]> icculus.org git repositories - divverent/darkplaces.git/blob - view.c
fix a bug in special character translation leading to console spam
[divverent/darkplaces.git] / view.c
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
25 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
26
27 /*
28
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.
33
34 */
35
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"};
38
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"};
42 cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
43 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
44 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
45 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)"};
46 cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
47 cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
48 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
49 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
50 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
51 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
52
53 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
54 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
55 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
56 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
57 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
58 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
59 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
60 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
61 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
62 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
63 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
64
65 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
66 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
67 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
68 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
69 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
70 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
71 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
72 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
73 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
74 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
75 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
76
77 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"};
78
79 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
80 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
81 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
82
83 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
84 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
85 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
86 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
87 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
88 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
89
90 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
91
92 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
93
94 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)"};
95 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
96
97 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
98
99 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
100 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
101 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
102 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
103 // GAME_GOODVSBAD2
104 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
105
106 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
107 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
108
109 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
110 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
111
112 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
113
114
115 /*
116 ===============
117 V_CalcRoll
118
119 Used by view and sv_user
120 ===============
121 */
122 float V_CalcRoll (vec3_t angles, vec3_t velocity)
123 {
124         vec3_t  right;
125         float   sign;
126         float   side;
127         float   value;
128
129         AngleVectors (angles, NULL, right, NULL);
130         side = DotProduct (velocity, right);
131         sign = side < 0 ? -1 : 1;
132         side = fabs(side);
133
134         value = cl_rollangle.value;
135
136         if (side < cl_rollspeed.value)
137                 side = side * value / cl_rollspeed.value;
138         else
139                 side = value;
140
141         return side*sign;
142
143 }
144
145 void V_StartPitchDrift (void)
146 {
147         if (cl.laststop == cl.time)
148                 return;         // something else is keeping it from drifting
149
150         if (cl.nodrift || !cl.pitchvel)
151         {
152                 cl.pitchvel = v_centerspeed.value;
153                 cl.nodrift = false;
154                 cl.driftmove = 0;
155         }
156 }
157
158 void V_StopPitchDrift (void)
159 {
160         cl.laststop = cl.time;
161         cl.nodrift = true;
162         cl.pitchvel = 0;
163 }
164
165 /*
166 ===============
167 V_DriftPitch
168
169 Moves the client pitch angle towards cl.idealpitch sent by the server.
170
171 If the user is adjusting pitch manually, either with lookup/lookdown,
172 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
173
174 Drifting is enabled when the center view key is hit, mlook is released and
175 lookspring is non 0, or when
176 ===============
177 */
178 void V_DriftPitch (void)
179 {
180         float           delta, move;
181
182         if (noclip_anglehack || !cl.onground || cls.demoplayback )
183         {
184                 cl.driftmove = 0;
185                 cl.pitchvel = 0;
186                 return;
187         }
188
189 // don't count small mouse motion
190         if (cl.nodrift)
191         {
192                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
193                         cl.driftmove = 0;
194                 else
195                         cl.driftmove += cl.realframetime;
196
197                 if ( cl.driftmove > v_centermove.value)
198                 {
199                         V_StartPitchDrift ();
200                 }
201                 return;
202         }
203
204         delta = cl.idealpitch - cl.viewangles[PITCH];
205
206         if (!delta)
207         {
208                 cl.pitchvel = 0;
209                 return;
210         }
211
212         move = cl.realframetime * cl.pitchvel;
213         cl.pitchvel += cl.realframetime * v_centerspeed.value;
214
215         if (delta > 0)
216         {
217                 if (move > delta)
218                 {
219                         cl.pitchvel = 0;
220                         move = delta;
221                 }
222                 cl.viewangles[PITCH] += move;
223         }
224         else if (delta < 0)
225         {
226                 if (move > -delta)
227                 {
228                         cl.pitchvel = 0;
229                         move = -delta;
230                 }
231                 cl.viewangles[PITCH] -= move;
232         }
233 }
234
235
236 /*
237 ==============================================================================
238
239                                                 SCREEN FLASHES
240
241 ==============================================================================
242 */
243
244
245 /*
246 ===============
247 V_ParseDamage
248 ===============
249 */
250 void V_ParseDamage (void)
251 {
252         int armor, blood;
253         vec3_t from;
254         //vec3_t forward, right;
255         vec3_t localfrom;
256         entity_t *ent;
257         //float side;
258         float count;
259
260         armor = MSG_ReadByte ();
261         blood = MSG_ReadByte ();
262         MSG_ReadVector(from, cls.protocol);
263
264         // Send the Dmg Globals to CSQC
265         CL_VM_UpdateDmgGlobals(blood, armor, from);
266
267         count = blood*0.5 + armor*0.5;
268         if (count < 10)
269                 count = 10;
270
271         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
272
273         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
274         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
275         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
