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"
28 The view is allowed to move slightly from it's true position for bobbing,
29 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
30 entities sent from the server may not include everything in the pvs, especially
31 when crossing a water boudnary.
35 cvar_t cl_rollspeed = {CVAR_CLIENT, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
36 cvar_t cl_rollangle = {CVAR_CLIENT, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
38 cvar_t cl_bob = {CVAR_CLIENT | CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
39 cvar_t cl_bobcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
40 cvar_t cl_bobup = {CVAR_CLIENT | CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
41 cvar_t cl_bob2 = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
42 cvar_t cl_bob2cycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
43 cvar_t cl_bob2smooth = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
44 cvar_t cl_bobfall = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
45 cvar_t cl_bobfallcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
46 cvar_t cl_bobfallminspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
47 cvar_t cl_bobmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
48 cvar_t cl_bobmodel_side = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
49 cvar_t cl_bobmodel_up = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
50 cvar_t cl_bobmodel_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
51 cvar_t cl_bob_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"};
52 cvar_t cl_bob_limit_heightcheck = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"};
53 cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
54 cvar_t cl_bob_velocity_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
56 cvar_t cl_leanmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
57 cvar_t cl_leanmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
58 cvar_t cl_leanmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
59 cvar_t cl_leanmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
60 cvar_t cl_leanmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
61 cvar_t cl_leanmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
62 cvar_t cl_leanmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
63 cvar_t cl_leanmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
64 cvar_t cl_leanmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
65 cvar_t cl_leanmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
66 cvar_t cl_leanmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
68 cvar_t cl_followmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
69 cvar_t cl_followmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
70 cvar_t cl_followmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
71 cvar_t cl_followmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
72 cvar_t cl_followmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
73 cvar_t cl_followmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
74 cvar_t cl_followmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
75 cvar_t cl_followmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
76 cvar_t cl_followmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
77 cvar_t cl_followmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
78 cvar_t cl_followmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
80 cvar_t cl_viewmodel_scale = {CVAR_CLIENT, "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"};
82 cvar_t v_kicktime = {CVAR_CLIENT, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
83 cvar_t v_kickroll = {CVAR_CLIENT, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
84 cvar_t v_kickpitch = {CVAR_CLIENT, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
86 cvar_t v_iyaw_cycle = {CVAR_CLIENT, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
87 cvar_t v_iroll_cycle = {CVAR_CLIENT, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
88 cvar_t v_ipitch_cycle = {CVAR_CLIENT, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
89 cvar_t v_iyaw_level = {CVAR_CLIENT, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
90 cvar_t v_iroll_level = {CVAR_CLIENT, "v_iroll_level", "0.1", "v_idlescale roll amount"};
91 cvar_t v_ipitch_level = {CVAR_CLIENT, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
