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", "20", "gun leaning sideways speed"};
50 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "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", "15", "gun leaning upward speed"};
53 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "25", "gun leaning upward limit"};
55 cvar_t cl_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"};
56 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.015", "gun following sideways speed"};
57 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "2", "gun following sideways limit"};
58 cvar_t cl_followmodel_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"};
59 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.01", "gun following upward speed"};
60 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1.5", "gun following upward limit"};
62 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"};
64 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
65 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
66 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
68 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
69 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
70 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
71 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
72 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
73 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
75 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
77 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
79 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)"};
80 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
82 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
84 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
85 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
86 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
87 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
89 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
91 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
92 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
94 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
95 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
97 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
98 float gunorg[3], gunangles[3];
105 Used by view and sv_user
108 float V_CalcRoll (vec3_t angles, vec3_t velocity)
115 AngleVectors (angles, NULL, right, NULL);
116 side = DotProduct (velocity, right);
117 sign = side < 0 ? -1 : 1;
120 value = cl_rollangle.value;
122 if (side < cl_rollspeed.value)
123 side = side * value / cl_rollspeed.value;
131 void V_StartPitchDrift (void)
133 if (cl.laststop == cl.time)
134 return; // something else is keeping it from drifting
136 if (cl.nodrift || !cl.pitchvel)
138 cl.pitchvel = v_centerspeed.value;
144 void V_StopPitchDrift (void)
146 cl.laststop = cl.time;
155 Moves the client pitch angle towards cl.idealpitch sent by the server.
157 If the user is adjusting pitch manually, either with lookup/lookdown,
158 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
160 Drifting is enabled when the center view key is hit, mlook is released and
161 lookspring is non 0, or when
164 void V_DriftPitch (void)
168 if (noclip_anglehack || !cl.onground || cls.demoplayback )
175 // don't count small mouse motion
178 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
181 cl.driftmove += cl.realframetime;
183 if ( cl.driftmove > v_centermove.value)
185 V_StartPitchDrift ();
190 delta = cl.idealpitch - cl.viewangles[PITCH];
198 move = cl.realframetime * cl.pitchvel;
199 cl.pitchvel += cl.realframetime * v_centerspeed.value;
208 cl.viewangles[PITCH] += move;
217 cl.viewangles[PITCH] -= move;
223 ==============================================================================
227 ==============================================================================
236 void V_ParseDamage (void)
240 //vec3_t forward, right;
246 armor = MSG_ReadByte ();
247 blood = MSG_ReadByte ();
248 MSG_ReadVector(from, cls.protocol);
250 // Send the Dmg Globals to CSQC
251 CL_VM_UpdateDmgGlobals(blood, armor, from);
253 count = blood*0.5 + armor*0.5;
257 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
259 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
260 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
261 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
262 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
263 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
264 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
268 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
269 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
270 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
274 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
275 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
276 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
280 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
281 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
282 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
285 // calculate view angle kicks
286 if (cl.entities[cl.viewentity].state_current.active)
288 ent = &cl.entities[cl.viewentity];
289 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
290 VectorNormalize(localfrom);
291 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
292 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
293 v_dmg_time = v_kicktime.value;
297 static cshift_t v_cshift;
304 static void V_cshift_f (void)
306 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
307 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
308 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
309 v_cshift.percent = atof(Cmd_Argv(4));
317 When you run over an item, the server sends this command
320 static void V_BonusFlash_f (void)
