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_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"};
50 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
51 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
52 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
54 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
55 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
56 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
57 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
58 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
59 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
61 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
63 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
65 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)"};
66 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
68 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
70 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
71 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
72 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
73 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
75 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
77 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
78 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
80 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
87 Used by view and sv_user
90 float V_CalcRoll (vec3_t angles, vec3_t velocity)
97 AngleVectors (angles, NULL, right, NULL);
98 side = DotProduct (velocity, right);
99 sign = side < 0 ? -1 : 1;
102 value = cl_rollangle.value;
104 if (side < cl_rollspeed.value)
105 side = side * value / cl_rollspeed.value;
113 void V_StartPitchDrift (void)
115 if (cl.laststop == cl.time)
116 return; // something else is keeping it from drifting
118 if (cl.nodrift || !cl.pitchvel)
120 cl.pitchvel = v_centerspeed.value;
126 void V_StopPitchDrift (void)
128 cl.laststop = cl.time;
137 Moves the client pitch angle towards cl.idealpitch sent by the server.
139 If the user is adjusting pitch manually, either with lookup/lookdown,
140 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
142 Drifting is enabled when the center view key is hit, mlook is released and
143 lookspring is non 0, or when
146 void V_DriftPitch (void)
150 if (noclip_anglehack || !cl.onground || cls.demoplayback )
157 // don't count small mouse motion
160 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
163 cl.driftmove += cl.realframetime;
165 if ( cl.driftmove > v_centermove.value)
167 V_StartPitchDrift ();
172 delta = cl.idealpitch - cl.viewangles[PITCH];
180 move = cl.realframetime * cl.pitchvel;
181 cl.pitchvel += cl.realframetime * v_centerspeed.value;
190 cl.viewangles[PITCH] += move;
199 cl.viewangles[PITCH] -= move;
205 ==============================================================================
209 ==============================================================================
218 void V_ParseDamage (void)
222 //vec3_t forward, right;
228 armor = MSG_ReadByte ();
229 blood = MSG_ReadByte ();
230 MSG_ReadVector(from, cls.protocol);
232 // Send the Dmg Globals to CSQC
233 CL_VM_UpdateDmgGlobals(blood, armor, from);
235 count = blood*0.5 + armor*0.5;
239 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
241 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
242 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
243 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
244 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
245 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
249 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
250 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
251 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
255 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
256 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
257 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
261 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
262 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
263 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
266 // calculate view angle kicks
267 if (cl.entities[cl.viewentity].state_current.active)
269 ent = &cl.entities[cl.viewentity];
270 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
271 VectorNormalize(localfrom);
272 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
273 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
274 v_dmg_time = v_kicktime.value;
278 static cshift_t v_cshift;
285 static void V_cshift_f (void)
287 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
288 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
289 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
290 v_cshift.percent = atof(Cmd_Argv(4));
298 When you run over an item, the server sends this command
301 static void V_BonusFlash_f (void)
303 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
304 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
305 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
306 cl.cshifts[CSHIFT_BONUS].percent = 50;
310 ==============================================================================
314 ==============================================================================
317 extern matrix4x4_t viewmodelmatrix;
319 #include "cl_collision.h"
329 static vec3_t eyeboxmins = {-16, -16, -24};
