2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // view.c -- player eye positioning
23 #include "cl_collision.h"
25 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
29 The view is allowed to move slightly from it's true position for bobbing,
30 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
31 entities sent from the server may not include everything in the pvs, especially
32 when crossing a water boudnary.
36 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
37 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
39 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
40 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
41 cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
43 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
44 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
45 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
46 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
48 cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
50 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
51 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
52 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
54 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
55 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
56 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
57 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
58 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
59 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
61 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
63 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
65 cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
66 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
68 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
70 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
71 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
72 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
73 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
75 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
77 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
78 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
80 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
81 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
83 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
90 Used by view and sv_user
93 float V_CalcRoll (vec3_t angles, vec3_t velocity)
100 AngleVectors (angles, NULL, right, NULL);
101 side = DotProduct (velocity, right);
102 sign = side < 0 ? -1 : 1;
105 value = cl_rollangle.value;
107 if (side < cl_rollspeed.value)
108 side = side * value / cl_rollspeed.value;
116 void V_StartPitchDrift (void)
118 if (cl.laststop == cl.time)
119 return; // something else is keeping it from drifting
121 if (cl.nodrift || !cl.pitchvel)
123 cl.pitchvel = v_centerspeed.value;
129 void V_StopPitchDrift (void)
131 cl.laststop = cl.time;
140 Moves the client pitch angle towards cl.idealpitch sent by the server.
142 If the user is adjusting pitch manually, either with lookup/lookdown,
143 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
145 Drifting is enabled when the center view key is hit, mlook is released and
146 lookspring is non 0, or when
149 void V_DriftPitch (void)
153 if (noclip_anglehack || !cl.onground || cls.demoplayback )
160 // don't count small mouse motion
163 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
166 cl.driftmove += cl.realframetime;
168 if ( cl.driftmove > v_centermove.value)
170 V_StartPitchDrift ();
175 delta = cl.idealpitch - cl.viewangles[PITCH];
183 move = cl.realframetime * cl.pitchvel;
184 cl.pitchvel += cl.realframetime * v_centerspeed.value;
193 cl.viewangles[PITCH] += move;
202 cl.viewangles[PITCH] -= move;
208 ==============================================================================
212 ==============================================================================
221 void V_ParseDamage (void)
225 //vec3_t forward, right;
231 armor = MSG_ReadByte ();
232 blood = MSG_ReadByte ();
233 MSG_ReadVector(from, cls.protocol);
235 // Send the Dmg Globals to CSQC
236 CL_VM_UpdateDmgGlobals(blood, armor, from);
238 count = blood*0.5 + armor*0.5;
242 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
244 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
245 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
246 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
247 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
248 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
249 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
253 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
254 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
255 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
259 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
260 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
261 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
265 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
266 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
267 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
270 // calculate view angle kicks
271 if (cl.entities[cl.viewentity].state_current.active)
273 ent = &cl.entities[cl.viewentity];
274 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
275 VectorNormalize(localfrom);
276 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
277 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
278 v_dmg_time = v_kicktime.value;
282 static cshift_t v_cshift;
289 static void V_cshift_f (void)
291 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
292 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
293 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
294 v_cshift.percent = atof(Cmd_Argv(4));
302 When you run over an item, the server sends this command
305 static void V_BonusFlash_f (void)
309 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
310 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
311 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
312 cl.cshifts[CSHIFT_BONUS].percent = 50;
313 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
315 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
317 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
318 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
