2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // view.c -- player eye positioning
23 #include "cl_collision.h"
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.
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"};
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"};
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"};
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"};
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"};
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"};
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"};
89 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
91 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
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"};
96 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
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."};
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"};
105 cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
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"};
110 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
111 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
113 cvar_t v_yshearing = {0, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
115 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
122 Used by view and sv_user
125 float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
132 AngleVectors (angles, NULL, right, NULL);
133 side = DotProduct (velocity, right);
134 sign = side < 0 ? -1 : 1;
137 value = cl_rollangle.value;
139 if (side < cl_rollspeed.value)
140 side = side * value / cl_rollspeed.value;
148 void V_StartPitchDrift (void)
150 if (cl.laststop == cl.time)
151 return; // something else is keeping it from drifting
153 if (cl.nodrift || !cl.pitchvel)
155 cl.pitchvel = v_centerspeed.value;
161 void V_StopPitchDrift (void)
163 cl.laststop = cl.time;
172 Moves the client pitch angle towards cl.idealpitch sent by the server.
174 If the user is adjusting pitch manually, either with lookup/lookdown,
175 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
177 Drifting is enabled when the center view key is hit, mlook is released and
178 lookspring is non 0, or when
181 void V_DriftPitch (void)
185 if (noclip_anglehack || !cl.onground || cls.demoplayback )
192 // don't count small mouse motion
195 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
198 cl.driftmove += cl.realframetime;
200 if ( cl.driftmove > v_centermove.value)
202 V_StartPitchDrift ();
207 delta = cl.idealpitch - cl.viewangles[PITCH];
215 move = cl.realframetime * cl.pitchvel;
216 cl.pitchvel += cl.realframetime * v_centerspeed.value;
225 cl.viewangles[PITCH] += move;
234 cl.viewangles[PITCH] -= move;
240 ==============================================================================
244 ==============================================================================
253 void V_ParseDamage (void)
257 //vec3_t forward, right;
263 armor = MSG_ReadByte(&cl_message);
264 blood = MSG_ReadByte(&cl_message);
265 MSG_ReadVector(&cl_message, from, cls.protocol);
267 // Send the Dmg Globals to CSQC
268 CL_VM_UpdateDmgGlobals(blood, armor, from);
270 count = blood*0.5 + armor*0.5;
274 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
276 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
277 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
278 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
279 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
280 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
281 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
285 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
286 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
287 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
291 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
292 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
293 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
297 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
298 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
299 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
302 // calculate view angle kicks
303 if (cl.entities[cl.viewentity].state_current.active)
305 ent = &cl.entities[cl.viewentity];
306 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
307 VectorNormalize(localfrom);
308 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
309 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
310 v_dmg_time = v_kicktime.value;
314 static cshift_t v_cshift;
321 static void V_cshift_f (void)
323 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
324 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
325 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
326 v_cshift.percent = atof(Cmd_Argv(4));
334 When you run over an item, the server sends this command
337 static void V_BonusFlash_f (void)
341 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
342 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
343 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
344 cl.cshifts[CSHIFT_BONUS].percent = 50;
345 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
347 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
349 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
350 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
351 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
353 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
355 cl.cshifts[CSHIFT_BONUS].percent = 50;
357 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
359 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
362 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
366 ==============================================================================
370 ==============================================================================
373 extern matrix4x4_t viewmodelmatrix_nobob;
374 extern matrix4x4_t viewmodelmatrix_withbob;
