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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // view.c -- player eye positioning
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "image.h"
25
26 /*
27
28 The view is allowed to move slightly from it's true position for bobbing,
29 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
30 entities sent from the server may not include everything in the pvs, especially
31 when crossing a water boudnary.
32
33 */
34
35 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
36 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
37
38 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
39 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
40 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"};
41 cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
42 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
43 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
44 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)"};
45 cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
46 cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
47 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
48 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
49 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
50 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
51
52 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
53 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
54 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
55 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
56 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
57 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
58 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
59 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
60 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
61 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
62 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
63
64 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
65 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
66 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
67 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
68 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
69 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
70 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
71 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
72 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
73 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
74 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
75
76 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"};
77
78 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
79 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
80 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
81
82 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
83 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
84 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
85 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
86 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
87 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
88
89 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
90
91 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
92
93 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)"};
94 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
95
96 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
97
98 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."};
99
100 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
101 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
102 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
103 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
104 // GAME_GOODVSBAD2
105 cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
106
107 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
108 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
109
110 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
111 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
112
113 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
114
115
116 /*
117 ===============
118 V_CalcRoll
119
120 Used by view and sv_user
121 ===============
122 */
123 float V_CalcRoll (vec3_t angles, vec3_t velocity)
124 {
125         vec3_t  right;
126         float   sign;
127         float   side;
128         float   value;
129
130         AngleVectors (angles, NULL, right, NULL);
131         side = DotProduct (velocity, right);
132         sign = side < 0 ? -1 : 1;
133         side = fabs(side);
134
135         value = cl_rollangle.value;
136
137         if (side < cl_rollspeed.value)
138                 side = side * value / cl_rollspeed.value;
139         else
140                 side = value;
141
142         return side*sign;
143
144 }
145
146 void V_StartPitchDrift (void)
147 {
148         if (cl.laststop == cl.time)
149                 return;         // something else is keeping it from drifting
150
151         if (cl.nodrift || !cl.pitchvel)
152         {
153                 cl.pitchvel = v_centerspeed.value;
154                 cl.nodrift = false;
155                 cl.driftmove = 0;
156         }
157 }
158
159 void V_StopPitchDrift (void)
160 {
161         cl.laststop = cl.time;
162         cl.nodrift = true;
163         cl.pitchvel = 0;
164 }
165
166 /*
167 ===============
168 V_DriftPitch
169
170 Moves the client pitch angle towards cl.idealpitch sent by the server.
171
172 If the user is adjusting pitch manually, either with lookup/lookdown,
173 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
174
175 Drifting is enabled when the center view key is hit, mlook is released and
176 lookspring is non 0, or when
177 ===============
178 */
179 void V_DriftPitch (void)
180 {
181         float           delta, move;
182
183         if (noclip_anglehack || !cl.onground || cls.demoplayback )
184         {
185                 cl.driftmove = 0;
186                 cl.pitchvel = 0;
187                 return;
188         }
189
190 // don't count small mouse motion
191         if (cl.nodrift)
192         {
193                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
194                         cl.driftmove = 0;
195                 else
196                         cl.driftmove += cl.realframetime;
197
198                 if ( cl.driftmove > v_centermove.value)
199                 {
200                         V_StartPitchDrift ();
201                 }
202                 return;
203         }
204
205         delta = cl.idealpitch - cl.viewangles[PITCH];
206
207         if (!delta)
208         {
209                 cl.pitchvel = 0;
210                 return;
211         }
212
213         move = cl.realframetime * cl.pitchvel;
214         cl.pitchvel += cl.realframetime * v_centerspeed.value;
215
216         if (delta > 0)
217         {
218                 if (move > delta)
219                 {
220                         cl.pitchvel = 0;
221                         move = delta;
222                 }
223                 cl.viewangles[PITCH] += move;
224         }
