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"};
51 cvar_t cl_bob_limit = {CVAR_SAVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"};
52 cvar_t cl_bob_limit_heightcheck = {CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"};
53 cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
54 cvar_t cl_bob_velocity_limit = {CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
56 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
57 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
58 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
59 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
60 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
61 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
62 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
63 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
64 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
65 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
66 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
68 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
69 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
70 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
71 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
72 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
73 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
74 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
75 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
76 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
77 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
78 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
80 cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
82 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
83 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
84 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
86 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
87 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
88 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
89 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
90 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
91 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
93 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
95 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
97 cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
98 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
100 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
102 cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
104 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
105 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
106 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
107 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
109 cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
111 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
112 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
114 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
115 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
117 cvar_t v_yshearing = {0, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
119 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
126 Used by view and sv_user
129 float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
136 AngleVectors (angles, NULL, right, NULL);
137 side = DotProduct (velocity, right);
138 sign = side < 0 ? -1 : 1;
141 value = cl_rollangle.value;
143 if (side < cl_rollspeed.value)
144 side = side * value / cl_rollspeed.value;
152 void V_StartPitchDrift (void)
154 if (cl.laststop == cl.time)
155 return; // something else is keeping it from drifting
157 if (cl.nodrift || !cl.pitchvel)
159 cl.pitchvel = v_centerspeed.value;
165 void V_StopPitchDrift (void)
167 cl.laststop = cl.time;
176 Moves the client pitch angle towards cl.idealpitch sent by the server.
178 If the user is adjusting pitch manually, either with lookup/lookdown,
179 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
181 Drifting is enabled when the center view key is hit, mlook is released and
182 lookspring is non 0, or when
185 void V_DriftPitch (void)
189 if (noclip_anglehack || !cl.onground || cls.demoplayback )
196 // don't count small mouse motion
199 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
202 cl.driftmove += cl.realframetime;
204 if ( cl.driftmove > v_centermove.value)
206 V_StartPitchDrift ();
211 delta = cl.idealpitch - cl.viewangles[PITCH];
219 move = cl.realframetime * cl.pitchvel;
220 cl.pitchvel += cl.realframetime * v_centerspeed.value;
229 cl.viewangles[PITCH] += move;
238 cl.viewangles[PITCH] -= move;
244 ==============================================================================
248 ==============================================================================
257 void V_ParseDamage (void)
261 //vec3_t forward, right;
267 armor = MSG_ReadByte(&cl_message);
268 blood = MSG_ReadByte(&cl_message);
269 MSG_ReadVector(&cl_message, from, cls.protocol);
271 // Send the Dmg Globals to CSQC
272 CL_VM_UpdateDmgGlobals(blood, armor, from);
274 count = blood*0.5 + armor*0.5;
278 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
280 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
281 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
282 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
283 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
284 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
285 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
289 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
290 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
291 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
295 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
296 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
297 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
301 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
302 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
303 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
306 // calculate view angle kicks
307 if (cl.entities[cl.viewentity].state_current.active)
309 ent = &cl.entities[cl.viewentity];
310 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
311 VectorNormalize(localfrom);
312 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
313 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
314 v_dmg_time = v_kicktime.value;
318 static cshift_t v_cshift;
325 static void V_cshift_f (void)
327 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
328 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
329 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
330 v_cshift.percent = atof(Cmd_Argv(4));
338 When you run over an item, the server sends this command
341 static void V_BonusFlash_f (void)
345 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
346 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