93 cvar_t v_idlescale = {CVAR_CLIENT, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
95 cvar_t v_isometric = {CVAR_CLIENT, "v_isometric", "0", "changes view to isometric (non-perspective)"};
96 cvar_t v_isometric_verticalfov = {CVAR_CLIENT, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"};
97 cvar_t v_isometric_xx = {CVAR_CLIENT, "v_isometric_xx", "1", "camera matrix"};
98 cvar_t v_isometric_xy = {CVAR_CLIENT, "v_isometric_xy", "0", "camera matrix"};
99 cvar_t v_isometric_xz = {CVAR_CLIENT, "v_isometric_xz", "0", "camera matrix"};
100 cvar_t v_isometric_yx = {CVAR_CLIENT, "v_isometric_yx", "0", "camera matrix"};
101 cvar_t v_isometric_yy = {CVAR_CLIENT, "v_isometric_yy", "1", "camera matrix"};
102 cvar_t v_isometric_yz = {CVAR_CLIENT, "v_isometric_yz", "0", "camera matrix"};
103 cvar_t v_isometric_zx = {CVAR_CLIENT, "v_isometric_zx", "0", "camera matrix"};
104 cvar_t v_isometric_zy = {CVAR_CLIENT, "v_isometric_zy", "0", "camera matrix"};
105 cvar_t v_isometric_zz = {CVAR_CLIENT, "v_isometric_zz", "1", "camera matrix"};
106 cvar_t v_isometric_tx = {CVAR_CLIENT, "v_isometric_tx", "0", "camera position (player-relative)"};
107 cvar_t v_isometric_ty = {CVAR_CLIENT, "v_isometric_ty", "0", "camera position (player-relative)"};
108 cvar_t v_isometric_tz = {CVAR_CLIENT, "v_isometric_tz", "0", "camera position (player-relative)"};
109 cvar_t v_isometric_rot_pitch = {CVAR_CLIENT, "v_isometric_rot_pitch", "60", "camera rotation"};
110 cvar_t v_isometric_rot_yaw = {CVAR_CLIENT, "v_isometric_rot_yaw", "135", "camera rotation"};
111 cvar_t v_isometric_rot_roll = {CVAR_CLIENT, "v_isometric_rot_roll", "0", "camera rotation"};
112 cvar_t v_isometric_relx = {CVAR_CLIENT, "v_isometric_relx", "0", "camera position*forward"};
113 cvar_t v_isometric_rely = {CVAR_CLIENT, "v_isometric_rely", "0", "camera position*left"};
114 cvar_t v_isometric_relz = {CVAR_CLIENT, "v_isometric_relz", "0", "camera position*up"};
115 cvar_t v_isometric_flipcullface = {CVAR_CLIENT, "v_isometric_flipcullface", "0", "flips the backface culling"};
116 cvar_t v_isometric_locked_orientation = {CVAR_CLIENT, "v_isometric_locked_orientation", "1", "camera rotation is fixed"};
117 cvar_t v_isometric_usevieworiginculling = {CVAR_CLIENT, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"};
119 cvar_t crosshair = {CVAR_CLIENT | CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
121 cvar_t v_centermove = {CVAR_CLIENT, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
122 cvar_t v_centerspeed = {CVAR_CLIENT, "v_centerspeed","500", "how fast the view centers itself"};
124 cvar_t cl_stairsmoothspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
126 cvar_t cl_smoothviewheight = {CVAR_CLIENT | CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
128 cvar_t chase_back = {CVAR_CLIENT | CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
129 cvar_t chase_up = {CVAR_CLIENT | CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
130 cvar_t chase_active = {CVAR_CLIENT | CVAR_SAVE, "chase_active", "0", "enables chase cam"};
131 cvar_t chase_overhead = {CVAR_CLIENT | CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
133 cvar_t chase_stevie = {CVAR_CLIENT, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
135 cvar_t v_deathtilt = {CVAR_CLIENT, "v_deathtilt", "1", "whether to use sideways view when dead"};
136 cvar_t v_deathtiltangle = {CVAR_CLIENT, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
138 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
139 cvar_t chase_pitchangle = {CVAR_CLIENT | CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
141 cvar_t v_yshearing = {CVAR_CLIENT, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
143 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
150 Used by view and sv_user
153 float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
160 AngleVectors (angles, NULL, right, NULL);
161 side = DotProduct (velocity, right);
162 sign = side < 0 ? -1 : 1;
165 value = cl_rollangle.value;
167 if (side < cl_rollspeed.value)
168 side = side * value / cl_rollspeed.value;
176 void V_StartPitchDrift (void)
178 if (cl.laststop == cl.time)
179 return; // something else is keeping it from drifting
181 if (cl.nodrift || !cl.pitchvel)
183 cl.pitchvel = v_centerspeed.value;
189 void V_StartPitchDrift_f(cmd_state_t *cmd)
194 void V_StopPitchDrift (void)
196 cl.laststop = cl.time;
