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Add a rough frontal view mode to the chase camera
[xonotic/xonotic-data.pk3dir.git] / qcsrc / lib / csqcmodel / cl_player.qc
1 /*
2  * Copyright (c) 2011 Rudolf Polzer
3  * Copyright (c) 2015 Micah Talkiewicz
4  *
5  * Permission is hereby granted, free of charge, to any person obtaining a copy
6  * of this software and associated documentation files (the "Software"), to
7  * deal in the Software without restriction, including without limitation the
8  * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
9  * sell copies of the Software, and to permit persons to whom the Software is
10  * furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice shall be included in
13  * all copies or substantial portions of the Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 #include "cl_player.qh"
24
25 #include "cl_model.qh"
26 #include "common.qh"
27 #include "interpolate.qh"
28
29 float autocvar_cl_movement_errorcompensation = 0;
30 bool autocvar_cl_movement_intermissionrunning = false;
31
32 // engine stuff
33 float pmove_onground; // weird engine flag we shouldn't really use but have to for now
34
35 vector csqcplayer_origin, csqcplayer_velocity;
36 float csqcplayer_sequence;
37 int player_pmflags;
38 float csqcplayer_moveframe;
39 vector csqcplayer_predictionerroro;
40 vector csqcplayer_predictionerrorv;
41 float csqcplayer_predictionerrortime;
42 float csqcplayer_predictionerrorfactor;
43
44 vector CSQCPlayer_GetPredictionErrorO()
45 {
46         if (time >= csqcplayer_predictionerrortime) return '0 0 0';
47         return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
48 }
49
50 vector CSQCPlayer_GetPredictionErrorV()
51 {
52         if (time >= csqcplayer_predictionerrortime) return '0 0 0';
53         return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
54 }
55
56 void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
57 {
58         // error too big to compensate, we LIKELY hit a teleport or a
59         // jumppad, or it's a jump time disagreement that'll get fixed
60         // next frame
61
62         // FIXME we sometimes have disagreement in order of jump velocity. Do not act on them!
63         /*
64         // commented out as this one did not help
65         if(onground_diff)
66         {
67                 printf("ONGROUND MISMATCH: %d x=%v v=%v\n", onground_diff, o, v);
68                 return;
69         }
70         */
71         if(vdist(o, >, 32) || vdist(v, >, 192))
72         {
73                 //printf("TOO BIG: x=%v v=%v\n", o, v);
74                 return;
75         }
76
77         if(!autocvar_cl_movement_errorcompensation)
78         {
79                 csqcplayer_predictionerrorfactor = 0;
80                 return;
81         }
82
83         csqcplayer_predictionerroro = CSQCPlayer_GetPredictionErrorO() + o;
84         csqcplayer_predictionerrorv = CSQCPlayer_GetPredictionErrorV() + v;
85         csqcplayer_predictionerrorfactor = autocvar_cl_movement_errorcompensation / ((ticrate) ? ticrate : 1);
86         csqcplayer_predictionerrortime = time + 1.0 / csqcplayer_predictionerrorfactor;
87 }
88
89 void CSQCPlayer_Unpredict(entity this)
90 {
91         if (csqcplayer_status == CSQCPLAYERSTATUS_UNPREDICTED) return;
92         if (csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED) LOG_FATALF("Cannot unpredict in current status (%d)", csqcplayer_status);
93         this.origin = csqcplayer_origin;
94         this.velocity = csqcplayer_velocity;
95         csqcplayer_moveframe = csqcplayer_sequence + 1; // + 1 because the recieved frame has the move already done (server side)
96         this.flags = player_pmflags;
97 }
98
99 void CSQCPlayer_SetMinsMaxs(entity this)
100 {