347 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
348 cl.cshifts[CSHIFT_BONUS].percent = 50;
349 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
351 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
353 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
354 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
355 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
357 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
359 cl.cshifts[CSHIFT_BONUS].percent = 50;
361 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
363 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
366 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
370 ==============================================================================
374 ==============================================================================
377 extern matrix4x4_t viewmodelmatrix_nobob;
378 extern matrix4x4_t viewmodelmatrix_withbob;
380 #include "cl_collision.h"
390 static vec3_t eyeboxmins = {-16, -16, -24};
391 static vec3_t eyeboxmaxs = { 16, 16, 32};
394 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
396 frac = bound(0, frac, 1);
397 return (*store = *store * (1 - frac) + value * frac);
400 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
402 lowpass(value, frac, store);
403 return (*store = bound(value - limit, *store, value + limit));
406 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
408 return value - lowpass(value, frac, store);
411 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
413 return value - lowpass_limited(value, frac, limit, store);
416 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
418 out[0] = lowpass(value[0], fracx, &store[0]);
419 out[1] = lowpass(value[1], fracy, &store[1]);
420 out[2] = lowpass(value[2], fracz, &store[2]);
423 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
425 out[0] = highpass(value[0], fracx, &store[0]);
426 out[1] = highpass(value[1], fracy, &store[1]);
427 out[2] = highpass(value[2], fracz, &store[2]);
430 static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
432 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
433 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
434 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
442 * cl.gunangles_adjustment_highpass
443 * cl.gunangles_adjustment_lowpass
444 * cl.gunangles_highpass
446 * cl.gunorg_adjustment_highpass
447 * cl.gunorg_adjustment_lowpass
451 * cl.lastongroundtime
455 * cl.calcrefdef_prevtime
458 * cl.movevars_stepheight
459 * cl.movevars_timescale
463 * cl.qw_intermission_angles
464 * cl.qw_intermission_origin
469 * cl.csqc_viewanglesfromengine
470 * cl.csqc_viewmodelmatrixfromengine
471 * cl.csqc_vieworiginfromengine
472 * r_refdef.view.matrix
473 * viewmodelmatrix_nobob
474 * viewmodelmatrix_withbob
476 void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity)
478 float vieworg[3], viewangles[3], smoothtime;
479 float gunorg[3], gunangles[3];
480 matrix4x4_t tmpmatrix;
482 static float viewheightavg;
485 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
486 vec3_t camboxmins = {-3, -3, -3};
487 vec3_t camboxmaxs = {3, 3, 3};
488 // end of chase camera bounding box size for proper collisions by Alexander Zubov
492 // react to clonground state changes (for gun bob)
496 cl.hitgroundtime = cl.movecmd[0].time;
497 cl.lastongroundtime = cl.movecmd[0].time;
499 cl.oldonground = clonground;
500 cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
502 VectorClear(gunangles);
504 viewmodelmatrix_nobob = identitymatrix;
505 viewmodelmatrix_withbob = identitymatrix;
506 r_refdef.view.matrix = identitymatrix;
508 // player can look around, so take the origin from the entity,
509 // and the angles from the input system
510 Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
511 VectorCopy(clviewangles, viewangles);
513 // calculate how much time has passed since the last V_CalcRefdef
514 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
515 cl.stairsmoothtime = cl.time;
519 v_dmg_time -= bound(0, smoothtime, 0.1);
523 // entity is a fixed camera, just copy the matrix
524 if (cls.protocol == PROTOCOL_QUAKEWORLD)
525 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
528 r_refdef.view.matrix = *entrendermatrix;
529 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
531 if (v_yshearing.value > 0)
532 Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
533 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
534 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
535 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
537 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
538 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
540 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
541 Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
545 // smooth stair stepping, but only if clonground and enabled
546 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
547 cl.stairsmoothz = vieworg[2];
550 if (cl.stairsmoothz < vieworg[2])
551 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
552 else if (cl.stairsmoothz > vieworg[2])
553 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
556 // apply qw weapon recoil effect (this did not work in QW)
557 // TODO: add a cvar to disable this
558 viewangles[PITCH] += cl.qw_weaponkick;
560 // apply the viewofs (even if chasecam is used)
561 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
562 viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
563 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
564 vieworg[2] += viewheightavg;
566 if (chase_active.value)
568 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
569 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
571 camback = chase_back.value;
572 camup = chase_up.value;
573 campitch = chase_pitchangle.value;
575 AngleVectors(viewangles, forward, NULL, NULL);
577 if (chase_overhead.integer)
584 viewangles[PITCH] = 0;
585 AngleVectors(viewangles, forward, NULL, up);
586 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
587 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
588 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
589 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
592 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
593 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
595 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
596 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
598 VectorCopy(trace.endpos, vieworg);
601 // trace from first person view location to our chosen third person view location
603 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false, true);
605 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false);
607 VectorCopy(trace.endpos, bestvieworg);
609 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
611 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
613 AngleVectors(viewangles, NULL, NULL, up);
614 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