276                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
277         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
278                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
279
280         if (armor > blood)
281         {
282                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
283                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
284                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
285         }
286         else if (armor)
287         {
288                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
289                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
290                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
291         }
292         else
293         {
294                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
295                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
296                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
297         }
298
299         // calculate view angle kicks
300         if (cl.entities[cl.viewentity].state_current.active)
301         {
302                 ent = &cl.entities[cl.viewentity];
303                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
304                 VectorNormalize(localfrom);
305                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
306                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
307                 v_dmg_time = v_kicktime.value;
308         }
309 }
310
311 static cshift_t v_cshift;
312
313 /*
314 ==================
315 V_cshift_f
316 ==================
317 */
318 static void V_cshift_f (void)
319 {
320         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
321         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
322         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
323         v_cshift.percent = atof(Cmd_Argv(4));
324 }
325
326
327 /*
328 ==================
329 V_BonusFlash_f
330
331 When you run over an item, the server sends this command
332 ==================
333 */
334 static void V_BonusFlash_f (void)
335 {
336         if(Cmd_Argc() == 1)
337         {
338                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
339                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
340                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
341                 cl.cshifts[CSHIFT_BONUS].percent = 50;
342                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
343         }
344         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
345         {
346                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
347                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
348                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
349                 if(Cmd_Argc() >= 5)
350                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
351                 else
352                         cl.cshifts[CSHIFT_BONUS].percent = 50;
353                 if(Cmd_Argc() >= 6)
354                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
355                 else
356                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
357         }
358         else
359                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
360 }
361
362 /*
363 ==============================================================================
364
365                                                 VIEW RENDERING
366
367 ==============================================================================
368 */
369
370 extern matrix4x4_t viewmodelmatrix;
371
372 #include "cl_collision.h"
373 #include "csprogs.h"
374
375 /*
376 ==================
377 V_CalcRefdef
378
379 ==================
380 */
381 #if 0
382 static vec3_t eyeboxmins = {-16, -16, -24};
383 static vec3_t eyeboxmaxs = { 16,  16,  32};
384 #endif
385
386 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
387 {
388         frac = bound(0, frac, 1);
389         return (*store = *store * (1 - frac) + value * frac);
390 }
391
392 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
393 {
394         lowpass(value, frac, store);
395         return (*store = bound(value - limit, *store, value + limit));
396 }
397
398 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
399 {
400         return value - lowpass(value, frac, store);
401 }
402
403 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
404 {
405         return value - lowpass_limited(value, frac, limit, store);
406 }
407
408 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
409 {
410         out[0] = lowpass(value[0], fracx, &store[0]);
411         out[1] = lowpass(value[1], fracy, &store[1]);
412         out[2] = lowpass(value[2], fracz, &store[2]);
413 }
414
415 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
416 {
417         out[0] = highpass(value[0], fracx, &store[0]);
418         out[1] = highpass(value[1], fracy, &store[1]);
419         out[2] = highpass(value[2], fracz, &store[2]);
420 }
421
422 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)
423 {
424         out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
425         out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
426         out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
427 }
428
429 void V_CalcRefdef (void)
430 {
431         entity_t *ent;
432         float vieworg[3], viewangles[3], smoothtime;
433         float gunorg[3], gunangles[3];
434 #if 0
435 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
436         vec3_t camboxmins = {-3, -3, -3};
437         vec3_t camboxmaxs = {3, 3, 3};
438 // end of chase camera bounding box size for proper collisions by Alexander Zubov
439 #endif
440         trace_t trace;
441         VectorClear(gunorg);
442         viewmodelmatrix = identitymatrix;
443         r_refdef.view.matrix = identitymatrix;
444         if (cls.state == ca_connected && cls.signon == SIGNONS)
445         {
446                 // ent is the view entity (visible when out of body)
447                 ent = &cl.entities[cl.viewentity];
448                 // player can look around, so take the origin from the entity,
449                 // and the angles from the input system
450                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
451                 VectorCopy(cl.viewangles, viewangles);
452
453                 // calculate how much time has passed since the last V_CalcRefdef
454                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
455                 cl.stairsmoothtime = cl.time;
456
457                 // fade damage flash
458                 if (v_dmg_time > 0)
459                         v_dmg_time -= bound(0, smoothtime, 0.1);
460
461                 if (cl.intermission)
462                 {
463                         // entity is a fixed camera, just copy the matrix
464                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
465                                 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);
466                         else
467                         {
468                                 r_refdef.view.matrix = ent->render.matrix;
469                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
470                         }
471                         viewmodelmatrix = r_refdef.view.matrix;
472                 }
473                 else
474                 {
475                         // smooth stair stepping, but only if onground and enabled
476                         if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
477                                 cl.stairsmoothz = vieworg[2];
478                         else
479                         {
480                                 if (cl.stairsmoothz < vieworg[2])
481                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
482                                 else if (cl.stairsmoothz > vieworg[2])
483                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
484                         }
485
486                         // apply qw weapon recoil effect (this did not work in QW)
487                         // TODO: add a cvar to disable this
488                         viewangles[PITCH] += cl.qw_weaponkick;
489