330 static vec3_t eyeboxmaxs = { 16, 16, 32};
332 void V_CalcRefdef (void)
335 float vieworg[3], gunorg[3], viewangles[3], smoothtime;
338 viewmodelmatrix = identitymatrix;
339 r_view.matrix = identitymatrix;
340 if (cls.state == ca_connected && cls.signon == SIGNONS)
342 // ent is the view entity (visible when out of body)
343 ent = &cl.entities[cl.viewentity];
344 // player can look around, so take the origin from the entity,
345 // and the angles from the input system
346 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
347 VectorCopy(cl.viewangles, viewangles);
349 // calculate how much time has passed since the last V_CalcRefdef
350 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
351 cl.stairsmoothtime = cl.time;
355 v_dmg_time -= bound(0, smoothtime, 0.1);
359 // entity is a fixed camera, just copy the matrix
360 if (cls.protocol == PROTOCOL_QUAKEWORLD)
361 Matrix4x4_CreateFromQuakeEntity(&r_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);
364 r_view.matrix = ent->render.matrix;
365 Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
367 viewmodelmatrix = r_view.matrix;
371 // smooth stair stepping, but only if onground and enabled
372 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
373 cl.stairsmoothz = vieworg[2];
376 if (cl.stairsmoothz < vieworg[2])
377 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
378 else if (cl.stairsmoothz > vieworg[2])
379 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
382 // apply qw weapon recoil effect (this did not work in QW)
383 // TODO: add a cvar to disable this
384 viewangles[PITCH] += cl.qw_weaponkick;
386 if (chase_active.value)
388 // observing entity from third person
389 vec_t camback, camup, dist, forward[3], chase_dest[3];
391 camback = chase_back.value;
392 camup = chase_up.value;
394 // this + 22 is to match view_ofs for compatibility with older versions
397 AngleVectors(viewangles, forward, NULL, NULL);
399 if (chase_overhead.integer)
406 viewangles[PITCH] = 0;
407 AngleVectors(viewangles, forward, NULL, up);
408 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
409 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
410 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
411 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
413 //trace = CL_Move(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
414 trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
415 VectorCopy(trace.endpos, vieworg);
418 trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
419 VectorCopy(trace.endpos, bestvieworg);
421 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
423 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
425 AngleVectors(viewangles, NULL, NULL, up);
426 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
427 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
428 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
429 trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
430 if (bestvieworg[2] > trace.endpos[2])
431 bestvieworg[2] = trace.endpos[2];
435 VectorCopy(bestvieworg, vieworg);
437 viewangles[PITCH] = 90;
441 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
443 // look straight down from high above
444 viewangles[PITCH] = 90;
446 VectorSet(forward, 0, 0, -1);
449 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
451 chase_dest[0] = vieworg[0] + forward[0] * dist;
452 chase_dest[1] = vieworg[1] + forward[1] * dist;
453 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
454 trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
455 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
460 // first person view from entity
462 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
463 viewangles[ROLL] = v_deathtiltangle.value;
464 VectorAdd(viewangles, cl.punchangle, viewangles);
465 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
468 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
469 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
472 VectorAdd(vieworg, cl.punchvector, vieworg);
473 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
474 if (cl.stats[STAT_HEALTH] > 0)
478 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
479 if (cl_bob.value && cl_bobcycle.value)
482 // LordHavoc: this code is *weird*, but not replacable (I think it
483 // should be done in QC on the server, but oh well, quake is quake)
484 // LordHavoc: figured out bobup: the time at which the sin is at 180
485 // degrees (which allows lengthening or squishing the peak or valley)
486 cycle = cl.time / cl_bobcycle.value;
487 cycle -= (int) cycle;
488 if (cycle < cl_bobup.value)
489 cycle = sin(M_PI * cycle / cl_bobup.value);
491 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
492 // bob is proportional to velocity in the xy plane
493 // (don't count Z, or jumping messes it up)
494 bob = xyspeed * cl_bob.value;
495 bob = bob*0.3 + bob*0.7*cycle;
496 vieworg[2] += bound(-7, bob, 4);
499 VectorCopy(vieworg, gunorg);
501 if (cl_bob.value && cl_bobmodel.value)
503 // calculate for swinging gun model
504 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
505 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
506 // for the most part, but for some reason when you go through a message trigger or
507 // pick up an item or anything like that it will momentarily jolt the gun.