615 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
616 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
618 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false, true);
620 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false);
622 if (bestvieworg[2] > trace.endpos[2])
623 bestvieworg[2] = trace.endpos[2];
627 VectorCopy(bestvieworg, vieworg);
629 viewangles[PITCH] = campitch;
633 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
635 // look straight down from high above
636 viewangles[PITCH] = 90;
638 VectorSet(forward, 0, 0, -1);
641 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
643 chase_dest[0] = vieworg[0] + forward[0] * dist;
644 chase_dest[1] = vieworg[1] + forward[1] * dist;
645 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
646 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false, true);
647 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
652 // first person view from entity
654 if (cldead && v_deathtilt.integer)
655 viewangles[ROLL] = v_deathtiltangle.value;
656 VectorAdd(viewangles, cl.punchangle, viewangles);
657 viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
660 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
661 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
664 VectorAdd(vieworg, cl.punchvector, vieworg);
667 double xyspeed, bob, bobfall;
668 double cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
671 frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
673 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
676 // try to fix the first highpass; result is NOT
677 // perfect! TODO find a better fix
678 VectorCopy(viewangles, cl.gunangles_prev);
679 VectorCopy(vieworg, cl.gunorg_prev);
682 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
683 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
684 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);
685 VectorCopy(vieworg, cl.gunorg_prev);
686 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
688 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
689 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
690 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
691 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
692 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
693 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);
694 VectorCopy(viewangles, cl.gunangles_prev);
695 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
697 // 3. calculate the RAW adjustment vectors
698 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
699 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
700 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
702 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
703 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
706 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
707 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
708 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);
709 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);
710 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
711 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
712 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
714 // 5. use the adjusted vectors
715 VectorAdd(vieworg, gunorg, gunorg);
716 VectorAdd(viewangles, gunangles, gunangles);
718 // bounded XY speed, used by several effects below
719 xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value);
721 // vertical view bobbing code
722 if (cl_bob.value && cl_bobcycle.value)
724 float bob_limit = cl_bob_limit.value;
726 if (cl_bob_limit_heightcheck.integer)
728 // use traces to determine what range the view can bob in, and scale down the bob as needed
729 float trace1fraction;
730 float trace2fraction;
731 vec3_t bob_height_check_dest;
733 // 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
734 bob_height_check_dest[0] = vieworg[0];
735 bob_height_check_dest[1] = vieworg[1];
736 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f;
737 trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, collision_extendmovelength.value, true, false, NULL, false, true);
738 trace1fraction = trace.fraction;
740 bob_height_check_dest[0] = vieworg[0];
741 bob_height_check_dest[1] = vieworg[1];
742 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f;
743 trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, collision_extendmovelength.value, true, false, NULL, false, true);
744 trace2fraction = trace.fraction;
746 bob_limit *= min(trace1fraction, trace2fraction);
749 // LordHavoc: this code is *weird*, but not replacable (I think it
750 // should be done in QC on the server, but oh well, quake is quake)
751 // LordHavoc: figured out bobup: the time at which the sin is at 180
752 // degrees (which allows lengthening or squishing the peak or valley)
753 cycle = cl.time / cl_bobcycle.value;
754 cycle -= (int) cycle;
755 if (cycle < cl_bobup.value)
756 cycle = sin(M_PI * cycle / cl_bobup.value);
758 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
759 // bob is proportional to velocity in the xy plane
760 // (don't count Z, or jumping messes it up)
761 bob = xyspeed * cl_bob.value;
762 bob = bound(0, bob, bob_limit);
763 bob = bob*0.3 + bob*0.7*cycle;
765 // we also need to adjust gunorg, or this appears like pushing the gun!
766 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
767 // but this is not viable with the new followmodel code as that would mean
768 // that followmodel would work on the munged-by-bob vieworg and do feedback
772 // horizontal view bobbing code
773 if (cl_bob2.value && cl_bob2cycle.value)
776 vec3_t forward, right, up;
779 cycle = cl.time / cl_bob2cycle.value;
780 cycle -= (int) cycle;
782 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
784 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
785 bob = cl_bob2.value * cycle;
787 // this value slowly decreases from 1 to 0 when we stop touching the ground.
788 // The cycle is later multiplied with it so the view smooths back to normal
789 if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
793 if(cl.bob2_smooth > 0)
794 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
799 // calculate the front and side of the player between the X and Y axes
800 AngleVectors(viewangles, forward, right, up);
801 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
802 side = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value);
803 front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value);
804 VectorScale(forward, bob, forward);
805 VectorScale(right, bob, right);
806 // we use side with forward and front with right, so the bobbing goes
807 // to the side when we walk forward and to the front when we strafe
808 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
809 vieworg[0] += bob2vel[0];
810 vieworg[1] += bob2vel[1];
811 // we also need to adjust gunorg, or this appears like pushing the gun!
