static vec3_t eyeboxmins = {-16, -16, -24};
static vec3_t eyeboxmaxs = { 16, 16, 32};
#endif
-float viewmodel_push_x, viewmodel_push_y;
-vec3_t gunorg_follow;
void V_CalcRefdef (void)
{
entity_t *ent;
VectorAdd(vieworg, cl.punchvector, vieworg);
if (cl.stats[STAT_HEALTH] > 0)
{
- float ef_speed = cl.realframetime * cl_leanmodel_up_speed.value;
+ double xyspeed, bob;
+ vec_t d;
+ vec_t ef_speed = cl.realframetime;
// gun model leaning code
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
{
// prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
- if(cl.viewangles[PITCH] - viewmodel_push_x >= 180)
- viewmodel_push_x += 360;
- if(viewmodel_push_x - cl.viewangles[PITCH] >= 180)
- viewmodel_push_x -= 360;
+ if(cl.viewangles[PITCH] - cl.viewmodel_push_x >= 180)
+ cl.viewmodel_push_x += 360;
+ if(cl.viewmodel_push_x - cl.viewangles[PITCH] >= 180)
+ cl.viewmodel_push_x -= 360;
- if(viewmodel_push_x < cl.viewangles[PITCH])
- {
- if(cl.viewangles[PITCH] - viewmodel_push_x > cl_leanmodel_up_limit.value)
- viewmodel_push_x = cl.viewangles[PITCH] - cl_leanmodel_up_limit.value;
- else
- viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * cl_leanmodel_up_speed.value * ef_speed;
- }
- if(viewmodel_push_x > cl.viewangles[PITCH])
- {
- if(viewmodel_push_x - cl.viewangles[PITCH] > cl_leanmodel_up_limit.value)
- viewmodel_push_x = cl.viewangles[PITCH] + cl_leanmodel_up_limit.value;
- else
- viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * cl_leanmodel_up_speed.value * ef_speed;
- }
+ d = cl.viewangles[PITCH] - cl.viewmodel_push_x;
+ cl.viewmodel_push_x = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, cl.viewmodel_push_x + d * cl_leanmodel_up_speed.value * ef_speed, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
}
else
- viewmodel_push_x = cl.viewangles[PITCH];
+ cl.viewmodel_push_x = cl.viewangles[PITCH];
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
{
// prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
- if(cl.viewangles[YAW] - viewmodel_push_y >= 180)
- viewmodel_push_y += 360;
- if(viewmodel_push_y - cl.viewangles[YAW] >= 180)
- viewmodel_push_y -= 360;
+ if(cl.viewangles[YAW] - cl.viewmodel_push_y >= 180)
+ cl.viewmodel_push_y += 360;
+ if(cl.viewmodel_push_y - cl.viewangles[YAW] >= 180)
+ cl.viewmodel_push_y -= 360;
- if(viewmodel_push_y < cl.viewangles[YAW])
- {
- if(cl.viewangles[YAW] - viewmodel_push_y > cl_leanmodel_side_limit.value)
- viewmodel_push_y = cl.viewangles[YAW] - cl_leanmodel_side_limit.value;
- else
- viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * cl_leanmodel_side_speed.value * ef_speed;
- }
- if(viewmodel_push_y > cl.viewangles[YAW])
- {
- if(viewmodel_push_y - cl.viewangles[YAW] > cl_leanmodel_side_limit.value)
- viewmodel_push_y = cl.viewangles[YAW] + cl_leanmodel_side_limit.value;
- else
- viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * cl_leanmodel_side_speed.value * ef_speed;
- }
+ d = cl.viewangles[YAW] - cl.viewmodel_push_y;
+ cl.viewmodel_push_y = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, cl.viewmodel_push_y + d * cl_leanmodel_side_speed.value * ef_speed, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
}
else
- viewmodel_push_y = cl.viewangles[YAW];
+ cl.viewmodel_push_y = cl.viewangles[YAW];
- VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
+ VectorSet(gunangles, cl.viewmodel_push_x, cl.viewmodel_push_y, viewangles[2]);
// gun model following code
- // TODO: make the weapon model not shake when looking around horizontally (due to X axis vs. Y axis)
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
{