324 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
325 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
326 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
327 cl.cshifts[CSHIFT_BONUS].percent = 50;
328 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
330 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
332 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
333 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
334 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
336 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
338 cl.cshifts[CSHIFT_BONUS].percent = 50;
340 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
342 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
345 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
349 ==============================================================================
353 ==============================================================================
356 extern matrix4x4_t viewmodelmatrix;
358 #include "cl_collision.h"
368 static vec3_t eyeboxmins = {-16, -16, -24};
369 static vec3_t eyeboxmaxs = { 16, 16, 32};
371 void V_CalcRefdef (void)
374 float vieworg[3], viewangles[3], smoothtime;
376 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
377 vec3_t camboxmins = {-3, -3, -3};
378 vec3_t camboxmaxs = {3, 3, 3};
379 // end of chase camera bounding box size for proper collisions by Alexander Zubov
383 viewmodelmatrix = identitymatrix;
384 r_refdef.view.matrix = identitymatrix;
385 if (cls.state == ca_connected && cls.signon == SIGNONS)
387 // ent is the view entity (visible when out of body)
388 ent = &cl.entities[cl.viewentity];
389 // player can look around, so take the origin from the entity,
390 // and the angles from the input system
391 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
392 VectorCopy(cl.viewangles, viewangles);
394 // calculate how much time has passed since the last V_CalcRefdef
395 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
396 cl.stairsmoothtime = cl.time;
400 v_dmg_time -= bound(0, smoothtime, 0.1);
404 // entity is a fixed camera, just copy the matrix
405 if (cls.protocol == PROTOCOL_QUAKEWORLD)
406 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);
409 r_refdef.view.matrix = ent->render.matrix;
410 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
412 viewmodelmatrix = r_refdef.view.matrix;
416 // smooth stair stepping, but only if onground and enabled
417 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
418 cl.stairsmoothz = vieworg[2];
421 if (cl.stairsmoothz < vieworg[2])
422 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
423 else if (cl.stairsmoothz > vieworg[2])
424 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
427 // apply qw weapon recoil effect (this did not work in QW)
428 // TODO: add a cvar to disable this
429 viewangles[PITCH] += cl.qw_weaponkick;
431 // apply the viewofs (even if chasecam is used)
432 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
434 if (chase_active.value)
436 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
437 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
439 camback = chase_back.value;
440 camup = chase_up.value;
441 campitch = chase_pitchangle.value;
443 AngleVectors(viewangles, forward, NULL, NULL);
445 if (chase_overhead.integer)
452 viewangles[PITCH] = 0;
453 AngleVectors(viewangles, forward, NULL, up);
454 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
455 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
456 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
457 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
460 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
461 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
463 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
464 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
466 VectorCopy(trace.endpos, vieworg);
469 // trace from first person view location to our chosen third person view location
471 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
473 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
475 VectorCopy(trace.endpos, bestvieworg);
477 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
479 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
481 AngleVectors(viewangles, NULL, NULL, up);
482 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
483 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
484 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
486 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
488 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
490 if (bestvieworg[2] > trace.endpos[2])
491 bestvieworg[2] = trace.endpos[2];
495 VectorCopy(bestvieworg, vieworg);
497 viewangles[PITCH] = campitch;
501 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
503 // look straight down from high above
504 viewangles[PITCH] = 90;
506 VectorSet(forward, 0, 0, -1);
509 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
511 chase_dest[0] = vieworg[0] + forward[0] * dist;
512 chase_dest[1] = vieworg[1] + forward[1] * dist;
513 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
514 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
515 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
520 // first person view from entity
522 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
523 viewangles[ROLL] = v_deathtiltangle.value;
524 VectorAdd(viewangles, cl.punchangle, viewangles);
525 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
528 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
529 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
532 VectorAdd(vieworg, cl.punchvector, vieworg);
533 if (cl.stats[STAT_HEALTH] > 0)
538 // gun model leaning code
539 vec_t ef_speed_up = cl_leanmodel_up_speed.value * cl.realframetime * cl.movevars_timescale;