101         if (IS_DUCKED(this) || !(this.isplayermodel & ISPLAYER_PLAYER))
102         {
103                 this.mins = PHYS_PL_CROUCH_MIN(this);
104                 this.maxs = PHYS_PL_CROUCH_MAX(this);
105                 this.view_ofs = PHYS_PL_CROUCH_VIEWOFS(this);
106         }
107         else
108         {
109                 this.mins = PHYS_PL_MIN(this);
110                 this.maxs = PHYS_PL_MAX(this);
111                 if (IS_DEAD(this))
112                         this.maxs.z = 5;
113                 this.view_ofs = PHYS_PL_VIEWOFS(this);
114         }
115 }
116
117 void CSQCPlayer_SavePrediction(entity this)
118 {
119         player_pmflags = this.flags;
120         csqcplayer_origin = this.origin;
121         csqcplayer_velocity = this.velocity;
122         csqcplayer_sequence = servercommandframe;
123         csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
124 }
125
126 void CSQC_ClientMovement_PlayerMove_Frame(entity this);
127
128 void CSQCPlayer_Physics(entity this)
129 {
130         if(!autocvar_cl_movement) { return; }
131
132         //_Movetype_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
133
134         vector oldv_angle = this.v_angle;
135         vector oldangles = this.angles; // we need to save these, as they're abused by other code
136         this.v_angle = PHYS_INPUT_ANGLES(this);
137         this.angles = PHYS_WORLD_ANGLES(this);
138
139         CSQC_ClientMovement_PlayerMove_Frame(this);
140
141         Movetype_Physics_NoMatchTicrate(this, PHYS_INPUT_TIMELENGTH, true);
142
143         view_angles = this.v_angle;
144         input_angles = this.angles;
145         this.v_angle = oldv_angle;
146         this.angles = oldangles;
147
148         this.pmove_flags =
149                         ((IS_DUCKED(this)) ? PMF_DUCKED : 0) |
150                         ((IS_JUMP_HELD(this)) ? PMF_JUMP_HELD : 0) |
151                         ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0);
152 }
153
154 void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
155 {
156         CSQCPlayer_Unpredict(this);
157         if (apply_error)
158         {
159                 this.origin += CSQCPlayer_GetPredictionErrorO();
160                 this.velocity += CSQCPlayer_GetPredictionErrorV();
161         }
162         CSQCPlayer_SetMinsMaxs(this);
163
164         csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
165
166 #if 0
167         // we don't need this
168         // darkplaces makes servercommandframe == 0 in these cases anyway
169         if (STAT(HEALTH) <= 0)
170         {
171                 csqcplayer_moveframe = clientcommandframe;
172                 getinputstate(csqcplayer_moveframe-1);
173                 LOG_INFO("the Weird code path got hit");
174                 return;
175         }
176 #endif
177
178         if (csqcplayer_moveframe >= endframe)
179         {
180                 getinputstate(csqcplayer_moveframe - 1);
181         }
182         else
183         {
184                 do
185                 {
186                         if (!getinputstate(csqcplayer_moveframe)) break;
187                         /*if (input_timelength > 0.0005)
188                         {
189                                 if (input_timelength > 0.05)
190                                 {
191                                         input_timelength /= 2;
192                                         CSQCPlayer_Physics(this);
193                                 }
194                                 CSQCPlayer_Physics(this);
195                         }*/
196                         CSQCPlayer_Physics(this);
197                         CSQCPlayer_SetMinsMaxs(this);
198                         ++csqcplayer_moveframe;
199                 }
200                 while (csqcplayer_moveframe < endframe);
