2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // view.c -- player eye positioning
23 #include "cl_collision.h"
25 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
29 The view is allowed to move slightly from it's true position for bobbing,
30 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
31 entities sent from the server may not include everything in the pvs, especially
32 when crossing a water boudnary.
36 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
37 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
39 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
40 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
41 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"};
43 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
44 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
45 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
46 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
48 cvar_t cl_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"};
49 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "2.5", "gun leaning sideways speed"};
50 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "7.5", "gun leaning sideways limit"};
51 cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"};
52 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "2", "gun leaning upward speed"};
53 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "5", "gun leaning upward limit"};
55 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"};
57 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
58 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
59 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
61 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
62 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
63 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
64 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
65 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
66 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
68 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
70 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
72 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)"};
73 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
75 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
77 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
78 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
79 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
80 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
82 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
84 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
85 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
87 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
88 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
90 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
97 Used by view and sv_user
100 float V_CalcRoll (vec3_t angles, vec3_t velocity)
107 AngleVectors (angles, NULL, right, NULL);
108 side = DotProduct (velocity, right);
109 sign = side < 0 ? -1 : 1;
112 value = cl_rollangle.value;
114 if (side < cl_rollspeed.value)
115 side = side * value / cl_rollspeed.value;
123 void V_StartPitchDrift (void)
125 if (cl.laststop == cl.time)
126 return; // something else is keeping it from drifting
128 if (cl.nodrift || !cl.pitchvel)
130 cl.pitchvel = v_centerspeed.value;
136 void V_StopPitchDrift (void)
138 cl.laststop = cl.time;
147 Moves the client pitch angle towards cl.idealpitch sent by the server.
149 If the user is adjusting pitch manually, either with lookup/lookdown,
150 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
152 Drifting is enabled when the center view key is hit, mlook is released and
153 lookspring is non 0, or when
156 void V_DriftPitch (void)
160 if (noclip_anglehack || !cl.onground || cls.demoplayback )
167 // don't count small mouse motion
170 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
173 cl.driftmove += cl.realframetime;
175 if ( cl.driftmove > v_centermove.value)
177 V_StartPitchDrift ();
182 delta = cl.idealpitch - cl.viewangles[PITCH];
190 move = cl.realframetime * cl.pitchvel;
191 cl.pitchvel += cl.realframetime * v_centerspeed.value;
200 cl.viewangles[PITCH] += move;
209 cl.viewangles[PITCH] -= move;
215 ==============================================================================
219 ==============================================================================
228 void V_ParseDamage (void)
232 //vec3_t forward, right;
238 armor = MSG_ReadByte ();
239 blood = MSG_ReadByte ();
240 MSG_ReadVector(from, cls.protocol);
242 // Send the Dmg Globals to CSQC
243 CL_VM_UpdateDmgGlobals(blood, armor, from);
245 count = blood*0.5 + armor*0.5;
249 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
251 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
252 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
253 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
254 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
255 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
256 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
260 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
261 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
262 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
266 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
267 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
268 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
272 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
273 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
274 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
277 // calculate view angle kicks
278 if (cl.entities[cl.viewentity].state_current.active)
280 ent = &cl.entities[cl.viewentity];
281 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
282 VectorNormalize(localfrom);
283 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
284 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
285 v_dmg_time = v_kicktime.value;
289 static cshift_t v_cshift;
296 static void V_cshift_f (void)
298 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
299 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
300 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
301 v_cshift.percent = atof(Cmd_Argv(4));
309 When you run over an item, the server sends this command
312 static void V_BonusFlash_f (void)
316 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
317 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
318 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
319 cl.cshifts[CSHIFT_BONUS].percent = 50;
320 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
