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_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"};
49 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "5", "gun leaning sideways speed"};
50 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "7.5", "gun leaning sideways limit"};
51 cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"};
52 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "2.5", "gun leaning upward speed"};
53 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "5", "gun leaning upward limit"};
55 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"};
57 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
58 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
59 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
61 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
62 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
63 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
64 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
65 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
66 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
68 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
70 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
72 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)"};
73 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
75 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
77 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
78 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
79 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
80 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
82 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
84 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
85 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
87 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
88 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
90 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
97 Used by view and sv_user
100 float V_CalcRoll (vec3_t angles, vec3_t velocity)
107 AngleVectors (angles, NULL, right, NULL);
108 side = DotProduct (velocity, right);
109 sign = side < 0 ? -1 : 1;
112 value = cl_rollangle.value;
114 if (side < cl_rollspeed.value)
115 side = side * value / cl_rollspeed.value;
123 void V_StartPitchDrift (void)
125 if (cl.laststop == cl.time)
126 return; // something else is keeping it from drifting
128 if (cl.nodrift || !cl.pitchvel)
130 cl.pitchvel = v_centerspeed.value;
136 void V_StopPitchDrift (void)
138 cl.laststop = cl.time;
147 Moves the client pitch angle towards cl.idealpitch sent by the server.
149 If the user is adjusting pitch manually, either with lookup/lookdown,
150 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
152 Drifting is enabled when the center view key is hit, mlook is released and
153 lookspring is non 0, or when
156 void V_DriftPitch (void)
160 if (noclip_anglehack || !cl.onground || cls.demoplayback )
167 // don't count small mouse motion
170 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
173 cl.driftmove += cl.realframetime;
175 if ( cl.driftmove > v_centermove.value)
177 V_StartPitchDrift ();
182 delta = cl.idealpitch - cl.viewangles[PITCH];
190 move = cl.realframetime * cl.pitchvel;
191 cl.pitchvel += cl.realframetime * v_centerspeed.value;
200 cl.viewangles[PITCH] += move;
209 cl.viewangles[PITCH] -= move;
215 ==============================================================================
219 ==============================================================================
228 void V_ParseDamage (void)
232 //vec3_t forward, right;
238 armor = MSG_ReadByte ();
239 blood = MSG_ReadByte ();
240 MSG_ReadVector(from, cls.protocol);
242 // Send the Dmg Globals to CSQC
243 CL_VM_UpdateDmgGlobals(blood, armor, from);
245 count = blood*0.5 + armor*0.5;
249 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
251 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
252 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
253 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
254 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
255 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
256 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
260 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
261 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
262 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
266 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
267 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
268 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
272 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
273 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
274 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
277 // calculate view angle kicks
278 if (cl.entities[cl.viewentity].state_current.active)
280 ent = &cl.entities[cl.viewentity];
281 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
282 VectorNormalize(localfrom);
283 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
284 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
285 v_dmg_time = v_kicktime.value;
289 static cshift_t v_cshift;
296 static void V_cshift_f (void)
298 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
299 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
300 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
301 v_cshift.percent = atof(Cmd_Argv(4));
309 When you run over an item, the server sends this command
312 static void V_BonusFlash_f (void)
316 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
317 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
318 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
319 cl.cshifts[CSHIFT_BONUS].percent = 50;
320 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
322 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
324 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
325 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
326 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
328 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
330 cl.cshifts[CSHIFT_BONUS].percent = 50;
332 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
334 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
