cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"};
+cvar_t chase_back = {CVAR_SAVE, "chase_back", "48"};
+cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"};
+cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"};
+// GAME_GOODVSBAD2
+cvar_t chase_stevie = {0, "chase_stevie", "0"};
+
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
*/
void V_ParseDamage (void)
{
- int i, armor, blood;
+ int armor, blood;
vec3_t from;
//vec3_t forward, right;
vec3_t localfrom;
armor = MSG_ReadByte ();
blood = MSG_ReadByte ();
- for (i=0 ; i<3 ; i++)
- from[i] = MSG_ReadCoord ();
+ MSG_ReadVector(from, cl.protocol);
count = blood*0.5 + armor*0.5;
if (count < 10)
extern matrix4x4_t viewmodelmatrix;
+#include "cl_collision.h"
+
/*
==================
V_CalcRefdef
==================
*/
+extern float timerefreshangle;
void V_CalcRefdef (void)
{
static float oldz;
entity_t *ent;
+ float vieworg[3], viewangles[3];
+ Matrix4x4_CreateIdentity(&viewmodelmatrix);
+ Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
if (cls.state == ca_connected && cls.signon == SIGNONS)
{
- // ent is the player model (visible when out of body)
+ // ent is the view entity (visible when out of body)
ent = &cl_entities[cl.viewentity];
- VectorCopy(ent->render.origin, r_refdef.vieworg);
- VectorCopy(cl.viewangles, r_refdef.viewangles);
- if (oldz < ent->render.origin[2])
- {
- if (cl.time > cl.oldtime)
- oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
- oldz -= ent->render.origin[2];
- oldz = bound(-16, oldz, 0);
- r_refdef.vieworg[2] += oldz;
- oldz += ent->render.origin[2];
- }
- else
- oldz = ent->render.origin[2];
if (cl.intermission)
{
- // entity is a fixed camera
- VectorCopy(ent->render.angles, r_refdef.viewangles);
- }
- else if (chase_active.value)
- {
- // observing entity from third person
- Chase_Update();
+ // entity is a fixed camera, just copy the matrix
+ Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
+ Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
}
else
{
- // first person view from entity
- // angles
- if (cl.stats[STAT_HEALTH] <= 0)
- r_refdef.viewangles[ROLL] = 80; // dead view angle
- VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
- r_refdef.viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
- if (v_dmg_time > 0)
+ // player can look around, so take the origin from the entity,
+ // and the angles from the input system
+ Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
+ VectorCopy(cl.viewangles, viewangles);
+
+ // stair smoothing
+ //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
+ if (cl.onground && oldz < vieworg[2])
{
- r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
- r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
- v_dmg_time -= cl.frametime;
+ oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+ oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
}
- if (v_idlescale.value)
+ else if (cl.onground && oldz > vieworg[2])
+ {
+ oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+ oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
+ }
+ else
+ oldz = vieworg[2];
+
+ if (chase_active.value)
{
- r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
- r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
- r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
+ // observing entity from third person
+ vec_t camback, camup, dist, forward[3], stop[3], chase_dest[3], normal[3];
+
+ camback = bound(0, chase_back.value, 128);
+ if (chase_back.value != camback)
+ Cvar_SetValueQuick(&chase_back, camback);
+ camup = bound(-48, chase_up.value, 96);
+ if (chase_up.value != camup)
+ Cvar_SetValueQuick(&chase_up, camup);
+
+ // this + 22 is to match view_ofs for compatibility with older versions
+ camup += 22;
+
+ if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
+ {
+ // look straight down from high above
+ viewangles[0] = 90;
+ camback = 2048;
+ }
+ AngleVectors(viewangles, forward, NULL, NULL);
+
+ // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
+ dist = -camback - 8;
+ chase_dest[0] = vieworg[0] + forward[0] * dist;
+ chase_dest[1] = vieworg[1] + forward[1] * dist;
+ chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
+ CL_TraceLine(vieworg, chase_dest, stop, normal, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
+ vieworg[0] = stop[0] + forward[0] * 8 + normal[0] * 4;
+ vieworg[1] = stop[1] + forward[1] * 8 + normal[1] * 4;
+ vieworg[2] = stop[2] + forward[2] * 8 + normal[2] * 4;
}
- // origin
- VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
- r_refdef.vieworg[2] += cl.viewheight;
- if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value)
+ else
{
- double bob, cycle;
- // LordHavoc: this code is *weird*, but not replacable (I think it
- // should be done in QC on the server, but oh well, quake is quake)
- // LordHavoc: figured out bobup: the time at which the sin is at 180
- // degrees (which allows lengthening or squishing the peak or valley)
- cycle = cl.time / cl_bobcycle.value;
- cycle -= (int) cycle;
- if (cycle < cl_bobup.value)
- cycle = sin(M_PI * cycle / cl_bobup.value);
- else
- cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
- // bob is proportional to velocity in the xy plane
- // (don't count Z, or jumping messes it up)
- bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
- bob = bob*0.3 + bob*0.7*cycle;
- r_refdef.vieworg[2] += bound(-7, bob, 4);
+ // first person view from entity
+ // angles
+ if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM)
+ viewangles[ROLL] = 80; // dead view angle
