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", "2.5", "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", "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_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"};
56 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "4", "gun following sideways speed"};
57 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "2", "gun following sideways limit"};
58 cvar_t cl_followmodel_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"};
59 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "3", "gun following upward speed"};
60 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1", "gun following upward limit"};
62 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"};
64 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
65 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
66 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
68 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
69 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
70 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
71 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
72 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
73 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
75 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
77 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
79 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)"};
80 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
82 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
84 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
85 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
86 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
87 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
89 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
91 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
92 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
94 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
95 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
97 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
104 Used by view and sv_user
107 float V_CalcRoll (vec3_t angles, vec3_t velocity)
114 AngleVectors (angles, NULL, right, NULL);
115 side = DotProduct (velocity, right);
116 sign = side < 0 ? -1 : 1;
119 value = cl_rollangle.value;
121 if (side < cl_rollspeed.value)
122 side = side * value / cl_rollspeed.value;
130 void V_StartPitchDrift (void)
132 if (cl.laststop == cl.time)
133 return; // something else is keeping it from drifting
135 if (cl.nodrift || !cl.pitchvel)
137 cl.pitchvel = v_centerspeed.value;
143 void V_StopPitchDrift (void)
145 cl.laststop = cl.time;
154 Moves the client pitch angle towards cl.idealpitch sent by the server.
156 If the user is adjusting pitch manually, either with lookup/lookdown,
157 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
159 Drifting is enabled when the center view key is hit, mlook is released and
160 lookspring is non 0, or when
163 void V_DriftPitch (void)
167 if (noclip_anglehack || !cl.onground || cls.demoplayback )
174 // don't count small mouse motion
177 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
180 cl.driftmove += cl.realframetime;
182 if ( cl.driftmove > v_centermove.value)
184 V_StartPitchDrift ();
189 delta = cl.idealpitch - cl.viewangles[PITCH];
197 move = cl.realframetime * cl.pitchvel;
198 cl.pitchvel += cl.realframetime * v_centerspeed.value;
207 cl.viewangles[PITCH] += move;
216 cl.viewangles[PITCH] -= move;
222 ==============================================================================
226 ==============================================================================
235 void V_ParseDamage (void)
239 //vec3_t forward, right;
245 armor = MSG_ReadByte ();
246 blood = MSG_ReadByte ();
247 MSG_ReadVector(from, cls.protocol);
249 // Send the Dmg Globals to CSQC
250 CL_VM_UpdateDmgGlobals(blood, armor, from);
252 count = blood*0.5 + armor*0.5;
256 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
258 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
259 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
260 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
261 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
262 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
263 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
267 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
268 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
269 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
273 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
274 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
275 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
279 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
280 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
281 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
284 // calculate view angle kicks
285 if (cl.entities[cl.viewentity].state_current.active)
287 ent = &cl.entities[cl.viewentity];
288 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
289 VectorNormalize(localfrom);
290 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
291 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
292 v_dmg_time = v_kicktime.value;
296 static cshift_t v_cshift;
303 static void V_cshift_f (void)
305 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
306 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
307 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
308 v_cshift.percent = atof(Cmd_Argv(4));