337 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
341 ==============================================================================
345 ==============================================================================
348 extern matrix4x4_t viewmodelmatrix;
350 #include "cl_collision.h"
360 static vec3_t eyeboxmins = {-16, -16, -24};
361 static vec3_t eyeboxmaxs = { 16, 16, 32};
363 float viewmodel_push_x, viewmodel_push_y;
364 void V_CalcRefdef (void)
367 float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime;
369 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
370 vec3_t camboxmins = {-3, -3, -3};
371 vec3_t camboxmaxs = {3, 3, 3};
372 // end of chase camera bounding box size for proper collisions by Alexander Zubov
376 viewmodelmatrix = identitymatrix;
377 r_refdef.view.matrix = identitymatrix;
378 if (cls.state == ca_connected && cls.signon == SIGNONS)
380 // ent is the view entity (visible when out of body)
381 ent = &cl.entities[cl.viewentity];
382 // player can look around, so take the origin from the entity,
383 // and the angles from the input system
384 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
385 VectorCopy(cl.viewangles, viewangles);
387 // calculate how much time has passed since the last V_CalcRefdef
388 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
389 cl.stairsmoothtime = cl.time;
393 v_dmg_time -= bound(0, smoothtime, 0.1);
397 // entity is a fixed camera, just copy the matrix
398 if (cls.protocol == PROTOCOL_QUAKEWORLD)
399 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);
402 r_refdef.view.matrix = ent->render.matrix;
403 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
405 viewmodelmatrix = r_refdef.view.matrix;
409 // smooth stair stepping, but only if onground and enabled
410 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
411 cl.stairsmoothz = vieworg[2];
414 if (cl.stairsmoothz < vieworg[2])
415 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
416 else if (cl.stairsmoothz > vieworg[2])
417 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
420 // apply qw weapon recoil effect (this did not work in QW)
421 // TODO: add a cvar to disable this
422 viewangles[PITCH] += cl.qw_weaponkick;
424 // apply the viewofs (even if chasecam is used)
425 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
427 if (chase_active.value)
429 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
430 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
432 camback = chase_back.value;
433 camup = chase_up.value;
434 campitch = chase_pitchangle.value;
436 AngleVectors(viewangles, forward, NULL, NULL);
438 if (chase_overhead.integer)
445 viewangles[PITCH] = 0;
446 AngleVectors(viewangles, forward, NULL, up);
447 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
448 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
449 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
450 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
453 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
454 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
456 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
457 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
459 VectorCopy(trace.endpos, vieworg);
462 // trace from first person view location to our chosen third person view location
464 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
466 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
468 VectorCopy(trace.endpos, bestvieworg);
470 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
472 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
474 AngleVectors(viewangles, NULL, NULL, up);
475 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
476 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
477 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
479 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
481 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
483 if (bestvieworg[2] > trace.endpos[2])
484 bestvieworg[2] = trace.endpos[2];
488 VectorCopy(bestvieworg, vieworg);
490 viewangles[PITCH] = campitch;
494 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
496 // look straight down from high above
497 viewangles[PITCH] = 90;
499 VectorSet(forward, 0, 0, -1);
502 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
504 chase_dest[0] = vieworg[0] + forward[0] * dist;
505 chase_dest[1] = vieworg[1] + forward[1] * dist;
506 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
507 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
508 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
513 // first person view from entity
515 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
516 viewangles[ROLL] = v_deathtiltangle.value;
517 VectorAdd(viewangles, cl.punchangle, viewangles);
518 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
521 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
522 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
525 VectorAdd(vieworg, cl.punchvector, vieworg);
526 if (cl.stats[STAT_HEALTH] > 0)
530 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
531 if (cl_bob.value && cl_bobcycle.value)
534 // LordHavoc: this code is *weird*, but not replacable (I think it
535 // should be done in QC on the server, but oh well, quake is quake)
536 // LordHavoc: figured out bobup: the time at which the sin is at 180
537 // degrees (which allows lengthening or squishing the peak or valley)
538 cycle = cl.time / cl_bobcycle.value;
539 cycle -= (int) cycle;
540 if (cycle < cl_bobup.value)
541 cycle = sin(M_PI * cycle / cl_bobup.value);
543 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
544 // bob is proportional to velocity in the xy plane
545 // (don't count Z, or jumping messes it up)
546 bob = xyspeed * cl_bob.value;
547 bob = bob*0.3 + bob*0.7*cycle;
548 vieworg[2] += bound(-7, bob, 4);
551 VectorCopy(vieworg, gunorg);
553 if (cl_bob.value && cl_bobmodel.value)
555 // calculate for swinging gun model
556 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
557 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
558 // for the most part, but for some reason when you go through a message trigger or
559 // pick up an item or anything like that it will momentarily jolt the gun.
