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fix q1bsp detection of stuck entities (needed some more parentheses)
[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 /*
26
27 The view is allowed to move slightly from it's true position for bobbing,
28 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
29 entities sent from the server may not include everything in the pvs, especially
30 when crossing a water boudnary.
31
32 */
33
34 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
35 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
36
37 cvar_t cl_bob = {0, "cl_bob","0.02", "view bobbing amount"};
38 cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6", "view bobbing speed"};
39 cvar_t cl_bobup = {0, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
40
41 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
42 cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"};
43 cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"};
44 cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7", "gun bobbing speed"};
45
46 cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "0.3", "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"};
47
48 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
49 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
50 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
51
52 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
53 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
54 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
55 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
56 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
57 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
58
59 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
60
61 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
62
63 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)"};
64 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
65
66 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
67
68 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
69 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
70 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
71 // GAME_GOODVSBAD2
72 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
73
74 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
75 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
76
77 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
78
79
80 /*
81 ===============
82 V_CalcRoll
83
84 Used by view and sv_user
85 ===============
86 */
87 float V_CalcRoll (vec3_t angles, vec3_t velocity)
88 {
89         vec3_t  right;
90         float   sign;
91         float   side;
92         float   value;
93
94         AngleVectors (angles, NULL, right, NULL);
95         side = DotProduct (velocity, right);
96         sign = side < 0 ? -1 : 1;
97         side = fabs(side);
98
99         value = cl_rollangle.value;
100
101         if (side < cl_rollspeed.value)
102                 side = side * value / cl_rollspeed.value;
103         else
104                 side = value;
105
106         return side*sign;
107
108 }
109
110 void V_StartPitchDrift (void)
111 {
112         if (cl.laststop == cl.time)
113                 return;         // something else is keeping it from drifting
114
115         if (cl.nodrift || !cl.pitchvel)
116         {
117                 cl.pitchvel = v_centerspeed.value;
118                 cl.nodrift = false;
119                 cl.driftmove = 0;
120         }
121 }
122
123 void V_StopPitchDrift (void)
124 {
125         cl.laststop = cl.time;
126         cl.nodrift = true;
127         cl.pitchvel = 0;
128 }
129
130 /*
131 ===============
132 V_DriftPitch
133
134 Moves the client pitch angle towards cl.idealpitch sent by the server.
135
136 If the user is adjusting pitch manually, either with lookup/lookdown,
137 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
138
139 Drifting is enabled when the center view key is hit, mlook is released and
140 lookspring is non 0, or when
141 ===============
142 */
143 void V_DriftPitch (void)
144 {
145         float           delta, move;
146
147         if (noclip_anglehack || !cl.onground || cls.demoplayback )
148         {
149                 cl.driftmove = 0;
150                 cl.pitchvel = 0;
151                 return;
152         }
153
154 // don't count small mouse motion
155         if (cl.nodrift)
156         {
157                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
158                         cl.driftmove = 0;
159                 else
160                         cl.driftmove += cl.realframetime;
161
162                 if ( cl.driftmove > v_centermove.value)
163                 {
164                         V_StartPitchDrift ();
165                 }
166                 return;
167         }
168
169         delta = cl.idealpitch - cl.viewangles[PITCH];
170
171         if (!delta)
172         {
173                 cl.pitchvel = 0;
174                 return;
175         }
176
177         move = cl.realframetime * cl.pitchvel;
178         cl.pitchvel += cl.realframetime * v_centerspeed.value;
179
180         if (delta > 0)
181         {
182                 if (move > delta)
183                 {
184                         cl.pitchvel = 0;
185                         move = delta;
186                 }
187                 cl.viewangles[PITCH] += move;
188         }
189         else if (delta < 0)
190         {
191                 if (move > -delta)
192                 {
193                         cl.pitchvel = 0;
194                         move = -delta;
195                 }
196                 cl.viewangles[PITCH] -= move;
197         }
198 }
199
200
201 /*
202 ==============================================================================
203
204                                                 SCREEN FLASHES
205
206 ==============================================================================
207 */
208
209
210 /*
211 ===============
212 V_ParseDamage
213 ===============
214 */
215 void V_ParseDamage (void)
216 {
217         int armor, blood;
218         vec3_t from;
219         //vec3_t forward, right;
220         vec3_t localfrom;
221         entity_t *ent;
222         //float side;
223         float count;
224
225         armor = MSG_ReadByte ();
226         blood = MSG_ReadByte ();
227         MSG_ReadVector(from, cls.protocol);
228
229         count = blood*0.5 + armor*0.5;
230         if (count < 10)
231                 count = 10;
232
233         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
234
235         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
236         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
237                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
238         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
239                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
240
241         if (armor > blood)
242         {
243                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
244                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
245                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
246         }
247         else if (armor)
248         {
249                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
250                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