316 When you run over an item, the server sends this command
319 static void V_BonusFlash_f (void)
323 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
324 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
325 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
326 cl.cshifts[CSHIFT_BONUS].percent = 50;
327 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
329 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
331 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
332 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
333 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
335 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
337 cl.cshifts[CSHIFT_BONUS].percent = 50;
339 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
341 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
344 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
348 ==============================================================================
352 ==============================================================================
355 extern matrix4x4_t viewmodelmatrix;
357 #include "cl_collision.h"
367 static vec3_t eyeboxmins = {-16, -16, -24};
368 static vec3_t eyeboxmaxs = { 16, 16, 32};
370 float viewmodel_push_x, viewmodel_push_y;
371 vec3_t gunorg_follow;
372 void V_CalcRefdef (void)
375 float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime;
377 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
378 vec3_t camboxmins = {-3, -3, -3};
379 vec3_t camboxmaxs = {3, 3, 3};
380 // end of chase camera bounding box size for proper collisions by Alexander Zubov
384 viewmodelmatrix = identitymatrix;
385 r_refdef.view.matrix = identitymatrix;
386 if (cls.state == ca_connected && cls.signon == SIGNONS)
388 // ent is the view entity (visible when out of body)
389 ent = &cl.entities[cl.viewentity];
390 // player can look around, so take the origin from the entity,
391 // and the angles from the input system
392 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
393 VectorCopy(cl.viewangles, viewangles);
395 // calculate how much time has passed since the last V_CalcRefdef
396 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
397 cl.stairsmoothtime = cl.time;
401 v_dmg_time -= bound(0, smoothtime, 0.1);
405 // entity is a fixed camera, just copy the matrix
406 if (cls.protocol == PROTOCOL_QUAKEWORLD)
407 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);
410 r_refdef.view.matrix = ent->render.matrix;
411 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
413 viewmodelmatrix = r_refdef.view.matrix;
417 // smooth stair stepping, but only if onground and enabled
418 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
419 cl.stairsmoothz = vieworg[2];
422 if (cl.stairsmoothz < vieworg[2])
423 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
424 else if (cl.stairsmoothz > vieworg[2])
425 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
428 // apply qw weapon recoil effect (this did not work in QW)
429 // TODO: add a cvar to disable this
430 viewangles[PITCH] += cl.qw_weaponkick;
432 // apply the viewofs (even if chasecam is used)
433 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
435 if (chase_active.value)
437 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
438 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
440 camback = chase_back.value;
441 camup = chase_up.value;
442 campitch = chase_pitchangle.value;
444 AngleVectors(viewangles, forward, NULL, NULL);
446 if (chase_overhead.integer)
453 viewangles[PITCH] = 0;
454 AngleVectors(viewangles, forward, NULL, up);
455 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
456 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
457 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
458 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
461 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
462 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
464 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
465 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
467 VectorCopy(trace.endpos, vieworg);
470 // trace from first person view location to our chosen third person view location
472 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
474 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
476 VectorCopy(trace.endpos, bestvieworg);
478 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
480 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
482 AngleVectors(viewangles, NULL, NULL, up);
483 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
484 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
485 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
487 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
489 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
491 if (bestvieworg[2] > trace.endpos[2])
492 bestvieworg[2] = trace.endpos[2];
496 VectorCopy(bestvieworg, vieworg);
498 viewangles[PITCH] = campitch;
502 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
504 // look straight down from high above
505 viewangles[PITCH] = 90;
507 VectorSet(forward, 0, 0, -1);
510 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
512 chase_dest[0] = vieworg[0] + forward[0] * dist;
513 chase_dest[1] = vieworg[1] + forward[1] * dist;
514 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
515 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
516 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
521 // first person view from entity
523 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