490                         // apply the viewofs (even if chasecam is used)
491                         vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
492
493                         if (chase_active.value)
494                         {
495                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
496                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
497
498                                 camback = chase_back.value;
499                                 camup = chase_up.value;
500                                 campitch = chase_pitchangle.value;
501
502                                 AngleVectors(viewangles, forward, NULL, NULL);
503
504                                 if (chase_overhead.integer)
505                                 {
506 #if 1
507                                         vec3_t offset;
508                                         vec3_t bestvieworg;
509 #endif
510                                         vec3_t up;
511                                         viewangles[PITCH] = 0;
512                                         AngleVectors(viewangles, forward, NULL, up);
513                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
514                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
515                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
516                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
517 #if 0
518 #if 1
519                                         //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
520                                         trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
521 #else
522                                         //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
523                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
524 #endif
525                                         VectorCopy(trace.endpos, vieworg);
526                                         vieworg[2] -= 8;
527 #else
528                                         // trace from first person view location to our chosen third person view location
529 #if 1
530                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
531 #else
532                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
533 #endif
534                                         VectorCopy(trace.endpos, bestvieworg);
535                                         offset[2] = 0;
536                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
537                                         {
538                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
539                                                 {
540                                                         AngleVectors(viewangles, NULL, NULL, up);
541                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
542                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
543                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
544 #if 1
545                                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
546 #else
547                                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
548 #endif
549                                                         if (bestvieworg[2] > trace.endpos[2])
550                                                                 bestvieworg[2] = trace.endpos[2];
551                                                 }
552                                         }
553                                         bestvieworg[2] -= 8;
554                                         VectorCopy(bestvieworg, vieworg);
555 #endif
556                                         viewangles[PITCH] = campitch;
557                                 }
558                                 else
559                                 {
560                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
561                                         {
562                                                 // look straight down from high above
563                                                 viewangles[PITCH] = 90;
564                                                 camback = 2048;
565                                                 VectorSet(forward, 0, 0, -1);
566                                         }
567
568                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
569                                         dist = -camback - 8;
570                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
571                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
572                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
573                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
574                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
575                                 }
576                         }
577                         else
578                         {
579                                 // first person view from entity
580                                 // angles
581                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
582                                         viewangles[ROLL] = v_deathtiltangle.value;
583                                 VectorAdd(viewangles, cl.punchangle, viewangles);
584                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
585                                 if (v_dmg_time > 0)
586                                 {
587                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
588                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
589                                 }
590                                 // origin
591                                 VectorAdd(vieworg, cl.punchvector, vieworg);
592                                 if (cl.stats[STAT_HEALTH] > 0)
593                                 {
594                                         double xyspeed, bob, bobfall;
595                                         float cycle;
596                                         vec_t frametime;
597
598                                         frametime = cl.realframetime * cl.movevars_timescale;
599
600                                         // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
601                                         if(!ent->persistent.trail_allowed) // FIXME improve this check
602                                         {
603                                                 // try to fix the first highpass; result is NOT
604                                                 // perfect! TODO find a better fix
605                                                 VectorCopy(viewangles, cl.gunangles_prev);
606                                                 VectorCopy(vieworg, cl.gunorg_prev);
607                                         }
608
609                                         // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
610                                         VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
611                                         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);
612                                         VectorCopy(vieworg, cl.gunorg_prev);
613                                         VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
614
615                                         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
616                                         VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
617                                         cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
618                                         cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
619                                         cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
620                                         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);
621                                         VectorCopy(viewangles, cl.gunangles_prev);
622                                         VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
623
624                                         // 3. calculate the RAW adjustment vectors
625                                         gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