560 vec3_t forward, right, up;
565 s = cl.time * cl_bobmodel_speed.value;
568 if (cl.time - cl.hitgroundtime < 0.2)
570 // just hit the ground, speed the bob back up over the next 0.2 seconds
571 t = cl.time - cl.hitgroundtime;
572 t = bound(0, t, 0.2);
580 // recently left the ground, slow the bob down over the next 0.2 seconds
581 t = cl.time - cl.lastongroundtime;
582 t = 0.2 - bound(0, t, 0.2);
586 bspeed = bound (0, xyspeed, 400) * 0.01f;
587 AngleVectors (gunangles, forward, right, up);
588 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
589 VectorMA (gunorg, bob, right, gunorg);
590 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
591 VectorMA (gunorg, bob, up, gunorg);
594 // gun model leaning code
596 // TODO 1 (done): Fix bug where model does a 360* turn when YAW jumps around the 0 - 360 rotation border
597 // TODO 2 (done): Implement limits (weapon model must not lean past a certain limit)
598 // TODO 3 (done): Cvar everything once the first TODOs are ready
600 float viewmodel_pushspeed_x;
601 if(cl.movevars_timescale * cl.realframetime * cl_leanmodel_up_speed.value < 1) // bad things happen if this goes over 1, so prevent the effect
602 viewmodel_pushspeed_x = cl.movevars_timescale * cl.realframetime * cl_leanmodel_up_speed.value;
604 viewmodel_pushspeed_x = 1;
605 if(cl_leanmodel_up.value && viewmodel_pushspeed_x < 1)
607 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
608 if(cl.viewangles[PITCH] - viewmodel_push_x >= 180)
609 viewmodel_push_x += 360;
610 if(viewmodel_push_x - cl.viewangles[PITCH] >= 180)
611 viewmodel_push_x -= 360;
613 if(viewmodel_push_x < cl.viewangles[PITCH])
615 if(cl.viewangles[PITCH] - viewmodel_push_x > cl_leanmodel_up_limit.value)
616 viewmodel_push_x = cl.viewangles[PITCH] - cl_leanmodel_up_limit.value;
618 viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * viewmodel_pushspeed_x;
620 if(viewmodel_push_x > cl.viewangles[PITCH])
622 if(viewmodel_push_x - cl.viewangles[PITCH] > cl_leanmodel_up_limit.value)
623 viewmodel_push_x = cl.viewangles[PITCH] + cl_leanmodel_up_limit.value;
625 viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * viewmodel_pushspeed_x;
629 viewmodel_push_x = cl.viewangles[PITCH];
631 float viewmodel_pushspeed_y;
632 if(cl.movevars_timescale * cl.realframetime * cl_leanmodel_side_speed.value < 1) // bad things happen if this goes over 1, so prevent the effect
633 viewmodel_pushspeed_y = cl.movevars_timescale * cl.realframetime * cl_leanmodel_side_speed.value;
635 viewmodel_pushspeed_y = 1;
636 if(cl_leanmodel_side.value && viewmodel_pushspeed_y < 1)
638 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
639 if(cl.viewangles[YAW] - viewmodel_push_y >= 180)
640 viewmodel_push_y += 360;
641 if(viewmodel_push_y - cl.viewangles[YAW] >= 180)
642 viewmodel_push_y -= 360;
644 if(viewmodel_push_y < cl.viewangles[YAW])
646 if(cl.viewangles[YAW] - viewmodel_push_y > cl_leanmodel_side_limit.value)
647 viewmodel_push_y = cl.viewangles[YAW] - cl_leanmodel_side_limit.value;
649 viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * viewmodel_pushspeed_y;
651 if(viewmodel_push_y > cl.viewangles[YAW])
653 if(viewmodel_push_y - cl.viewangles[YAW] > cl_leanmodel_side_limit.value)
654 viewmodel_push_y = cl.viewangles[YAW] + cl_leanmodel_side_limit.value;
656 viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * viewmodel_pushspeed_y;
660 viewmodel_push_y = cl.viewangles[YAW];
662 VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
665 // calculate a view matrix for rendering the scene
666 if (v_idlescale.value)
667 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);
669 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);
670 // calculate a viewmodel matrix for use in view-attached entities
671 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
672 VectorCopy(vieworg, cl.csqc_origin);
673 VectorCopy(viewangles, cl.csqc_angles);
678 void V_FadeViewFlashs(void)
680 // don't flash if time steps backwards
681 if (cl.time <= cl.oldtime)
683 // drop the damage value
684 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
685 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
686 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
687 // drop the bonus value
688 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
689 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
690 cl.cshifts[CSHIFT_BONUS].percent = 0;
693 void V_CalcViewBlend(void)
697 r_refdef.viewblend[0] = 0;
698 r_refdef.viewblend[1] = 0;
699 r_refdef.viewblend[2] = 0;
700 r_refdef.viewblend[3] = 0;
701 r_refdef.frustumscale_x = 1;
702 r_refdef.frustumscale_y = 1;
703 if (cls.state == ca_connected && cls.signon == SIGNONS)
705 // set contents color
708 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
709 supercontents = CL_PointSuperContents(vieworigin);
710 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
712 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
713 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
714 if (supercontents & SUPERCONTENTS_LAVA)
716 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
717 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
718 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
720 else if (supercontents & SUPERCONTENTS_SLIME)
