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() == 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;
320 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
321 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
324 Con_Printf("usage:\nbf, or bf R G B A alphafade\n");
328 ==============================================================================
332 ==============================================================================
335 extern matrix4x4_t viewmodelmatrix;
337 #include "cl_collision.h"
347 static vec3_t eyeboxmins = {-16, -16, -24};
348 static vec3_t eyeboxmaxs = { 16, 16, 32};
350 void V_CalcRefdef (void)
353 float vieworg[3], gunorg[3], viewangles[3], smoothtime;
354 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
355 vec3_t camboxmins = {-3, -3, -3};
356 vec3_t camboxmaxs = {3, 3, 3};
357 // end of chase camera bounding box size for proper collisions by Alexander Zubov
360 viewmodelmatrix = identitymatrix;
361 r_refdef.view.matrix = identitymatrix;
362 if (cls.state == ca_connected && cls.signon == SIGNONS)
364 // ent is the view entity (visible when out of body)
365 ent = &cl.entities[cl.viewentity];
366 // player can look around, so take the origin from the entity,
367 // and the angles from the input system
368 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
369 VectorCopy(cl.viewangles, viewangles);
371 // calculate how much time has passed since the last V_CalcRefdef
372 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
373 cl.stairsmoothtime = cl.time;
377 v_dmg_time -= bound(0, smoothtime, 0.1);
381 // entity is a fixed camera, just copy the matrix
382 if (cls.protocol == PROTOCOL_QUAKEWORLD)
383 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);
386 r_refdef.view.matrix = ent->render.matrix;
387 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
389 viewmodelmatrix = r_refdef.view.matrix;
393 // smooth stair stepping, but only if onground and enabled
394 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
395 cl.stairsmoothz = vieworg[2];
398 if (cl.stairsmoothz < vieworg[2])
399 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
400 else if (cl.stairsmoothz > vieworg[2])
401 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
404 // apply qw weapon recoil effect (this did not work in QW)
405 // TODO: add a cvar to disable this
406 viewangles[PITCH] += cl.qw_weaponkick;
408 // apply the viewofs (even if chasecam is used)
409 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
411 if (chase_active.value)
413 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
414 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
416 camback = chase_back.value;
417 camup = chase_up.value;
418 campitch = chase_pitchangle.value;
420 AngleVectors(viewangles, forward, NULL, NULL);
422 if (chase_overhead.integer)
429 viewangles[PITCH] = 0;
430 AngleVectors(viewangles, forward, NULL, up);
431 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
432 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
433 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
434 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
436 //trace = CL_Move(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
437 trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
438 VectorCopy(trace.endpos, vieworg);
441 // trace from first person view location to our chosen third person view location
442 trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
443 VectorCopy(trace.endpos, bestvieworg);
445 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
447 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
449 AngleVectors(viewangles, NULL, NULL, up);
450 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
451 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
452 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
453 trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
454 if (bestvieworg[2] > trace.endpos[2])
455 bestvieworg[2] = trace.endpos[2];
459 VectorCopy(bestvieworg, vieworg);
461 viewangles[PITCH] = campitch;
465 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
467 // look straight down from high above
468 viewangles[PITCH] = 90;
470 VectorSet(forward, 0, 0, -1);
473 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
475 chase_dest[0] = vieworg[0] + forward[0] * dist;
476 chase_dest[1] = vieworg[1] + forward[1] * dist;
477 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
478 trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
479 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
484 // first person view from entity
486 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
487 viewangles[ROLL] = v_deathtiltangle.value;
488 VectorAdd(viewangles, cl.punchangle, viewangles);
489 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
492 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
493 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
496 VectorAdd(vieworg, cl.punchvector, vieworg);
497 if (cl.stats[STAT_HEALTH] > 0)
501 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
502 if (cl_bob.value && cl_bobcycle.value)
505 // LordHavoc: this code is *weird*, but not replacable (I think it
506 // should be done in QC on the server, but oh well, quake is quake)
507 // LordHavoc: figured out bobup: the time at which the sin is at 180
508 // degrees (which allows lengthening or squishing the peak or valley)
509 cycle = cl.time / cl_bobcycle.value;
510 cycle -= (int) cycle;
511 if (cycle < cl_bobup.value)
512 cycle = sin(M_PI * cycle / cl_bobup.value);
514 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
515 // bob is proportional to velocity in the xy plane
516 // (don't count Z, or jumping messes it up)
517 bob = xyspeed * cl_bob.value;
518 bob = bob*0.3 + bob*0.7*cycle;
519 vieworg[2] += bound(-7, bob, 4);
522 VectorCopy(vieworg, gunorg);
524 if (cl_bob.value && cl_bobmodel.value)
526 // calculate for swinging gun model
527 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
528 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
529 // for the most part, but for some reason when you go through a message trigger or
530 // pick up an item or anything like that it will momentarily jolt the gun.