376 #include "cl_collision.h"
386 static vec3_t eyeboxmins = {-16, -16, -24};
387 static vec3_t eyeboxmaxs = { 16, 16, 32};
390 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
392 frac = bound(0, frac, 1);
393 return (*store = *store * (1 - frac) + value * frac);
396 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
398 lowpass(value, frac, store);
399 return (*store = bound(value - limit, *store, value + limit));
402 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
404 return value - lowpass(value, frac, store);
407 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
409 return value - lowpass_limited(value, frac, limit, store);
412 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
414 out[0] = lowpass(value[0], fracx, &store[0]);
415 out[1] = lowpass(value[1], fracy, &store[1]);
416 out[2] = lowpass(value[2], fracz, &store[2]);
419 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
421 out[0] = highpass(value[0], fracx, &store[0]);
422 out[1] = highpass(value[1], fracy, &store[1]);
423 out[2] = highpass(value[2], fracz, &store[2]);
426 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)
428 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
429 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
430 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
438 * cl.gunangles_adjustment_highpass
439 * cl.gunangles_adjustment_lowpass
440 * cl.gunangles_highpass
442 * cl.gunorg_adjustment_highpass
443 * cl.gunorg_adjustment_lowpass
447 * cl.lastongroundtime
451 * cl.calcrefdef_prevtime
454 * cl.movevars_stepheight
455 * cl.movevars_timescale
459 * cl.qw_intermission_angles
460 * cl.qw_intermission_origin
465 * cl.csqc_viewanglesfromengine
466 * cl.csqc_viewmodelmatrixfromengine
467 * cl.csqc_vieworiginfromengine
468 * r_refdef.view.matrix
469 * viewmodelmatrix_nobob
470 * viewmodelmatrix_withbob
472 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)
474 float vieworg[3], viewangles[3], smoothtime;
475 float gunorg[3], gunangles[3];
476 matrix4x4_t tmpmatrix;
478 static float viewheightavg;
481 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
482 vec3_t camboxmins = {-3, -3, -3};
483 vec3_t camboxmaxs = {3, 3, 3};
484 // end of chase camera bounding box size for proper collisions by Alexander Zubov
488 // react to clonground state changes (for gun bob)
492 cl.hitgroundtime = cl.movecmd[0].time;
493 cl.lastongroundtime = cl.movecmd[0].time;
495 cl.oldonground = clonground;
496 cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
498 VectorClear(gunangles);
500 viewmodelmatrix_nobob = identitymatrix;
501 viewmodelmatrix_withbob = identitymatrix;
502 r_refdef.view.matrix = identitymatrix;
504 // player can look around, so take the origin from the entity,
505 // and the angles from the input system
506 Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
507 VectorCopy(clviewangles, viewangles);
509 // calculate how much time has passed since the last V_CalcRefdef
510 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
511 cl.stairsmoothtime = cl.time;
515 v_dmg_time -= bound(0, smoothtime, 0.1);
519 // entity is a fixed camera, just copy the matrix
520 if (cls.protocol == PROTOCOL_QUAKEWORLD)
521 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);
524 r_refdef.view.matrix = *entrendermatrix;
525 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
527 if (v_yshearing.value > 0)
528 Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
529 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
530 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
531 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
533 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
534 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
536 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
537 Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
541 // smooth stair stepping, but only if clonground and enabled
542 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
543 cl.stairsmoothz = vieworg[2];
546 if (cl.stairsmoothz < vieworg[2])
547 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
548 else if (cl.stairsmoothz > vieworg[2])
549 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
552 // apply qw weapon recoil effect (this did not work in QW)
553 // TODO: add a cvar to disable this
554 viewangles[PITCH] += cl.qw_weaponkick;
556 // apply the viewofs (even if chasecam is used)
557 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
558 viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
559 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
560 vieworg[2] += viewheightavg;
562 if (chase_active.value)
564 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
565 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
567 camback = chase_back.value;
568 camup = chase_up.value;
569 campitch = chase_pitchangle.value;
571 AngleVectors(viewangles, forward, NULL, NULL);
573 if (chase_overhead.integer)
580 viewangles[PITCH] = 0;
581 AngleVectors(viewangles, forward, NULL, up);
582 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
583 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
584 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
585 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
588 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
589 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
591 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
592 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
594 VectorCopy(trace.endpos, vieworg);
597 // trace from first person view location to our chosen third person view location
599 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true);
601 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false);
603 VectorCopy(trace.endpos, bestvieworg);
605 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
607 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