626                                         gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
627                                         gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
628
629                                         gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
630                                         gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
631                                         gunangles[ROLL] = 0;
632
633                                         // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
634                                         //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
635                                         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);
636                                         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);
637                                         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
638                                         highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
639                                         lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
640
641                                         // 5. use the adjusted vectors
642                                         VectorAdd(vieworg, gunorg, gunorg);
643                                         VectorAdd(viewangles, gunangles, gunangles);
644
645                                         // bounded XY speed, used by several effects below
646                                         xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
647
648                                         // vertical view bobbing code
649                                         if (cl_bob.value && cl_bobcycle.value)
650                                         {
651                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
652                                                 // should be done in QC on the server, but oh well, quake is quake)
653                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
654                                                 // degrees (which allows lengthening or squishing the peak or valley)
655                                                 cycle = cl.time / cl_bobcycle.value;
656                                                 cycle -= (int) cycle;
657                                                 if (cycle < cl_bobup.value)
658                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
659                                                 else
660                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
661                                                 // bob is proportional to velocity in the xy plane
662                                                 // (don't count Z, or jumping messes it up)
663                                                 bob = xyspeed * bound(0, cl_bob.value, 0.05);
664                                                 bob = bob*0.3 + bob*0.7*cycle;
665                                                 vieworg[2] += bob;
666                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
667                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
668                                                 // but this is not viable with the new followmodel code as that would mean
669                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
670                                                 gunorg[2] += bob;
671                                         }
672
673                                         // horizontal view bobbing code
674                                         if (cl_bob2.value && cl_bob2cycle.value)
675                                         {
676                                                 vec3_t bob2vel;
677                                                 vec3_t forward, right, up;
678                                                 float side, front;
679
680                                                 cycle = cl.time / cl_bob2cycle.value;
681                                                 cycle -= (int) cycle;
682                                                 if (cycle < 0.5)
683                                                         cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
684                                                 else
685                                                         cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
686                                                 bob = bound(0, cl_bob2.value, 0.05) * cycle;
687
688                                                 // this value slowly decreases from 1 to 0 when we stop touching the ground.
689                                                 // The cycle is later multiplied with it so the view smooths back to normal
690                                                 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
691                                                         cl.bob2_smooth = 1;
692                                                 else
693                                                 {
694                                                         if(cl.bob2_smooth > 0)
695                                                                 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
696                                                         else
697                                                                 cl.bob2_smooth = 0;
698                                                 }
699
700                                                 // calculate the front and side of the player between the X and Y axes
701                                                 AngleVectors(viewangles, forward, right, up);
702                                                 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
703                                                 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
704                                                 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
705                                                 VectorScale(forward, bob, forward);
706                                                 VectorScale(right, bob, right);
707                                                 // we use side with forward and front with right, so the bobbing goes
708                                                 // to the side when we walk forward and to the front when we strafe
709                                                 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
710                                                 vieworg[0] += bob2vel[0];
711                                                 vieworg[1] += bob2vel[1];
712                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
713                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
714                                                 // but this is not viable with the new followmodel code as that would mean
715                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
716                                                 gunorg[0] += bob2vel[0];
717                                                 gunorg[1] += bob2vel[1];
718                                         }
719
720                                         // fall bobbing code
721                                         // causes the view to swing down and back up when touching the ground
722                                         if (cl_bobfall.value && cl_bobfallcycle.value)
723                                         {
724                                                 if (!cl.onground)
725                                                 {
726                                                         cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
727                                                         if (cl.velocity[2] < -cl_bobfallminspeed.value)
728                                                                 cl.bobfall_swing = 1;
729                                                         else
730                                                                 cl.bobfall_swing = 0; // TODO really?
