fixed problems with cl.time stepping backwards causing a black fade-in and other...
[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         if(csqc_loaded)
355                 return;
356         VectorClear(gunorg);
357         viewmodelmatrix = identitymatrix;
358         r_view.matrix = identitymatrix;
359         if (cls.state == ca_connected && cls.signon == SIGNONS)
360         {
361                 // ent is the view entity (visible when out of body)
362                 ent = &cl.entities[cl.viewentity];
363                 // player can look around, so take the origin from the entity,
364                 // and the angles from the input system
365                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
366                 VectorCopy(cl.viewangles, viewangles);
367
368                 // update the stairoffset if the player entity has gone up or down without leaving the ground
369                 //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]);
370                 cl.stairoffset -= vieworg[2] - oldz;
371                 oldz = vieworg[2];
372                 cl.stairoffset = bound(-16, cl.stairoffset, 16);
373
374                 // interpolate the angles if playing a demo or spectating someone
375                 if (cls.demoplayback || cl.fixangle[0])
376                 {
377                         int i;
378                         float frac = bound(0, (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]), 1);
379                         for (i = 0;i < 3;i++)
380                         {
381                                 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
382                                 if (d > 180)
383                                         d -= 360;
384                                 else if (d < -180)
385                                         d += 360;
386                                 viewangles[i] = cl.mviewangles[1][i] + frac * d;
387                         }
388                 }
389                 if (cl.intermission)
390                 {
391                         // entity is a fixed camera, just copy the matrix
392                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
393                                 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);
394                         else
395                         {
396                                 r_view.matrix = ent->render.matrix;
397                                 Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
398                         }
399                         viewmodelmatrix = r_view.matrix;
400                 }
401                 else
402                 {
403                         // apply qw weapon recoil effect (this did not work in QW)
404                         // TODO: add a cvar to disable this
405                         viewangles[PITCH] += cl.qw_weaponkick;
406
407                         // bias by stair smoothing offset
408                         vieworg[2] += cl.stairoffset;
409
410                         if (chase_active.value)
411                         {
412                                 // observing entity from third person
413                                 vec_t camback, camup, dist, forward[3], chase_dest[3];
414
415                                 camback = bound(0, chase_back.value, 128);
416                                 if (chase_back.value != camback)
417                                         Cvar_SetValueQuick(&chase_back, camback);
418                                 camup = bound(-48, chase_up.value, 96);
419                                 if (chase_up.value != camup)
420                                         Cvar_SetValueQuick(&chase_up, camup);
421
422                                 // this + 22 is to match view_ofs for compatibility with older versions
423                                 camup += 22;
424
425                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
426                                 {
427                                         // look straight down from high above
428                                         viewangles[0] = 90;
429                                         camback = 2048;
430                                 }
431                                 AngleVectors(viewangles, forward, NULL, NULL);
432
433                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
434                                 dist = -camback - 8;
435                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
436                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
437                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
438                                 trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
439                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
440                         }
441                         else
442                         {
443                                 // first person view from entity
444                                 // angles
445                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
446                                         viewangles[ROLL] = v_deathtiltangle.value;
447                                 VectorAdd(viewangles, cl.punchangle, viewangles);
448                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
449                                 if (v_dmg_time > 0)
450                                 {
451                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
452                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
453                                 }
454                                 // origin
455                                 VectorAdd(vieworg, cl.punchvector, vieworg);
456                                 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
457                                 if (cl.stats[STAT_HEALTH] > 0)
458                                 {
459                                         double xyspeed, bob;
460
461                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
462                                         if (cl_bob.value && cl_bobcycle.value)
463                                         {
464                                                 float cycle;
465                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
466                                                 // should be done in QC on the server, but oh well, quake is quake)
467                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
468                                                 // degrees (which allows lengthening or squishing the peak or valley)
469                                                 cycle = cl.time / cl_bobcycle.value;
470                                                 cycle -= (int) cycle;
471                                                 if (cycle < cl_bobup.value)
472                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
473                                                 else
474                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
475                                                 // bob is proportional to velocity in the xy plane
476                                                 // (don't count Z, or jumping messes it up)
477                                                 bob = xyspeed * cl_bob.value;
478                                                 bob = bob*0.3 + bob*0.7*cycle;
479                                                 vieworg[2] += bound(-7, bob, 4);
480                                         }
481
482                                         VectorCopy(vieworg, gunorg);
483
484                                         if (cl_bobmodel.value)
485                                         {
486                                                 // calculate for swinging gun model
487                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
488                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
489                                                 // for the most part, but for some reason when you go through a message trigger or
490                                                 // pick up an item or anything like that it will momentarily jolt the gun.