609 AngleVectors(viewangles, NULL, NULL, up);
610 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
611 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
612 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
614 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true);
616 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false);
618 if (bestvieworg[2] > trace.endpos[2])
619 bestvieworg[2] = trace.endpos[2];
623 VectorCopy(bestvieworg, vieworg);
625 viewangles[PITCH] = campitch;
629 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
631 // look straight down from high above
632 viewangles[PITCH] = 90;
634 VectorSet(forward, 0, 0, -1);
637 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
639 chase_dest[0] = vieworg[0] + forward[0] * dist;
640 chase_dest[1] = vieworg[1] + forward[1] * dist;
641 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
642 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true);
643 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
648 // first person view from entity
650 if (cldead && v_deathtilt.integer)
651 viewangles[ROLL] = v_deathtiltangle.value;
652 VectorAdd(viewangles, cl.punchangle, viewangles);
653 viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
656 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
657 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
660 VectorAdd(vieworg, cl.punchvector, vieworg);
663 double xyspeed, bob, bobfall;
667 frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
669 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
672 // try to fix the first highpass; result is NOT
673 // perfect! TODO find a better fix
674 VectorCopy(viewangles, cl.gunangles_prev);
675 VectorCopy(vieworg, cl.gunorg_prev);
678 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
679 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
680 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);
681 VectorCopy(vieworg, cl.gunorg_prev);
682 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
684 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
685 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
686 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
687 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
688 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
689 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);
690 VectorCopy(viewangles, cl.gunangles_prev);
691 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
693 // 3. calculate the RAW adjustment vectors
694 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
695 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
696 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
698 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
699 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
702 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
703 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
704 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);
705 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);
706 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
707 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
708 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
710 // 5. use the adjusted vectors
711 VectorAdd(vieworg, gunorg, gunorg);
712 VectorAdd(viewangles, gunangles, gunangles);
714 // bounded XY speed, used by several effects below
715 xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), 400);
717 // vertical view bobbing code
718 if (cl_bob.value && cl_bobcycle.value)
720 // LordHavoc: this code is *weird*, but not replacable (I think it
721 // should be done in QC on the server, but oh well, quake is quake)
722 // LordHavoc: figured out bobup: the time at which the sin is at 180
723 // degrees (which allows lengthening or squishing the peak or valley)
724 cycle = cl.time / cl_bobcycle.value;
725 cycle -= (int) cycle;
726 if (cycle < cl_bobup.value)
727 cycle = sin(M_PI * cycle / cl_bobup.value);
729 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
730 // bob is proportional to velocity in the xy plane
731 // (don't count Z, or jumping messes it up)
732 bob = xyspeed * bound(0, cl_bob.value, 0.05);
733 bob = bob*0.3 + bob*0.7*cycle;
735 // we also need to adjust gunorg, or this appears like pushing the gun!
736 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
737 // but this is not viable with the new followmodel code as that would mean
738 // that followmodel would work on the munged-by-bob vieworg and do feedback
742 // horizontal view bobbing code
743 if (cl_bob2.value && cl_bob2cycle.value)
746 vec3_t forward, right, up;
749 cycle = cl.time / cl_bob2cycle.value;
750 cycle -= (int) cycle;
752 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
754 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
755 bob = bound(0, cl_bob2.value, 0.05) * cycle;
757 // this value slowly decreases from 1 to 0 when we stop touching the ground.
758 // The cycle is later multiplied with it so the view smooths back to normal
759 if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
763 if(cl.bob2_smooth > 0)
764 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
769 // calculate the front and side of the player between the X and Y axes
770 AngleVectors(viewangles, forward, right, up);
771 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
772 side = bound(-400, DotProduct (clvelocity, right) * cl.bob2_smooth, 400);
773 front = bound(-400, DotProduct (clvelocity, forward) * cl.bob2_smooth, 400);
774 VectorScale(forward, bob, forward);
775 VectorScale(right, bob, right);
776 // we use side with forward and front with right, so the bobbing goes
777 // to the side when we walk forward and to the front when we strafe
778 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
779 vieworg[0] += bob2vel[0];
780 vieworg[1] += bob2vel[1];
781 // we also need to adjust gunorg, or this appears like pushing the gun!