812 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
813 // but this is not viable with the new followmodel code as that would mean
814 // that followmodel would work on the munged-by-bob vieworg and do feedback
815 gunorg[0] += bob2vel[0];
816 gunorg[1] += bob2vel[1];
820 // causes the view to swing down and back up when touching the ground
821 if (cl_bobfall.value && cl_bobfallcycle.value)
825 cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
826 if (clvelocity[2] < -cl_bobfallminspeed.value)
827 cl.bobfall_swing = 1;
829 cl.bobfall_swing = 0; // TODO really?
833 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
835 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
836 vieworg[2] += bobfall;
837 gunorg[2] += bobfall;
841 // gun model bobbing code
842 if (cl_bobmodel.value)
844 // calculate for swinging gun model
845 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
846 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
847 // for the most part, but for some reason when you go through a message trigger or
848 // pick up an item or anything like that it will momentarily jolt the gun.
849 vec3_t forward, right, up;
854 s = cl.time * cl_bobmodel_speed.value;
857 if (cl.time - cl.hitgroundtime < 0.2)
859 // just hit the ground, speed the bob back up over the next 0.2 seconds
860 t = cl.time - cl.hitgroundtime;
861 t = bound(0, t, 0.2);
869 // recently left the ground, slow the bob down over the next 0.2 seconds
870 t = cl.time - cl.lastongroundtime;
871 t = 0.2 - bound(0, t, 0.2);
875 bspeed = xyspeed * 0.01f;
876 AngleVectors (gunangles, forward, right, up);
877 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
878 VectorMA (gunorg, bob, right, gunorg);
879 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
880 VectorMA (gunorg, bob, up, gunorg);
884 // calculate a view matrix for rendering the scene
885 if (v_idlescale.value)
887 viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
888 viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
889 viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
891 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
892 if (v_yshearing.value > 0)
893 Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
895 // calculate a viewmodel matrix for use in view-attached entities
896 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
897 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
899 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
900 if (v_yshearing.value > 0)
901 Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value);
903 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
904 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
906 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
907 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
910 cl.calcrefdef_prevtime = cl.time;
913 void V_CalcRefdef (void)
918 if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
920 // ent is the view entity (visible when out of body)
921 ent = &cl.entities[cl.viewentity];
923 cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
924 V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
928 viewmodelmatrix_nobob = identitymatrix;
929 viewmodelmatrix_withbob = identitymatrix;
930 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
931 r_refdef.view.matrix = identitymatrix;
932 VectorClear(cl.csqc_vieworiginfromengine);
933 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
937 void V_FadeViewFlashs(void)
939 // don't flash if time steps backwards
940 if (cl.time <= cl.oldtime)
942 // drop the damage value
943 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
944 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
945 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
946 // drop the bonus value
947 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
948 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
949 cl.cshifts[CSHIFT_BONUS].percent = 0;
952 void V_CalcViewBlend(void)
956 r_refdef.viewblend[0] = 0;
957 r_refdef.viewblend[1] = 0;
958 r_refdef.viewblend[2] = 0;
959 r_refdef.viewblend[3] = 0;
960 r_refdef.frustumscale_x = 1;
961 r_refdef.frustumscale_y = 1;
962 if (cls.state == ca_connected && cls.signon == SIGNONS)
964 // set contents color
967 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
968 supercontents = CL_PointSuperContents(vieworigin);
969 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
971 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
972 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
973 if (supercontents & SUPERCONTENTS_LAVA)
975 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
976 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
977 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
979 else if (supercontents & SUPERCONTENTS_SLIME)
981 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
982 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
983 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
987 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
988 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
989 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
991 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
995 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
996 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
997 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
998 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
1001 if (gamemode != GAME_TRANSFUSION)
1003 if (cl.stats[STAT_ITEMS] & IT_QUAD)
1005 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1006 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
1007 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
1008 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1010 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
1012 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1013 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1014 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1015 cl.cshifts[CSHIFT_POWERUP].percent = 20;
1017 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1019 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
1020 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
1021 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
1022 cl.cshifts[CSHIFT_POWERUP].percent = 100;
1024 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
1026 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
1027 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1028 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1029 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1032 cl.cshifts[CSHIFT_POWERUP].percent = 0;
1035 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
1036 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
1037 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
1038 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
1040 // LordHavoc: fixed V_CalcBlend
1041 for (j = 0;j < NUM_CSHIFTS;j++)
1043 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
1046 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
1047 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
1050 // saturate color (to avoid blending in black)
1051 if (r_refdef.viewblend[3])
1053 a2 = 1 / r_refdef.viewblend[3];
1054 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
1056 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
1057 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
1058 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
1059 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
1062 r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
1063 r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
1064 r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
1068 r_refdef.viewblend[0] *= (1.0f/256.0f);
1069 r_refdef.viewblend[1] *= (1.0f/256.0f);
1070 r_refdef.viewblend[2] *= (1.0f/256.0f);
1073 // Samual: Ugly hack, I know. But it's the best we can do since
1074 // there is no way to detect client states from the engine.