205 Moves the client pitch angle towards cl.idealpitch sent by the server.
207 If the user is adjusting pitch manually, either with lookup/lookdown,
208 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
210 Drifting is enabled when the center view key is hit, mlook is released and
211 lookspring is non 0, or when
214 void V_DriftPitch (void)
218 if (noclip_anglehack || !cl.onground || cls.demoplayback )
225 // don't count small mouse motion
228 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
231 cl.driftmove += cl.realframetime;
233 if ( cl.driftmove > v_centermove.value)
235 V_StartPitchDrift ();
240 delta = cl.idealpitch - cl.viewangles[PITCH];
248 move = cl.realframetime * cl.pitchvel;
249 cl.pitchvel += cl.realframetime * v_centerspeed.value;
258 cl.viewangles[PITCH] += move;
267 cl.viewangles[PITCH] -= move;
273 ==============================================================================
277 ==============================================================================
286 void V_ParseDamage (void)
290 //vec3_t forward, right;
296 armor = MSG_ReadByte(&cl_message);
297 blood = MSG_ReadByte(&cl_message);
298 MSG_ReadVector(&cl_message, from, cls.protocol);
300 // Send the Dmg Globals to CSQC
301 CL_VM_UpdateDmgGlobals(blood, armor, from);
303 count = blood*0.5 + armor*0.5;
307 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
309 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
310 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
311 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
312 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
313 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
314 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
318 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
319 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
320 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
324 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
325 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
326 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
330 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
331 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
332 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
335 // calculate view angle kicks
336 if (cl.entities[cl.viewentity].state_current.active)
338 ent = &cl.entities[cl.viewentity];
339 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
340 VectorNormalize(localfrom);
341 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
342 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
343 v_dmg_time = v_kicktime.value;
347 static cshift_t v_cshift;
354 static void V_cshift_f(cmd_state_t *cmd)
356 v_cshift.destcolor[0] = atof(Cmd_Argv(cmd, 1));
357 v_cshift.destcolor[1] = atof(Cmd_Argv(cmd, 2));
358 v_cshift.destcolor[2] = atof(Cmd_Argv(cmd, 3));
359 v_cshift.percent = atof(Cmd_Argv(cmd, 4));
367 When you run over an item, the server sends this command
370 static void V_BonusFlash_f(cmd_state_t *cmd)
372 if(Cmd_Argc(cmd) == 1)
374 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
375 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
376 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
377 cl.cshifts[CSHIFT_BONUS].percent = 50;
378 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
380 else if(Cmd_Argc(cmd) >= 4 && Cmd_Argc(cmd) <= 6)
382 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(cmd, 1)) * 255;
383 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(cmd, 2)) * 255;
384 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(cmd, 3)) * 255;
385 if(Cmd_Argc(cmd) >= 5)
386 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(cmd, 4)) * 255; // yes, these are HEXADECIMAL percent ;)
388 cl.cshifts[CSHIFT_BONUS].percent = 50;
389 if(Cmd_Argc(cmd) >= 6)
390 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(cmd, 5)) * 255;
392 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
395 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
399 ==============================================================================
403 ==============================================================================
406 extern matrix4x4_t viewmodelmatrix_nobob;
407 extern matrix4x4_t viewmodelmatrix_withbob;
409 #include "cl_collision.h"
419 static vec3_t eyeboxmins = {-16, -16, -24};
420 static vec3_t eyeboxmaxs = { 16, 16, 32};
423 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
425 frac = bound(0, frac, 1);
426 return (*store = *store * (1 - frac) + value * frac);
429 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
431 lowpass(value, frac, store);
432 return (*store = bound(value - limit, *store, value + limit));
435 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
437 return value - lowpass(value, frac, store);
440 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
442 return value - lowpass_limited(value, frac, limit, store);
445 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
447 out[0] = lowpass(value[0], fracx, &store[0]);
448 out[1] = lowpass(value[1], fracy, &store[1]);
449 out[2] = lowpass(value[2], fracz, &store[2]);
452 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
454 out[0] = highpass(value[0], fracx, &store[0]);
455 out[1] = highpass(value[1], fracy, &store[1]);
456 out[2] = highpass(value[2], fracz, &store[2]);
459 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)
461 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
462 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
463 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
471 * cl.gunangles_adjustment_highpass
472 * cl.gunangles_adjustment_lowpass
473 * cl.gunangles_highpass
475 * cl.gunorg_adjustment_highpass
476 * cl.gunorg_adjustment_lowpass
480 * cl.lastongroundtime
484 * cl.calcrefdef_prevtime
487 * cl.movevars_stepheight
488 * cl.movevars_timescale
492 * cl.qw_intermission_angles
493 * cl.qw_intermission_origin
498 * cl.csqc_viewanglesfromengine
499 * cl.csqc_viewmodelmatrixfromengine
500 * cl.csqc_vieworiginfromengine
501 * r_refdef.view.matrix
502 * viewmodelmatrix_nobob
503 * viewmodelmatrix_withbob
505 void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity)
507 float vieworg[3], viewangles[3], smoothtime;
508 float gunorg[3], gunangles[3];
509 matrix4x4_t tmpmatrix;
511 static float viewheightavg;
514 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
515 vec3_t camboxmins = {-3, -3, -3};
516 vec3_t camboxmaxs = {3, 3, 3};
517 // end of chase camera bounding box size for proper collisions by Alexander Zubov
521 // react to clonground state changes (for gun bob)
525 cl.hitgroundtime = cl.movecmd[0].time;
526 cl.lastongroundtime = cl.movecmd[0].time;
528 cl.oldonground = clonground;
529 cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
531 VectorClear(gunangles);
