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"
25 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
29 The view is allowed to move slightly from it's true position for bobbing,
30 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
31 entities sent from the server may not include everything in the pvs, especially
32 when crossing a water boudnary.
36 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
37 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
39 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
40 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
41 cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
43 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
44 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
45 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
46 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
48 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"};
50 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
51 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
52 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
54 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
55 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
56 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
57 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
58 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
59 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
61 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
63 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
65 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)"};
66 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
68 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
70 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
71 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
72 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
73 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
75 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
77 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
78 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
80 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
81 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
83 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
90 Used by view and sv_user
93 float V_CalcRoll (vec3_t angles, vec3_t velocity)
100 AngleVectors (angles, NULL, right, NULL);
101 side = DotProduct (velocity, right);
102 sign = side < 0 ? -1 : 1;
105 value = cl_rollangle.value;
107 if (side < cl_rollspeed.value)
108 side = side * value / cl_rollspeed.value;
116 void V_StartPitchDrift (void)
118 if (cl.laststop == cl.time)
119 return; // something else is keeping it from drifting
121 if (cl.nodrift || !cl.pitchvel)
123 cl.pitchvel = v_centerspeed.value;
129 void V_StopPitchDrift (void)
131 cl.laststop = cl.time;
140 Moves the client pitch angle towards cl.idealpitch sent by the server.
142 If the user is adjusting pitch manually, either with lookup/lookdown,
143 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
145 Drifting is enabled when the center view key is hit, mlook is released and
146 lookspring is non 0, or when
149 void V_DriftPitch (void)
153 if (noclip_anglehack || !cl.onground || cls.demoplayback )
160 // don't count small mouse motion
163 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
166 cl.driftmove += cl.realframetime;
168 if ( cl.driftmove > v_centermove.value)
170 V_StartPitchDrift ();
175 delta = cl.idealpitch - cl.viewangles[PITCH];
183 move = cl.realframetime * cl.pitchvel;
184 cl.pitchvel += cl.realframetime * v_centerspeed.value;
193 cl.viewangles[PITCH] += move;
202 cl.viewangles[PITCH] -= move;
208 ==============================================================================
212 ==============================================================================
221 void V_ParseDamage (void)
225 //vec3_t forward, right;
231 armor = MSG_ReadByte ();
232 blood = MSG_ReadByte ();
233 MSG_ReadVector(from, cls.protocol);
235 // Send the Dmg Globals to CSQC
236 CL_VM_UpdateDmgGlobals(blood, armor, from);
238 count = blood*0.5 + armor*0.5;
242 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
244 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
245 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
246 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
247 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
248 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
249 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
253 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
254 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
255 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
259 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
260 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
261 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
265 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
266 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
267 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
270 // calculate view angle kicks
271 if (cl.entities[cl.viewentity].state_current.active)
273 ent = &cl.entities[cl.viewentity];
274 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
275 VectorNormalize(localfrom);
276 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
277 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
278 v_dmg_time = v_kicktime.value;
282 static cshift_t v_cshift;
289 static void V_cshift_f (void)
291 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
292 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
293 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
294 v_cshift.percent = atof(Cmd_Argv(4));
302 When you run over an item, the server sends this command
305 static void V_BonusFlash_f (void)
309 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
310 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
311 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
312 cl.cshifts[CSHIFT_BONUS].percent = 50;
313 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
315 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
317 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
318 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
319 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