201         }
202
203         // add in anything that was applied after (for low packet rate protocols)
204         input_angles = view_angles;
205 }
206
207 bool CSQCPlayer_IsLocalPlayer(entity this)
208 {
209         return (this == csqcplayer);
210 }
211
212 float stairsmoothz;
213 float autocvar_cl_stairsmoothspeed = 200;
214 float autocvar_cl_smoothviewheight = 0.05;
215 float smooth_prevtime;
216 float viewheightavg;
217 vector CSQCPlayer_ApplySmoothing(entity this, vector v)
218 {
219         float smoothtime = bound(0, time - smooth_prevtime, 0.1);
220         smooth_prevtime = max(smooth_prevtime, drawtime); // drawtime is the previous frame's time at this point
221
222         if(this.csqcmodel_teleported || !(this.pmove_flags & PMF_ONGROUND) || autocvar_cl_stairsmoothspeed <= 0 || this.ground_networkentity)
223                 stairsmoothz = v.z;
224         else
225         {
226                 if(stairsmoothz < v.z)
227                         v.z = stairsmoothz = bound(v.z - PHYS_STEPHEIGHT(this), stairsmoothz + smoothtime * autocvar_cl_stairsmoothspeed, v.z);
228                 else if(stairsmoothz > v.z)
229                         v.z = stairsmoothz = bound(v.z, stairsmoothz - smoothtime * autocvar_cl_stairsmoothspeed, v.z + PHYS_STEPHEIGHT(this));
230         }
231
232         float viewheight = bound(0, (time - smooth_prevtime) / max(0.0001, autocvar_cl_smoothviewheight), 1);
233         viewheightavg = viewheightavg * (1 - viewheight) + this.view_ofs.z * viewheight;
234         v.z += viewheightavg;
235
236         smooth_prevtime = time;
237
238         return v;
239 }
240
241 // simplified copy of CSQCPlayer_ApplySmoothing for use on player models
242 .float stairsmooth_offset;
243 .float stairsmooth_prevtime;
244 .float stairsmooth_drawtime; // holds the previous draw time
245 vector CSQCModel_ApplyStairSmoothing(entity this, bool isonground, vector v)
246 {
247         float smoothtime = bound(0, time - this.stairsmooth_prevtime, 0.1);
248         this.stairsmooth_prevtime = max(this.stairsmooth_prevtime, this.stairsmooth_drawtime); // stairsmooth_drawtime is the previous frame's time at this point
249
250         if(this.csqcmodel_teleported || !isonground || autocvar_cl_stairsmoothspeed <= 0 || this.ground_networkentity)
251                 this.stairsmooth_offset = v.z;
252         else
253         {
254                 if(this.stairsmooth_offset < v.z)
255                         v.z = this.stairsmooth_offset = bound(v.z - PHYS_STEPHEIGHT(this), this.stairsmooth_offset + smoothtime * autocvar_cl_stairsmoothspeed, v.z);
256                 else if(this.stairsmooth_offset > v.z)
257                         v.z = this.stairsmooth_offset = bound(v.z, this.stairsmooth_offset - smoothtime * autocvar_cl_stairsmoothspeed, v.z + PHYS_STEPHEIGHT(this));
258         }
259
260         this.stairsmooth_prevtime = time;
261         this.stairsmooth_drawtime = drawtime;
262
263         return v;
264 }
265
266 bool autocvar_v_deathtilt;
267 float autocvar_v_deathtiltangle;
268 void CSQCPlayer_ApplyDeathTilt(entity this)
269 {
270         if(!this.csqcmodel_isdead || !autocvar_v_deathtilt)
271                 return;
272         view_angles.z = autocvar_v_deathtiltangle;
273 }
274
275 float autocvar_v_idlescale;
276 float autocvar_v_ipitch_cycle;
277 float autocvar_v_iyaw_cycle;
278 float autocvar_v_iroll_cycle;
279 float autocvar_v_ipitch_level;
280 float autocvar_v_iyaw_level;
281 float autocvar_v_iroll_level;
282 void CSQCPlayer_ApplyIdleScaling(entity this)
283 {
284         if(!autocvar_v_idlescale)
285                 return;
286         view_angles.x += autocvar_v_idlescale * sin(time * autocvar_v_ipitch_cycle) * autocvar_v_ipitch_level;
287         view_angles.y += autocvar_v_idlescale * sin(time * autocvar_v_iyaw_cycle) * autocvar_v_iyaw_level;