540 if(cl_leanmodel_up.value && ef_speed_up >= 0 && ef_speed_up < 1) // bad things happen if this goes out of range, so prevent the effect
542 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
543 if(cl.viewangles[PITCH] - gunangles[PITCH] >= 180)
544 gunangles[PITCH] += 360;
545 if(gunangles[PITCH] - cl.viewangles[PITCH] >= 180)
546 gunangles[PITCH] -= 360;
548 d = cl.viewangles[PITCH] - gunangles[PITCH];
549 gunangles[PITCH] = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, gunangles[PITCH] * (1 - ef_speed_up) + cl.viewangles[PITCH] * ef_speed_up, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
552 gunangles[PITCH] = cl.viewangles[PITCH];
554 vec_t ef_speed_side = cl_leanmodel_side_speed.value * cl.realframetime * cl.movevars_timescale;
555 if(cl_leanmodel_side.value && ef_speed_side >= 0 && ef_speed_side < 1) // bad things happen if this goes out of range, so prevent the effect
557 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
558 if(cl.viewangles[YAW] - gunangles[YAW] >= 180)
559 gunangles[YAW] += 360;
560 if(gunangles[YAW] - cl.viewangles[YAW] >= 180)
561 gunangles[YAW] -= 360;
563 d = cl.viewangles[YAW] - gunangles[YAW];
564 gunangles[YAW] = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, gunangles[YAW] * (1 - ef_speed_side) + cl.viewangles[YAW] * ef_speed_side, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
567 gunangles[YAW] = cl.viewangles[YAW];
569 gunangles[ROLL] = viewangles[2];
571 // gun model following code
572 if(cl_followmodel_side.value)
574 gunorg[0] = vieworg[0] - bound(-cl_followmodel_side_limit.value, cl.movement_velocity[0] * cl_followmodel_side_speed.value, cl_followmodel_side_limit.value);
575 gunorg[1] = vieworg[1] - bound(-cl_followmodel_side_limit.value, cl.movement_velocity[1] * cl_followmodel_side_speed.value, cl_followmodel_side_limit.value);
579 gunorg[0] = vieworg[0];
580 gunorg[1] = vieworg[1];
583 if(cl_followmodel_up.value)
585 gunorg[2] = vieworg[2] - bound(-cl_followmodel_up_limit.value, cl.movement_velocity[2] * cl_followmodel_up_speed.value, cl_followmodel_up_limit.value);
589 gunorg[2] = vieworg[2];
593 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
594 if (cl_bob.value && cl_bobcycle.value)
597 // LordHavoc: this code is *weird*, but not replacable (I think it
598 // should be done in QC on the server, but oh well, quake is quake)
599 // LordHavoc: figured out bobup: the time at which the sin is at 180
600 // degrees (which allows lengthening or squishing the peak or valley)
601 cycle = cl.time / cl_bobcycle.value;
602 cycle -= (int) cycle;
603 if (cycle < cl_bobup.value)
604 cycle = sin(M_PI * cycle / cl_bobup.value);
606 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
607 // bob is proportional to velocity in the xy plane
608 // (don't count Z, or jumping messes it up)
609 bob = xyspeed * cl_bob.value;
610 bob = bob*0.3 + bob*0.7*cycle;
611 vieworg[2] += bound(-7, bob, 4);
612 // we also need to adjust gunorg, or this appears like pushing the gun!
613 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
614 // but this is not viable with the new followmodel code as that would mean
615 // that followmodel would work on the munged-by-bob vieworg and do feedback
616 gunorg[2] += bound(-7, bob, 4);
619 // gun model bobbing code
620 if (cl_bob.value && cl_bobmodel.value)
622 // calculate for swinging gun model
623 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
624 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
625 // for the most part, but for some reason when you go through a message trigger or
626 // pick up an item or anything like that it will momentarily jolt the gun.
627 vec3_t forward, right, up;
632 s = cl.time * cl_bobmodel_speed.value;
635 if (cl.time - cl.hitgroundtime < 0.2)
637 // just hit the ground, speed the bob back up over the next 0.2 seconds
638 t = cl.time - cl.hitgroundtime;
639 t = bound(0, t, 0.2);
647 // recently left the ground, slow the bob down over the next 0.2 seconds
648 t = cl.time - cl.lastongroundtime;
649 t = 0.2 - bound(0, t, 0.2);
653 bspeed = bound (0, xyspeed, 400) * 0.01f;
654 AngleVectors (gunangles, forward, right, up);
655 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
656 VectorMA (gunorg, bob, right, gunorg);
657 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
658 VectorMA (gunorg, bob, up, gunorg);
662 // calculate a view matrix for rendering the scene
663 if (v_idlescale.value)
664 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);
666 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);
667 // calculate a viewmodel matrix for use in view-attached entities
668 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
669 VectorCopy(vieworg, cl.csqc_origin);
670 VectorCopy(viewangles, cl.csqc_angles);
675 void V_FadeViewFlashs(void)
677 // don't flash if time steps backwards
678 if (cl.time <= cl.oldtime)
680 // drop the damage value
681 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
682 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
683 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
684 // drop the bonus value
685 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
686 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
687 cl.cshifts[CSHIFT_BONUS].percent = 0;
690 void V_CalcViewBlend(void)
694 r_refdef.viewblend[0] = 0;
695 r_refdef.viewblend[1] = 0;
696 r_refdef.viewblend[2] = 0;
697 r_refdef.viewblend[3] = 0;
698 r_refdef.frustumscale_x = 1;
699 r_refdef.frustumscale_y = 1;
700 if (cls.state == ca_connected && cls.signon == SIGNONS)
702 // set contents color
705 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
706 supercontents = CL_PointSuperContents(vieworigin);
707 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
709 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
710 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