225         else if (delta < 0)
226         {
227                 if (move > -delta)
228                 {
229                         cl.pitchvel = 0;
230                         move = -delta;
231                 }
232                 cl.viewangles[PITCH] -= move;
233         }
234 }
235
236
237 /*
238 ==============================================================================
239
240                                                 SCREEN FLASHES
241
242 ==============================================================================
243 */
244
245
246 /*
247 ===============
248 V_ParseDamage
249 ===============
250 */
251 void V_ParseDamage (void)
252 {
253         int armor, blood;
254         vec3_t from;
255         //vec3_t forward, right;
256         vec3_t localfrom;
257         entity_t *ent;
258         //float side;
259         float count;
260
261         armor = MSG_ReadByte(&cl_message);
262         blood = MSG_ReadByte(&cl_message);
263         MSG_ReadVector(&cl_message, from, cls.protocol);
264
265         // Send the Dmg Globals to CSQC
266         CL_VM_UpdateDmgGlobals(blood, armor, from);
267
268         count = blood*0.5 + armor*0.5;
269         if (count < 10)
270                 count = 10;
271
272         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
273
274         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
275         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
276         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
277                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
278         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
279                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
280
281         if (armor > blood)
282         {
283                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
284                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
285                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
286         }
287         else if (armor)
288         {
289                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
290                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
291                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
292         }
293         else
294         {
295                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
296                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
297                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
298         }
299
300         // calculate view angle kicks
301         if (cl.entities[cl.viewentity].state_current.active)
302         {
303                 ent = &cl.entities[cl.viewentity];
304                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
305                 VectorNormalize(localfrom);
306                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
307                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
308                 v_dmg_time = v_kicktime.value;
309         }
310 }
311
312 static cshift_t v_cshift;
313
314 /*
315 ==================
316 V_cshift_f
317 ==================
318 */
319 static void V_cshift_f (void)
320 {
321         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
322         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
323         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
324         v_cshift.percent = atof(Cmd_Argv(4));
325 }
326
327
328 /*
329 ==================
330 V_BonusFlash_f
331
332 When you run over an item, the server sends this command
333 ==================
334 */
335 static void V_BonusFlash_f (void)
336 {
337         if(Cmd_Argc() == 1)
338         {
339                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
340                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
341                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
342                 cl.cshifts[CSHIFT_BONUS].percent = 50;
343                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
344         }
345         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
346         {
347                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
348                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
349                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
350                 if(Cmd_Argc() >= 5)
351                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
352                 else
353                         cl.cshifts[CSHIFT_BONUS].percent = 50;
354                 if(Cmd_Argc() >= 6)
355                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
356                 else
357                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
358         }
359         else
360                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
361 }
362
363 /*
364 ==============================================================================
365
366                                                 VIEW RENDERING
367
368 ==============================================================================
369 */
370
371 extern matrix4x4_t viewmodelmatrix_nobob;
372 extern matrix4x4_t viewmodelmatrix_withbob;
373
374 #include "cl_collision.h"
375 #include "csprogs.h"
376
377 /*
378 ==================
379 V_CalcRefdef
380
381 ==================
382 */
383 #if 0
384 static vec3_t eyeboxmins = {-16, -16, -24};
385 static vec3_t eyeboxmaxs = { 16,  16,  32};
386 #endif
387
388 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
389 {
390         frac = bound(0, frac, 1);
391         return (*store = *store * (1 - frac) + value * frac);
392 }
393
394 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
395 {
396         lowpass(value, frac, store);
397         return (*store = bound(value - limit, *store, value + limit));
398 }
399
400 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
401 {
402         return value - lowpass(value, frac, store);
403 }
404
405 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
406 {
407         return value - lowpass_limited(value, frac, limit, store);
408 }
409
410 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
411 {
412         out[0] = lowpass(value[0], fracx, &store[0]);
413         out[1] = lowpass(value[1], fracy, &store[1]);
414         out[2] = lowpass(value[2], fracz, &store[2]);
415 }
416
417 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
418 {
419         out[0] = highpass(value[0], fracx, &store[0]);
420         out[1] = highpass(value[1], fracy, &store[1]);
421         out[2] = highpass(value[2], fracz, &store[2]);
422 }
423
424 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)
425 {
426         out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
427         out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
428         out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
429 }
430
431 void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight)
432 {
433         float vieworg[3], viewangles[3], smoothtime;
434         float gunorg[3], gunangles[3];
435         matrix4x4_t tmpmatrix;
436         
