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"};
42 cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
43 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
44 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
45 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
46 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
47 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
48 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
49 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
50 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
51 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
52 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
53 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
54 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
55 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
56 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
57 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
58 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
59 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
61 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
62 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
63 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
64 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
65 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
66 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
67 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
68 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
69 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
70 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
71 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
73 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"};
75 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
76 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
77 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
79 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
80 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
81 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
82 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
83 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
84 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
86 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
88 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
90 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)"};
91 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
93 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
95 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
96 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
97 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
98 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
100 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
102 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
103 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
105 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
106 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
108 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
115 Used by view and sv_user
118 float V_CalcRoll (vec3_t angles, vec3_t velocity)
125 AngleVectors (angles, NULL, right, NULL);
126 side = DotProduct (velocity, right);
127 sign = side < 0 ? -1 : 1;
130 value = cl_rollangle.value;
132 if (side < cl_rollspeed.value)
133 side = side * value / cl_rollspeed.value;
141 void V_StartPitchDrift (void)
143 if (cl.laststop == cl.time)
144 return; // something else is keeping it from drifting
146 if (cl.nodrift || !cl.pitchvel)
148 cl.pitchvel = v_centerspeed.value;
154 void V_StopPitchDrift (void)
156 cl.laststop = cl.time;
165 Moves the client pitch angle towards cl.idealpitch sent by the server.
167 If the user is adjusting pitch manually, either with lookup/lookdown,
168 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
170 Drifting is enabled when the center view key is hit, mlook is released and
171 lookspring is non 0, or when
174 void V_DriftPitch (void)
178 if (noclip_anglehack || !cl.onground || cls.demoplayback )
185 // don't count small mouse motion
188 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
191 cl.driftmove += cl.realframetime;
193 if ( cl.driftmove > v_centermove.value)
195 V_StartPitchDrift ();
200 delta = cl.idealpitch - cl.viewangles[PITCH];
208 move = cl.realframetime * cl.pitchvel;
209 cl.pitchvel += cl.realframetime * v_centerspeed.value;
218 cl.viewangles[PITCH] += move;
227 cl.viewangles[PITCH] -= move;
233 ==============================================================================
237 ==============================================================================
246 void V_ParseDamage (void)
250 //vec3_t forward, right;
256 armor = MSG_ReadByte ();
257 blood = MSG_ReadByte ();
258 MSG_ReadVector(from, cls.protocol);
260 // Send the Dmg Globals to CSQC
261 CL_VM_UpdateDmgGlobals(blood, armor, from);
263 count = blood*0.5 + armor*0.5;
267 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
269 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
270 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
271 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
272 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
273 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
274 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
278 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
279 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
280 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
284 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
285 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
286 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
290 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
291 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
292 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
295 // calculate view angle kicks
296 if (cl.entities[cl.viewentity].state_current.active)
298 ent = &cl.entities[cl.viewentity];
299 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
300 VectorNormalize(localfrom);
301 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
302 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
303 v_dmg_time = v_kicktime.value;
307 static cshift_t v_cshift;
314 static void V_cshift_f (void)
316 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
317 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
318 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
319 v_cshift.percent = atof(Cmd_Argv(4));
327 When you run over an item, the server sends this command
330 static void V_BonusFlash_f (void)
334 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
335 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
336 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
337 cl.cshifts[CSHIFT_BONUS].percent = 50;
338 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
340 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
342 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
343 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
344 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
346 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
348 cl.cshifts[CSHIFT_BONUS].percent = 50;
350 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
352 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
355 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
359 ==============================================================================
363 ==============================================================================
366 extern matrix4x4_t viewmodelmatrix;
368 #include "cl_collision.h"
378 static vec3_t eyeboxmins = {-16, -16, -24};
379 static vec3_t eyeboxmaxs = { 16, 16, 32};
382 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
384 frac = bound(0, frac, 1);
385 return (*store = *store * (1 - frac) + value * frac);
388 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
390 lowpass(value, frac, store);
391 return (*store = bound(value - limit, *store, value + limit));
394 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
396 return value - lowpass(value, frac, store);
399 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
