]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
make "exec" accept wildcards
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index da8370c7ba45ef589df1a2230b28d9c444b6ced6..3e0ccc57ebbf17154f9e4e8dd536fdc818222de5 100644 (file)
--- a/view.c
+++ b/view.c
@@ -21,6 +21,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 #include "cl_collision.h"
+#include "image.h"
 
 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
 
@@ -39,12 +40,41 @@ cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when
 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
 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"};
-
+cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
+cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
+cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
+cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
+cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
+cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
 
+cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
+cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
+cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
+cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
+cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
+cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
+cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
+cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
+cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
+cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
+
+cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
+cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
+cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
+cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
+cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
+cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
+cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
+cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
+cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
+cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
+cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
+
 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"};
 
 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
@@ -67,16 +97,21 @@ cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers its
 
 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
 
+cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
+
 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
 // GAME_GOODVSBAD2
-cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
+cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
 
 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
 
+// Prophecy camera pitchangle by Alexander "motorsep" Zubov
+cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
+
 float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
 
@@ -239,6 +274,7 @@ void V_ParseDamage (void)
        cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
 
        cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
+       cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
        if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
                cl.cshifts[CSHIFT_DAMAGE].percent = 0;
        if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
@@ -300,10 +336,30 @@ When you run over an item, the server sends this command
 */
 static void V_BonusFlash_f (void)
 {
-       cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
-       cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
-       cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
-       cl.cshifts[CSHIFT_BONUS].percent = 50;
+       if(Cmd_Argc() == 1)
+       {
+               cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
+               cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
+               cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
+               cl.cshifts[CSHIFT_BONUS].percent = 50;
+               cl.cshifts[CSHIFT_BONUS].alphafade = 100;
+       }
+       else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
+       {
+               cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
+               cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
+               cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
+               if(Cmd_Argc() >= 5)
+                       cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
+               else
+                       cl.cshifts[CSHIFT_BONUS].percent = 50;
+               if(Cmd_Argc() >= 6)
+                       cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
+               else
+                       cl.cshifts[CSHIFT_BONUS].alphafade = 100;
+       }
+       else
+               Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
 }
 
 /*
@@ -314,7 +370,8 @@ static void V_BonusFlash_f (void)
 ==============================================================================
 */
 
-extern matrix4x4_t viewmodelmatrix;
+extern matrix4x4_t viewmodelmatrix_nobob;
+extern matrix4x4_t viewmodelmatrix_withbob;
 