251                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
252         }
253         else
254         {
255                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
256                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
257                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
258         }
259
260         // calculate view angle kicks
261         if (cl.entities[cl.viewentity].state_current.active)
262         {
263                 ent = &cl.entities[cl.viewentity];
264                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
265                 VectorNormalize(localfrom);
266                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
267                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
268                 v_dmg_time = v_kicktime.value;
269         }
270 }
271
272 static cshift_t v_cshift;
273
274 /*
275 ==================
276 V_cshift_f
277 ==================
278 */
279 static void V_cshift_f (void)
280 {
281         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
282         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
283         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
284         v_cshift.percent = atof(Cmd_Argv(4));
285 }
286
287
288 /*
289 ==================
290 V_BonusFlash_f
291
292 When you run over an item, the server sends this command
293 ==================
294 */
295 static void V_BonusFlash_f (void)
296 {
297         cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
298         cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
299         cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
300         cl.cshifts[CSHIFT_BONUS].percent = 50;
301 }
302
303 /*
304 ==============================================================================
305
306                                                 VIEW RENDERING
307
308 ==============================================================================
309 */
310
311 extern matrix4x4_t viewmodelmatrix;
312
313 #include "cl_collision.h"
314 #include "csprogs.h"
315
316 /*
317 ==================
318 CL_StairSmoothing
319
320 ==================
321 */
322 void CL_StairSmoothing (void)
323 {
324         if (v_dmg_time > 0)
325                 v_dmg_time -= bound(0, cl.time - cl.oldtime, 0.1);
326
327         // stair smoothing
328         if (cl.onground && cl.stairoffset < 0)
329         {
330                 cl.stairoffset += bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
331                 cl.stairoffset = bound(-16, cl.stairoffset, 0);
332         }
333         else if (cl.onground && cl.stairoffset > 0)
334         {
335                 cl.stairoffset -= bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
336                 cl.stairoffset = bound(0, cl.stairoffset, 16);
337         }
338         else
339                 cl.stairoffset = 0;
340 }
341
342 /*
343 ==================
344 V_CalcRefdef
345
346 ==================
347 */
348 void V_CalcRefdef (void)
349 {
350         static float oldz;
351         entity_t *ent;
352         float vieworg[3], gunorg[3], viewangles[3];
353         trace_t trace;
354         VectorClear(gunorg);
355         viewmodelmatrix = identitymatrix;
356         r_view.matrix = identitymatrix;
357         if (cls.state == ca_connected && cls.signon == SIGNONS)
358         {
359                 // ent is the view entity (visible when out of body)
360                 ent = &cl.entities[cl.viewentity];
361                 // player can look around, so take the origin from the entity,
362                 // and the angles from the input system
363                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
364                 VectorCopy(cl.viewangles, viewangles);
365
366                 // update the stairoffset if the player entity has gone up or down without leaving the ground
367                 //Con_Printf("cl.onground %i oldz %f newz %f vel %f %f %f\n", cl.onground, oldz, vieworg[2], cl.movement_velocity[0], cl.movement_velocity[1], cl.movement_velocity[2]);
368                 cl.stairoffset -= vieworg[2] - oldz;
369                 oldz = vieworg[2];
370                 cl.stairoffset = bound(-16, cl.stairoffset, 16);
371
372                 if (cl.intermission)
373                 {
374                         // entity is a fixed camera, just copy the matrix
375                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
376                                 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);
377                         else
378                         {
379                                 r_view.matrix = ent->render.matrix;
380                                 Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
381                         }
382                         viewmodelmatrix = r_view.matrix;
383                 }
384                 else
385                 {
386                         // apply qw weapon recoil effect (this did not work in QW)
387                         // TODO: add a cvar to disable this
388                         viewangles[PITCH] += cl.qw_weaponkick;
389
390                         // bias by stair smoothing offset
391                         vieworg[2] += cl.stairoffset;
392
393                         if (chase_active.value)
394                         {
395                                 // observing entity from third person
396                                 vec_t camback, camup, dist, forward[3], chase_dest[3];
397
398                                 camback = bound(0, chase_back.value, 128);
399                                 if (chase_back.value != camback)
400                                         Cvar_SetValueQuick(&chase_back, camback);
401                                 camup = bound(-48, chase_up.value, 96);
402                                 if (chase_up.value != camup)
403                                         Cvar_SetValueQuick(&chase_up, camup);
404
405                                 // this + 22 is to match view_ofs for compatibility with older versions
406                                 camup += 22;
407
408                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
409                                 {
410                                         // look straight down from high above
411                                         viewangles[0] = 90;
412                                         camback = 2048;
413                                 }
414                                 AngleVectors(viewangles, forward, NULL, NULL);
415
416                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
417                                 dist = -camback - 8;
418                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
419                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
420                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
421                                 trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
422                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
423                         }
424                         else
425                         {
426                                 // first person view from entity
427                                 // angles
