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