+ VectorAdd(viewangles, cl.punchangle, viewangles);
+ viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+ if (v_dmg_time > 0)
+ {
+ viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
+ viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
+ v_dmg_time -= cl.frametime;
+ }
+ // origin
+ VectorAdd(vieworg, cl.punchvector, vieworg);
+ vieworg[2] += cl.viewheight;
+ if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value)
+ {
+ double bob, cycle;
+ // LordHavoc: this code is *weird*, but not replacable (I think it
+ // should be done in QC on the server, but oh well, quake is quake)
+ // LordHavoc: figured out bobup: the time at which the sin is at 180
+ // degrees (which allows lengthening or squishing the peak or valley)
+ cycle = cl.time / cl_bobcycle.value;
+ cycle -= (int) cycle;
+ if (cycle < cl_bobup.value)
+ cycle = sin(M_PI * cycle / cl_bobup.value);
+ else
+ cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
+ // bob is proportional to velocity in the xy plane
+ // (don't count Z, or jumping messes it up)
+ bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
+ bob = bob*0.3 + bob*0.7*cycle;
+ vieworg[2] += bound(-7, bob, 4);
+ }
}
+ // calculate a view matrix for rendering the scene
+ if (v_idlescale.value)
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
+ else
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
+ // calculate a viewmodel matrix for use in view-attached entities
+ Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
}
- // calculate a viewmodel matrix for use in view-attached entities
- Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2], r_refdef.viewangles[0] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, r_refdef.viewangles[1] - v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, r_refdef.viewangles[2] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 0.3);
}
- else
- Matrix4x4_CreateIdentity(&viewmodelmatrix);
}
void V_FadeViewFlashs(void)
r_refdef.viewblend[1] = 0;
r_refdef.viewblend[2] = 0;
r_refdef.viewblend[3] = 0;
- if (cls.state == ca_connected && cls.signon == SIGNONS)
+ if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
{
// set contents color
- switch (CL_PointQ1Contents(r_refdef.vieworg))
+ switch (CL_PointQ1Contents(r_vieworigin))
{
case CONTENTS_EMPTY:
case CONTENTS_SOLID:
- cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = v_cshift.destcolor[0];
- cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = v_cshift.destcolor[1];
- cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = v_cshift.destcolor[2];
- cl.cshifts[CSHIFT_CONTENTS].percent = v_cshift.percent;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 0;
break;
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1;
}
- if (cl.items & IT_QUAD)
- {
- cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
- cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
- cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
- cl.cshifts[CSHIFT_POWERUP].percent = 30;
- }
- else if (cl.items & IT_SUIT)
- {
- cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
- cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
- cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
- cl.cshifts[CSHIFT_POWERUP].percent = 20;
- }
- else if (cl.items & IT_INVISIBILITY)
+ if (gamemode != GAME_TRANSFUSION)
{
- cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
- cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
- cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
- cl.cshifts[CSHIFT_POWERUP].percent = 100;
- }
- else if (cl.items & IT_INVULNERABILITY)
- {
- cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
- cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
- cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
- cl.cshifts[CSHIFT_POWERUP].percent = 30;
+ if (cl.items & IT_QUAD)
+ {
+ cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
+ cl.cshifts[CSHIFT_POWERUP].percent = 30;
+ }
+ else if (cl.items & IT_SUIT)
+ {
+ cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+ cl.cshifts[CSHIFT_POWERUP].percent = 20;
+ }
+ else if (cl.items & IT_INVISIBILITY)
+ {
+ cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
+ cl.cshifts[CSHIFT_POWERUP].percent = 100;
+ }
+ else if (cl.items & IT_INVULNERABILITY)
+ {
+ cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+ cl.cshifts[CSHIFT_POWERUP].percent = 30;
+ }
+ else
+ cl.cshifts[CSHIFT_POWERUP].percent = 0;
}
- else
- cl.cshifts[CSHIFT_POWERUP].percent = 0;
+
+ cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
+ cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
+ cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
+ cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
// LordHavoc: fixed V_CalcBlend
for (j = 0;j < NUM_CSHIFTS;j++)
if (a2 > 0)
{
VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
- r_refdef.viewblend[3] = 1 - (1 - r_refdef.viewblend[3]) * (1 - a2); // correct alpha multiply... took a while to find it on the web
+ r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
}
}
// saturate color (to avoid blending in black)
r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
- r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] , 1.0f);
+ r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
}
}
Cvar_RegisterVariable (&v_kickpitch);
Cvar_RegisterVariable (&cl_stairsmoothspeed);
+
+ Cvar_RegisterVariable (&chase_back);
+ Cvar_RegisterVariable (&chase_up);
+ Cvar_RegisterVariable (&chase_active);
+ if (gamemode == GAME_GOODVSBAD2)
+ Cvar_RegisterVariable (&chase_stevie);
}