288         view_angles.z += autocvar_v_idlescale * sin(time * autocvar_v_iroll_cycle) * autocvar_v_iroll_level;
289         //setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
290 }
291
292 float autocvar_cl_bob = 0;
293 float autocvar_cl_bobcycle = 0.5;
294 float autocvar_cl_bob_limit = 7;
295 float autocvar_cl_bob_limit_heightcheck = 0;
296 float autocvar_cl_bob_velocity_limit = 400;
297 float autocvar_cl_bobup = 0.5;
298 float autocvar_cl_bobfall = 0.05;
299 float autocvar_cl_bobfallcycle = 3;
300 float autocvar_cl_bobfallminspeed = 200;
301 float autocvar_cl_bob2 = 0;
302 float autocvar_cl_bob2cycle = 1;
303 float autocvar_cl_bob2smooth = 0.05;
304 float bobfall_swing;
305 float bobfall_speed;
306 float bob2_smooth;
307 vector CSQCPlayer_ApplyBobbing(entity this, vector v)
308 {
309         if(this.csqcmodel_isdead || PHYS_INVEHICLE(this) || !(this.isplayermodel & ISPLAYER_PLAYER))
310                 return v;
311
312         // bounded XY speed, used by several effects below
313         float bob, cycle;
314
315         // vertical view bobbing code
316         if(autocvar_cl_bob && autocvar_cl_bobcycle)
317         {
318                 float bob_limit = autocvar_cl_bob_limit;
319
320                 if(autocvar_cl_bob_limit_heightcheck)
321                 {
322                         // use traces to determine what range the view can bob in, and scale down the bob as needed
323                         vector bob_height_check_dest = v;
324                         bob_height_check_dest.z += autocvar_cl_bob_limit * 1.1;
325                         traceline(v, bob_height_check_dest, MOVE_NOMONSTERS, NULL);
326                         float trace1fraction = trace_fraction;
327
328                         bob_height_check_dest = v;
329                         bob_height_check_dest.z += autocvar_cl_bob_limit * -0.5;
330                         traceline(v, bob_height_check_dest, MOVE_NOMONSTERS, NULL);
331                         float trace2fraction = trace_fraction;
332
333                         bob_limit *= min(trace1fraction, trace2fraction);
334                 }
335
336                 // LordHavoc: figured out bobup: the time at which the sin is at 180
337                 // degrees (which allows lengthening or squishing the peak or valley)
338                 cycle = time / autocvar_cl_bobcycle;
339                 cycle -= rint(cycle);
340                 if(cycle < autocvar_cl_bobup)
341                         cycle = sin(M_PI * cycle / autocvar_cl_bobup);
342                 else
343                         cycle = sin(M_PI + M_PI * (cycle - autocvar_cl_bobup) / (1.0 - autocvar_cl_bobup));
344                 // bob is proportional to velocity in the xy plane
345                 // (don't count Z, or jumping messes it up)
346                 float xyspeed = bound(0, sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y), autocvar_cl_bob_velocity_limit);
347                 bob = xyspeed * autocvar_cl_bob;
348                 bob = bound(0, bob, bob_limit);
349                 bob = bob * 0.3 + bob * 0.7 * cycle;
350                 v.z += bob;
351         }
352
353         // horizontal view bobbing code
354         if(autocvar_cl_bob2 && autocvar_cl_bob2cycle)
355         {
356                 cycle = time / autocvar_cl_bob2cycle;
357                 cycle -= rint(cycle);
358                 if(cycle < 0.5)
359                         cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
360                 else
361                         cycle = cos(M_PI + M_PI * (cycle - 0.5) / 0.5);
362                 bob = autocvar_cl_bob2 * cycle;
363
364                 // this value slowly decreases from 1 to 0 when we stop touching the ground.