437         static float viewheightavg;
438         float viewheight;       
439 #if 0
440 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
441         vec3_t camboxmins = {-3, -3, -3};
442         vec3_t camboxmaxs = {3, 3, 3};
443 // end of chase camera bounding box size for proper collisions by Alexander Zubov
444 #endif
445         trace_t trace;
446
447         // react to clonground state changes (for gun bob)
448         if (clonground)
449         {
450                 if (!cl.oldonground)
451                         cl.hitgroundtime = cl.movecmd[0].time;
452                 cl.lastongroundtime = cl.movecmd[0].time;
453         }
454         cl.oldonground = clonground;
455
456         VectorClear(gunorg);
457         viewmodelmatrix_nobob = identitymatrix;
458         viewmodelmatrix_withbob = identitymatrix;
459         r_refdef.view.matrix = identitymatrix;
460
461         // player can look around, so take the origin from the entity,
462         // and the angles from the input system
463         Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
464         VectorCopy(clviewangles, viewangles);
465
466         // calculate how much time has passed since the last V_CalcRefdef
467         smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
468         cl.stairsmoothtime = cl.time;
469
470         // fade damage flash
471         if (v_dmg_time > 0)
472                 v_dmg_time -= bound(0, smoothtime, 0.1);
473
474         if (cl.intermission)
475         {
476                 // entity is a fixed camera, just copy the matrix
477                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
478                         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);
479                 else
480                 {
481                         r_refdef.view.matrix = *entrendermatrix;
482                         Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
483                 }
484                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
485                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
486                 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
487         }
488         else
489         {
490                 Con_Printf("last on ground time: %f, with z velocity of: %f\n", cl.lastongroundtime, cl.velocity[2]);
491                 
492                 // smooth stair stepping, but only if clonground and enabled
493                 if (smoothtime == 0.1 || cl_stairsmoothspeed.value <= 0 || teleported)
494                 {
495                         cl.stairsmoothz = vieworg[2];
496                 }
497                 else
498                 {
499                         if (cl.stairsmoothz < vieworg[2])
500                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
501                         else if (cl.stairsmoothz > vieworg[2])
502                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
503                 }
504
505                 // apply qw weapon recoil effect (this did not work in QW)
506                 // TODO: add a cvar to disable this
507                 viewangles[PITCH] += cl.qw_weaponkick;
508
509                 // apply the viewofs (even if chasecam is used)
510                 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
511                 viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
512                 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
513                 vieworg[2] += viewheightavg;
514
515                 if (chase_active.value)
516                 {
517                         // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
518                         vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
519
520                         camback = chase_back.value;
521                         camup = chase_up.value;
522                         campitch = chase_pitchangle.value;
523
524                         AngleVectors(viewangles, forward, NULL, NULL);
525
526                         if (chase_overhead.integer)
527                         {
528 #if 1
529                                 vec3_t offset;
530                                 vec3_t bestvieworg;
531 #endif
532                                 vec3_t up;
533                                 viewangles[PITCH] = 0;
534                                 AngleVectors(viewangles, forward, NULL, up);
535                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
536                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
537                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
538                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
539 #if 0
540 #if 1
541                                 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
542                                 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
543 #else
544                                 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
545                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
546 #endif
547                                 VectorCopy(trace.endpos, vieworg);
548                                 vieworg[2] -= 8;
549 #else
550                                 // trace from first person view location to our chosen third person view location
551 #if 1
552                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
553 #else
554                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
555 #endif
556                                 VectorCopy(trace.endpos, bestvieworg);
557                                 offset[2] = 0;
558                                 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
559                                 {
560                                         for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
561                                         {
562                                                 AngleVectors(viewangles, NULL, NULL, up);
563                                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
564                                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
565                                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
566 #if 1
567                                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
568 #else
569                                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
570 #endif
571                                                 if (bestvieworg[2] > trace.endpos[2])
572                                                         bestvieworg[2] = trace.endpos[2];
573                                         }
574                                 }
575                                 bestvieworg[2] -= 8;
576                                 VectorCopy(bestvieworg, vieworg);
577 #endif
578                                 viewangles[PITCH] = campitch;
579                         }
580                         else
581                         {
582                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
583                                 {