1075 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
1076 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
1078 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
1079 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
1082 cl.deathfade = 0.0f;
1084 if(cl.deathfade > 0)
1087 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1088 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1090 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1091 r_refdef.viewblend[3] = a;
1096 //============================================================================
1105 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
1106 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");
1107 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
1109 Cvar_RegisterVariable (&v_centermove);
1110 Cvar_RegisterVariable (&v_centerspeed);
1112 Cvar_RegisterVariable (&v_iyaw_cycle);
1113 Cvar_RegisterVariable (&v_iroll_cycle);
1114 Cvar_RegisterVariable (&v_ipitch_cycle);
1115 Cvar_RegisterVariable (&v_iyaw_level);
1116 Cvar_RegisterVariable (&v_iroll_level);
1117 Cvar_RegisterVariable (&v_ipitch_level);
1119 Cvar_RegisterVariable (&v_idlescale);
1120 Cvar_RegisterVariable (&crosshair);
1122 Cvar_RegisterVariable (&cl_rollspeed);
1123 Cvar_RegisterVariable (&cl_rollangle);
1124 Cvar_RegisterVariable (&cl_bob);
1125 Cvar_RegisterVariable (&cl_bobcycle);
1126 Cvar_RegisterVariable (&cl_bobup);
1127 Cvar_RegisterVariable (&cl_bob2);
1128 Cvar_RegisterVariable (&cl_bob2cycle);
1129 Cvar_RegisterVariable (&cl_bob2smooth);
1130 Cvar_RegisterVariable (&cl_bobfall);
1131 Cvar_RegisterVariable (&cl_bobfallcycle);
1132 Cvar_RegisterVariable (&cl_bobfallminspeed);
1133 Cvar_RegisterVariable (&cl_bobmodel);
1134 Cvar_RegisterVariable (&cl_bobmodel_side);
1135 Cvar_RegisterVariable (&cl_bobmodel_up);
1136 Cvar_RegisterVariable (&cl_bobmodel_speed);
1137 Cvar_RegisterVariable (&cl_bob_limit);
1138 Cvar_RegisterVariable (&cl_bob_limit_heightcheck);
1139 Cvar_RegisterVariable (&cl_bob_limit_heightcheck_dontcrosswatersurface);
1140 Cvar_RegisterVariable (&cl_bob_velocity_limit);
1142 Cvar_RegisterVariable (&cl_leanmodel);
1143 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1144 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1145 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1146 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1147 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1148 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1149 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1150 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1151 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1152 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1154 Cvar_RegisterVariable (&cl_followmodel);
1155 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1156 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1157 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1158 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1159 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1160 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1161 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1162 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1163 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1164 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1166 Cvar_RegisterVariable (&cl_viewmodel_scale);
1168 Cvar_RegisterVariable (&v_kicktime);
1169 Cvar_RegisterVariable (&v_kickroll);
1170 Cvar_RegisterVariable (&v_kickpitch);
1172 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1174 Cvar_RegisterVariable (&cl_smoothviewheight);
1176 Cvar_RegisterVariable (&chase_back);
1177 Cvar_RegisterVariable (&chase_up);
1178 Cvar_RegisterVariable (&chase_active);
1179 Cvar_RegisterVariable (&chase_overhead);
1180 Cvar_RegisterVariable (&chase_pitchangle);
1181 Cvar_RegisterVariable (&chase_stevie);
1183 Cvar_RegisterVariable (&v_deathtilt);
1184 Cvar_RegisterVariable (&v_deathtiltangle);
1186 Cvar_RegisterVariable (&v_yshearing);