 #include "cl_collision.h"
 #include "csprogs.h"
@@ -329,14 +386,70 @@ V_CalcRefdef
 static vec3_t eyeboxmins = {-16, -16, -24};
 static vec3_t eyeboxmaxs = { 16,  16,  32};
 #endif
+
+static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
+{
+       frac = bound(0, frac, 1);
+       return (*store = *store * (1 - frac) + value * frac);
+}
+
+static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
+{
+       lowpass(value, frac, store);
+       return (*store = bound(value - limit, *store, value + limit));
+}
+
+static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
+{
+       return value - lowpass(value, frac, store);
+}
+
+static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
+{
+       return value - lowpass_limited(value, frac, limit, store);
+}
+
+static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
+{
+       out[0] = lowpass(value[0], fracx, &store[0]);
+       out[1] = lowpass(value[1], fracy, &store[1]);
+       out[2] = lowpass(value[2], fracz, &store[2]);
+}
+
+static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
+{
+       out[0] = highpass(value[0], fracx, &store[0]);
+       out[1] = highpass(value[1], fracy, &store[1]);
+       out[2] = highpass(value[2], fracz, &store[2]);
+}
+
+static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
+{
+       out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
+       out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
+       out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
+}
+
 void V_CalcRefdef (void)
 {
        entity_t *ent;
-       float vieworg[3], gunorg[3], viewangles[3], smoothtime;
+       float vieworg[3], viewangles[3], smoothtime;
+       float gunorg[3], gunangles[3];
+       matrix4x4_t tmpmatrix;
+       
+       static float viewheightavg;
+       float viewheight;       
+#if 0
+// begin of chase camera bounding box size for proper collisions by Alexander Zubov
+       vec3_t camboxmins = {-3, -3, -3};
+       vec3_t camboxmaxs = {3, 3, 3};
+// end of chase camera bounding box size for proper collisions by Alexander Zubov
+#endif
        trace_t trace;
        VectorClear(gunorg);
-       viewmodelmatrix = identitymatrix;
-       r_view.matrix = identitymatrix;
+       viewmodelmatrix_nobob = identitymatrix;
+       viewmodelmatrix_withbob = identitymatrix;
+       r_refdef.view.matrix = identitymatrix;
        if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
                // ent is the view entity (visible when out of body)
@@ -358,41 +471,47 @@ void V_CalcRefdef (void)
                {
                        // entity is a fixed camera, just copy the matrix
                        if (cls.protocol == PROTOCOL_QUAKEWORLD)
-                               Matrix4x4_CreateFromQuakeEntity(&r_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);
+                               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);
                        else
                        {
-                               r_view.matrix = ent->render.matrix;
-                               Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
+                               r_refdef.view.matrix = ent->render.matrix;
+                               Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
                        }
-                       viewmodelmatrix = r_view.matrix;
+                       Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
+                       Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
+                       Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
                }
                else
                {
                        // smooth stair stepping, but only if onground and enabled
-                       if (!cl.onground || cl_stairsmoothspeed.value <= 0)
+                       if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
                                cl.stairsmoothz = vieworg[2];
                        else
                        {
                                if (cl.stairsmoothz < vieworg[2])
-                                       vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
+                                       vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
                                else if (cl.stairsmoothz > vieworg[2])
-                                       vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
+                                       vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
                        }
 
                        // apply qw weapon recoil effect (this did not work in QW)
                        // TODO: add a cvar to disable this
                        viewangles[PITCH] += cl.qw_weaponkick;
 
+                       // apply the viewofs (even if chasecam is used)
+                       // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
+                       viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
+                       viewheightavg = viewheightavg * (1 - viewheight) + cl.stats[STAT_VIEWHEIGHT] * viewheight;
+                       vieworg[2] += viewheightavg;
+
                        if (chase_active.value)
                        {
-                               // observing entity from third person
-                               vec_t camback, camup, dist, forward[3], chase_dest[3];
+                               // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
+                               vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
 
                                camback = chase_back.value;
                                camup = chase_up.value;
-
-                               // this + 22 is to match view_ofs for compatibility with older versions
-                               camup += 22;
+                               campitch = chase_pitchangle.value;
 
                                AngleVectors(viewangles, forward, NULL, NULL);
 
@@ -410,12 +529,22 @@ void V_CalcRefdef (void)
                                        chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
                                        chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
 #if 0
-                                       //trace = CL_Move(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
-                                       trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#if 1
+                                       //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#else
+                                       //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#endif
                                        VectorCopy(trace.endpos, vieworg);
                                        vieworg[2] -= 8;
 #else
-                                       trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       // trace from first person view location to our chosen third person view location
+#if 1
+                                       trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
+#else
+                                       trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#endif
                                        VectorCopy(trace.endpos, bestvieworg);
                                        offset[2] = 0;
                                        for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
@@ -426,7 +555,11 @@ void V_CalcRefdef (void)
                                                        chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
                                                        chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
                                                        chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
-                                                       trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#if 1
+                                                       trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
+#else
+                                                       trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#endif
                                                        if (bestvieworg[2] > trace.endpos[2])
                                                                bestvieworg[2] = trace.endpos[2];
                                                }
@@ -434,7 +567,7 @@ void V_CalcRefdef (void)
                                        bestvieworg[2] -= 8;
                                        VectorCopy(bestvieworg, vieworg);
 #endif
-                                       viewangles[PITCH] = 90;
+                                       viewangles[PITCH] = campitch;
                                }
                                else
                                {
@@ -451,7 +584,7 @@ void V_CalcRefdef (void)
                                        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;
-                                       trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
                                        VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
                                }
                        }
@@ -462,7 +595,7 @@ void V_CalcRefdef (void)
                                if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
                                        viewangles[ROLL] = v_deathtiltangle.value;
                                VectorAdd(viewangles, cl.punchangle, viewangles);
-                               viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
+                               viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
                                if (v_dmg_time > 0)
                                {
                                        viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
@@ -470,15 +603,66 @@ void V_CalcRefdef (void)
                                }
                                // origin
                                VectorAdd(vieworg, cl.punchvector, vieworg);
-                               vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
                                if (cl.stats[STAT_HEALTH] > 0)
                                {
-                                       double xyspeed, bob;
+                                       double xyspeed, bob, bobfall;
+                                       float cycle;
+                                       vec_t frametime;
+
+                                       //frametime = cl.realframetime * cl.movevars_timescale;
+                                       frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
+                                       
+                                       // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
+                                       if(!ent->persistent.trail_allowed) // FIXME improve this check
+                                       {
+                                               // try to fix the first highpass; result is NOT
+                                               // perfect! TODO find a better fix
+                                               VectorCopy(viewangles, cl.gunangles_prev);
+                                               VectorCopy(vieworg, cl.gunorg_prev);
+                                       }
 