584                                         // look straight down from high above
585                                         viewangles[PITCH] = 90;
586                                         camback = 2048;
587                                         VectorSet(forward, 0, 0, -1);
588                                 }
589
590                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
591                                 dist = -camback - 8;
592                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
593                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
594                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
595                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
596                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
597                         }
598                 }
599                 else
600                 {
601                         // first person view from entity
602                         // angles
603                         if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
604                                 viewangles[ROLL] = v_deathtiltangle.value;
605                         VectorAdd(viewangles, cl.punchangle, viewangles);
606                         viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
607                         if (v_dmg_time > 0)
608                         {
609                                 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
610                                 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
611                         }
612                         // origin
613                         VectorAdd(vieworg, cl.punchvector, vieworg);
614                         if (cl.stats[STAT_HEALTH] > 0)
615                         {
616                                 double xyspeed, bob, bobfall;
617                                 float cycle;
618                                 vec_t frametime;
619
620                                 //frametime = cl.realframetime * cl.movevars_timescale;
621                                 frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
622
623                                 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
624                                 if(teleported)
625                                 {
626                                         // try to fix the first highpass; result is NOT
627                                         // perfect! TODO find a better fix
628                                         VectorCopy(viewangles, cl.gunangles_prev);
629                                         VectorCopy(vieworg, cl.gunorg_prev);
630                                 }
631
632                                 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
633                                 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
634                                 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);
635                                 VectorCopy(vieworg, cl.gunorg_prev);
636                                 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
637
638                                 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
639                                 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
640                                 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
641                                 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
642                                 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
643                                 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);
644                                 VectorCopy(viewangles, cl.gunangles_prev);
645                                 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
646
647                                 // 3. calculate the RAW adjustment vectors
648                                 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
649                                 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
650                                 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
651
652                                 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
653                                 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
654                                 gunangles[ROLL] = 0;
655
656                                 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
657                                 //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
658                                 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);
659                                 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);
660                                 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
661                                 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
662                                 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
663
664                                 // 5. use the adjusted vectors
665                                 VectorAdd(vieworg, gunorg, gunorg);
666                                 VectorAdd(viewangles, gunangles, gunangles);
667
668                                 // bounded XY speed, used by several effects below
669                                 xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
670
671                                 // vertical view bobbing code
672                                 if (cl_bob.value && cl_bobcycle.value)
673                                 {
674                                         // LordHavoc: this code is *weird*, but not replacable (I think it
675                                         // should be done in QC on the server, but oh well, quake is quake)
676                                         // LordHavoc: figured out bobup: the time at which the sin is at 180
677                                         // degrees (which allows lengthening or squishing the peak or valley)
678                                         cycle = cl.time / cl_bobcycle.value;
679                                         cycle -= (int) cycle;
680                                         if (cycle < cl_bobup.value)
681                                                 cycle = sin(M_PI * cycle / cl_bobup.value);
682                                         else
683                                                 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
684                                         // bob is proportional to velocity in the xy plane
685                                         // (don't count Z, or jumping messes it up)
686                                         bob = xyspeed * bound(0, cl_bob.value, 0.05);
687                                         bob = bob*0.3 + bob*0.7*cycle;
688                                         vieworg[2] += bob;
689                                         // we also need to adjust gunorg, or this appears like pushing the gun!
