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f; + trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); + trace1fraction = trace.fraction; + + bob_height_check_dest[0] = vieworg[0]; + bob_height_check_dest[1] = vieworg[1]; + bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f; + trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); + trace2fraction = trace.fraction; + + bob_limit *= min(trace1fraction, trace2fraction); } - // horizontal view bobbing code - if (cl_bob2.value && cl_bob2cycle.value) - { - vec3_t bob2vel; - vec3_t forward, right, up; - float side, front; - - cycle = cl.time / cl_bob2cycle.value; - cycle -= (int) cycle; - if (cycle < 0.5) - cycle = sin(M_PI * cycle / 0.5); - else - cycle = sin(M_PI + M_PI * (cycle-0.5)/0.5); - bob = bound(0, cl_bob2.value, 0.05) * cycle; + // LadyHavoc: this code is *weird*, but not replacable (I think it + // should be done in QC on the server, but oh well, quake is quake) + // LadyHavoc: figured out bobup: the time at which the sin is at 180 + // degrees (which allows lengthening or squishing the peak or valley) + cycle = cl.time / cl_bobcycle.value; + cycle -= (int) cycle; + if (cycle < cl_bobup.value) + cycle = M_PI * cycle / cl_bobup.value; + else + cycle = M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value); + // bob is proportional to velocity in the xy plane + // (don't count Z, or jumping messes it up) + bob = xyspeed * cl_bob.value; + bob = bob*0.3 + bob*0.7*sin(cycle); + bob = bound(-7, bob, bob_limit); + + vieworg[2] += bob; + + // we also need to adjust gunorg, or this appears like pushing the gun! + // In the old code, this was applied to vieworg BEFORE copying to gunorg, + // but this is not viable with the new followmodel code as that would mean + // that followmodel would work on the munged-by-bob vieworg and do feedback + if(!cl_bobmodel_classic.integer) + gunorg[2] += bob; + } - // this value slowly decreases from 1 to 0 when we stop touching the ground. - // The cycle is later multiplied with it so the view smooths back to normal - if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping - cl.bob2_smooth = 1; + // horizontal view bobbing code + if (cl_bob2.value && cl_bob2cycle.value) + { + vec3_t bob2vel; + vec3_t forward, right, up; + float side, front; + + cycle = cl.time / cl_bob2cycle.value; + cycle -= (int) cycle; + if (cycle < 0.5) + cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin + else + cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5); + bob = cl_bob2.value * cycle; + + // this value slowly decreases from 1 to 0 when we stop touching the ground. + // The cycle is later multiplied with it so the view smooths back to normal + if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping + cl.bob2_smooth = 1; + else + { + if(cl.bob2_smooth > 0) + cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1); else - { - if(cl.bob2_smooth > 0) - cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1); - else - cl.bob2_smooth = 0; - } - - // calculate the front and side of the player between the X and Y axes - AngleVectors(viewangles, forward, right, up); - // now get the speed based on those angles. The bounds should match the same value as xyspeed's - side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400); - front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400); - VectorScale(forward, bob, forward); - VectorScale(right, bob, right); - // we use side with forward and front with right, so the bobbing goes - // to the side when we walk forward and to the front when we strafe - VectorMAMAM(side, forward, front, right, 0, up, bob2vel); - vieworg[0] += bob2vel[0]; - vieworg[1] += bob2vel[1]; - // we also need to adjust gunorg, or this appears like pushing the gun! - // In the old code, this was applied to vieworg BEFORE copying to gunorg, - // but this is not viable with the new followmodel code as that would mean - // that followmodel would work on the munged-by-bob vieworg and do feedback - gunorg[0] += bob2vel[0]; - gunorg[1] += bob2vel[1]; + cl.bob2_smooth = 0; } - // fall bobbing code - // causes the view to swing down and back up when touching the ground - if (cl_bobfall.value && cl_bobfallcycle.value) + // calculate the front and side of the player between the X and Y axes + AngleVectors(viewangles, forward, right, up); + // now get the speed based on those angles. The bounds should match the same value as xyspeed's + side = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value); + front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value); + VectorScale(forward, bob, forward); + VectorScale(right, bob, right); + // we use side with forward and front with right, so the bobbing goes + // to the side when we walk forward and to the front when we strafe + VectorMAMAM(side, forward, front, right, 0, up, bob2vel); + vieworg[0] += bob2vel[0]; + vieworg[1] += bob2vel[1]; + // we also need to adjust gunorg, or this appears like pushing the gun! + // In the old code, this was applied to vieworg BEFORE copying to gunorg, + // but this is not viable with the new followmodel code as that would mean + // that followmodel would work on the munged-by-bob vieworg and do feedback + gunorg[0] += bob2vel[0]; + gunorg[1] += bob2vel[1]; + } + + // fall bobbing code + // causes the view to swing down and back up when touching the ground + if (cl_bobfall.value && cl_bobfallcycle.value) + { + if (!clonground) { - if (!cl.onground) - { - cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1); - if (cl.velocity[2] < -cl_bobfallminspeed.value) - cl.bobfall_swing = 1; - else - cl.bobfall_swing = 0; - } + cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1); + if (clvelocity[2] < -cl_bobfallminspeed.value) + cl.bobfall_swing = 1; else - { - if(cl.bobfall_swing > 0) - cl.bobfall_swing -= bound(0, cl_bobfallcycle.value * frametime, 1); - else - cl.bobfall_swing = 0; + cl.bobfall_swing = 0; // TODO really? + } + else + { + cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime); - bobfall = sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed; - vieworg[2] += bobfall; - gunorg[2] += bobfall; - } + bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed; + vieworg[2] += bobfall; + gunorg[2] += bobfall; } + } + VectorCopy(clviewangles, viewangles); + + // Hanicef: don't apply punchangle twice if the scene is rendered more than once. + if (!cl_punchangle_applied) + { + VectorAdd(viewangles, cl.punchangle, viewangles); + cl_punchangle_applied = 1; + } + viewangles[ROLL] += Com_CalcRoll(clviewangles, clvelocity, cl_rollangle.value, cl_rollspeed.value); - // gun model bobbing code - if (cl_bob.value || cl_bob2.value) - if (cl_bobmodel.value) + if (v_dmg_time > 0) + { + viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll; + viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch; + } + + // gun model bobbing code + if (cl_bobmodel.value) + { + vec3_t forward, right, up; + AngleVectors (gunangles, forward, right, up); + + if(!cl_bobmodel_classic.integer) { // calculate for swinging gun model // the gun bobs when running on the ground, but doesn't bob when you're in the air. // Sajt: I tried to smooth out the transitions between bob and no bob, which works // for the most part, but for some reason when you go through a message trigger or // pick up an item or anything like that it will momentarily jolt the gun. - vec3_t forward, right, up; float bspeed; float s; float t; s = cl.time * cl_bobmodel_speed.value; - if (cl.onground) + if (clonground) { if (cl.time - cl.hitgroundtime < 0.2) { @@ -777,27 +885,146 @@ void V_CalcRefdef (void) } bspeed = xyspeed * 0.01f; - AngleVectors (gunangles, forward, right, up); bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t; VectorMA (gunorg, bob, right, gunorg); bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t; VectorMA (gunorg, bob, up, gunorg); } + else + { + // Classic Quake bobbing + for (int i = 0; i < 3; i++) + gunorg[i] += forward[i]*bob*0.4; + gunorg[2] += bob; + + if (r_viewmodel_quake.value) + { + if (scr_viewsize.value == 110) + gunorg[2] += 1; + else if (scr_viewsize.value == 100) + gunorg[2] += 2; + else if (scr_viewsize.value == 90) + gunorg[2] += 1; + else if (scr_viewsize.value == 80) + gunorg[2] += 0.5; + } + } } } - // calculate a view matrix for rendering the scene - if (v_idlescale.value) - 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); - else - 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); - // calculate a viewmodel matrix for use in view-attached entities - Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value); - VectorCopy(vieworg, cl.csqc_origin); - VectorCopy(viewangles, cl.csqc_angles); } + // calculate