322 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
324 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
325 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
326 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
328 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
330 cl.cshifts[CSHIFT_BONUS].percent = 50;
332 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
334 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
337 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
341 ==============================================================================
345 ==============================================================================
348 extern matrix4x4_t viewmodelmatrix;
350 #include "cl_collision.h"
360 static vec3_t eyeboxmins = {-16, -16, -24};
361 static vec3_t eyeboxmaxs = { 16, 16, 32};
363 float viewmodel_push_x, viewmodel_push_y;
364 vec3_t gunorg_follow;
365 void V_CalcRefdef (void)
368 float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime;
370 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
371 vec3_t camboxmins = {-3, -3, -3};
372 vec3_t camboxmaxs = {3, 3, 3};
373 // end of chase camera bounding box size for proper collisions by Alexander Zubov
377 viewmodelmatrix = identitymatrix;
378 r_refdef.view.matrix = identitymatrix;
379 if (cls.state == ca_connected && cls.signon == SIGNONS)
381 // ent is the view entity (visible when out of body)
382 ent = &cl.entities[cl.viewentity];
383 // player can look around, so take the origin from the entity,
384 // and the angles from the input system
385 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
386 VectorCopy(cl.viewangles, viewangles);
388 // calculate how much time has passed since the last V_CalcRefdef
389 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
390 cl.stairsmoothtime = cl.time;
394 v_dmg_time -= bound(0, smoothtime, 0.1);
398 // entity is a fixed camera, just copy the matrix
399 if (cls.protocol == PROTOCOL_QUAKEWORLD)
400 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);
403 r_refdef.view.matrix = ent->render.matrix;
404 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
406 viewmodelmatrix = r_refdef.view.matrix;
410 // smooth stair stepping, but only if onground and enabled
411 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
412 cl.stairsmoothz = vieworg[2];
415 if (cl.stairsmoothz < vieworg[2])
416 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
417 else if (cl.stairsmoothz > vieworg[2])
418 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
421 // apply qw weapon recoil effect (this did not work in QW)
422 // TODO: add a cvar to disable this
423 viewangles[PITCH] += cl.qw_weaponkick;
425 // apply the viewofs (even if chasecam is used)
426 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
428 if (chase_active.value)
430 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
431 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
433 camback = chase_back.value;
434 camup = chase_up.value;
435 campitch = chase_pitchangle.value;
437 AngleVectors(viewangles, forward, NULL, NULL);
439 if (chase_overhead.integer)
446 viewangles[PITCH] = 0;
447 AngleVectors(viewangles, forward, NULL, up);
448 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
449 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
450 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
451 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
454 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
455 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
457 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
458 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
460 VectorCopy(trace.endpos, vieworg);
463 // trace from first person view location to our chosen third person view location
465 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
467 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
469 VectorCopy(trace.endpos, bestvieworg);
471 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
473 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
475 AngleVectors(viewangles, NULL, NULL, up);
476 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
477 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
478 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
480 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
482 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
484 if (bestvieworg[2] > trace.endpos[2])
485 bestvieworg[2] = trace.endpos[2];
489 VectorCopy(bestvieworg, vieworg);
491 viewangles[PITCH] = campitch;
495 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
497 // look straight down from high above
498 viewangles[PITCH] = 90;
500 VectorSet(forward, 0, 0, -1);
503 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
505 chase_dest[0] = vieworg[0] + forward[0] * dist;
506 chase_dest[1] = vieworg[1] + forward[1] * dist;
507 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
508 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
509 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
514 // first person view from entity
516 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
517 viewangles[ROLL] = v_deathtiltangle.value;
518 VectorAdd(viewangles, cl.punchangle, viewangles);
519 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
522 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
523 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
526 VectorAdd(vieworg, cl.punchvector, vieworg);
527 if (cl.stats[STAT_HEALTH] > 0)
531 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
532 if (cl_bob.value && cl_bobcycle.value)
535 // LordHavoc: this code is *weird*, but not replacable (I think it
536 // should be done in QC on the server, but oh well, quake is quake)
537 // LordHavoc: figured out bobup: the time at which the sin is at 180
538 // degrees (which allows lengthening or squishing the peak or valley)
539 cycle = cl.time / cl_bobcycle.value;
540 cycle -= (int) cycle;
541 if (cycle < cl_bobup.value)
542 cycle = sin(M_PI * cycle / cl_bobup.value);
544 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
545 // bob is proportional to velocity in the xy plane
546 // (don't count Z, or jumping messes it up)
547 bob = xyspeed * cl_bob.value;
548 bob = bob*0.3 + bob*0.7*cycle;
549 vieworg[2] += bound(-7, bob, 4);
552 if (cl_bob.value && cl_bobmodel.value)
554 // calculate for swinging gun model
555 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
556 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
557 // for the most part, but for some reason when you go through a message trigger or
558 // pick up an item or anything like that it will momentarily jolt the gun.