365                 // The cycle is later multiplied with it so the view smooths back to normal
366                 if(IS_ONGROUND(this) && !(input_buttons & BIT(1))) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
367                         bob2_smooth = 1;
368                 else
369                 {
370                         if(bob2_smooth > 0)
371                                 bob2_smooth -= bound(0, autocvar_cl_bob2smooth, 1);
372                         else
373                                 bob2_smooth = 0;
374                 }
375
376                 // calculate the front and side of the player between the X and Y axes
377                 makevectors(view_angles);
378                 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
379                 float side = bound(-autocvar_cl_bob_velocity_limit, (this.velocity * v_right) * bob2_smooth, autocvar_cl_bob_velocity_limit);
380                 float front = bound(-autocvar_cl_bob_velocity_limit, (this.velocity * v_forward) * bob2_smooth, autocvar_cl_bob_velocity_limit);
381                 v_forward = v_forward * bob;
382                 v_right = v_right * bob;
383                 // we use side with forward and front with right, so the bobbing goes
384                 // to the side when we walk forward and to the front when we strafe
385                 vector bob2vel;
386                 bob2vel.x = side * v_forward.x + front * v_right.x + 0 * v_up.x;
387                 bob2vel.y = side * v_forward.y + front * v_right.y + 0 * v_up.y;
388                 bob2vel.z = side * v_forward.z + front * v_right.z + 0 * v_up.z;
389                 v.x += bob2vel.x;
390                 v.y += bob2vel.y;
391         }
392
393         // fall bobbing code
394         // causes the view to swing down and back up when touching the ground
395         if(autocvar_cl_bobfall && autocvar_cl_bobfallcycle)
396         {
397                 if(!IS_ONGROUND(this))
398                 {
399                         bobfall_speed = bound(-400, this.velocity.z, 0) * bound(0, autocvar_cl_bobfall, 0.1);
400                         if(this.velocity.z < -autocvar_cl_bobfallminspeed)
401                                 bobfall_swing = 1;
402                         else
403                                 bobfall_swing = 0; // really?
404                 }
405                 else
406                 {
407                         bobfall_swing = max(0, bobfall_swing - autocvar_cl_bobfallcycle * frametime);
408                         float bobfall = sin(M_PI * bobfall_swing) * bobfall_speed;
409                         v.z += bobfall;
410                 }
411         }
412
413         return v;
414 }
415
416 float autocvar_cl_rollangle;
417 float autocvar_cl_rollspeed;
418 float CSQCPlayer_CalcRoll(entity this)
419 {
420         makevectors(view_angles);
421         float side = (this.velocity * v_right);
422         float sign = (side < 0) ? -1 : 1;
423         side = fabs(side);
424
425         if(side < autocvar_cl_rollspeed)
426                 side = side * autocvar_cl_rollangle / autocvar_cl_rollspeed;
427         else
428                 side = autocvar_cl_rollangle;
429
430         return side * sign;
431 }
432
433 float autocvar_chase_back;
434 float autocvar_chase_up;
435 bool autocvar_chase_overhead;
436 float autocvar_chase_pitchangle;
437 bool autocvar_chase_front;
438 vector CSQCPlayer_ApplyChase(entity this, vector v)
439 {
440         vector forward;
441         vector chase_dest;
442
443         if(autocvar_chase_overhead)
444         {
445                 view_angles.x = 0;
446                 makevectors(view_angles);
447                 forward = v_forward;
448                 vector up = v_up;
449                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
450                 chase_dest.x = v.x - forward.x * autocvar_chase_back + up.x * autocvar_chase_up;
451                 chase_dest.y = v.y - forward.y * autocvar_chase_back + up.y * autocvar_chase_up;
452                 chase_dest.z = v.z - forward.z * autocvar_chase_back + up.z * autocvar_chase_up;
453
454                 // trace from first person view location to our chosen third person view location
455                 traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
456
457                 vector bestvieworg = trace_endpos;
458                 vector offset = '0 0 0';
459                 for(offset.x = -16; offset.x <= 16; offset.x += 8)
460                 {
461                         for(offset.y = -16; offset.y <= 16; offset.y += 8)
462                         {
463                                 makevectors(view_angles);
464                                 up = v_up;
465                                 chase_dest.x = v.x - forward.x * autocvar_chase_back + up.x * autocvar_chase_up + offset.x;