508 vec3_t forward, right, up;
513 s = cl.time * cl_bobmodel_speed.value;
516 if (cl.time - cl.hitgroundtime < 0.2)
518 // just hit the ground, speed the bob back up over the next 0.2 seconds
519 t = cl.time - cl.hitgroundtime;
520 t = bound(0, t, 0.2);
528 // recently left the ground, slow the bob down over the next 0.2 seconds
529 t = cl.time - cl.lastongroundtime;
530 t = 0.2 - bound(0, t, 0.2);
534 bspeed = bound (0, xyspeed, 400) * 0.01f;
535 AngleVectors (viewangles, forward, right, up);
536 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
537 VectorMA (gunorg, bob, right, gunorg);
538 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
539 VectorMA (gunorg, bob, up, gunorg);
543 // calculate a view matrix for rendering the scene
544 if (v_idlescale.value)
545 Matrix4x4_CreateFromQuakeEntity(&r_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);
547 Matrix4x4_CreateFromQuakeEntity(&r_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);
548 // calculate a viewmodel matrix for use in view-attached entities
549 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
550 VectorCopy(vieworg, cl.csqc_origin);
551 VectorCopy(viewangles, cl.csqc_angles);
556 void V_FadeViewFlashs(void)
558 // don't flash if time steps backwards
559 if (cl.time <= cl.oldtime)
561 // drop the damage value
562 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
563 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
564 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
565 // drop the bonus value
566 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
567 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
568 cl.cshifts[CSHIFT_BONUS].percent = 0;
571 void V_CalcViewBlend(void)
575 r_refdef.viewblend[0] = 0;
576 r_refdef.viewblend[1] = 0;
577 r_refdef.viewblend[2] = 0;
578 r_refdef.viewblend[3] = 0;
579 r_refdef.frustumscale_x = 1;
580 r_refdef.frustumscale_y = 1;
581 if (cls.state == ca_connected && cls.signon == SIGNONS)
583 // set contents color
586 Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
587 supercontents = CL_PointSuperContents(vieworigin);
588 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
590 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
591 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
592 if (supercontents & SUPERCONTENTS_LAVA)
594 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
595 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
596 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
598 else if (supercontents & SUPERCONTENTS_SLIME)
600 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
601 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
602 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
606 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
607 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
608 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
610 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
614 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
615 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
616 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
617 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
620 if (gamemode != GAME_TRANSFUSION)
622 if (cl.stats[STAT_ITEMS] & IT_QUAD)
624 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
625 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
626 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
627 cl.cshifts[CSHIFT_POWERUP].percent = 30;
629 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
631 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
632 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
633 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
634 cl.cshifts[CSHIFT_POWERUP].percent = 20;
636 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
638 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
639 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
640 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
641 cl.cshifts[CSHIFT_POWERUP].percent = 100;
643 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
645 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
646 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
647 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
648 cl.cshifts[CSHIFT_POWERUP].percent = 30;
651 cl.cshifts[CSHIFT_POWERUP].percent = 0;
654 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
655 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
656 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
657 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
659 // LordHavoc: fixed V_CalcBlend
660 for (j = 0;j < NUM_CSHIFTS;j++)
662 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
665 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
666 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
669 // saturate color (to avoid blending in black)
670 if (r_refdef.viewblend[3])
672 a2 = 1 / r_refdef.viewblend[3];
673 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
676 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
677 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
678 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
679 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
683 //============================================================================
692 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
693 Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
694 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
696 Cvar_RegisterVariable (&v_centermove);
697 Cvar_RegisterVariable (&v_centerspeed);
699 Cvar_RegisterVariable (&v_iyaw_cycle);
700 Cvar_RegisterVariable (&v_iroll_cycle);
701 Cvar_RegisterVariable (&v_ipitch_cycle);
702 Cvar_RegisterVariable (&v_iyaw_level);
703 Cvar_RegisterVariable (&v_iroll_level);
704 Cvar_RegisterVariable (&v_ipitch_level);
706 Cvar_RegisterVariable (&v_idlescale);
707 Cvar_RegisterVariable (&crosshair);
709 Cvar_RegisterVariable (&cl_rollspeed);
710 Cvar_RegisterVariable (&cl_rollangle);
711 Cvar_RegisterVariable (&cl_bob);
712 Cvar_RegisterVariable (&cl_bobcycle);
713 Cvar_RegisterVariable (&cl_bobup);
714 Cvar_RegisterVariable (&cl_bobmodel);
715 Cvar_RegisterVariable (&cl_bobmodel_side);
716 Cvar_RegisterVariable (&cl_bobmodel_up);
717 Cvar_RegisterVariable (&cl_bobmodel_speed);
719 Cvar_RegisterVariable (&cl_viewmodel_scale);
721 Cvar_RegisterVariable (&v_kicktime);
722 Cvar_RegisterVariable (&v_kickroll);
723 Cvar_RegisterVariable (&v_kickpitch);
725 Cvar_RegisterVariable (&cl_stairsmoothspeed);
727 Cvar_RegisterVariable (&chase_back);
728 Cvar_RegisterVariable (&chase_up);
729 Cvar_RegisterVariable (&chase_active);
730 Cvar_RegisterVariable (&chase_overhead);
731 if (gamemode == GAME_GOODVSBAD2)
732 Cvar_RegisterVariable (&chase_stevie);
734 Cvar_RegisterVariable (&v_deathtilt);
735 Cvar_RegisterVariable (&v_deathtiltangle);