533 viewmodelmatrix_nobob = identitymatrix;
534 viewmodelmatrix_withbob = identitymatrix;
535 r_refdef.view.matrix = identitymatrix;
537 // player can look around, so take the origin from the entity,
538 // and the angles from the input system
539 Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
540 VectorCopy(clviewangles, viewangles);
542 // calculate how much time has passed since the last V_CalcRefdef
543 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
544 cl.stairsmoothtime = cl.time;
548 v_dmg_time -= bound(0, smoothtime, 0.1);
552 // entity is a fixed camera, just copy the matrix
553 if (cls.protocol == PROTOCOL_QUAKEWORLD)
554 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);
557 r_refdef.view.matrix = *entrendermatrix;
558 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
560 if (v_yshearing.value > 0)
561 Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
562 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
563 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
564 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
566 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
567 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
569 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
570 Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
574 // smooth stair stepping, but only if clonground and enabled
575 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
576 cl.stairsmoothz = vieworg[2];
579 if (cl.stairsmoothz < vieworg[2])
580 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
581 else if (cl.stairsmoothz > vieworg[2])
582 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
585 // apply qw weapon recoil effect (this did not work in QW)
586 // TODO: add a cvar to disable this
587 viewangles[PITCH] += cl.qw_weaponkick;
589 // apply the viewofs (even if chasecam is used)
590 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
591 viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
592 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
593 vieworg[2] += viewheightavg;
595 if (chase_active.value)
597 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
598 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
600 camback = chase_back.value;
601 camup = chase_up.value;
602 campitch = chase_pitchangle.value;
604 AngleVectors(viewangles, forward, NULL, NULL);
606 if (chase_overhead.integer)
613 viewangles[PITCH] = 0;
614 AngleVectors(viewangles, forward, NULL, up);
615 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
616 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
617 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
618 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
621 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
622 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
624 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
625 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
627 VectorCopy(trace.endpos, vieworg);
630 // trace from first person view location to our chosen third person view location
632 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
634 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
636 VectorCopy(trace.endpos, bestvieworg);
638 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
640 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
642 AngleVectors(viewangles, NULL, NULL, up);
643 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
644 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
645 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
647 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
649 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
651 if (bestvieworg[2] > trace.endpos[2])
652 bestvieworg[2] = trace.endpos[2];
656 VectorCopy(bestvieworg, vieworg);
658 viewangles[PITCH] = campitch;
662 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
664 // look straight down from high above
665 viewangles[PITCH] = 90;
667 VectorSet(forward, 0, 0, -1);
670 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
672 chase_dest[0] = vieworg[0] + forward[0] * dist;
673 chase_dest[1] = vieworg[1] + forward[1] * dist;
674 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
675 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
676 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
681 // first person view from entity
683 if (cldead && v_deathtilt.integer)
684 viewangles[ROLL] = v_deathtiltangle.value;
685 VectorAdd(viewangles, cl.punchangle, viewangles);
686 viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
689 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
690 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
693 VectorAdd(vieworg, cl.punchvector, vieworg);
696 double xyspeed, bob, bobfall;
697 double cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
700 frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
702 if(cl_followmodel.integer || cl_leanmodel.integer)
704 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
707 // try to fix the first highpass; result is NOT
708 // perfect! TODO find a better fix
709 VectorCopy(viewangles, cl.gunangles_prev);
710 VectorCopy(vieworg, cl.gunorg_prev);
713 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
714 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
715 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);
716 VectorCopy(vieworg, cl.gunorg_prev);
717 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
719 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
720 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
721 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
722 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
723 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
724 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);
725 VectorCopy(viewangles, cl.gunangles_prev);
726 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
728 // 3. calculate the RAW adjustment vectors
729 gunorg[0] *= -cl_followmodel_side_speed.value;
730 gunorg[1] *= -cl_followmodel_side_speed.value;
731 gunorg[2] *= -cl_followmodel_up_speed.value;
733 gunangles[PITCH] *= -cl_leanmodel_up_speed.value;
734 gunangles[YAW] *= -cl_leanmodel_side_speed.value;
737 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
738 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
739 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);
740 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);
741 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
742 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
743 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
745 // 5. use the adjusted vectors
746 VectorAdd(vieworg, gunorg, gunorg);
747 VectorAdd(viewangles, gunangles, gunangles);
751 // Just initialize gunorg/gunangles.