319 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
321 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
323 cl.cshifts[CSHIFT_BONUS].percent = 50;
325 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
327 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
330 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
334 ==============================================================================
338 ==============================================================================
341 extern matrix4x4_t viewmodelmatrix;
343 #include "cl_collision.h"
353 static vec3_t eyeboxmins = {-16, -16, -24};
354 static vec3_t eyeboxmaxs = { 16, 16, 32};
356 void V_CalcRefdef (void)
359 float vieworg[3], gunorg[3], viewangles[3], smoothtime;
360 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
361 vec3_t camboxmins = {-3, -3, -3};
362 vec3_t camboxmaxs = {3, 3, 3};
363 // end of chase camera bounding box size for proper collisions by Alexander Zubov
366 viewmodelmatrix = identitymatrix;
367 r_refdef.view.matrix = identitymatrix;
368 if (cls.state == ca_connected && cls.signon == SIGNONS)
370 // ent is the view entity (visible when out of body)
371 ent = &cl.entities[cl.viewentity];
372 // player can look around, so take the origin from the entity,
373 // and the angles from the input system
374 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
375 VectorCopy(cl.viewangles, viewangles);
377 // calculate how much time has passed since the last V_CalcRefdef
378 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
379 cl.stairsmoothtime = cl.time;
383 v_dmg_time -= bound(0, smoothtime, 0.1);
387 // entity is a fixed camera, just copy the matrix
388 if (cls.protocol == PROTOCOL_QUAKEWORLD)
389 Matrix4x4_CreateFromQuakeEntity(&r_refdef.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);
392 r_refdef.view.matrix = ent->render.matrix;
393 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
395 viewmodelmatrix = r_refdef.view.matrix;
399 // smooth stair stepping, but only if onground and enabled
400 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
401 cl.stairsmoothz = vieworg[2];
404 if (cl.stairsmoothz < vieworg[2])
405 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
406 else if (cl.stairsmoothz > vieworg[2])
407 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
410 // apply qw weapon recoil effect (this did not work in QW)
411 // TODO: add a cvar to disable this
412 viewangles[PITCH] += cl.qw_weaponkick;
414 // apply the viewofs (even if chasecam is used)
415 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
417 if (chase_active.value)
419 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
420 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
422 camback = chase_back.value;
423 camup = chase_up.value;
424 campitch = chase_pitchangle.value;
426 AngleVectors(viewangles, forward, NULL, NULL);
428 if (chase_overhead.integer)
435 viewangles[PITCH] = 0;
436 AngleVectors(viewangles, forward, NULL, up);
437 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
438 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
439 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
440 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
442 //trace = CL_Move(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
443 trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
444 VectorCopy(trace.endpos, vieworg);
447 // trace from first person view location to our chosen third person view location
448 trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
449 VectorCopy(trace.endpos, bestvieworg);
451 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
453 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
455 AngleVectors(viewangles, NULL, NULL, up);
456 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
457 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
458 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
459 trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
460 if (bestvieworg[2] > trace.endpos[2])
461 bestvieworg[2] = trace.endpos[2];
465 VectorCopy(bestvieworg, vieworg);
467 viewangles[PITCH] = campitch;
471 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
473 // look straight down from high above
474 viewangles[PITCH] = 90;
476 VectorSet(forward, 0, 0, -1);
479 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
481 chase_dest[0] = vieworg[0] + forward[0] * dist;
482 chase_dest[1] = vieworg[1] + forward[1] * dist;
483 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
484 trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
485 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
490 // first person view from entity
492 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
493 viewangles[ROLL] = v_deathtiltangle.value;
494 VectorAdd(viewangles, cl.punchangle, viewangles);
495 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
498 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
499 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
502 VectorAdd(vieworg, cl.punchvector, vieworg);
503 if (cl.stats[STAT_HEALTH] > 0)
507 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
508 if (cl_bob.value && cl_bobcycle.value)
511 // LordHavoc: this code is *weird*, but not replacable (I think it
512 // should be done in QC on the server, but oh well, quake is quake)
513 // LordHavoc: figured out bobup: the time at which the sin is at 180
514 // degrees (which allows lengthening or squishing the peak or valley)
515 cycle = cl.time / cl_bobcycle.value;
516 cycle -= (int) cycle;
517 if (cycle < cl_bobup.value)
518 cycle = sin(M_PI * cycle / cl_bobup.value);
520 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
521 // bob is proportional to velocity in the xy plane
522 // (don't count Z, or jumping messes it up)
523 bob = xyspeed * cl_bob.value;
524 bob = bob*0.3 + bob*0.7*cycle;
525 vieworg[2] += bound(-7, bob, 4);
528 VectorCopy(vieworg, gunorg);
530 if (cl_bob.value && cl_bobmodel.value)
532 // calculate for swinging gun model
533 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
534 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
535 // for the most part, but for some reason when you go through a message trigger or
536 // pick up an item or anything like that it will momentarily jolt the gun.