401 return value - lowpass_limited(value, frac, limit, store);
404 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
406 out[0] = lowpass(value[0], fracx, &store[0]);
407 out[1] = lowpass(value[1], fracy, &store[1]);
408 out[2] = lowpass(value[2], fracz, &store[2]);
411 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
413 out[0] = highpass(value[0], fracx, &store[0]);
414 out[1] = highpass(value[1], fracy, &store[1]);
415 out[2] = highpass(value[2], fracz, &store[2]);
418 static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
420 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
421 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
422 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
425 void V_CalcRefdef (void)
428 float vieworg[3], viewangles[3], smoothtime;
429 float gunorg[3], gunangles[3];
431 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
432 vec3_t camboxmins = {-3, -3, -3};
433 vec3_t camboxmaxs = {3, 3, 3};
434 // end of chase camera bounding box size for proper collisions by Alexander Zubov
438 viewmodelmatrix = identitymatrix;
439 r_refdef.view.matrix = identitymatrix;
440 if (cls.state == ca_connected && cls.signon == SIGNONS)
442 // ent is the view entity (visible when out of body)
443 ent = &cl.entities[cl.viewentity];
444 // player can look around, so take the origin from the entity,
445 // and the angles from the input system
446 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
447 VectorCopy(cl.viewangles, viewangles);
449 // calculate how much time has passed since the last V_CalcRefdef
450 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
451 cl.stairsmoothtime = cl.time;
455 v_dmg_time -= bound(0, smoothtime, 0.1);
459 // entity is a fixed camera, just copy the matrix
460 if (cls.protocol == PROTOCOL_QUAKEWORLD)
461 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);
464 r_refdef.view.matrix = ent->render.matrix;
465 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
467 viewmodelmatrix = r_refdef.view.matrix;
471 // smooth stair stepping, but only if onground and enabled
472 if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
473 cl.stairsmoothz = vieworg[2];
476 if (cl.stairsmoothz < vieworg[2])
477 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
478 else if (cl.stairsmoothz > vieworg[2])
479 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
482 // apply qw weapon recoil effect (this did not work in QW)
483 // TODO: add a cvar to disable this
484 viewangles[PITCH] += cl.qw_weaponkick;
486 // apply the viewofs (even if chasecam is used)
487 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
489 if (chase_active.value)
491 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
492 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
494 camback = chase_back.value;
495 camup = chase_up.value;
496 campitch = chase_pitchangle.value;
498 AngleVectors(viewangles, forward, NULL, NULL);
500 if (chase_overhead.integer)
507 viewangles[PITCH] = 0;
508 AngleVectors(viewangles, forward, NULL, up);
509 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
510 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
511 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
512 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
515 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
516 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
518 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
519 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
521 VectorCopy(trace.endpos, vieworg);
524 // trace from first person view location to our chosen third person view location
526 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
528 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
530 VectorCopy(trace.endpos, bestvieworg);
532 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
534 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
536 AngleVectors(viewangles, NULL, NULL, up);
537 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
538 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
539 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
541 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
543 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
545 if (bestvieworg[2] > trace.endpos[2])
546 bestvieworg[2] = trace.endpos[2];
550 VectorCopy(bestvieworg, vieworg);
552 viewangles[PITCH] = campitch;
556 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
558 // look straight down from high above
559 viewangles[PITCH] = 90;
561 VectorSet(forward, 0, 0, -1);
564 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
566 chase_dest[0] = vieworg[0] + forward[0] * dist;
567 chase_dest[1] = vieworg[1] + forward[1] * dist;
568 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
569 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
570 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
575 // first person view from entity
577 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
578 viewangles[ROLL] = v_deathtiltangle.value;
579 VectorAdd(viewangles, cl.punchangle, viewangles);
580 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
583 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
584 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
587 VectorAdd(vieworg, cl.punchvector, vieworg);
588 if (cl.stats[STAT_HEALTH] > 0)
594 frametime = cl.realframetime * cl.movevars_timescale;
596 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
597 if(!ent->persistent.trail_allowed) // FIXME improve this check
599 // try to fix the first highpass; result is NOT
600 // perfect! TODO find a better fix
601 VectorCopy(viewangles, cl.gunangles_prev);
602 VectorCopy(vieworg, cl.gunorg_prev);
605 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
606 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
607 highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
608 VectorCopy(vieworg, cl.gunorg_prev);
609 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
611 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
612 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
613 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
614 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
615 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
616 highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
617 VectorCopy(viewangles, cl.gunangles_prev);
618 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
620 // 3. calculate the RAW adjustment vectors
621 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
622 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
623 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
625 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
626 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
629 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
630 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
631 highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
632 lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
633 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
634 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
635 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
637 // 5. use the adjusted vectors
638 VectorAdd(vieworg, gunorg, gunorg);
639 VectorAdd(viewangles, gunangles, gunangles);
641 // bounded XY speed, used by several effects below
642 xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
644 // vertical view bobbing code
645 if (cl_bob.value && cl_bobcycle.value)
647 // LordHavoc: this code is *weird*, but not replacable (I think it
648 // should be done in QC on the server, but oh well, quake is quake)
649 // LordHavoc: figured out bobup: the time at which the sin is at 180
650 // degrees (which allows lengthening or squishing the peak or valley)
651 cycle = cl.time / cl_bobcycle.value;
652 cycle -= (int) cycle;
653 if (cycle < cl_bobup.value)
654 cycle = sin(M_PI * cycle / cl_bobup.value);
656 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
657 // bob is proportional to velocity in the xy plane
658 // (don't count Z, or jumping messes it up)
659 bob = xyspeed * bound(0, cl_bob.value, 0.05);
660 bob = bob*0.3 + bob*0.7*cycle;
662 // we also need to adjust gunorg, or this appears like pushing the gun!