- if(gunorg_follow[0] < vieworg[0])
+ vec_t d0 = vieworg[0] - cl.gunorg_follow[0];
+ vec_t d1 = vieworg[1] - cl.gunorg_follow[1];
+ d = sqrt(d0 * d0 + d1 * d1);
+ if(d > 0)
{
- if(vieworg[0] - gunorg_follow[0] > cl_followmodel_side_limit.value)
- gunorg_follow[0] = vieworg[0] - cl_followmodel_side_limit.value;
- else
- gunorg_follow[0] += (vieworg[0] - gunorg_follow[0]) * cl_followmodel_side_speed.value * ef_speed;
- }
- if(gunorg_follow[0] > vieworg[0])
- {
- if(gunorg_follow[0] - vieworg[0] > cl_followmodel_side_limit.value)
- gunorg_follow[0] = vieworg[0] + cl_followmodel_side_limit.value;
- else
- gunorg_follow[0] -= (gunorg_follow[0] - vieworg[0]) * cl_followmodel_side_speed.value * ef_speed;
- }
-
- if(gunorg_follow[1] < vieworg[1])
- {
- if(vieworg[1] - gunorg_follow[1] > cl_followmodel_side_limit.value)
- gunorg_follow[1] = vieworg[1] - cl_followmodel_side_limit.value;
- else
- gunorg_follow[1] += (vieworg[1] - gunorg_follow[1]) * cl_followmodel_side_speed.value * ef_speed;
- }
- if(gunorg_follow[1] > vieworg[1])
- {
- if(gunorg_follow[1] - vieworg[1] > cl_followmodel_side_limit.value)
- gunorg_follow[1] = vieworg[1] + cl_followmodel_side_limit.value;
- else
- gunorg_follow[1] -= (gunorg_follow[1] - vieworg[1]) * cl_followmodel_side_speed.value * ef_speed;
+ cl.gunorg_follow[0] = cl.gunorg_follow[0] + d0 * cl_followmodel_side_speed.value * ef_speed;
+ cl.gunorg_follow[1] = cl.gunorg_follow[1] + d1 * cl_followmodel_side_speed.value * ef_speed;
+ d *= (1 - cl_followmodel_side_speed.value * ef_speed);
+ if(d > cl_followmodel_side_limit.value)
+ {
+ cl.gunorg_follow[0] = vieworg[0] - (d0 / d) * cl_followmodel_side_limit.value;
+ cl.gunorg_follow[1] = vieworg[1] - (d1 / d) * cl_followmodel_side_limit.value;
+ }
}
}
else
{
- gunorg_follow[0] = vieworg[0];
- gunorg_follow[1] = vieworg[1];
+ cl.gunorg_follow[0] = vieworg[0];
+ cl.gunorg_follow[1] = vieworg[1];
}
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
{
- if(gunorg_follow[2] < vieworg[2])
- {
- if(vieworg[2] - gunorg_follow[2] > cl_followmodel_up_limit.value)
- gunorg_follow[2] = vieworg[2] - cl_followmodel_up_limit.value;
- else
- gunorg_follow[2] += (vieworg[2] - gunorg_follow[2]) * cl_followmodel_up_speed.value * ef_speed;
- }
- if(gunorg_follow[2] > vieworg[2])
- {
- if(gunorg_follow[2] - vieworg[2] > cl_followmodel_up_limit.value)
- gunorg_follow[2] = vieworg[2] + cl_followmodel_up_limit.value;
- else
- gunorg_follow[2] -= (gunorg_follow[2] - vieworg[2]) * cl_followmodel_up_speed.value * ef_speed;
- }
+ d = vieworg[2] - cl.gunorg_follow[2];
+ cl.gunorg_follow[2] = bound(vieworg[2] - cl_followmodel_up_limit.value, cl.gunorg_follow[2] + d * cl_followmodel_up_speed.value * ef_speed, vieworg[2] + cl_followmodel_up_limit.value);
}
else
- gunorg_follow[2] = vieworg[2];
+ cl.gunorg_follow[2] = vieworg[2];
- VectorCopy(gunorg_follow, gunorg);
+ VectorCopy(cl.gunorg_follow, gunorg);
// gun model bobbing code
- double xyspeed, bob;
-
xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
- 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
- // 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 = xyspeed * cl_bob.value;
- bob = bob*0.3 + bob*0.7*cycle;
- vieworg[2] += bound(-7, bob, 4);
- }
-
if (cl_bob.value && cl_bobmodel.value)
{
// calculate for swinging gun model
bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
VectorMA (gunorg, bob, up, gunorg);
}
+
+ // 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
+ // 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 = xyspeed * 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