559 vec3_t forward, right, up;
564 s = cl.time * cl_bobmodel_speed.value;
567 if (cl.time - cl.hitgroundtime < 0.2)
569 // just hit the ground, speed the bob back up over the next 0.2 seconds
570 t = cl.time - cl.hitgroundtime;
571 t = bound(0, t, 0.2);
579 // recently left the ground, slow the bob down over the next 0.2 seconds
580 t = cl.time - cl.lastongroundtime;
581 t = 0.2 - bound(0, t, 0.2);
585 bspeed = bound (0, xyspeed, 400) * 0.01f;
586 AngleVectors (gunangles, forward, right, up);
587 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
588 VectorMA (gunorg, bob, right, gunorg);
589 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
590 VectorMA (gunorg, bob, up, gunorg);
593 float ef_speed = cl.realframetime * cl_leanmodel_up_speed.value;
595 // gun model leaning code
597 // TODO 1 (done): Fix bug where model does a 360* turn when YAW jumps around the 0 - 360 rotation border
598 // TODO 2 (done): Implement limits (weapon model must not lean past a certain limit)
599 // TODO 3 (done): Cvar everything once the first TODOs are ready
601 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
603 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
604 if(cl.viewangles[PITCH] - viewmodel_push_x >= 180)
605 viewmodel_push_x += 360;
606 if(viewmodel_push_x - cl.viewangles[PITCH] >= 180)
607 viewmodel_push_x -= 360;
609 if(viewmodel_push_x < cl.viewangles[PITCH])
611 if(cl.viewangles[PITCH] - viewmodel_push_x > cl_leanmodel_up_limit.value)
612 viewmodel_push_x = cl.viewangles[PITCH] - cl_leanmodel_up_limit.value;
614 viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * cl_leanmodel_up_speed.value * ef_speed;
616 if(viewmodel_push_x > cl.viewangles[PITCH])
618 if(viewmodel_push_x - cl.viewangles[PITCH] > cl_leanmodel_up_limit.value)
619 viewmodel_push_x = cl.viewangles[PITCH] + cl_leanmodel_up_limit.value;
621 viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * cl_leanmodel_up_speed.value * ef_speed;
625 viewmodel_push_x = cl.viewangles[PITCH];
627 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
629 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
630 if(cl.viewangles[YAW] - viewmodel_push_y >= 180)
631 viewmodel_push_y += 360;
632 if(viewmodel_push_y - cl.viewangles[YAW] >= 180)
633 viewmodel_push_y -= 360;
635 if(viewmodel_push_y < cl.viewangles[YAW])
637 if(cl.viewangles[YAW] - viewmodel_push_y > cl_leanmodel_side_limit.value)
638 viewmodel_push_y = cl.viewangles[YAW] - cl_leanmodel_side_limit.value;
640 viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * cl_leanmodel_side_speed.value * ef_speed;
642 if(viewmodel_push_y > cl.viewangles[YAW])
644 if(viewmodel_push_y - cl.viewangles[YAW] > cl_leanmodel_side_limit.value)
645 viewmodel_push_y = cl.viewangles[YAW] + cl_leanmodel_side_limit.value;
647 viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * cl_leanmodel_side_speed.value * ef_speed;
651 viewmodel_push_y = cl.viewangles[YAW];
653 VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
655 // gun model following code
657 if(gunorg_follow[0] < vieworg[0])
659 if(vieworg[0] - gunorg_follow[0] > 5)
660 gunorg_follow[0] = vieworg[0] - 5;
662 gunorg_follow[0] += (vieworg[0] - gunorg_follow[0]) * 5 * ef_speed;
664 if(gunorg_follow[0] > vieworg[0])
666 if(gunorg_follow[0] - vieworg[0] > 5)
667 gunorg_follow[0] = vieworg[0] + 5;
669 gunorg_follow[0] -= (gunorg_follow[0] - vieworg[0]) * 5 * ef_speed;
672 if(gunorg_follow[1] < vieworg[1])
674 if(vieworg[1] - gunorg_follow[1] > 5)
675 gunorg_follow[1] = vieworg[1] - 5;
677 gunorg_follow[1] += (vieworg[1] - gunorg_follow[1]) * 5 * ef_speed;
679 if(gunorg_follow[1] > vieworg[1])
681 if(gunorg_follow[1] - vieworg[1] > 5)
682 gunorg_follow[1] = vieworg[1] + 5;
684 gunorg_follow[1] -= (gunorg_follow[1] - vieworg[1]) * 5 * ef_speed;
687 if(gunorg_follow[2] < vieworg[2])
689 if(vieworg[2] - gunorg_follow[2] > 5)
690 gunorg_follow[2] = vieworg[2] - 5;
692 gunorg_follow[2] += (vieworg[2] - gunorg_follow[2]) * 5 * ef_speed;
694 if(gunorg_follow[2] > vieworg[2])
696 if(gunorg_follow[2] - vieworg[2] > 5)
697 gunorg_follow[2] = vieworg[2] + 5;
699 gunorg_follow[2] -= (gunorg_follow[2] - vieworg[2]) * 5 * ef_speed;
702 VectorCopy(gunorg_follow, gunorg);
705 // calculate a view matrix for rendering the scene
706 if (v_idlescale.value)
707 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
709 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
710 // calculate a viewmodel matrix for use in view-attached entities
711 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
712 VectorCopy(vieworg, cl.csqc_origin);
713 VectorCopy(viewangles, cl.csqc_angles);
718 void V_FadeViewFlashs(void)
720 // don't flash if time steps backwards
721 if (cl.time <= cl.oldtime)
723 // drop the damage value
724 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
725 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
726 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
727 // drop the bonus value
728 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
729 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
730 cl.cshifts[CSHIFT_BONUS].percent = 0;
733 void V_CalcViewBlend(void)
737 r_refdef.viewblend[0] = 0;
738 r_refdef.viewblend[1] = 0;
739 r_refdef.viewblend[2] = 0;
740 r_refdef.viewblend[3] = 0;
741 r_refdef.frustumscale_x = 1;
742 r_refdef.frustumscale_y = 1;
743 if (cls.state == ca_connected && cls.signon == SIGNONS)
745 // set contents color
748 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
749 supercontents = CL_PointSuperContents(vieworigin);
750 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
752 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
