cleaned up almost all direct indexing of matrix4x4_t structures to go through proper...
[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 -= (cl.time - cl.oldtime);
326
327         // stair smoothing
328         if (cl.onground && cl.stairoffset < 0)
329         {
330                 cl.stairoffset += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
331                 cl.stairoffset = bound(-16, cl.stairoffset, 0);
332         }
333         else if (cl.onground && cl.stairoffset > 0)
334         {
335                 cl.stairoffset -= (cl.time - cl.oldtime) * 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         // drop the damage value
542         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
543         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
544                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
545         // drop the bonus value
546         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
547         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
548                 cl.cshifts[CSHIFT_BONUS].percent = 0;
549 }
550
551 void V_CalcViewBlend(void)
552 {
553         float a2;
554         int j;
555         r_refdef.viewblend[0] = 0;
556         r_refdef.viewblend[1] = 0;
557         r_refdef.viewblend[2] = 0;
558         r_refdef.viewblend[3] = 0;
559         r_refdef.frustumscale_x = 1;
560         r_refdef.frustumscale_y = 1;
561         if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
562         {
563                 // set contents color
564                 int supercontents;
565                 vec3_t vieworigin;
566                 Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
567                 supercontents = CL_PointSuperContents(vieworigin);
568                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
569                 {
570                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
571                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
572                         if (supercontents & SUPERCONTENTS_LAVA)
573                         {
574                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
575                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
576                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
577                         }
578                         else if (supercontents & SUPERCONTENTS_SLIME)
579                         {
580                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
581                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
582                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
583                         }
584                         else
585                         {
586                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
587                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
588                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
589                         }
590                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
591                 }
592                 else
593                 {
594                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
595                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
596                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
597                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
598                 }
599
600                 if (gamemode != GAME_TRANSFUSION)
601                 {
602                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
603                         {
604                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
605                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
606                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
607                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
608                         }
609                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
610                         {
611                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
612                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
613                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
614                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
615                         }
616                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
617                         {
618                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
619                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
620                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
621                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
622                         }
623                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
624                         {
625                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
626                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
627                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
628                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
629                         }
630                         else
631                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
632                 }
633
634                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
635                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
636                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
637                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
638
639                 // LordHavoc: fixed V_CalcBlend
640                 for (j = 0;j < NUM_CSHIFTS;j++)
641                 {
642                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
643                         if (a2 > 0)
644                         {
645                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
646                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
647                         }
648                 }
649                 // saturate color (to avoid blending in black)
650                 if (r_refdef.viewblend[3])
651                 {
652                         a2 = 1 / r_refdef.viewblend[3];
653                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
654                 }
655
656                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
657                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
658                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
659                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
660         }
661 }
662
663 //============================================================================
664
665 /*
666 =============
667 V_Init
668 =============
669 */
670 void V_Init (void)
671 {
672         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
673         Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
674         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
675
676         Cvar_RegisterVariable (&v_centermove);
677         Cvar_RegisterVariable (&v_centerspeed);
678
679         Cvar_RegisterVariable (&v_iyaw_cycle);
680         Cvar_RegisterVariable (&v_iroll_cycle);
681         Cvar_RegisterVariable (&v_ipitch_cycle);
682         Cvar_RegisterVariable (&v_iyaw_level);
683         Cvar_RegisterVariable (&v_iroll_level);
684         Cvar_RegisterVariable (&v_ipitch_level);
685
686         Cvar_RegisterVariable (&v_idlescale);
687         Cvar_RegisterVariable (&crosshair);
688
689         Cvar_RegisterVariable (&cl_rollspeed);
690         Cvar_RegisterVariable (&cl_rollangle);
691         Cvar_RegisterVariable (&cl_bob);
692         Cvar_RegisterVariable (&cl_bobcycle);
693         Cvar_RegisterVariable (&cl_bobup);
694         Cvar_RegisterVariable (&cl_bobmodel);
695         Cvar_RegisterVariable (&cl_bobmodel_side);
696         Cvar_RegisterVariable (&cl_bobmodel_up);
697         Cvar_RegisterVariable (&cl_bobmodel_speed);
698
699         Cvar_RegisterVariable (&cl_viewmodel_scale);
700
701         Cvar_RegisterVariable (&v_kicktime);
702         Cvar_RegisterVariable (&v_kickroll);
703         Cvar_RegisterVariable (&v_kickpitch);
704
705         Cvar_RegisterVariable (&cl_stairsmoothspeed);
706
707         Cvar_RegisterVariable (&chase_back);
708         Cvar_RegisterVariable (&chase_up);
709         Cvar_RegisterVariable (&chase_active);
710         if (gamemode == GAME_GOODVSBAD2)
711                 Cvar_RegisterVariable (&chase_stevie);
712
713         Cvar_RegisterVariable (&v_deathtilt);
714         Cvar_RegisterVariable (&v_deathtiltangle);
715 }
716