663 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
664 // but this is not viable with the new followmodel code as that would mean
665 // that followmodel would work on the munged-by-bob vieworg and do feedback
669 // horizontal view bobbing code
670 if (cl_bob2.value && cl_bob2cycle.value)
673 vec3_t forward, right, up;
676 cycle = cl.time / cl_bob2cycle.value;
677 cycle -= (int) cycle;
679 cycle = sin(M_PI * cycle / 0.5);
681 cycle = sin(M_PI + M_PI * (cycle-0.5)/0.5);
682 bob = bound(0, cl_bob2.value, 0.05) * cycle;
684 // this value slowly decreases from 1 to 0 when we stop touching the ground.
685 // The cycle is later multiplied with it so the view smooths back to normal
686 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
690 if(cl.bob2_smooth > 0)
691 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
696 // calculate the front and side of the player between the X and Y axes
697 AngleVectors(viewangles, forward, right, up);
698 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
699 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
700 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
701 VectorScale(forward, bob, forward);
702 VectorScale(right, bob, right);
703 // we use side with forward and front with right, so the bobbing goes
704 // to the side when we walk forward and to the front when we strafe
705 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
706 vieworg[0] += bob2vel[0];
707 vieworg[1] += bob2vel[1];
708 // we also need to adjust gunorg, or this appears like pushing the gun!
709 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
710 // but this is not viable with the new followmodel code as that would mean
711 // that followmodel would work on the munged-by-bob vieworg and do feedback
712 gunorg[0] += bob2vel[0];
713 gunorg[1] += bob2vel[1];
719 // get the speed while in the air, apply it while we're not
722 cl.ground_hit_speed = cl.velocity[2] * 0.1; // replace 0.1 with cvar
723 cl.ground_hit_counter = 1;
727 if(cl.ground_hit_counter > 0)
728 cl.ground_hit_counter -= 0.1; // replace 0.1 with cvar
730 cl.ground_hit_counter = 0;
732 vieworg[2] += sin(M_PI + M_PI * cl.ground_hit_counter) * -cl.ground_hit_speed;
733 gunorg[2] += sin(M_PI + M_PI * cl.ground_hit_counter) * -cl.ground_hit_speed;
740 // gun model bobbing code
741 if (cl_bob.value || cl_bob2.value)
742 if (cl_bobmodel.value)
744 // calculate for swinging gun model
745 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
746 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
747 // for the most part, but for some reason when you go through a message trigger or
748 // pick up an item or anything like that it will momentarily jolt the gun.
749 vec3_t forward, right, up;
754 s = cl.time * cl_bobmodel_speed.value;
757 if (cl.time - cl.hitgroundtime < 0.2)
759 // just hit the ground, speed the bob back up over the next 0.2 seconds
760 t = cl.time - cl.hitgroundtime;
761 t = bound(0, t, 0.2);
769 // recently left the ground, slow the bob down over the next 0.2 seconds
770 t = cl.time - cl.lastongroundtime;
771 t = 0.2 - bound(0, t, 0.2);
775 bspeed = xyspeed * 0.01f;
776 AngleVectors (gunangles, forward, right, up);
777 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
778 VectorMA (gunorg, bob, right, gunorg);
779 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
780 VectorMA (gunorg, bob, up, gunorg);
784 // calculate a view matrix for rendering the scene
785 if (v_idlescale.value)
786 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);
788 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);
789 // calculate a viewmodel matrix for use in view-attached entities
790 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
791 VectorCopy(vieworg, cl.csqc_origin);
792 VectorCopy(viewangles, cl.csqc_angles);
797 void V_FadeViewFlashs(void)
799 // don't flash if time steps backwards
800 if (cl.time <= cl.oldtime)
802 // drop the damage value
803 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
804 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
805 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
806 // drop the bonus value
807 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
808 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
809 cl.cshifts[CSHIFT_BONUS].percent = 0;
812 void V_CalcViewBlend(void)
816 r_refdef.viewblend[0] = 0;
817 r_refdef.viewblend[1] = 0;
818 r_refdef.viewblend[2] = 0;
819 r_refdef.viewblend[3] = 0;
820 r_refdef.frustumscale_x = 1;
821 r_refdef.frustumscale_y = 1;
822 if (cls.state == ca_connected && cls.signon == SIGNONS)
824 // set contents color
827 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
828 supercontents = CL_PointSuperContents(vieworigin);
829 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
831 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
832 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
833 if (supercontents & SUPERCONTENTS_LAVA)
835 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
836 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
837 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
839 else if (supercontents & SUPERCONTENTS_SLIME)
841 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
842 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
843 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
847 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
848 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
849 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
851 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
855 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
856 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
857 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