524 viewangles[ROLL] = v_deathtiltangle.value;
525 VectorAdd(viewangles, cl.punchangle, viewangles);
526 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
529 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
530 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
533 VectorAdd(vieworg, cl.punchvector, vieworg);
534 if (cl.stats[STAT_HEALTH] > 0)
536 float ef_speed = cl.realframetime * cl_leanmodel_up_speed.value;
538 // gun model leaning code
539 if(cl_leanmodel_up.value && cl_leanmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
541 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
542 if(cl.viewangles[PITCH] - viewmodel_push_x >= 180)
543 viewmodel_push_x += 360;
544 if(viewmodel_push_x - cl.viewangles[PITCH] >= 180)
545 viewmodel_push_x -= 360;
547 if(viewmodel_push_x < cl.viewangles[PITCH])
549 if(cl.viewangles[PITCH] - viewmodel_push_x > cl_leanmodel_up_limit.value)
550 viewmodel_push_x = cl.viewangles[PITCH] - cl_leanmodel_up_limit.value;
552 viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * cl_leanmodel_up_speed.value * ef_speed;
554 if(viewmodel_push_x > cl.viewangles[PITCH])
556 if(viewmodel_push_x - cl.viewangles[PITCH] > cl_leanmodel_up_limit.value)
557 viewmodel_push_x = cl.viewangles[PITCH] + cl_leanmodel_up_limit.value;
559 viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * cl_leanmodel_up_speed.value * ef_speed;
563 viewmodel_push_x = cl.viewangles[PITCH];
565 if(cl_leanmodel_side.value && cl_leanmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
567 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
568 if(cl.viewangles[YAW] - viewmodel_push_y >= 180)
569 viewmodel_push_y += 360;
570 if(viewmodel_push_y - cl.viewangles[YAW] >= 180)
571 viewmodel_push_y -= 360;
573 if(viewmodel_push_y < cl.viewangles[YAW])
575 if(cl.viewangles[YAW] - viewmodel_push_y > cl_leanmodel_side_limit.value)
576 viewmodel_push_y = cl.viewangles[YAW] - cl_leanmodel_side_limit.value;
578 viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * cl_leanmodel_side_speed.value * ef_speed;
580 if(viewmodel_push_y > cl.viewangles[YAW])
582 if(viewmodel_push_y - cl.viewangles[YAW] > cl_leanmodel_side_limit.value)
583 viewmodel_push_y = cl.viewangles[YAW] + cl_leanmodel_side_limit.value;
585 viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * cl_leanmodel_side_speed.value * ef_speed;
589 viewmodel_push_y = cl.viewangles[YAW];
591 VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
593 // gun model following code
594 // TODO: make the weapon model not shake when looking around horizontally (due to X axis vs. Y axis)
595 if(cl_followmodel_side.value && cl_followmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
597 if(gunorg_follow[0] < vieworg[0])
599 if(vieworg[0] - gunorg_follow[0] > cl_followmodel_side_limit.value)
600 gunorg_follow[0] = vieworg[0] - cl_followmodel_side_limit.value;
602 gunorg_follow[0] += (vieworg[0] - gunorg_follow[0]) * cl_followmodel_side_speed.value * ef_speed;
604 if(gunorg_follow[0] > vieworg[0])
606 if(gunorg_follow[0] - vieworg[0] > cl_followmodel_side_limit.value)
607 gunorg_follow[0] = vieworg[0] + cl_followmodel_side_limit.value;
609 gunorg_follow[0] -= (gunorg_follow[0] - vieworg[0]) * cl_followmodel_side_speed.value * ef_speed;
612 if(gunorg_follow[1] < vieworg[1])
614 if(vieworg[1] - gunorg_follow[1] > cl_followmodel_side_limit.value)
615 gunorg_follow[1] = vieworg[1] - cl_followmodel_side_limit.value;
617 gunorg_follow[1] += (vieworg[1] - gunorg_follow[1]) * cl_followmodel_side_speed.value * ef_speed;
619 if(gunorg_follow[1] > vieworg[1])
621 if(gunorg_follow[1] - vieworg[1] > cl_followmodel_side_limit.value)
622 gunorg_follow[1] = vieworg[1] + cl_followmodel_side_limit.value;
624 gunorg_follow[1] -= (gunorg_follow[1] - vieworg[1]) * cl_followmodel_side_speed.value * ef_speed;
629 gunorg_follow[0] = vieworg[0];
630 gunorg_follow[1] = vieworg[1];
633 if(cl_followmodel_up.value && cl_followmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
635 if(gunorg_follow[2] < vieworg[2])
637 if(vieworg[2] - gunorg_follow[2] > cl_followmodel_up_limit.value)
638 gunorg_follow[2] = vieworg[2] - cl_followmodel_up_limit.value;
640 gunorg_follow[2] += (vieworg[2] - gunorg_follow[2]) * cl_followmodel_up_speed.value * ef_speed;
642 if(gunorg_follow[2] > vieworg[2])
644 if(gunorg_follow[2] - vieworg[2] > cl_followmodel_up_limit.value)
645 gunorg_follow[2] = vieworg[2] + cl_followmodel_up_limit.value;
647 gunorg_follow[2] -= (gunorg_follow[2] - vieworg[2]) * cl_followmodel_up_speed.value * ef_speed;
651 gunorg_follow[2] = vieworg[2];
653 VectorCopy(gunorg_follow, gunorg);
655 // gun model bobbing code
658 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
659 if (cl_bob.value && cl_bobcycle.value)
662 // LordHavoc: this code is *weird*, but not replacable (I think it
663 // should be done in QC on the server, but oh well, quake is quake)
664 // LordHavoc: figured out bobup: the time at which the sin is at 180
665 // degrees (which allows lengthening or squishing the peak or valley)
666 cycle = cl.time / cl_bobcycle.value;
667 cycle -= (int) cycle;
668 if (cycle < cl_bobup.value)
669 cycle = sin(M_PI * cycle / cl_bobup.value);
671 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
672 // bob is proportional to velocity in the xy plane
673 // (don't count Z, or jumping messes it up)
674 bob = xyspeed * cl_bob.value;
675 bob = bob*0.3 + bob*0.7*cycle;
676 vieworg[2] += bound(-7, bob, 4);
679 if (cl_bob.value && cl_bobmodel.value)
681 // calculate for swinging gun model
682 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