-                                       xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
+                                       // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
+                                       VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+                                       highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
+                                       VectorCopy(vieworg, cl.gunorg_prev);
+                                       VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+
+                                       // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+                                       VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+                                       cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
+                                       cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
+                                       cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
+                                       highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
+                                       VectorCopy(viewangles, cl.gunangles_prev);
+                                       VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+
+                                       // 3. calculate the RAW adjustment vectors
+                                       gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
+                                       gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
+                                       gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
+
+                                       gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
+                                       gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
+                                       gunangles[ROLL] = 0;
+
+                                       // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+                                       //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+                                       highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
+                                       lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
+                                       // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+                                       highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
+                                       lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
+
+                                       // 5. use the adjusted vectors
+                                       VectorAdd(vieworg, gunorg, gunorg);
+                                       VectorAdd(viewangles, gunangles, gunangles);
+
+                                       // bounded XY speed, used by several effects below
+                                       xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
+
+                                       // vertical view bobbing code
                                        if (cl_bob.value && cl_bobcycle.value)
                                        {
-                                               float 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
@@ -491,14 +675,87 @@ void V_CalcRefdef (void)
                                                        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 = xyspeed * cl_bob.value;
+                                               bob = xyspeed * bound(0, cl_bob.value, 0.05);
                                                bob = bob*0.3 + bob*0.7*cycle;
-                                               vieworg[2] += bound(-7, bob, 4);
+                                               vieworg[2] += bob;
+                                               // we also need to adjust gunorg, or this appears like pushing the gun!
+                                               // In the old code, this was applied to vieworg BEFORE copying to gunorg,
+                                               // but this is not viable with the new followmodel code as that would mean
+                                               // that followmodel would work on the munged-by-bob vieworg and do feedback
+                                               gunorg[2] += bob;
+                                       }
+
+                                       // horizontal view bobbing code
+                                       if (cl_bob2.value && cl_bob2cycle.value)
+                                       {
+                                               vec3_t bob2vel;
+                                               vec3_t forward, right, up;
+                                               float side, front;
+
+                                               cycle = cl.time / cl_bob2cycle.value;
+                                               cycle -= (int) cycle;
+                                               if (cycle < 0.5)
+                                                       cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
+                                               else
+                                                       cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
+                                               bob = bound(0, cl_bob2.value, 0.05) * cycle;
+
+                                               // this value slowly decreases from 1 to 0 when we stop touching the ground.
+                                               // The cycle is later multiplied with it so the view smooths back to normal
+                                               if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
+                                                       cl.bob2_smooth = 1;
+                                               else
+                                               {
+                                                       if(cl.bob2_smooth > 0)
+                                                               cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
+                                                       else
+                                                               cl.bob2_smooth = 0;
+                                               }
+
+                                               // calculate the front and side of the player between the X and Y axes
+                                               AngleVectors(viewangles, forward, right, up);
+                                               // now get the speed based on those angles. The bounds should match the same value as xyspeed's
+                                               side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
+                                               front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
+                                               VectorScale(forward, bob, forward);
+                                               VectorScale(right, bob, right);
+                                               // we use side with forward and front with right, so the bobbing goes
+                                               // to the side when we walk forward and to the front when we strafe
+                                               VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
+                                               vieworg[0] += bob2vel[0];
+                                               vieworg[1] += bob2vel[1];
+                                               // we also need to adjust gunorg, or this appears like pushing the gun!
+                                               // In the old code, this was applied to vieworg BEFORE copying to gunorg,
+                                               // but this is not viable with the new followmodel code as that would mean
+                                               // that followmodel would work on the munged-by-bob vieworg and do feedback
+                                               gunorg[0] += bob2vel[0];
+                                               gunorg[1] += bob2vel[1];
                                        }
 