752 VectorCopy(vieworg, gunorg);
753 VectorCopy(viewangles, gunangles);
756 // bounded XY speed, used by several effects below
757 xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value);
759 // vertical view bobbing code
760 if (cl_bob.value && cl_bobcycle.value)
762 float bob_limit = cl_bob_limit.value;
764 if (cl_bob_limit_heightcheck.integer)
766 // use traces to determine what range the view can bob in, and scale down the bob as needed
767 float trace1fraction;
768 float trace2fraction;
769 vec3_t bob_height_check_dest;
771 // these multipliers are expanded a bit (the actual bob sin range is from -0.4 to 1.0) to reduce nearclip issues, especially on water surfaces
772 bob_height_check_dest[0] = vieworg[0];
773 bob_height_check_dest[1] = vieworg[1];
774 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f;
775 trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
776 trace1fraction = trace.fraction;
778 bob_height_check_dest[0] = vieworg[0];
779 bob_height_check_dest[1] = vieworg[1];
780 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f;
781 trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
782 trace2fraction = trace.fraction;
784 bob_limit *= min(trace1fraction, trace2fraction);
787 // LadyHavoc: this code is *weird*, but not replacable (I think it
788 // should be done in QC on the server, but oh well, quake is quake)
789 // LadyHavoc: figured out bobup: the time at which the sin is at 180
790 // degrees (which allows lengthening or squishing the peak or valley)
791 cycle = cl.time / cl_bobcycle.value;
792 cycle -= (int) cycle;
793 if (cycle < cl_bobup.value)
794 cycle = sin(M_PI * cycle / cl_bobup.value);
796 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
797 // bob is proportional to velocity in the xy plane
798 // (don't count Z, or jumping messes it up)
799 bob = xyspeed * cl_bob.value;
800 bob = bound(0, bob, bob_limit);
801 bob = bob*0.3 + bob*0.7*cycle;
803 // we also need to adjust gunorg, or this appears like pushing the gun!
804 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
805 // but this is not viable with the new followmodel code as that would mean
806 // that followmodel would work on the munged-by-bob vieworg and do feedback
810 // horizontal view bobbing code
811 if (cl_bob2.value && cl_bob2cycle.value)
814 vec3_t forward, right, up;
817 cycle = cl.time / cl_bob2cycle.value;
818 cycle -= (int) cycle;
820 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
822 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
823 bob = cl_bob2.value * cycle;
825 // this value slowly decreases from 1 to 0 when we stop touching the ground.
826 // The cycle is later multiplied with it so the view smooths back to normal
827 if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
831 if(cl.bob2_smooth > 0)
832 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
837 // calculate the front and side of the player between the X and Y axes
838 AngleVectors(viewangles, forward, right, up);
839 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
840 side = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value);
841 front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value);
842 VectorScale(forward, bob, forward);
843 VectorScale(right, bob, right);
844 // we use side with forward and front with right, so the bobbing goes
845 // to the side when we walk forward and to the front when we strafe
846 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
847 vieworg[0] += bob2vel[0];
848 vieworg[1] += bob2vel[1];
849 // we also need to adjust gunorg, or this appears like pushing the gun!
850 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
851 // but this is not viable with the new followmodel code as that would mean
852 // that followmodel would work on the munged-by-bob vieworg and do feedback
853 gunorg[0] += bob2vel[0];
854 gunorg[1] += bob2vel[1];
858 // causes the view to swing down and back up when touching the ground
859 if (cl_bobfall.value && cl_bobfallcycle.value)
863 cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
864 if (clvelocity[2] < -cl_bobfallminspeed.value)
865 cl.bobfall_swing = 1;
867 cl.bobfall_swing = 0; // TODO really?
871 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
873 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
874 vieworg[2] += bobfall;
875 gunorg[2] += bobfall;
879 // gun model bobbing code
880 if (cl_bobmodel.value)
882 // calculate for swinging gun model
883 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
884 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
885 // for the most part, but for some reason when you go through a message trigger or
886 // pick up an item or anything like that it will momentarily jolt the gun.