690                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
691                                         // but this is not viable with the new followmodel code as that would mean
692                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
693                                         gunorg[2] += bob;
694                                 }
695
696                                 // horizontal view bobbing code
697                                 if (cl_bob2.value && cl_bob2cycle.value)
698                                 {
699                                         vec3_t bob2vel;
700                                         vec3_t forward, right, up;
701                                         float side, front;
702
703                                         cycle = cl.time / cl_bob2cycle.value;
704                                         cycle -= (int) cycle;
705                                         if (cycle < 0.5)
706                                                 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
707                                         else
708                                                 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
709                                         bob = bound(0, cl_bob2.value, 0.05) * cycle;
710
711                                         // this value slowly decreases from 1 to 0 when we stop touching the ground.
712                                         // The cycle is later multiplied with it so the view smooths back to normal
713                                         if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
714                                                 cl.bob2_smooth = 1;
715                                         else
716                                         {
717                                                 if(cl.bob2_smooth > 0)
718                                                         cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
719                                                 else
720                                                         cl.bob2_smooth = 0;
721                                         }
722
723                                         // calculate the front and side of the player between the X and Y axes
724                                         AngleVectors(viewangles, forward, right, up);
725                                         // now get the speed based on those angles. The bounds should match the same value as xyspeed's
726                                         side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
727                                         front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
728                                         VectorScale(forward, bob, forward);
729                                         VectorScale(right, bob, right);
730                                         // we use side with forward and front with right, so the bobbing goes
731                                         // to the side when we walk forward and to the front when we strafe
732                                         VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
733                                         vieworg[0] += bob2vel[0];
734                                         vieworg[1] += bob2vel[1];
735                                         // we also need to adjust gunorg, or this appears like pushing the gun!
736                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
737                                         // but this is not viable with the new followmodel code as that would mean
738                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
739                                         gunorg[0] += bob2vel[0];
740                                         gunorg[1] += bob2vel[1];
741                                 }
742
743                                 // fall bobbing code
744                                 // causes the view to swing down and back up when touching the ground
745                                 if (cl_bobfall.value && cl_bobfallcycle.value)
746                                 {
747                                         if (!clonground)
748                                         {
749                                                 cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
750                                                 if (cl.velocity[2] < -cl_bobfallminspeed.value)
751                                                         cl.bobfall_swing = 1;
752                                                 else
753                                                         cl.bobfall_swing = 0; // TODO really?
754                                         }
755                                         else
756                                         {
757                                                 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
758
759                                                 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
760                                                 vieworg[2] += bobfall;
761                                                 gunorg[2] += bobfall;
762                                         }
763                                 }
764
765                                 // gun model bobbing code
766                                 if (cl_bobmodel.value)
767                                 {
768                                         // calculate for swinging gun model
769                                         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
770                                         // Sajt: I tried to smooth out the transitions between bob and no bob, which works
771                                         // for the most part, but for some reason when you go through a message trigger or
772                                         // pick up an item or anything like that it will momentarily jolt the gun.