731                                                 }
732                                                 else
733                                                 {
734                                                         cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
735
736                                                         bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
737                                                         vieworg[2] += bobfall;
738                                                         gunorg[2] += bobfall;
739                                                 }
740                                         }
741
742                                         // gun model bobbing code
743                                         if (cl_bobmodel.value)
744                                         {
745                                                 // calculate for swinging gun model
746                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
747                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
748                                                 // for the most part, but for some reason when you go through a message trigger or
749                                                 // pick up an item or anything like that it will momentarily jolt the gun.
750                                                 vec3_t forward, right, up;
751                                                 float bspeed;
752                                                 float s;
753                                                 float t;
754
755                                                 s = cl.time * cl_bobmodel_speed.value;
756                                                 if (cl.onground)
757                                                 {
758                                                         if (cl.time - cl.hitgroundtime < 0.2)
759                                                         {
760                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
761                                                                 t = cl.time - cl.hitgroundtime;
762                                                                 t = bound(0, t, 0.2);
763                                                                 t *= 5;
764                                                         }
765                                                         else
766                                                                 t = 1;
767                                                 }
768                                                 else
769                                                 {
770                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
771                                                         t = cl.time - cl.lastongroundtime;
772                                                         t = 0.2 - bound(0, t, 0.2);
773                                                         t *= 5;
774                                                 }
775
776                                                 bspeed = xyspeed * 0.01f;
777                                                 AngleVectors (gunangles, forward, right, up);
778                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
779                                                 VectorMA (gunorg, bob, right, gunorg);
780                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
781                                                 VectorMA (gunorg, bob, up, gunorg);
782                                         }
783                                 }
784                         }
785                         // calculate a view matrix for rendering the scene
786                         if (v_idlescale.value)
787                                 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);
788                         else
789                                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
790                         // calculate a viewmodel matrix for use in view-attached entities
791                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
792                         VectorCopy(vieworg, cl.csqc_origin);
793                         VectorCopy(viewangles, cl.csqc_angles);
794                 }
795         }
796 }
797
798 void V_FadeViewFlashs(void)
799 {
800         // don't flash if time steps backwards
801         if (cl.time <= cl.oldtime)
802                 return;
803         // drop the damage value
804         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
805         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
806                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
807         // drop the bonus value
808         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
809         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
810                 cl.cshifts[CSHIFT_BONUS].percent = 0;
811 }
812
813 void V_CalcViewBlend(void)
814 {
815         float a2;
816         int j;
817         r_refdef.viewblend[0] = 0;
818         r_refdef.viewblend[1] = 0;
819         r_refdef.viewblend[2] = 0;
820         r_refdef.viewblend[3] = 0;
821         r_refdef.frustumscale_x = 1;
822         r_refdef.frustumscale_y = 1;
823         if (cls.state == ca_connected && cls.signon == SIGNONS)
824         {
825                 // set contents color
826                 int supercontents;
827                 vec3_t vieworigin;
828                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
829                 supercontents = CL_PointSuperContents(vieworigin);
830                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
831                 {
832                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
833                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
834                         if (supercontents & SUPERCONTENTS_LAVA)
835                         {
836                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
837                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
838                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
839                         }
840                         else if (supercontents & SUPERCONTENTS_SLIME)
841                         {
842                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
843                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
844                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
845                         }
846                         else
847                         {
848                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
849                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
850                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
851                         }
852                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
853                 }
854                 else
855                 {
856                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
857                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
858                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
859                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
860                 }
861
862                 if (gamemode != GAME_TRANSFUSION)
863                 {
864                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
865                         {
866                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
867                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
868                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
869                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
870                         }
871                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
872                         {
873                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
874                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
875                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
876                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
877                         }
878                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
879                         {
880                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
881                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
882                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
883                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
884                         }
885                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
886                         {
887                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
888                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
889                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
890                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
891                         }
892                         else
893                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
894                 }
895
896                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
897                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
898                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
899                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
900
901                 // LordHavoc: fixed V_CalcBlend
902                 for (j = 0;j < NUM_CSHIFTS;j++)
903                 {
904                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
905                         if (a2 > 0)
906                         {
907                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
908                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
909                         }
910                 }
911                 // saturate color (to avoid blending in black)
912                 if (r_refdef.viewblend[3])
913                 {
914                         a2 = 1 / r_refdef.viewblend[3];
915                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
916                 }
917                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
918                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
919                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
920                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
921                 
922                 // Samual: Ugly hack, I know. But it's the best we can do since
923                 // there is no way to detect client states from the engine.