321 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
323 cl.cshifts[CSHIFT_BONUS].percent = 50;
325 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
327 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
330 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
334 ==============================================================================
338 ==============================================================================
341 extern matrix4x4_t viewmodelmatrix;
343 #include "cl_collision.h"
353 static vec3_t eyeboxmins = {-16, -16, -24};
354 static vec3_t eyeboxmaxs = { 16, 16, 32};
356 void V_CalcRefdef (void)
359 float vieworg[3], gunorg[3], viewangles[3], smoothtime;
361 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
362 vec3_t camboxmins = {-3, -3, -3};
363 vec3_t camboxmaxs = {3, 3, 3};
364 // end of chase camera bounding box size for proper collisions by Alexander Zubov
368 viewmodelmatrix = identitymatrix;
369 r_refdef.view.matrix = identitymatrix;
370 if (cls.state == ca_connected && cls.signon == SIGNONS)
372 // ent is the view entity (visible when out of body)
373 ent = &cl.entities[cl.viewentity];
374 // player can look around, so take the origin from the entity,
375 // and the angles from the input system
376 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
377 VectorCopy(cl.viewangles, viewangles);
379 // calculate how much time has passed since the last V_CalcRefdef
380 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
381 cl.stairsmoothtime = cl.time;
385 v_dmg_time -= bound(0, smoothtime, 0.1);
389 // entity is a fixed camera, just copy the matrix
390 if (cls.protocol == PROTOCOL_QUAKEWORLD)
391 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);
394 r_refdef.view.matrix = ent->render.matrix;
395 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
397 viewmodelmatrix = r_refdef.view.matrix;
401 // smooth stair stepping, but only if onground and enabled
402 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
403 cl.stairsmoothz = vieworg[2];
406 if (cl.stairsmoothz < vieworg[2])
407 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
408 else if (cl.stairsmoothz > vieworg[2])
409 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
412 // apply qw weapon recoil effect (this did not work in QW)
413 // TODO: add a cvar to disable this
414 viewangles[PITCH] += cl.qw_weaponkick;
416 // apply the viewofs (even if chasecam is used)
417 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
419 if (chase_active.value)
421 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
422 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
424 camback = chase_back.value;
425 camup = chase_up.value;
426 campitch = chase_pitchangle.value;
428 AngleVectors(viewangles, forward, NULL, NULL);
430 if (chase_overhead.integer)
437 viewangles[PITCH] = 0;
438 AngleVectors(viewangles, forward, NULL, up);
439 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
440 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
441 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
442 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
445 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
446 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
448 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
449 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
451 VectorCopy(trace.endpos, vieworg);
454 // trace from first person view location to our chosen third person view location
456 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
458 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
460 VectorCopy(trace.endpos, bestvieworg);
462 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
464 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
466 AngleVectors(viewangles, NULL, NULL, up);
467 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
468 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
469 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
471 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
473 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
475 if (bestvieworg[2] > trace.endpos[2])
476 bestvieworg[2] = trace.endpos[2];
480 VectorCopy(bestvieworg, vieworg);
482 viewangles[PITCH] = campitch;
486 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
488 // look straight down from high above
489 viewangles[PITCH] = 90;
491 VectorSet(forward, 0, 0, -1);
494 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
496 chase_dest[0] = vieworg[0] + forward[0] * dist;
497 chase_dest[1] = vieworg[1] + forward[1] * dist;
498 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
499 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
500 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
505 // first person view from entity
507 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
508 viewangles[ROLL] = v_deathtiltangle.value;
509 VectorAdd(viewangles, cl.punchangle, viewangles);
510 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
513 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
514 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
517 VectorAdd(vieworg, cl.punchvector, vieworg);
518 if (cl.stats[STAT_HEALTH] > 0)
522 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
523 if (cl_bob.value && cl_bobcycle.value)
526 // LordHavoc: this code is *weird*, but not replacable (I think it
527 // should be done in QC on the server, but oh well, quake is quake)
528 // LordHavoc: figured out bobup: the time at which the sin is at 180
529 // degrees (which allows lengthening or squishing the peak or valley)
530 cycle = cl.time / cl_bobcycle.value;
531 cycle -= (int) cycle;
532 if (cycle < cl_bobup.value)
533 cycle = sin(M_PI * cycle / cl_bobup.value);
535 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
536 // bob is proportional to velocity in the xy plane
537 // (don't count Z, or jumping messes it up)
538 bob = xyspeed * cl_bob.value;
539 bob = bob*0.3 + bob*0.7*cycle;
540 vieworg[2] += bound(-7, bob, 4);
543 VectorCopy(vieworg, gunorg);
545 if (cl_bob.value && cl_bobmodel.value)
547 // calculate for swinging gun model
548 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
549 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
550 // for the most part, but for some reason when you go through a message trigger or
551 // pick up an item or anything like that it will momentarily jolt the gun.