773                                         vec3_t forward, right, up;
774                                         float bspeed;
775                                         float s;
776                                         float t;
777
778                                         s = cl.time * cl_bobmodel_speed.value;
779                                         if (clonground)
780                                         {
781                                                 if (cl.time - cl.hitgroundtime < 0.2)
782                                                 {
783                                                         // just hit the ground, speed the bob back up over the next 0.2 seconds
784                                                         t = cl.time - cl.hitgroundtime;
785                                                         t = bound(0, t, 0.2);
786                                                         t *= 5;
787                                                 }
788                                                 else
789                                                         t = 1;
790                                         }
791                                         else
792                                         {
793                                                 // recently left the ground, slow the bob down over the next 0.2 seconds
794                                                 t = cl.time - cl.lastongroundtime;
795                                                 t = 0.2 - bound(0, t, 0.2);
796                                                 t *= 5;
797                                         }
798
799                                         bspeed = xyspeed * 0.01f;
800                                         AngleVectors (gunangles, forward, right, up);
801                                         bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
802                                         VectorMA (gunorg, bob, right, gunorg);
803                                         bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
804                                         VectorMA (gunorg, bob, up, gunorg);
805                                 }
806                         }
807                 }
808                 // calculate a view matrix for rendering the scene
809                 if (v_idlescale.value)
810                 {
811                         viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
812                         viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
813                         viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
814                 }
815                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
816
817                 // calculate a viewmodel matrix for use in view-attached entities
818                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
819                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
820
821                 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
822                 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
823                 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
824
825                 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
826                 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
827         }
828 }
829
830 void V_CalcRefdef (void)
831 {
832         entity_t *ent;
833
834         if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
835         {
836                 // ent is the view entity (visible when out of body)
837                 ent = &cl.entities[cl.viewentity];
838
839                 V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT]); // FIXME use a better way to detect teleport/warp than trail_allowed
840         }
841         else
842         {
843                 viewmodelmatrix_nobob = identitymatrix;
844                 viewmodelmatrix_withbob = identitymatrix;
845                 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
846                 r_refdef.view.matrix = identitymatrix;
847                 VectorClear(cl.csqc_vieworiginfromengine);
848                 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
849         }
850 }
851
852 void V_FadeViewFlashs(void)
853 {
854         // don't flash if time steps backwards
855         if (cl.time <= cl.oldtime)
856                 return;
857         // drop the damage value
858         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
859         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
860                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
861         // drop the bonus value
862         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
863         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
864                 cl.cshifts[CSHIFT_BONUS].percent = 0;
865 }
866
867 void V_CalcViewBlend(void)
868 {
869         float a2;
870         int j;
871         r_refdef.viewblend[0] = 0;
872         r_refdef.viewblend[1] = 0;
873         r_refdef.viewblend[2] = 0;
874         r_refdef.viewblend[3] = 0;
875         r_refdef.frustumscale_x = 1;
876         r_refdef.frustumscale_y = 1;
877         if (cls.state == ca_connected && cls.signon == SIGNONS)
878         {
879                 // set contents color
880                 int supercontents;
881                 vec3_t vieworigin;
882                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
883                 supercontents = CL_PointSuperContents(vieworigin);
884                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
885                 {
886                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
887                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
888                         if (supercontents & SUPERCONTENTS_LAVA)
889                         {
890                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
891                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
892                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
893                         }
894                         else if (supercontents & SUPERCONTENTS_SLIME)
895                         {
896                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
897                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
898                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
899                         }
900                         else
901                         {
902                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
903                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
904                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
905                         }
906                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
907                 }
908                 else
909                 {
910                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
911                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
912                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
913                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
914                 }
915
916                 if (gamemode != GAME_TRANSFUSION)
917                 {
918                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
919                         {
920                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
921                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
922                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
923                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
924                         }
925                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
926                         {
927                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
928                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
929                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
930                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
931                         }
932                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
933                         {
934                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
935                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
936                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
937                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
938                         }
939                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
940                         {
941                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
942                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
943                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
944                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
945                         }
946                         else
947                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
948                 }
949
950                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
951                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
952                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
953                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
954
955                 // LordHavoc: fixed V_CalcBlend
956                 for (j = 0;j < NUM_CSHIFTS;j++)
957                 {
958                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
959                         if (a2 > 0)
960                         {
961                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
962                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
963                         }
964                 }
965                 // saturate color (to avoid blending in black)
966                 if (r_refdef.viewblend[3])
967                 {
968                         a2 = 1 / r_refdef.viewblend[3];
969                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
970                 }
971                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
972                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
973                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
974                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
975                 if (vid.sRGB3D)
976                 {
977                         r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
978                         r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
979                         r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
980                 }
981                 else
982                 {
983                         r_refdef.viewblend[0] *= (1.0f/256.0f);
984                         r_refdef.viewblend[1] *= (1.0f/256.0f);
985                         r_refdef.viewblend[2] *= (1.0f/256.0f);
986                 }
987                 
988                 // Samual: Ugly hack, I know. But it's the best we can do since
989                 // there is no way to detect client states from the engine.