924                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
925                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
926                 {
927                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
928                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
929                 }
930                 else
931                         cl.deathfade = 0.0f;
932
933                 if(cl.deathfade > 0)
934                 {
935                         float a;
936                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
937                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
938                         if(a > 0)
939                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
940                         r_refdef.viewblend[3] = a;
941                 }
942         }
943 }
944
945 //============================================================================
946
947 /*
948 =============
949 V_Init
950 =============
951 */
952 void V_Init (void)
953 {
954         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
955         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");
956         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
957
958         Cvar_RegisterVariable (&v_centermove);
959         Cvar_RegisterVariable (&v_centerspeed);
960
961         Cvar_RegisterVariable (&v_iyaw_cycle);
962         Cvar_RegisterVariable (&v_iroll_cycle);
963         Cvar_RegisterVariable (&v_ipitch_cycle);
964         Cvar_RegisterVariable (&v_iyaw_level);
965         Cvar_RegisterVariable (&v_iroll_level);
966         Cvar_RegisterVariable (&v_ipitch_level);
967
968         Cvar_RegisterVariable (&v_idlescale);
969         Cvar_RegisterVariable (&crosshair);
970
971         Cvar_RegisterVariable (&cl_rollspeed);
972         Cvar_RegisterVariable (&cl_rollangle);
973         Cvar_RegisterVariable (&cl_bob);
974         Cvar_RegisterVariable (&cl_bobcycle);
975         Cvar_RegisterVariable (&cl_bobup);
976         Cvar_RegisterVariable (&cl_bob2);
977         Cvar_RegisterVariable (&cl_bob2cycle);
978         Cvar_RegisterVariable (&cl_bob2smooth);
979         Cvar_RegisterVariable (&cl_bobfall);
980         Cvar_RegisterVariable (&cl_bobfallcycle);
981         Cvar_RegisterVariable (&cl_bobfallminspeed);
982         Cvar_RegisterVariable (&cl_bobmodel);
983         Cvar_RegisterVariable (&cl_bobmodel_side);
984         Cvar_RegisterVariable (&cl_bobmodel_up);
985         Cvar_RegisterVariable (&cl_bobmodel_speed);
986
987         Cvar_RegisterVariable (&cl_leanmodel);
988         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
989         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
990         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
991         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
992         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
993         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
994         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
995         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
996         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
997         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
998
999         Cvar_RegisterVariable (&cl_followmodel);
1000         Cvar_RegisterVariable (&cl_followmodel_side_speed);
1001         Cvar_RegisterVariable (&cl_followmodel_side_limit);
1002         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1003         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1004         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1005         Cvar_RegisterVariable (&cl_followmodel_up_speed);
1006         Cvar_RegisterVariable (&cl_followmodel_up_limit);
1007         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1008         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1009         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1010
1011         Cvar_RegisterVariable (&cl_viewmodel_scale);
1012
1013         Cvar_RegisterVariable (&v_kicktime);
1014         Cvar_RegisterVariable (&v_kickroll);
1015         Cvar_RegisterVariable (&v_kickpitch);
1016
1017         Cvar_RegisterVariable (&cl_stairsmoothspeed);
1018
1019         Cvar_RegisterVariable (&chase_back);
1020         Cvar_RegisterVariable (&chase_up);
1021         Cvar_RegisterVariable (&chase_active);
1022         Cvar_RegisterVariable (&chase_overhead);
1023         Cvar_RegisterVariable (&chase_pitchangle);
1024         if (gamemode == GAME_GOODVSBAD2)
1025                 Cvar_RegisterVariable (&chase_stevie);
1026
1027         Cvar_RegisterVariable (&v_deathtilt);
1028         Cvar_RegisterVariable (&v_deathtiltangle);
1029 }
1030