683 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
684 // for the most part, but for some reason when you go through a message trigger or
685 // pick up an item or anything like that it will momentarily jolt the gun.
686 vec3_t forward, right, up;
691 s = cl.time * cl_bobmodel_speed.value;
694 if (cl.time - cl.hitgroundtime < 0.2)
696 // just hit the ground, speed the bob back up over the next 0.2 seconds
697 t = cl.time - cl.hitgroundtime;
698 t = bound(0, t, 0.2);
706 // recently left the ground, slow the bob down over the next 0.2 seconds
707 t = cl.time - cl.lastongroundtime;
708 t = 0.2 - bound(0, t, 0.2);
712 bspeed = bound (0, xyspeed, 400) * 0.01f;
713 AngleVectors (gunangles, forward, right, up);
714 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
715 VectorMA (gunorg, bob, right, gunorg);
716 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
717 VectorMA (gunorg, bob, up, gunorg);
721 // calculate a view matrix for rendering the scene
722 if (v_idlescale.value)
723 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);
725 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);
726 // calculate a viewmodel matrix for use in view-attached entities
727 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
728 VectorCopy(vieworg, cl.csqc_origin);
729 VectorCopy(viewangles, cl.csqc_angles);
734 void V_FadeViewFlashs(void)
736 // don't flash if time steps backwards
737 if (cl.time <= cl.oldtime)
739 // drop the damage value
740 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
741 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
742 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
743 // drop the bonus value
744 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
745 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
746 cl.cshifts[CSHIFT_BONUS].percent = 0;
749 void V_CalcViewBlend(void)
753 r_refdef.viewblend[0] = 0;
754 r_refdef.viewblend[1] = 0;
755 r_refdef.viewblend[2] = 0;
756 r_refdef.viewblend[3] = 0;
757 r_refdef.frustumscale_x = 1;
758 r_refdef.frustumscale_y = 1;
759 if (cls.state == ca_connected && cls.signon == SIGNONS)
761 // set contents color
764 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
765 supercontents = CL_PointSuperContents(vieworigin);
766 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
768 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
769 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
770 if (supercontents & SUPERCONTENTS_LAVA)
772 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
773 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
774 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
776 else if (supercontents & SUPERCONTENTS_SLIME)
778 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
779 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
780 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
784 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
785 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
786 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
788 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
792 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
793 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
794 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
795 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
798 if (gamemode != GAME_TRANSFUSION)
800 if (cl.stats[STAT_ITEMS] & IT_QUAD)
802 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
803 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
804 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
805 cl.cshifts[CSHIFT_POWERUP].percent = 30;
807 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
809 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
810 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
811 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
812 cl.cshifts[CSHIFT_POWERUP].percent = 20;
814 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
816 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
817 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
818 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
819 cl.cshifts[CSHIFT_POWERUP].percent = 100;
821 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
823 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
824 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
825 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
826 cl.cshifts[CSHIFT_POWERUP].percent = 30;
829 cl.cshifts[CSHIFT_POWERUP].percent = 0;
832 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
833 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
834 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
835 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
837 // LordHavoc: fixed V_CalcBlend
838 for (j = 0;j < NUM_CSHIFTS;j++)
840 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
843 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
844 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
847 // saturate color (to avoid blending in black)
848 if (r_refdef.viewblend[3])
850 a2 = 1 / r_refdef.viewblend[3];
851 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
853 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
854 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
855 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
856 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
858 // Samual: Ugly hack, I know. But it's the best we can do since
859 // there is no way to detect client states from the engine.