990                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
991                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
992                 {
993                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
994                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
995                 }
996                 else
997                         cl.deathfade = 0.0f;
998
999                 if(cl.deathfade > 0)
1000                 {
1001                         float a;
1002                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1003                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1004                         if(a > 0)
1005                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1006                         r_refdef.viewblend[3] = a;
1007                 }
1008         }
1009 }
1010
1011 //============================================================================
1012
1013 /*
1014 =============
1015 V_Init
1016 =============
1017 */
1018 void V_Init (void)
1019 {
1020         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
1021         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");
1022         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
1023
1024         Cvar_RegisterVariable (&v_centermove);
1025         Cvar_RegisterVariable (&v_centerspeed);
1026
1027         Cvar_RegisterVariable (&v_iyaw_cycle);
1028         Cvar_RegisterVariable (&v_iroll_cycle);
1029         Cvar_RegisterVariable (&v_ipitch_cycle);
1030         Cvar_RegisterVariable (&v_iyaw_level);
1031         Cvar_RegisterVariable (&v_iroll_level);
1032         Cvar_RegisterVariable (&v_ipitch_level);
1033
1034         Cvar_RegisterVariable (&v_idlescale);
1035         Cvar_RegisterVariable (&crosshair);
1036
1037         Cvar_RegisterVariable (&cl_rollspeed);
1038         Cvar_RegisterVariable (&cl_rollangle);
1039         Cvar_RegisterVariable (&cl_bob);
1040         Cvar_RegisterVariable (&cl_bobcycle);
1041         Cvar_RegisterVariable (&cl_bobup);
1042         Cvar_RegisterVariable (&cl_bob2);
1043         Cvar_RegisterVariable (&cl_bob2cycle);
1044         Cvar_RegisterVariable (&cl_bob2smooth);
1045         Cvar_RegisterVariable (&cl_bobfall);
1046         Cvar_RegisterVariable (&cl_bobfallcycle);
1047         Cvar_RegisterVariable (&cl_bobfallminspeed);
1048         Cvar_RegisterVariable (&cl_bobmodel);
1049         Cvar_RegisterVariable (&cl_bobmodel_side);
1050         Cvar_RegisterVariable (&cl_bobmodel_up);
1051         Cvar_RegisterVariable (&cl_bobmodel_speed);
1052
1053         Cvar_RegisterVariable (&cl_leanmodel);
1054         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1055         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1056         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1057         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1058         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1059         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1060         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1061         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1062         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1063         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1064
1065         Cvar_RegisterVariable (&cl_followmodel);
1066         Cvar_RegisterVariable (&cl_followmodel_side_speed);
1067         Cvar_RegisterVariable (&cl_followmodel_side_limit);
1068         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1069         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1070         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1071         Cvar_RegisterVariable (&cl_followmodel_up_speed);
1072         Cvar_RegisterVariable (&cl_followmodel_up_limit);
1073         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1074         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1075         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1076
1077         Cvar_RegisterVariable (&cl_viewmodel_scale);
1078
1079         Cvar_RegisterVariable (&v_kicktime);
1080         Cvar_RegisterVariable (&v_kickroll);
1081         Cvar_RegisterVariable (&v_kickpitch);
1082
1083         Cvar_RegisterVariable (&cl_stairsmoothspeed);
1084         
1085         Cvar_RegisterVariable (&cl_smoothviewheight);
1086
1087         Cvar_RegisterVariable (&chase_back);
1088         Cvar_RegisterVariable (&chase_up);
1089         Cvar_RegisterVariable (&chase_active);
1090         Cvar_RegisterVariable (&chase_overhead);
1091         Cvar_RegisterVariable (&chase_pitchangle);
1092         Cvar_RegisterVariable (&chase_stevie);
1093
1094         Cvar_RegisterVariable (&v_deathtilt);
1095         Cvar_RegisterVariable (&v_deathtiltangle);
1096 }
1097