537 vec3_t forward, right, up;
542 s = cl.time * cl_bobmodel_speed.value;
545 if (cl.time - cl.hitgroundtime < 0.2)
547 // just hit the ground, speed the bob back up over the next 0.2 seconds
548 t = cl.time - cl.hitgroundtime;
549 t = bound(0, t, 0.2);
557 // recently left the ground, slow the bob down over the next 0.2 seconds
558 t = cl.time - cl.lastongroundtime;
559 t = 0.2 - bound(0, t, 0.2);
563 bspeed = bound (0, xyspeed, 400) * 0.01f;
564 AngleVectors (viewangles, forward, right, up);
565 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
566 VectorMA (gunorg, bob, right, gunorg);
567 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
568 VectorMA (gunorg, bob, up, gunorg);
572 // calculate a view matrix for rendering the scene
573 if (v_idlescale.value)
574 Matrix4x4_CreateFromQuakeEntity(&r_refdef.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);
576 Matrix4x4_CreateFromQuakeEntity(&r_refdef.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);
577 // calculate a viewmodel matrix for use in view-attached entities
578 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
579 VectorCopy(vieworg, cl.csqc_origin);
580 VectorCopy(viewangles, cl.csqc_angles);
585 void V_FadeViewFlashs(void)
587 // don't flash if time steps backwards
588 if (cl.time <= cl.oldtime)
590 // drop the damage value
591 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
592 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
593 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
594 // drop the bonus value
595 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
596 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
597 cl.cshifts[CSHIFT_BONUS].percent = 0;
600 void V_CalcViewBlend(void)
604 r_refdef.viewblend[0] = 0;
605 r_refdef.viewblend[1] = 0;
606 r_refdef.viewblend[2] = 0;
607 r_refdef.viewblend[3] = 0;
608 r_refdef.frustumscale_x = 1;
609 r_refdef.frustumscale_y = 1;
610 if (cls.state == ca_connected && cls.signon == SIGNONS)
612 // set contents color
615 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
616 supercontents = CL_PointSuperContents(vieworigin);
617 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
619 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
620 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
621 if (supercontents & SUPERCONTENTS_LAVA)
623 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
624 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
625 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
627 else if (supercontents & SUPERCONTENTS_SLIME)
629 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
630 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
631 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
635 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
636 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
637 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
639 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
643 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
644 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
645 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
646 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
649 if (gamemode != GAME_TRANSFUSION)
651 if (cl.stats[STAT_ITEMS] & IT_QUAD)
653 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
654 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
655 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
656 cl.cshifts[CSHIFT_POWERUP].percent = 30;
658 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
660 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
661 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
662 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
663 cl.cshifts[CSHIFT_POWERUP].percent = 20;
665 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
667 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
668 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
669 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
670 cl.cshifts[CSHIFT_POWERUP].percent = 100;
672 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
674 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
675 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
676 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
677 cl.cshifts[CSHIFT_POWERUP].percent = 30;
680 cl.cshifts[CSHIFT_POWERUP].percent = 0;
683 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
684 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
685 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
686 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
688 // LordHavoc: fixed V_CalcBlend
689 for (j = 0;j < NUM_CSHIFTS;j++)
691 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
694 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
695 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
698 // saturate color (to avoid blending in black)
699 if (r_refdef.viewblend[3])
701 a2 = 1 / r_refdef.viewblend[3];
702 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
705 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
706 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
707 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
708 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
712 //============================================================================
721 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
722 Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks");
723 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
725 Cvar_RegisterVariable (&v_centermove);
726 Cvar_RegisterVariable (&v_centerspeed);
728 Cvar_RegisterVariable (&v_iyaw_cycle);
729 Cvar_RegisterVariable (&v_iroll_cycle);
730 Cvar_RegisterVariable (&v_ipitch_cycle);
731 Cvar_RegisterVariable (&v_iyaw_level);
732 Cvar_RegisterVariable (&v_iroll_level);
733 Cvar_RegisterVariable (&v_ipitch_level);
735 Cvar_RegisterVariable (&v_idlescale);
736 Cvar_RegisterVariable (&crosshair);
738 Cvar_RegisterVariable (&cl_rollspeed);
739 Cvar_RegisterVariable (&cl_rollangle);
740 Cvar_RegisterVariable (&cl_bob);
741 Cvar_RegisterVariable (&cl_bobcycle);
742 Cvar_RegisterVariable (&cl_bobup);
743 Cvar_RegisterVariable (&cl_bobmodel);
744 Cvar_RegisterVariable (&cl_bobmodel_side);
745 Cvar_RegisterVariable (&cl_bobmodel_up);
746 Cvar_RegisterVariable (&cl_bobmodel_speed);
748 Cvar_RegisterVariable (&cl_viewmodel_scale);
750 Cvar_RegisterVariable (&v_kicktime);
751 Cvar_RegisterVariable (&v_kickroll);
752 Cvar_RegisterVariable (&v_kickpitch);
754 Cvar_RegisterVariable (&cl_stairsmoothspeed);
756 Cvar_RegisterVariable (&chase_back);
757 Cvar_RegisterVariable (&chase_up);
758 Cvar_RegisterVariable (&chase_active);
759 Cvar_RegisterVariable (&chase_overhead);
760 Cvar_RegisterVariable (&chase_pitchangle);
761 if (gamemode == GAME_GOODVSBAD2)
762 Cvar_RegisterVariable (&chase_stevie);
764 Cvar_RegisterVariable (&v_deathtilt);
765 Cvar_RegisterVariable (&v_deathtiltangle);