-                                       VectorCopy(vieworg, gunorg);
+                                       // fall bobbing code
+                                       // causes the view to swing down and back up when touching the ground
+                                       if (cl_bobfall.value && cl_bobfallcycle.value)
+                                       {
+                                               if (!cl.onground)
+                                               {
+                                                       cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
+                                                       if (cl.velocity[2] < -cl_bobfallminspeed.value)
+                                                               cl.bobfall_swing = 1;
+                                                       else
+                                                               cl.bobfall_swing = 0; // TODO really?
+                                               }
+                                               else
+                                               {
+                                                       cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
+
+                                                       bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
+                                                       vieworg[2] += bobfall;
+                                                       gunorg[2] += bobfall;
+                                               }
+                                       }
 
-                                       if (cl_bob.value && cl_bobmodel.value)
+                                       // gun model bobbing code
+                                       if (cl_bobmodel.value)
                                        {
                                                // calculate for swinging gun model
                                                // the gun bobs when running on the ground, but doesn't bob when you're in the air.
@@ -531,8 +788,8 @@ void V_CalcRefdef (void)
                                                        t *= 5;
                                                }
 
-                                               bspeed = bound (0, xyspeed, 400) * 0.01f;
-                                               AngleVectors (viewangles, forward, right, up);
+                                               bspeed = xyspeed * 0.01f;
+                                               AngleVectors (gunangles, forward, right, up);
                                                bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
                                                VectorMA (gunorg, bob, right, gunorg);
                                                bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
@@ -542,13 +799,23 @@ void V_CalcRefdef (void)
                        }
                        // calculate a view matrix for rendering the scene
                        if (v_idlescale.value)
-                               Matrix4x4_CreateFromQuakeEntity(&r_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);
-                       else
-                               Matrix4x4_CreateFromQuakeEntity(&r_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);
+                       {
+                               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;
+                       }
+                       Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
+
                        // calculate a viewmodel matrix for use in view-attached entities
-                       Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
-                       VectorCopy(vieworg, cl.csqc_origin);
-                       VectorCopy(viewangles, cl.csqc_angles);
+                       Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
+                       Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
+
+                       Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
+                       VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
+                       VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
+
+                       Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
+                       Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
                }
        }
 }
@@ -559,11 +826,11 @@ void V_FadeViewFlashs(void)
        if (cl.time <= cl.oldtime)
                return;
        // drop the damage value
-       cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
+       cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
        if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
                cl.cshifts[CSHIFT_DAMAGE].percent = 0;
        // drop the bonus value
-       cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
+       cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
        if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
                cl.cshifts[CSHIFT_BONUS].percent = 0;
 }
@@ -583,7 +850,7 @@ void V_CalcViewBlend(void)
                // set contents color
                int supercontents;
                vec3_t vieworigin;
-               Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
+               Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
                supercontents = CL_PointSuperContents(vieworigin);
                if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
                {
@@ -672,11 +939,43 @@ void V_CalcViewBlend(void)
                        a2 = 1 / r_refdef.viewblend[3];
                        VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
                }
-
-               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[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
+               r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
+               r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
                r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
+               if (vid.sRGB3D)
+               {
+                       r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
+                       r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
+                       r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
+               }
+               else
+               {
+                       r_refdef.viewblend[0] *= (1.0f/256.0f);
+                       r_refdef.viewblend[1] *= (1.0f/256.0f);
+                       r_refdef.viewblend[2] *= (1.0f/256.0f);
+               }
+               
+               // Samual: Ugly hack, I know. But it's the best we can do since
+               // there is no way to detect client states from the engine.
+               if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
+                       cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
+               {
+                       cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
+                       cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
+               }
+               else
+                       cl.deathfade = 0.0f;
+
+               if(cl.deathfade > 0)
+               {
+                       float a;
+                       float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
+                       a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
+                       if(a > 0)
+                               VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
+                       r_refdef.viewblend[3] = a;
+               }
        }
 }
 