711 if (supercontents & SUPERCONTENTS_LAVA)
713 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
714 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
715 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
717 else if (supercontents & SUPERCONTENTS_SLIME)
719 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
720 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
721 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
725 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
726 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
727 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
729 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
733 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
734 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
735 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
736 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
739 if (gamemode != GAME_TRANSFUSION)
741 if (cl.stats[STAT_ITEMS] & IT_QUAD)
743 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
744 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
745 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
746 cl.cshifts[CSHIFT_POWERUP].percent = 30;
748 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
750 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
751 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
752 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
753 cl.cshifts[CSHIFT_POWERUP].percent = 20;
755 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
757 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
758 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
759 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
760 cl.cshifts[CSHIFT_POWERUP].percent = 100;
762 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
764 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
765 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
766 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
767 cl.cshifts[CSHIFT_POWERUP].percent = 30;
770 cl.cshifts[CSHIFT_POWERUP].percent = 0;
773 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
774 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
775 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
776 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
778 // LordHavoc: fixed V_CalcBlend
779 for (j = 0;j < NUM_CSHIFTS;j++)
781 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
784 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
785 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
788 // saturate color (to avoid blending in black)
789 if (r_refdef.viewblend[3])
791 a2 = 1 / r_refdef.viewblend[3];
792 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
794 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
795 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
796 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
797 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
799 // Samual: Ugly hack, I know. But it's the best we can do since
800 // there is no way to detect client states from the engine.
801 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
802 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
804 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
805 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
813 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
814 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
816 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
817 r_refdef.viewblend[3] = a;
822 //============================================================================
831 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
832 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");
833 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
835 Cvar_RegisterVariable (&v_centermove);
836 Cvar_RegisterVariable (&v_centerspeed);
838 Cvar_RegisterVariable (&v_iyaw_cycle);
839 Cvar_RegisterVariable (&v_iroll_cycle);
840 Cvar_RegisterVariable (&v_ipitch_cycle);
841 Cvar_RegisterVariable (&v_iyaw_level);
842 Cvar_RegisterVariable (&v_iroll_level);
843 Cvar_RegisterVariable (&v_ipitch_level);
845 Cvar_RegisterVariable (&v_idlescale);
846 Cvar_RegisterVariable (&crosshair);
848 Cvar_RegisterVariable (&cl_rollspeed);
849 Cvar_RegisterVariable (&cl_rollangle);
850 Cvar_RegisterVariable (&cl_bob);
851 Cvar_RegisterVariable (&cl_bobcycle);
852 Cvar_RegisterVariable (&cl_bobup);
853 Cvar_RegisterVariable (&cl_bobmodel);
854 Cvar_RegisterVariable (&cl_bobmodel_side);
855 Cvar_RegisterVariable (&cl_bobmodel_up);
856 Cvar_RegisterVariable (&cl_bobmodel_speed);
858 Cvar_RegisterVariable (&cl_leanmodel_side);
859 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
860 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
861 Cvar_RegisterVariable (&cl_leanmodel_up);
862 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
863 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
865 Cvar_RegisterVariable (&cl_followmodel_side);
866 Cvar_RegisterVariable (&cl_followmodel_side_speed);
867 Cvar_RegisterVariable (&cl_followmodel_side_limit);
868 Cvar_RegisterVariable (&cl_followmodel_up);
869 Cvar_RegisterVariable (&cl_followmodel_up_speed);
870 Cvar_RegisterVariable (&cl_followmodel_up_limit);
872 Cvar_RegisterVariable (&cl_viewmodel_scale);
874 Cvar_RegisterVariable (&v_kicktime);
875 Cvar_RegisterVariable (&v_kickroll);
876 Cvar_RegisterVariable (&v_kickpitch);
878 Cvar_RegisterVariable (&cl_stairsmoothspeed);
880 Cvar_RegisterVariable (&chase_back);
881 Cvar_RegisterVariable (&chase_up);
882 Cvar_RegisterVariable (&chase_active);
883 Cvar_RegisterVariable (&chase_overhead);
884 Cvar_RegisterVariable (&chase_pitchangle);
885 if (gamemode == GAME_GOODVSBAD2)
886 Cvar_RegisterVariable (&chase_stevie);
888 Cvar_RegisterVariable (&v_deathtilt);
889 Cvar_RegisterVariable (&v_deathtiltangle);