782 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
783 // but this is not viable with the new followmodel code as that would mean
784 // that followmodel would work on the munged-by-bob vieworg and do feedback
785 gunorg[0] += bob2vel[0];
786 gunorg[1] += bob2vel[1];
790 // causes the view to swing down and back up when touching the ground
791 if (cl_bobfall.value && cl_bobfallcycle.value)
795 cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
796 if (clvelocity[2] < -cl_bobfallminspeed.value)
797 cl.bobfall_swing = 1;
799 cl.bobfall_swing = 0; // TODO really?
803 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
805 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
806 vieworg[2] += bobfall;
807 gunorg[2] += bobfall;
811 // gun model bobbing code
812 if (cl_bobmodel.value)
814 // calculate for swinging gun model
815 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
816 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
817 // for the most part, but for some reason when you go through a message trigger or
818 // pick up an item or anything like that it will momentarily jolt the gun.
819 vec3_t forward, right, up;
824 s = cl.time * cl_bobmodel_speed.value;
827 if (cl.time - cl.hitgroundtime < 0.2)
829 // just hit the ground, speed the bob back up over the next 0.2 seconds
830 t = cl.time - cl.hitgroundtime;
831 t = bound(0, t, 0.2);
839 // recently left the ground, slow the bob down over the next 0.2 seconds
840 t = cl.time - cl.lastongroundtime;
841 t = 0.2 - bound(0, t, 0.2);
845 bspeed = xyspeed * 0.01f;
846 AngleVectors (gunangles, forward, right, up);
847 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
848 VectorMA (gunorg, bob, right, gunorg);
849 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
850 VectorMA (gunorg, bob, up, gunorg);
854 // calculate a view matrix for rendering the scene
855 if (v_idlescale.value)
857 viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
858 viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
859 viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
861 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
862 if (v_yshearing.value > 0)
863 Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
865 // calculate a viewmodel matrix for use in view-attached entities
866 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
867 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
869 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
870 if (v_yshearing.value > 0)
871 Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value);
873 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
874 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
876 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
877 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
880 cl.calcrefdef_prevtime = cl.time;
883 void V_CalcRefdef (void)
888 if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
890 // ent is the view entity (visible when out of body)
891 ent = &cl.entities[cl.viewentity];
893 cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
894 V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
898 viewmodelmatrix_nobob = identitymatrix;
899 viewmodelmatrix_withbob = identitymatrix;
900 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
901 r_refdef.view.matrix = identitymatrix;
902 VectorClear(cl.csqc_vieworiginfromengine);
903 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
907 void V_FadeViewFlashs(void)
909 // don't flash if time steps backwards
910 if (cl.time <= cl.oldtime)
912 // drop the damage value
913 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
914 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
915 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
916 // drop the bonus value
917 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
918 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
919 cl.cshifts[CSHIFT_BONUS].percent = 0;
922 void V_CalcViewBlend(void)
926 r_refdef.viewblend[0] = 0;
927 r_refdef.viewblend[1] = 0;
928 r_refdef.viewblend[2] = 0;
929 r_refdef.viewblend[3] = 0;
930 r_refdef.frustumscale_x = 1;
931 r_refdef.frustumscale_y = 1;
932 if (cls.state == ca_connected && cls.signon == SIGNONS)
934 // set contents color
937 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
938 supercontents = CL_PointSuperContents(vieworigin);
939 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
941 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
942 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
943 if (supercontents & SUPERCONTENTS_LAVA)
945 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
946 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
947 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
949 else if (supercontents & SUPERCONTENTS_SLIME)
951 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
952 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
953 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
957 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
958 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
959 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
961 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
965 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
966 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
967 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
968 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
971 if (gamemode != GAME_TRANSFUSION)
973 if (cl.stats[STAT_ITEMS] & IT_QUAD)
975 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
976 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
977 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
978 cl.cshifts[CSHIFT_POWERUP].percent = 30;
980 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
982 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
983 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
984 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
985 cl.cshifts[CSHIFT_POWERUP].percent = 20;
987 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
989 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
990 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
991 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
992 cl.cshifts[CSHIFT_POWERUP].percent = 100;
994 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
996 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
997 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
998 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
999 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1002 cl.cshifts[CSHIFT_POWERUP].percent = 0;
1005 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
1006 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
1007 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
1008 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
1010 // LordHavoc: fixed V_CalcBlend
1011 for (j = 0;j < NUM_CSHIFTS;j++)
1013 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
1016 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
1017 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
1020 // saturate color (to avoid blending in black)
1021 if (r_refdef.viewblend[3])
1023 a2 = 1 / r_refdef.viewblend[3];
1024 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
1026 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
1027 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
1028 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
1029 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
1032 r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
1033 r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
1034 r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
1038 r_refdef.viewblend[0] *= (1.0f/256.0f);
1039 r_refdef.viewblend[1] *= (1.0f/256.0f);
1040 r_refdef.viewblend[2] *= (1.0f/256.0f);
1043 // Samual: Ugly hack, I know. But it's the best we can do since
1044 // there is no way to detect client states from the engine.