428                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
429                                         viewangles[ROLL] = v_deathtiltangle.value;
430                                 VectorAdd(viewangles, cl.punchangle, viewangles);
431                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
432                                 if (v_dmg_time > 0)
433                                 {
434                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
435                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
436                                 }
437                                 // origin
438                                 VectorAdd(vieworg, cl.punchvector, vieworg);
439                                 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
440                                 if (cl.stats[STAT_HEALTH] > 0)
441                                 {
442                                         double xyspeed, bob;
443
444                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
445                                         if (cl_bob.value && cl_bobcycle.value)
446                                         {
447                                                 float cycle;
448                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
449                                                 // should be done in QC on the server, but oh well, quake is quake)
450                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
451                                                 // degrees (which allows lengthening or squishing the peak or valley)
452                                                 cycle = cl.time / cl_bobcycle.value;
453                                                 cycle -= (int) cycle;
454                                                 if (cycle < cl_bobup.value)
455                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
456                                                 else
457                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
458                                                 // bob is proportional to velocity in the xy plane
459                                                 // (don't count Z, or jumping messes it up)
460                                                 bob = xyspeed * cl_bob.value;
461                                                 bob = bob*0.3 + bob*0.7*cycle;
462                                                 vieworg[2] += bound(-7, bob, 4);
463                                         }
464
465                                         VectorCopy(vieworg, gunorg);
466
467                                         if (cl_bobmodel.value)
468                                         {
469                                                 // calculate for swinging gun model
470                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
471                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
472                                                 // for the most part, but for some reason when you go through a message trigger or
473                                                 // pick up an item or anything like that it will momentarily jolt the gun.
474                                                 vec3_t forward, right, up;
475                                                 float bspeed;
476                                                 float s;
477                                                 float t;
478
479                                                 s = cl.time * cl_bobmodel_speed.value;
480                                                 if (cl.onground)
481                                                 {
482                                                         if (cl.time - cl.hitgroundtime < 0.2)
483                                                         {
484                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
485                                                                 t = cl.time - cl.hitgroundtime;
486                                                                 t = bound(0, t, 0.2);
487                                                                 t *= 5;
488                                                         }
489                                                         else
490                                                                 t = 1;
491                                                 }
492                                                 else
493                                                 {
494                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
495                                                         t = cl.time - cl.lastongroundtime;
496                                                         t = 0.2 - bound(0, t, 0.2);
497                                                         t *= 5;
498                                                 }
499
500                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
501                                                 AngleVectors (viewangles, forward, right, up);
502                                                 bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
503                                                 VectorMA (gunorg, bob, right, gunorg);
504                                                 bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
505                                                 VectorMA (gunorg, bob, up, gunorg);
506                                         }
507                                 }
508                         }
509                         // calculate a view matrix for rendering the scene
510                         if (v_idlescale.value)
511                                 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);
512                         else
513                                 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);
514                         // calculate a viewmodel matrix for use in view-attached entities
515                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
516                         VectorCopy(vieworg, csqc_origin);
517                         VectorCopy(viewangles, csqc_angles);
518                 }
519         }
520 }
521
522 void V_FadeViewFlashs(void)
523 {
524         // don't flash if time steps backwards
525         if (cl.time <= cl.oldtime)
526                 return;
527         // drop the damage value
528         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
529         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
530                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
531         // drop the bonus value
532         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
533         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
534                 cl.cshifts[CSHIFT_BONUS].percent = 0;
535 }
536
537 void V_CalcViewBlend(void)
538 {
539         float a2;
540         int j;
541         r_refdef.viewblend[0] = 0;
542         r_refdef.viewblend[1] = 0;
543         r_refdef.viewblend[2] = 0;
544         r_refdef.viewblend[3] = 0;
545         r_refdef.frustumscale_x = 1;
546         r_refdef.frustumscale_y = 1;