466                                 chase_dest.y = v.y - forward.y * autocvar_chase_back + up.y * autocvar_chase_up + offset.y;
467                                 chase_dest.z = v.z - forward.z * autocvar_chase_back + up.z * autocvar_chase_up + offset.z;
468                                 traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
469                                 if(bestvieworg.z > trace_endpos.z)
470                                         bestvieworg.z = trace_endpos.z;
471                         }
472                 }
473                 bestvieworg.z -= 8;
474                 v = bestvieworg;
475
476                 view_angles.x = autocvar_chase_pitchangle;
477                 //setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
478         }
479         else
480         {
481                 makevectors(view_angles);
482                 forward = v_forward;
483                 if(autocvar_chase_front)
484                         forward = normalize(forward * -1);
485                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
486                 float cdist = -autocvar_chase_back - 8;
487                 chase_dest.x = v.x + forward.x * cdist;
488                 chase_dest.y = v.y + forward.y * cdist;
489                 chase_dest.z = v.z + forward.z * cdist + autocvar_chase_up;
490                 traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
491                 v.x = 1 * trace_endpos.x + 8 * forward.x + 4 * trace_plane_normal.x;
492                 v.y = 1 * trace_endpos.y + 8 * forward.y + 4 * trace_plane_normal.y;
493                 v.z = 1 * trace_endpos.z + 8 * forward.z + 4 * trace_plane_normal.z;
494
495                 if(autocvar_chase_front)
496                 {
497                         // now flip the view so the player is looking at themselves
498                         vector newang = vectoangles(forward);
499                         view_angles.x = view_angles.x * -1; // inverse up-down looking direction
500                         view_angles.y = newang.y;
501                 }
502         }
503
504 #if 0
505         tracebox(v, '-4 -4 -4', '4 4 4', v - v_forward * autocvar_chase_back, MOVE_NORMAL, this);
506         v = trace_endpos;
507         tracebox(v, '-4 -4 -4', '4 4 4', v + v_up * autocvar_chase_up, MOVE_NORMAL, this);
508         v = trace_endpos;
509 #endif
510         return v;
511 }
512
513 void CSQCPlayer_CalcRefdef(entity this)
514 {
515         vector vieworg = this.origin;
516         if(intermission)
517         {
518                 // just update view offset, don't need to do anything else
519                 vieworg.z += this.view_ofs.z;
520         }
521         else
522         {
523                 vieworg = CSQCPlayer_ApplySmoothing(this, vieworg);
524                 if(autocvar_chase_active)
525                         vieworg = CSQCPlayer_ApplyChase(this, vieworg);
526                 else
527                 {
528                         // angles
529                         CSQCPlayer_ApplyDeathTilt(this);
530                         view_angles = view_angles + view_punchangle;
531                         view_angles.z += CSQCPlayer_CalcRoll(this);
532                         // TODO? we don't have damage time accessible here
533                         // origin
534                         vieworg = vieworg + view_punchvector;
535                         vieworg = CSQCPlayer_ApplyBobbing(this, vieworg);
536                 }
537                 CSQCPlayer_ApplyIdleScaling(this);
538         }
539         setproperty(VF_ORIGIN, vieworg);
540         setproperty(VF_ANGLES, view_angles);
541 }
542
543 bool autocvar_cl_useenginerefdef = false;
544
545 /** Called once per CSQC_UpdateView() */
546 void CSQCPlayer_SetCamera()
547 {
548         vector v0 = ((intermission && !autocvar_cl_movement_intermissionrunning) ? '0 0 0' : pmove_vel); // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
549         float vh = PHYS_VIEWHEIGHT(NULL);
550         vector pl_viewofs = PHYS_PL_VIEWOFS(NULL);
551         vector pl_viewofs_crouch = PHYS_PL_CROUCH_VIEWOFS(NULL);
552         entity e = csqcplayer;
553         if (e)
554         {
555                 if (servercommandframe == 0 || clientcommandframe == 0)
556                 {
557                         InterpolateOrigin_Do(e);
558                         e.view_ofs = '0 0 1' * vh;
559
560                         // get crouch state from the server
561                         if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
562                         else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
563
564                         // get onground state from the server
565                         e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
566
567                         CSQCPlayer_SetMinsMaxs(e);