858 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
861 if (gamemode != GAME_TRANSFUSION)
863 if (cl.stats[STAT_ITEMS] & IT_QUAD)
865 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
866 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
867 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
868 cl.cshifts[CSHIFT_POWERUP].percent = 30;
870 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
872 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
873 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
874 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
875 cl.cshifts[CSHIFT_POWERUP].percent = 20;
877 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
879 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
880 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
881 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
882 cl.cshifts[CSHIFT_POWERUP].percent = 100;
884 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
886 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
887 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
888 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
889 cl.cshifts[CSHIFT_POWERUP].percent = 30;
892 cl.cshifts[CSHIFT_POWERUP].percent = 0;
895 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
896 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
897 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
898 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
900 // LordHavoc: fixed V_CalcBlend
901 for (j = 0;j < NUM_CSHIFTS;j++)
903 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
906 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
907 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
910 // saturate color (to avoid blending in black)
911 if (r_refdef.viewblend[3])
913 a2 = 1 / r_refdef.viewblend[3];
914 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
916 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
917 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
918 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
919 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
921 // Samual: Ugly hack, I know. But it's the best we can do since
922 // there is no way to detect client states from the engine.
923 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
924 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
926 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
927 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
935 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
936 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
938 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
939 r_refdef.viewblend[3] = a;
944 //============================================================================
953 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
954 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");
955 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
957 Cvar_RegisterVariable (&v_centermove);
958 Cvar_RegisterVariable (&v_centerspeed);
960 Cvar_RegisterVariable (&v_iyaw_cycle);
961 Cvar_RegisterVariable (&v_iroll_cycle);
962 Cvar_RegisterVariable (&v_ipitch_cycle);
963 Cvar_RegisterVariable (&v_iyaw_level);
964 Cvar_RegisterVariable (&v_iroll_level);
965 Cvar_RegisterVariable (&v_ipitch_level);
967 Cvar_RegisterVariable (&v_idlescale);
968 Cvar_RegisterVariable (&crosshair);
970 Cvar_RegisterVariable (&cl_rollspeed);
971 Cvar_RegisterVariable (&cl_rollangle);
972 Cvar_RegisterVariable (&cl_bob);
973 Cvar_RegisterVariable (&cl_bobcycle);
974 Cvar_RegisterVariable (&cl_bobup);
975 Cvar_RegisterVariable (&cl_bob2);
976 Cvar_RegisterVariable (&cl_bob2cycle);
977 Cvar_RegisterVariable (&cl_bob2smooth);
978 Cvar_RegisterVariable (&cl_bobmodel);
979 Cvar_RegisterVariable (&cl_bobmodel_side);
980 Cvar_RegisterVariable (&cl_bobmodel_up);
981 Cvar_RegisterVariable (&cl_bobmodel_speed);
983 Cvar_RegisterVariable (&cl_leanmodel);
984 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
985 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
986 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
987 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
988 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
989 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
990 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
991 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
992 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
993 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
995 Cvar_RegisterVariable (&cl_followmodel);
996 Cvar_RegisterVariable (&cl_followmodel_side_speed);
997 Cvar_RegisterVariable (&cl_followmodel_side_limit);
998 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
999 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1000 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1001 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1002 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1003 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1004 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1005 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1007 Cvar_RegisterVariable (&cl_viewmodel_scale);
1009 Cvar_RegisterVariable (&v_kicktime);
1010 Cvar_RegisterVariable (&v_kickroll);
1011 Cvar_RegisterVariable (&v_kickpitch);
1013 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1015 Cvar_RegisterVariable (&chase_back);
1016 Cvar_RegisterVariable (&chase_up);
1017 Cvar_RegisterVariable (&chase_active);
1018 Cvar_RegisterVariable (&chase_overhead);
1019 Cvar_RegisterVariable (&chase_pitchangle);
1020 if (gamemode == GAME_GOODVSBAD2)
1021 Cvar_RegisterVariable (&chase_stevie);
1023 Cvar_RegisterVariable (&v_deathtilt);
1024 Cvar_RegisterVariable (&v_deathtiltangle);