491                                                 vec3_t forward, right, up;
492                                                 float bspeed;
493                                                 float s;
494                                                 float t;
495
496                                                 s = cl.time * cl_bobmodel_speed.value;
497                                                 if (cl.onground)
498                                                 {
499                                                         if (cl.time - cl.hitgroundtime < 0.2)
500                                                         {
501                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
502                                                                 t = cl.time - cl.hitgroundtime;
503                                                                 t = bound(0, t, 0.2);
504                                                                 t *= 5;
505                                                         }
506                                                         else
507                                                                 t = 1;
508                                                 }
509                                                 else
510                                                 {
511                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
512                                                         t = cl.time - cl.lastongroundtime;
513                                                         t = 0.2 - bound(0, t, 0.2);
514                                                         t *= 5;
515                                                 }
516
517                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
518                                                 AngleVectors (viewangles, forward, right, up);
519                                                 bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
520                                                 VectorMA (gunorg, bob, right, gunorg);
521                                                 bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
522                                                 VectorMA (gunorg, bob, up, gunorg);
523                                         }
524                                 }
525                         }
526                         // calculate a view matrix for rendering the scene
527                         if (v_idlescale.value)
528                                 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);
529                         else
530                                 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);
531                         // calculate a viewmodel matrix for use in view-attached entities
532                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
533                         VectorCopy(vieworg, csqc_origin);
534                         VectorCopy(viewangles, csqc_angles);
535                 }
536         }
537 }
538
539 void V_FadeViewFlashs(void)
540 {
541         // don't flash if time steps backwards
542         if (cl.time <= cl.oldtime)
543                 return;
544         // drop the damage value
545         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
546         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
547                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
548         // drop the bonus value
549         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
550         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
551                 cl.cshifts[CSHIFT_BONUS].percent = 0;
552 }
553
554 void V_CalcViewBlend(void)
555 {
556         float a2;
557         int j;
558         r_refdef.viewblend[0] = 0;
559         r_refdef.viewblend[1] = 0;
560         r_refdef.viewblend[2] = 0;
561         r_refdef.viewblend[3] = 0;
562         r_refdef.frustumscale_x = 1;
563         r_refdef.frustumscale_y = 1;
564         if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
565         {
566                 // set contents color
567                 int supercontents;
568                 vec3_t vieworigin;
569                 Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
570                 supercontents = CL_PointSuperContents(vieworigin);
571                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
572                 {
573                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
574                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
575                         if (supercontents & SUPERCONTENTS_LAVA)
576                         {
577                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
578                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
579                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
580                         }
581                         else if (supercontents & SUPERCONTENTS_SLIME)
582                         {
583                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
584                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
585                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
586                         }
587                         else
588                         {
589                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
590                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
591                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
592                         }
593                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
594                 }
595                 else
596                 {
597                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
598                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
599                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
600                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
601                 }
602
603                 if (gamemode != GAME_TRANSFUSION)
604                 {
605                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
606                         {
607                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
608                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
609                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
610                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
611                         }
612                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
613                         {
614                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
615                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
616                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
617                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
618                         }
619                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
620                         {
621                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
622                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
623                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
624                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
625                         }
626                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
627                         {
628                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
629                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
630                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
631                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
632                         }
633                         else
634                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
635                 }
636
637                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
638                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
639                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
640                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
641
642                 // LordHavoc: fixed V_CalcBlend
643                 for (j = 0;j < NUM_CSHIFTS;j++)
644                 {
645                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
646                         if (a2 > 0)
647                         {
648                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
649                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
650                         }
651                 }
652                 // saturate color (to avoid blending in black)
653                 if (r_refdef.viewblend[3])
654                 {
655                         a2 = 1 / r_refdef.viewblend[3];
656                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
657                 }
658
659                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
660                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
661                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
662                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
663         }
664 }
665
666 //============================================================================
667
668 /*
669 =============
670 V_Init
671 =============
672 */
673 void V_Init (void)
674 {
675         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
676         Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
677         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
678
679         Cvar_RegisterVariable (&v_centermove);
680         Cvar_RegisterVariable (&v_centerspeed);
681
682         Cvar_RegisterVariable (&v_iyaw_cycle);
683         Cvar_RegisterVariable (&v_iroll_cycle);
684         Cvar_RegisterVariable (&v_ipitch_cycle);
685         Cvar_RegisterVariable (&v_iyaw_level);
686         Cvar_RegisterVariable (&v_iroll_level);
687         Cvar_RegisterVariable (&v_ipitch_level);
688
689         Cvar_RegisterVariable (&v_idlescale);
690         Cvar_RegisterVariable (&crosshair);
691
692         Cvar_RegisterVariable (&cl_rollspeed);
693         Cvar_RegisterVariable (&cl_rollangle);
694         Cvar_RegisterVariable (&cl_bob);
695         Cvar_RegisterVariable (&cl_bobcycle);
696         Cvar_RegisterVariable (&cl_bobup);
697         Cvar_RegisterVariable (&cl_bobmodel);
698         Cvar_RegisterVariable (&cl_bobmodel_side);
699         Cvar_RegisterVariable (&cl_bobmodel_up);
700         Cvar_RegisterVariable (&cl_bobmodel_speed);
701
702         Cvar_RegisterVariable (&cl_viewmodel_scale);
703
704         Cvar_RegisterVariable (&v_kicktime);
705         Cvar_RegisterVariable (&v_kickroll);
706         Cvar_RegisterVariable (&v_kickpitch);
707
708         Cvar_RegisterVariable (&cl_stairsmoothspeed);
709
710         Cvar_RegisterVariable (&chase_back);
711         Cvar_RegisterVariable (&chase_up);
712         Cvar_RegisterVariable (&chase_active);
713         if (gamemode == GAME_GOODVSBAD2)
714                 Cvar_RegisterVariable (&chase_stevie);
715
716         Cvar_RegisterVariable (&v_deathtilt);
717         Cvar_RegisterVariable (&v_deathtiltangle);
718 }
719