568
569                         // override it back just in case
570                         e.view_ofs = '0 0 1' * vh;
571
572                         // set velocity
573                         e.velocity = v0;
574                 }
575                 else
576                 {
577                         int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
578                         InterpolateOrigin_Do(e);
579                         e.iflags = flg;
580
581                         if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
582                         {
583                                 vector o = e.origin;
584                                 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
585                                 CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
586                                 CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - IS_ONGROUND(e));
587                                 e.origin = o;
588                                 e.velocity = v0;
589
590                                 // get crouch state from the server
591                                 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
592                                 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
593
594                                 // get onground state from the server
595                                 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
596
597                                 CSQCPlayer_SavePrediction(e);
598                         }
599                         CSQCPlayer_PredictTo(e, clientcommandframe + 1, true);
600
601 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
602                         // get crouch state from the server (LAG)
603                         if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
604                         else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
605 #endif
606                         CSQCPlayer_SetMinsMaxs(e);
607
608                         if (!IS_DEAD(e))
609                                 e.angles.y = input_angles.y;
610                 }
611
612                 // relink
613                 e.stairsmooth_drawtime = drawtime; // since drawtime is a frame old at this point, copy it now to avoid using a drawtime 2 frames old!
614                 e.origin = CSQCModel_ApplyStairSmoothing(e, (e.pmove_flags & PMF_ONGROUND), e.origin);
615                 setorigin(e, e.origin);
616         }
617
618         const entity view = CSQCModel_server2csqc(player_localentnum - 1);
619         if (view)
620         {
621                 if (view != csqcplayer)
622                 {
623                         InterpolateOrigin_Do(view);
624                         view.view_ofs = '0 0 1' * vh;
625                 }
626                 if(autocvar_cl_useenginerefdef)
627                 {
628                         int refdefflags = 0;
629                         if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
630                         if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
631                         // note: these two only work in WIP2, but are harmless in WIP1
632                         if (PHYS_HEALTH(NULL) <= 0 && PHYS_HEALTH(NULL) != -666 && PHYS_HEALTH(NULL) != -2342) refdefflags |= REFDEFFLAG_DEAD;
633                         if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
634                         V_CalcRefdef(view, refdefflags); // TODO? uses .health stat in the engine when this isn't called here, may be broken!
635                 }
636                 else
637                 {
638                         CSQCPlayer_CalcRefdef(view);
639                 }
640         }
641         else
642         {
643                 // FIXME by CSQC spec we have to do this:
644                 // but it breaks chase cam
645                 /*
646                 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh);
647                 setproperty(VF_ANGLES, view_angles);
648                 */
649         }
650         CSQCPLAYER_HOOK_POSTCAMERASETUP();
651 }
652
653 void CSQCPlayer_Remove(entity this)
654 {
655         csqcplayer = NULL;
656         cvar_settemp("cl_movement_replay", "1");
657 }
658
659 bool CSQCPlayer_PreUpdate(entity this)
660 {
661         if (this != csqcplayer) return false;
662         if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this);
663         return true;
664 }
665
666 bool CSQCPlayer_PostUpdate(entity this)
667 {
668         if (this.entnum != player_localnum + 1) return false;
669         csqcplayer = this;
670         csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
671         cvar_settemp("cl_movement_replay", "0");
672         this.entremove = CSQCPlayer_Remove;
673         return true;
674 }