552 vec3_t forward, right, up;
557 s = cl.time * cl_bobmodel_speed.value;
560 if (cl.time - cl.hitgroundtime < 0.2)
562 // just hit the ground, speed the bob back up over the next 0.2 seconds
563 t = cl.time - cl.hitgroundtime;
564 t = bound(0, t, 0.2);
572 // recently left the ground, slow the bob down over the next 0.2 seconds
573 t = cl.time - cl.lastongroundtime;
574 t = 0.2 - bound(0, t, 0.2);
578 bspeed = bound (0, xyspeed, 400) * 0.01f;
579 AngleVectors (viewangles, forward, right, up);
580 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
581 VectorMA (gunorg, bob, right, gunorg);
582 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
583 VectorMA (gunorg, bob, up, gunorg);
587 // calculate a view matrix for rendering the scene
588 if (v_idlescale.value)
589 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);
591 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);
592 // calculate a viewmodel matrix for use in view-attached entities
593 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
594 VectorCopy(vieworg, cl.csqc_origin);
595 VectorCopy(viewangles, cl.csqc_angles);
600 void V_FadeViewFlashs(void)
602 // don't flash if time steps backwards
603 if (cl.time <= cl.oldtime)
605 // drop the damage value
606 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
607 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
608 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
609 // drop the bonus value
610 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
611 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
612 cl.cshifts[CSHIFT_BONUS].percent = 0;
615 void V_CalcViewBlend(void)
619 r_refdef.viewblend[0] = 0;
620 r_refdef.viewblend[1] = 0;
621 r_refdef.viewblend[2] = 0;
622 r_refdef.viewblend[3] = 0;
623 r_refdef.frustumscale_x = 1;
624 r_refdef.frustumscale_y = 1;
625 if (cls.state == ca_connected && cls.signon == SIGNONS)
627 // set contents color
630 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
631 supercontents = CL_PointSuperContents(vieworigin);
632 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
634 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
635 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
636 if (supercontents & SUPERCONTENTS_LAVA)
638 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
639 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
640 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
642 else if (supercontents & SUPERCONTENTS_SLIME)
644 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
645 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
646 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
650 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
651 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
652 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
654 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
658 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
659 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
660 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
661 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
664 if (gamemode != GAME_TRANSFUSION)
666 if (cl.stats[STAT_ITEMS] & IT_QUAD)
668 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
669 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
670 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
671 cl.cshifts[CSHIFT_POWERUP].percent = 30;
673 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
675 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
676 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
677 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
678 cl.cshifts[CSHIFT_POWERUP].percent = 20;
680 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
682 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
683 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
684 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
685 cl.cshifts[CSHIFT_POWERUP].percent = 100;
687 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
689 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
690 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
691 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
692 cl.cshifts[CSHIFT_POWERUP].percent = 30;
695 cl.cshifts[CSHIFT_POWERUP].percent = 0;
698 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
699 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
700 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
701 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
703 // LordHavoc: fixed V_CalcBlend
704 for (j = 0;j < NUM_CSHIFTS;j++)
706 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
709 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
710 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
713 // saturate color (to avoid blending in black)
714 if (r_refdef.viewblend[3])
716 a2 = 1 / r_refdef.viewblend[3];
717 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
719 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
720 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
721 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
722 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
724 // Samual: Ugly hack, I know. But it's the best we can do since
725 // there is no way to detect client states from the engine.
726 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
727 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
729 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
730 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
738 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
739 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
741 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
742 r_refdef.viewblend[3] = a;
747 //============================================================================
756 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
757 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");
758 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
760 Cvar_RegisterVariable (&v_centermove);
761 Cvar_RegisterVariable (&v_centerspeed);
763 Cvar_RegisterVariable (&v_iyaw_cycle);
764 Cvar_RegisterVariable (&v_iroll_cycle);
765 Cvar_RegisterVariable (&v_ipitch_cycle);
766 Cvar_RegisterVariable (&v_iyaw_level);
767 Cvar_RegisterVariable (&v_iroll_level);
768 Cvar_RegisterVariable (&v_ipitch_level);
770 Cvar_RegisterVariable (&v_idlescale);
771 Cvar_RegisterVariable (&crosshair);
773 Cvar_RegisterVariable (&cl_rollspeed);
774 Cvar_RegisterVariable (&cl_rollangle);
775 Cvar_RegisterVariable (&cl_bob);
776 Cvar_RegisterVariable (&cl_bobcycle);
777 Cvar_RegisterVariable (&cl_bobup);
778 Cvar_RegisterVariable (&cl_bobmodel);
779 Cvar_RegisterVariable (&cl_bobmodel_side);
780 Cvar_RegisterVariable (&cl_bobmodel_up);
781 Cvar_RegisterVariable (&cl_bobmodel_speed);
783 Cvar_RegisterVariable (&cl_viewmodel_scale);
785 Cvar_RegisterVariable (&v_kicktime);
786 Cvar_RegisterVariable (&v_kickroll);
787 Cvar_RegisterVariable (&v_kickpitch);
789 Cvar_RegisterVariable (&cl_stairsmoothspeed);
791 Cvar_RegisterVariable (&chase_back);
792 Cvar_RegisterVariable (&chase_up);
793 Cvar_RegisterVariable (&chase_active);
794 Cvar_RegisterVariable (&chase_overhead);
795 Cvar_RegisterVariable (&chase_pitchangle);
796 if (gamemode == GAME_GOODVSBAD2)
797 Cvar_RegisterVariable (&chase_stevie);
799 Cvar_RegisterVariable (&v_deathtilt);
800 Cvar_RegisterVariable (&v_deathtiltangle);