531 vec3_t forward, right, up;
536 s = cl.time * cl_bobmodel_speed.value;
539 if (cl.time - cl.hitgroundtime < 0.2)
541 // just hit the ground, speed the bob back up over the next 0.2 seconds
542 t = cl.time - cl.hitgroundtime;
543 t = bound(0, t, 0.2);
551 // recently left the ground, slow the bob down over the next 0.2 seconds
552 t = cl.time - cl.lastongroundtime;
553 t = 0.2 - bound(0, t, 0.2);
557 bspeed = bound (0, xyspeed, 400) * 0.01f;
558 AngleVectors (viewangles, forward, right, up);
559 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
560 VectorMA (gunorg, bob, right, gunorg);
561 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
562 VectorMA (gunorg, bob, up, gunorg);
566 // calculate a view matrix for rendering the scene
567 if (v_idlescale.value)
568 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);
570 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);
571 // calculate a viewmodel matrix for use in view-attached entities
572 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
573 VectorCopy(vieworg, cl.csqc_origin);
574 VectorCopy(viewangles, cl.csqc_angles);
579 void V_FadeViewFlashs(void)
581 // don't flash if time steps backwards
582 if (cl.time <= cl.oldtime)
584 // drop the damage value
585 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
586 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
587 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
588 // drop the bonus value
589 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
590 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
591 cl.cshifts[CSHIFT_BONUS].percent = 0;
594 void V_CalcViewBlend(void)
598 r_refdef.viewblend[0] = 0;
599 r_refdef.viewblend[1] = 0;
600 r_refdef.viewblend[2] = 0;
601 r_refdef.viewblend[3] = 0;
602 r_refdef.frustumscale_x = 1;
603 r_refdef.frustumscale_y = 1;
604 if (cls.state == ca_connected && cls.signon == SIGNONS)
606 // set contents color
609 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
610 supercontents = CL_PointSuperContents(vieworigin);
611 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
613 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
614 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
615 if (supercontents & SUPERCONTENTS_LAVA)
617 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
618 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
619 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
621 else if (supercontents & SUPERCONTENTS_SLIME)
623 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
624 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
625 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
629 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
630 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
631 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
633 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
637 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
638 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
639 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
640 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
643 if (gamemode != GAME_TRANSFUSION)
645 if (cl.stats[STAT_ITEMS] & IT_QUAD)
647 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
648 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
649 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
650 cl.cshifts[CSHIFT_POWERUP].percent = 30;
652 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
654 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
655 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
656 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
657 cl.cshifts[CSHIFT_POWERUP].percent = 20;
659 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
661 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
662 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
663 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
664 cl.cshifts[CSHIFT_POWERUP].percent = 100;
666 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
668 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
669 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
670 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
671 cl.cshifts[CSHIFT_POWERUP].percent = 30;
674 cl.cshifts[CSHIFT_POWERUP].percent = 0;
677 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
678 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
679 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
680 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
682 // LordHavoc: fixed V_CalcBlend
683 for (j = 0;j < NUM_CSHIFTS;j++)
685 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
688 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
689 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
692 // saturate color (to avoid blending in black)
693 if (r_refdef.viewblend[3])
695 a2 = 1 / r_refdef.viewblend[3];
696 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
699 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
700 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
701 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
702 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
706 //============================================================================
715 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
716 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");
717 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
719 Cvar_RegisterVariable (&v_centermove);
720 Cvar_RegisterVariable (&v_centerspeed);
722 Cvar_RegisterVariable (&v_iyaw_cycle);
723 Cvar_RegisterVariable (&v_iroll_cycle);
724 Cvar_RegisterVariable (&v_ipitch_cycle);
725 Cvar_RegisterVariable (&v_iyaw_level);
726 Cvar_RegisterVariable (&v_iroll_level);
727 Cvar_RegisterVariable (&v_ipitch_level);
729 Cvar_RegisterVariable (&v_idlescale);
730 Cvar_RegisterVariable (&crosshair);
732 Cvar_RegisterVariable (&cl_rollspeed);
733 Cvar_RegisterVariable (&cl_rollangle);
734 Cvar_RegisterVariable (&cl_bob);
735 Cvar_RegisterVariable (&cl_bobcycle);
736 Cvar_RegisterVariable (&cl_bobup);
737 Cvar_RegisterVariable (&cl_bobmodel);
738 Cvar_RegisterVariable (&cl_bobmodel_side);
739 Cvar_RegisterVariable (&cl_bobmodel_up);
740 Cvar_RegisterVariable (&cl_bobmodel_speed);
742 Cvar_RegisterVariable (&cl_viewmodel_scale);
744 Cvar_RegisterVariable (&v_kicktime);
745 Cvar_RegisterVariable (&v_kickroll);
746 Cvar_RegisterVariable (&v_kickpitch);
748 Cvar_RegisterVariable (&cl_stairsmoothspeed);
750 Cvar_RegisterVariable (&chase_back);
751 Cvar_RegisterVariable (&chase_up);
752 Cvar_RegisterVariable (&chase_active);
753 Cvar_RegisterVariable (&chase_overhead);
754 Cvar_RegisterVariable (&chase_pitchangle);
755 if (gamemode == GAME_GOODVSBAD2)
756 Cvar_RegisterVariable (&chase_stevie);
758 Cvar_RegisterVariable (&v_deathtilt);
759 Cvar_RegisterVariable (&v_deathtiltangle);