753 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
754 if (supercontents & SUPERCONTENTS_LAVA)
756 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
757 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
758 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
760 else if (supercontents & SUPERCONTENTS_SLIME)
762 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
763 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
764 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
768 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
769 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
770 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
772 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
776 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
777 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
778 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
779 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
782 if (gamemode != GAME_TRANSFUSION)
784 if (cl.stats[STAT_ITEMS] & IT_QUAD)
786 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
787 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
788 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
789 cl.cshifts[CSHIFT_POWERUP].percent = 30;
791 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
793 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
794 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
795 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
796 cl.cshifts[CSHIFT_POWERUP].percent = 20;
798 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
800 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
801 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
802 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
803 cl.cshifts[CSHIFT_POWERUP].percent = 100;
805 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
807 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
808 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
809 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
810 cl.cshifts[CSHIFT_POWERUP].percent = 30;
813 cl.cshifts[CSHIFT_POWERUP].percent = 0;
816 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
817 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
818 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
819 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
821 // LordHavoc: fixed V_CalcBlend
822 for (j = 0;j < NUM_CSHIFTS;j++)
824 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
827 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
828 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
831 // saturate color (to avoid blending in black)
832 if (r_refdef.viewblend[3])
834 a2 = 1 / r_refdef.viewblend[3];
835 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
837 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
838 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
839 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
840 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
842 // Samual: Ugly hack, I know. But it's the best we can do since
843 // there is no way to detect client states from the engine.
844 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
845 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
847 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
848 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
856 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
857 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
859 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
860 r_refdef.viewblend[3] = a;
865 //============================================================================
874 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
875 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");
876 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
878 Cvar_RegisterVariable (&v_centermove);
879 Cvar_RegisterVariable (&v_centerspeed);
881 Cvar_RegisterVariable (&v_iyaw_cycle);
882 Cvar_RegisterVariable (&v_iroll_cycle);
883 Cvar_RegisterVariable (&v_ipitch_cycle);
884 Cvar_RegisterVariable (&v_iyaw_level);
885 Cvar_RegisterVariable (&v_iroll_level);
886 Cvar_RegisterVariable (&v_ipitch_level);
888 Cvar_RegisterVariable (&v_idlescale);
889 Cvar_RegisterVariable (&crosshair);
891 Cvar_RegisterVariable (&cl_rollspeed);
892 Cvar_RegisterVariable (&cl_rollangle);
893 Cvar_RegisterVariable (&cl_bob);
894 Cvar_RegisterVariable (&cl_bobcycle);
895 Cvar_RegisterVariable (&cl_bobup);
896 Cvar_RegisterVariable (&cl_bobmodel);
897 Cvar_RegisterVariable (&cl_bobmodel_side);
898 Cvar_RegisterVariable (&cl_bobmodel_up);
899 Cvar_RegisterVariable (&cl_bobmodel_speed);
901 Cvar_RegisterVariable (&cl_leanmodel_side);
902 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
903 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
904 Cvar_RegisterVariable (&cl_leanmodel_up);
905 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
906 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
908 Cvar_RegisterVariable (&cl_viewmodel_scale);
910 Cvar_RegisterVariable (&v_kicktime);
911 Cvar_RegisterVariable (&v_kickroll);
912 Cvar_RegisterVariable (&v_kickpitch);
914 Cvar_RegisterVariable (&cl_stairsmoothspeed);
916 Cvar_RegisterVariable (&chase_back);
917 Cvar_RegisterVariable (&chase_up);
918 Cvar_RegisterVariable (&chase_active);
919 Cvar_RegisterVariable (&chase_overhead);
920 Cvar_RegisterVariable (&chase_pitchangle);
921 if (gamemode == GAME_GOODVSBAD2)
922 Cvar_RegisterVariable (&chase_stevie);
924 Cvar_RegisterVariable (&v_deathtilt);
925 Cvar_RegisterVariable (&v_deathtiltangle);