860 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
861 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
863 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
864 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
872 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
873 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
875 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
876 r_refdef.viewblend[3] = a;
881 //============================================================================
890 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
891 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");
892 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
894 Cvar_RegisterVariable (&v_centermove);
895 Cvar_RegisterVariable (&v_centerspeed);
897 Cvar_RegisterVariable (&v_iyaw_cycle);
898 Cvar_RegisterVariable (&v_iroll_cycle);
899 Cvar_RegisterVariable (&v_ipitch_cycle);
900 Cvar_RegisterVariable (&v_iyaw_level);
901 Cvar_RegisterVariable (&v_iroll_level);
902 Cvar_RegisterVariable (&v_ipitch_level);
904 Cvar_RegisterVariable (&v_idlescale);
905 Cvar_RegisterVariable (&crosshair);
907 Cvar_RegisterVariable (&cl_rollspeed);
908 Cvar_RegisterVariable (&cl_rollangle);
909 Cvar_RegisterVariable (&cl_bob);
910 Cvar_RegisterVariable (&cl_bobcycle);
911 Cvar_RegisterVariable (&cl_bobup);
912 Cvar_RegisterVariable (&cl_bobmodel);
913 Cvar_RegisterVariable (&cl_bobmodel_side);
914 Cvar_RegisterVariable (&cl_bobmodel_up);
915 Cvar_RegisterVariable (&cl_bobmodel_speed);
917 Cvar_RegisterVariable (&cl_leanmodel_side);
918 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
919 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
920 Cvar_RegisterVariable (&cl_leanmodel_up);
921 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
922 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
924 Cvar_RegisterVariable (&cl_followmodel_side);
925 Cvar_RegisterVariable (&cl_followmodel_side_speed);
926 Cvar_RegisterVariable (&cl_followmodel_side_limit);
927 Cvar_RegisterVariable (&cl_followmodel_up);
928 Cvar_RegisterVariable (&cl_followmodel_up_speed);
929 Cvar_RegisterVariable (&cl_followmodel_up_limit);
931 Cvar_RegisterVariable (&cl_viewmodel_scale);
933 Cvar_RegisterVariable (&v_kicktime);
934 Cvar_RegisterVariable (&v_kickroll);
935 Cvar_RegisterVariable (&v_kickpitch);
937 Cvar_RegisterVariable (&cl_stairsmoothspeed);
939 Cvar_RegisterVariable (&chase_back);
940 Cvar_RegisterVariable (&chase_up);
941 Cvar_RegisterVariable (&chase_active);
942 Cvar_RegisterVariable (&chase_overhead);
943 Cvar_RegisterVariable (&chase_pitchangle);
944 if (gamemode == GAME_GOODVSBAD2)
945 Cvar_RegisterVariable (&chase_stevie);
947 Cvar_RegisterVariable (&v_deathtilt);
948 Cvar_RegisterVariable (&v_deathtiltangle);