@@ -690,7 +989,7 @@ V_Init
 void V_Init (void)
 {
        Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
-       Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
+       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");
        Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
 
        Cvar_RegisterVariable (&v_centermove);
@@ -711,11 +1010,41 @@ void V_Init (void)
        Cvar_RegisterVariable (&cl_bob);
        Cvar_RegisterVariable (&cl_bobcycle);
        Cvar_RegisterVariable (&cl_bobup);
+       Cvar_RegisterVariable (&cl_bob2);
+       Cvar_RegisterVariable (&cl_bob2cycle);
+       Cvar_RegisterVariable (&cl_bob2smooth);
+       Cvar_RegisterVariable (&cl_bobfall);
+       Cvar_RegisterVariable (&cl_bobfallcycle);
+       Cvar_RegisterVariable (&cl_bobfallminspeed);
        Cvar_RegisterVariable (&cl_bobmodel);
        Cvar_RegisterVariable (&cl_bobmodel_side);
        Cvar_RegisterVariable (&cl_bobmodel_up);
        Cvar_RegisterVariable (&cl_bobmodel_speed);
 
+       Cvar_RegisterVariable (&cl_leanmodel);
+       Cvar_RegisterVariable (&cl_leanmodel_side_speed);
+       Cvar_RegisterVariable (&cl_leanmodel_side_limit);
+       Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
+       Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
+       Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
+       Cvar_RegisterVariable (&cl_leanmodel_up_speed);
+       Cvar_RegisterVariable (&cl_leanmodel_up_limit);
+       Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
+       Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
+       Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
+
+       Cvar_RegisterVariable (&cl_followmodel);
+       Cvar_RegisterVariable (&cl_followmodel_side_speed);
+       Cvar_RegisterVariable (&cl_followmodel_side_limit);
+       Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
+       Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
+       Cvar_RegisterVariable (&cl_followmodel_side_highpass);
+       Cvar_RegisterVariable (&cl_followmodel_up_speed);
+       Cvar_RegisterVariable (&cl_followmodel_up_limit);
+       Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
+       Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
+       Cvar_RegisterVariable (&cl_followmodel_up_highpass);
+
        Cvar_RegisterVariable (&cl_viewmodel_scale);
 
        Cvar_RegisterVariable (&v_kicktime);
@@ -723,13 +1052,15 @@ void V_Init (void)
        Cvar_RegisterVariable (&v_kickpitch);
 
        Cvar_RegisterVariable (&cl_stairsmoothspeed);
+       
+       Cvar_RegisterVariable (&cl_smoothviewheight);
 
        Cvar_RegisterVariable (&chase_back);
        Cvar_RegisterVariable (&chase_up);
        Cvar_RegisterVariable (&chase_active);
        Cvar_RegisterVariable (&chase_overhead);
-       if (gamemode == GAME_GOODVSBAD2)
-               Cvar_RegisterVariable (&chase_stevie);
+       Cvar_RegisterVariable (&chase_pitchangle);
+       Cvar_RegisterVariable (&chase_stevie);
 
        Cvar_RegisterVariable (&v_deathtilt);
        Cvar_RegisterVariable (&v_deathtiltangle);