722 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
723 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
724 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
728 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
729 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
730 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
732 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
736 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
737 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
738 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
739 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
742 if (gamemode != GAME_TRANSFUSION)
744 if (cl.stats[STAT_ITEMS] & IT_QUAD)
746 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
747 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
748 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
749 cl.cshifts[CSHIFT_POWERUP].percent = 30;
751 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
753 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
754 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
755 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
756 cl.cshifts[CSHIFT_POWERUP].percent = 20;
758 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
760 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
761 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
762 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
763 cl.cshifts[CSHIFT_POWERUP].percent = 100;
765 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
767 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
768 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
769 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
770 cl.cshifts[CSHIFT_POWERUP].percent = 30;
773 cl.cshifts[CSHIFT_POWERUP].percent = 0;
776 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
777 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
778 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
779 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
781 // LordHavoc: fixed V_CalcBlend
782 for (j = 0;j < NUM_CSHIFTS;j++)
784 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
787 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
788 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
791 // saturate color (to avoid blending in black)
792 if (r_refdef.viewblend[3])
794 a2 = 1 / r_refdef.viewblend[3];
795 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
797 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
798 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
799 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
800 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
802 // Samual: Ugly hack, I know. But it's the best we can do since
803 // there is no way to detect client states from the engine.
804 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
805 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
807 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
808 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
816 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
817 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
819 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
820 r_refdef.viewblend[3] = a;
825 //============================================================================
834 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
835 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");
836 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
838 Cvar_RegisterVariable (&v_centermove);
839 Cvar_RegisterVariable (&v_centerspeed);
841 Cvar_RegisterVariable (&v_iyaw_cycle);
842 Cvar_RegisterVariable (&v_iroll_cycle);
843 Cvar_RegisterVariable (&v_ipitch_cycle);
844 Cvar_RegisterVariable (&v_iyaw_level);
845 Cvar_RegisterVariable (&v_iroll_level);
846 Cvar_RegisterVariable (&v_ipitch_level);
848 Cvar_RegisterVariable (&v_idlescale);
849 Cvar_RegisterVariable (&crosshair);
851 Cvar_RegisterVariable (&cl_rollspeed);
852 Cvar_RegisterVariable (&cl_rollangle);
853 Cvar_RegisterVariable (&cl_bob);
854 Cvar_RegisterVariable (&cl_bobcycle);
855 Cvar_RegisterVariable (&cl_bobup);
856 Cvar_RegisterVariable (&cl_bobmodel);
857 Cvar_RegisterVariable (&cl_bobmodel_side);
858 Cvar_RegisterVariable (&cl_bobmodel_up);
859 Cvar_RegisterVariable (&cl_bobmodel_speed);
861 Cvar_RegisterVariable (&cl_leanmodel_side);
862 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
863 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
864 Cvar_RegisterVariable (&cl_leanmodel_up);
865 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
866 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
868 Cvar_RegisterVariable (&cl_viewmodel_scale);
870 Cvar_RegisterVariable (&v_kicktime);
871 Cvar_RegisterVariable (&v_kickroll);
872 Cvar_RegisterVariable (&v_kickpitch);
874 Cvar_RegisterVariable (&cl_stairsmoothspeed);
876 Cvar_RegisterVariable (&chase_back);
877 Cvar_RegisterVariable (&chase_up);
878 Cvar_RegisterVariable (&chase_active);
879 Cvar_RegisterVariable (&chase_overhead);
880 Cvar_RegisterVariable (&chase_pitchangle);
881 if (gamemode == GAME_GOODVSBAD2)
882 Cvar_RegisterVariable (&chase_stevie);
884 Cvar_RegisterVariable (&v_deathtilt);
885 Cvar_RegisterVariable (&v_deathtiltangle);