a view matrix for rendering the scene + if (v_idlescale.value) + { + 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; + } + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1); + if (v_yshearing.value > 0) + Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value); + + // calculate a viewmodel matrix for use in view-attached entities + Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); + Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); + + Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value); + if (v_yshearing.value > 0) + Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value); + + VectorCopy(vieworg, cl.csqc_vieworiginfromengine); + VectorCopy(viewangles, cl.csqc_viewanglesfromengine); + + Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix); + Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob); } + + cl.calcrefdef_prevtime = cl.time; } +void V_CalcRefdef (void) +{ + entity_t *ent; + qbool cldead; + + if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity]) + { + // ent is the view entity (visible when out of body) + ent = &cl.entities[cl.viewentity]; + + cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342); + V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed + } + else + { + viewmodelmatrix_nobob = identitymatrix; + viewmodelmatrix_withbob = identitymatrix; + cl.csqc_viewmodelmatrixfromengine = identitymatrix; + r_refdef.view.matrix = identitymatrix; + VectorClear(cl.csqc_vieworiginfromengine); + VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine); + } +} + +void V_MakeViewIsometric(void) +{ + // when using isometric view to play normal games we have to rotate the camera to make the Ortho matrix do the right thing (forward as up the screen, etc) + matrix4x4_t relative; + matrix4x4_t modifiedview; + matrix4x4_t modify; + vec3_t forward, left, up, org; + float t[4][4]; + + r_refdef.view.useperspective = false; + r_refdef.view.usevieworiginculling = !r_trippy.value && v_isometric_usevieworiginculling.integer; + r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom; + r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value; + r_refdef.view.frustum_x *= r_refdef.frustumscale_x; + r_refdef.view.frustum_y *= r_refdef.frustumscale_y; + r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView + r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView + + t[0][0] = v_isometric_xx.value; + t[0][1] = v_isometric_xy.value; + t[0][2] = v_isometric_xz.value; + t[0][3] = 0.0f; + t[1][0] = v_isometric_yx.value; + t[1][1] = v_isometric_yy.value; + t[1][2] = v_isometric_yz.value; + t[1][3] = 0.0f; + t[2][0] = v_isometric_zx.value; + t[2][1] = v_isometric_zy.value; + t[2][2] = v_isometric_zz.value; + t[2][3] = 0.0f; + t[3][0] = 0.0f; + t[3][1] = 0.0f; + t[3][2] = 0.0f; + t[3][3] = 1.0f; + Matrix4x4_FromArrayFloatGL(&modify, t[0]); + + // if the orientation is locked, extract the origin and create just a translate matrix to start with + if (v_isometric_locked_orientation.integer) + { + vec3_t vx, vy, vz, origin; + Matrix4x4_ToVectors(&r_refdef.view.matrix, vx, vy, vz, origin); + Matrix4x4_CreateTranslate(&r_refdef.view.matrix, origin[0], origin[1], origin[2]); + } + + Matrix4x4_Concat(&modifiedview, &r_refdef.view.matrix, &modify); + Matrix4x4_CreateFromQuakeEntity(&relative, v_isometric_tx.value, v_isometric_ty.value, v_isometric_tz.value, v_isometric_rot_pitch.value, v_isometric_rot_yaw.value, v_isometric_rot_roll.value, 1.0f); + Matrix4x4_Concat(&r_refdef.view.matrix, &modifiedview, &relative); + Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, org); + VectorMAMAMAM(1.0f, org, v_isometric_relx.value, forward, v_isometric_rely.value, left, v_isometric_relz.value, up, org); + Matrix4x4_FromVectors(&r_refdef.view.matrix, forward, left, up, org); + + if (v_isometric_flipcullface.integer) + { + int a = r_refdef.view.cullface_front; + r_refdef.view.cullface_front = r_refdef.view.cullface_back; + r_refdef.view.cullface_back = a; + } +} + + void V_FadeViewFlashs(void) { // don't flash if time steps backwards @@ -901,7 +1128,7 @@ void V_CalcViewBlend(void) cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2]; cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent; - // LordHavoc: fixed V_CalcBlend + // LadyHavoc: fixed V_CalcBlend for (j = 0;j < NUM_CSHIFTS;j++) { a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f); @@ -917,10 +1144,22 @@ void V_CalcViewBlend(void) a2 = 1 / r_refdef.viewblend[3]; VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend); } - r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f); - r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f); - r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f); + r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f); + r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f); + r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f); r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f); + if (vid.sRGB3D) + { + r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]); + r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]); + r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]); + } + else + { + r_refdef.viewblend[0] *= (1.0f/256.0f); + r_refdef.viewblend[1] *= (1.0f/256.0f); + r_refdef.viewblend[2] *= (1.0f/256.0f); + } // Samual: Ugly hack, I know. But it's the best we can do since // there is no way to detect client states from the engine. @@ -954,9 +1193,9 @@ V_Init */ void V_Init (void) { - Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view"); - 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"); - Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)"); + Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "v_cshift", V_cshift_f, "sets tint color of view"); + Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "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"); + Cmd_AddCommand(CF_CLIENT, "centerview", V_StartPitchDrift_f, "gradually recenter view (stop looking up/down)"); Cvar_RegisterVariable (&v_centermove); Cvar_RegisterVariable (&v_centerspeed); @@ -968,6 +1207,30 @@ void V_Init (void) Cvar_RegisterVariable (&v_iroll_level); Cvar_RegisterVariable (&v_ipitch_level); + Cvar_RegisterVariable(&v_isometric); + Cvar_RegisterVariable(&v_isometric_verticalfov); + Cvar_RegisterVariable(&v_isometric_xx); + Cvar_RegisterVariable(&v_isometric_xy); + Cvar_RegisterVariable(&v_isometric_xz); + Cvar_RegisterVariable(&v_isometric_yx); + Cvar_RegisterVariable(&v_isometric_yy); + Cvar_RegisterVariable(&v_isometric_yz); + Cvar_RegisterVariable(&v_isometric_zx); + Cvar_RegisterVariable(&v_isometric_zy); + Cvar_RegisterVariable(&v_isometric_zz); + Cvar_RegisterVariable(&v_isometric_tx); + Cvar_RegisterVariable(&v_isometric_ty); + Cvar_RegisterVariable(&v_isometric_tz); + Cvar_RegisterVariable(&v_isometric_rot_pitch); + Cvar_RegisterVariable(&v_isometric_rot_yaw); + Cvar_RegisterVariable(&v_isometric_rot_roll); + Cvar_RegisterVariable(&v_isometric_relx); + Cvar_RegisterVariable(&v_isometric_rely); + Cvar_RegisterVariable(&v_isometric_relz); + Cvar_RegisterVariable(&v_isometric_flipcullface); + Cvar_RegisterVariable(&v_isometric_locked_orientation); + Cvar_RegisterVariable(&v_isometric_usevieworiginculling); + Cvar_RegisterVariable (&v_idlescale); Cvar_RegisterVariable (&crosshair); @@ -985,7 +1248,13 @@ void V_Init (void) Cvar_RegisterVariable (&cl_bobmodel); Cvar_RegisterVariable (&cl_bobmodel_side); Cvar_RegisterVariable (&cl_bobmodel_up); + Cvar_RegisterVariable (&cl_bobmodel_forward); + Cvar_RegisterVariable (&cl_bobmodel_classic); Cvar_RegisterVariable (&cl_bobmodel_speed); + Cvar_RegisterVariable (&cl_bob_limit); + Cvar_RegisterVariable (&cl_bob_limit_heightcheck); + Cvar_RegisterVariable (&cl_bob_limit_heightcheck_dontcrosswatersurface); + Cvar_RegisterVariable (&cl_bob_velocity_limit); Cvar_RegisterVariable (&cl_leanmodel); Cvar_RegisterVariable (&cl_leanmodel_side_speed); @@ -1018,16 +1287,20 @@ void V_Init (void) Cvar_RegisterVariable (&v_kickpitch); Cvar_RegisterVariable (&cl_stairsmoothspeed); + + Cvar_RegisterVariable (&cl_smoothviewheight); Cvar_RegisterVariable (&chase_back); Cvar_RegisterVariable (&chase_up); Cvar_RegisterVariable (&chase_active); Cvar_RegisterVariable (&chase_overhead); Cvar_RegisterVariable (&chase_pitchangle); - if (gamemode == GAME_GOODVSBAD2) - Cvar_RegisterVariable (&chase_stevie); + Cvar_RegisterVariable (&chase_stevie); Cvar_RegisterVariable (&v_deathtilt); Cvar_RegisterVariable (&v_deathtiltangle); + + Cvar_RegisterVariable (&v_yshearing); + Cvar_RegisterVariable (&r_viewmodel_quake); }