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