547         if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
548         {
549                 // set contents color
550                 int supercontents;
551                 vec3_t vieworigin;
552                 Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
553                 supercontents = CL_PointSuperContents(vieworigin);
554                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
555                 {
556                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
557                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
558                         if (supercontents & SUPERCONTENTS_LAVA)
559                         {
560                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
561                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
562                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
563                         }
564                         else if (supercontents & SUPERCONTENTS_SLIME)
565                         {
566                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
567                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
568                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
569                         }
570                         else
571                         {
572                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
573                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
574                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
575                         }
576                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
577                 }
578                 else
579                 {
580                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
581                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
582                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
583                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
584                 }
585
586                 if (gamemode != GAME_TRANSFUSION)
587                 {
588                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
589                         {
590                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
591                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
592                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
593                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
594                         }
595                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
596                         {
597                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
598                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
599                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
600                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
601                         }
602                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
603                         {
604                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
605                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
606                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
607                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
608                         }
609                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
610                         {
611                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
612                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
613                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
614                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
615                         }
616                         else
617                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
618                 }
619
620                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
621                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
622                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
623                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
624
625                 // LordHavoc: fixed V_CalcBlend
626                 for (j = 0;j < NUM_CSHIFTS;j++)
627                 {
628                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
629                         if (a2 > 0)
630                         {
631                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
632                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
633                         }
634                 }
635                 // saturate color (to avoid blending in black)
636                 if (r_refdef.viewblend[3])
637                 {
638                         a2 = 1 / r_refdef.viewblend[3];
639                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
640                 }
641
642                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
643                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
644                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
645                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
646         }
647 }
648
649 //============================================================================
650
651 /*
652 =============
653 V_Init
654 =============
655 */
656 void V_Init (void)
657 {
658         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
659         Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
660         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
661
662         Cvar_RegisterVariable (&v_centermove);
663         Cvar_RegisterVariable (&v_centerspeed);
664
665         Cvar_RegisterVariable (&v_iyaw_cycle);
666         Cvar_RegisterVariable (&v_iroll_cycle);
667         Cvar_RegisterVariable (&v_ipitch_cycle);
668         Cvar_RegisterVariable (&v_iyaw_level);
669         Cvar_RegisterVariable (&v_iroll_level);
670         Cvar_RegisterVariable (&v_ipitch_level);
671
672         Cvar_RegisterVariable (&v_idlescale);
673         Cvar_RegisterVariable (&crosshair);
674
675         Cvar_RegisterVariable (&cl_rollspeed);
676         Cvar_RegisterVariable (&cl_rollangle);
677         Cvar_RegisterVariable (&cl_bob);
678         Cvar_RegisterVariable (&cl_bobcycle);
679         Cvar_RegisterVariable (&cl_bobup);
680         Cvar_RegisterVariable (&cl_bobmodel);
681         Cvar_RegisterVariable (&cl_bobmodel_side);
682         Cvar_RegisterVariable (&cl_bobmodel_up);
683         Cvar_RegisterVariable (&cl_bobmodel_speed);
684
685         Cvar_RegisterVariable (&cl_viewmodel_scale);
686
687         Cvar_RegisterVariable (&v_kicktime);
688         Cvar_RegisterVariable (&v_kickroll);
689         Cvar_RegisterVariable (&v_kickpitch);
690
691         Cvar_RegisterVariable (&cl_stairsmoothspeed);
692
693         Cvar_RegisterVariable (&chase_back);
694         Cvar_RegisterVariable (&chase_up);
695         Cvar_RegisterVariable (&chase_active);
696         if (gamemode == GAME_GOODVSBAD2)
697                 Cvar_RegisterVariable (&chase_stevie);
698
699         Cvar_RegisterVariable (&v_deathtilt);
700         Cvar_RegisterVariable (&v_deathtiltangle);
701 }
702