1045 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
1046 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
1048 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
1049 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
1052 cl.deathfade = 0.0f;
1054 if(cl.deathfade > 0)
1057 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1058 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1060 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1061 r_refdef.viewblend[3] = a;
1066 //============================================================================
1075 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
1076 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");
1077 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
1079 Cvar_RegisterVariable (&v_centermove);
1080 Cvar_RegisterVariable (&v_centerspeed);
1082 Cvar_RegisterVariable (&v_iyaw_cycle);
1083 Cvar_RegisterVariable (&v_iroll_cycle);
1084 Cvar_RegisterVariable (&v_ipitch_cycle);
1085 Cvar_RegisterVariable (&v_iyaw_level);
1086 Cvar_RegisterVariable (&v_iroll_level);
1087 Cvar_RegisterVariable (&v_ipitch_level);
1089 Cvar_RegisterVariable (&v_idlescale);
1090 Cvar_RegisterVariable (&crosshair);
1092 Cvar_RegisterVariable (&cl_rollspeed);
1093 Cvar_RegisterVariable (&cl_rollangle);
1094 Cvar_RegisterVariable (&cl_bob);
1095 Cvar_RegisterVariable (&cl_bobcycle);
1096 Cvar_RegisterVariable (&cl_bobup);
1097 Cvar_RegisterVariable (&cl_bob2);
1098 Cvar_RegisterVariable (&cl_bob2cycle);
1099 Cvar_RegisterVariable (&cl_bob2smooth);
1100 Cvar_RegisterVariable (&cl_bobfall);
1101 Cvar_RegisterVariable (&cl_bobfallcycle);
1102 Cvar_RegisterVariable (&cl_bobfallminspeed);
1103 Cvar_RegisterVariable (&cl_bobmodel);
1104 Cvar_RegisterVariable (&cl_bobmodel_side);
1105 Cvar_RegisterVariable (&cl_bobmodel_up);
1106 Cvar_RegisterVariable (&cl_bobmodel_speed);
1108 Cvar_RegisterVariable (&cl_leanmodel);
1109 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1110 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1111 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1112 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1113 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1114 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1115 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1116 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1117 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1118 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1120 Cvar_RegisterVariable (&cl_followmodel);
1121 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1122 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1123 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1124 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1125 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1126 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1127 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1128 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1129 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1130 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1132 Cvar_RegisterVariable (&cl_viewmodel_scale);
1134 Cvar_RegisterVariable (&v_kicktime);
1135 Cvar_RegisterVariable (&v_kickroll);
1136 Cvar_RegisterVariable (&v_kickpitch);
1138 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1140 Cvar_RegisterVariable (&cl_smoothviewheight);
1142 Cvar_RegisterVariable (&chase_back);
1143 Cvar_RegisterVariable (&chase_up);
1144 Cvar_RegisterVariable (&chase_active);
1145 Cvar_RegisterVariable (&chase_overhead);
1146 Cvar_RegisterVariable (&chase_pitchangle);
1147 Cvar_RegisterVariable (&chase_stevie);
1149 Cvar_RegisterVariable (&v_deathtilt);
1150 Cvar_RegisterVariable (&v_deathtiltangle);
1152 Cvar_RegisterVariable (&v_yshearing);