887 vec3_t forward, right, up;
892 s = cl.time * cl_bobmodel_speed.value;
895 if (cl.time - cl.hitgroundtime < 0.2)
897 // just hit the ground, speed the bob back up over the next 0.2 seconds
898 t = cl.time - cl.hitgroundtime;
899 t = bound(0, t, 0.2);
907 // recently left the ground, slow the bob down over the next 0.2 seconds
908 t = cl.time - cl.lastongroundtime;
909 t = 0.2 - bound(0, t, 0.2);
913 bspeed = xyspeed * 0.01f;
914 AngleVectors (gunangles, forward, right, up);
915 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
916 VectorMA (gunorg, bob, right, gunorg);
917 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
918 VectorMA (gunorg, bob, up, gunorg);
922 // calculate a view matrix for rendering the scene
923 if (v_idlescale.value)
925 viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
926 viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
927 viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
929 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
930 if (v_yshearing.value > 0)
931 Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
933 // calculate a viewmodel matrix for use in view-attached entities
934 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
935 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
937 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
938 if (v_yshearing.value > 0)
939 Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value);
941 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
942 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
944 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
945 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
948 cl.calcrefdef_prevtime = cl.time;
951 void V_CalcRefdef (void)
956 if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
958 // ent is the view entity (visible when out of body)
959 ent = &cl.entities[cl.viewentity];
961 cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
962 V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
966 viewmodelmatrix_nobob = identitymatrix;
967 viewmodelmatrix_withbob = identitymatrix;
968 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
969 r_refdef.view.matrix = identitymatrix;
970 VectorClear(cl.csqc_vieworiginfromengine);
971 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
975 void V_MakeViewIsometric(void)
977 // when using isometric view to play normal games we have to rotate the camera to make the Ortho matrix do the right thing (forward as up the screen, etc)
978 matrix4x4_t relative;
979 matrix4x4_t modifiedview;
981 vec3_t forward, left, up, org;
984 r_refdef.view.useperspective = false;
985 r_refdef.view.usevieworiginculling = !r_trippy.value && v_isometric_usevieworiginculling.integer;
986 r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom;
987 r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
988 r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
989 r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
990 r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView
991 r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView
993 t[0][0] = v_isometric_xx.value;
994 t[0][1] = v_isometric_xy.value;
995 t[0][2] = v_isometric_xz.value;
997 t[1][0] = v_isometric_yx.value;
998 t[1][1] = v_isometric_yy.value;
999 t[1][2] = v_isometric_yz.value;
1001 t[2][0] = v_isometric_zx.value;
1002 t[2][1] = v_isometric_zy.value;
1003 t[2][2] = v_isometric_zz.value;
1009 Matrix4x4_FromArrayFloatGL(&modify, t[0]);
1011 // if the orientation is locked, extract the origin and create just a translate matrix to start with
1012 if (v_isometric_locked_orientation.integer)
1014 vec3_t vx, vy, vz, origin;
1015 Matrix4x4_ToVectors(&r_refdef.view.matrix, vx, vy, vz, origin);
1016 Matrix4x4_CreateTranslate(&r_refdef.view.matrix, origin[0], origin[1], origin[2]);
1019 Matrix4x4_Concat(&modifiedview, &r_refdef.view.matrix, &modify);
1020 Matrix4x4_CreateFromQuakeEntity(&relative, v_isometric_tx.value, v_isometric_ty.value, v_isometric_tz.value, v_isometric_rot_pitch.value, v_isometric_rot_yaw.value, v_isometric_rot_roll.value, 1.0f);
1021 Matrix4x4_Concat(&r_refdef.view.matrix, &modifiedview, &relative);
1022 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, org);
1023 VectorMAMAMAM(1.0f, org, v_isometric_relx.value, forward, v_isometric_rely.value, left, v_isometric_relz.value, up, org);
1024 Matrix4x4_FromVectors(&r_refdef.view.matrix, forward, left, up, org);
1026 if (v_isometric_flipcullface.integer)
1028 int a = r_refdef.view.cullface_front;
1029 r_refdef.view.cullface_front = r_refdef.view.cullface_back;
1030 r_refdef.view.cullface_back = a;
1035 void V_FadeViewFlashs(void)
1037 // don't flash if time steps backwards
1038 if (cl.time <= cl.oldtime)
1040 // drop the damage value
1041 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
1042 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
1043 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
1044 // drop the bonus value
1045 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
1046 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
1047 cl.cshifts[CSHIFT_BONUS].percent = 0;
1050 void V_CalcViewBlend(void)
1054 r_refdef.viewblend[0] = 0;
1055 r_refdef.viewblend[1] = 0;
1056 r_refdef.viewblend[2] = 0;
1057 r_refdef.viewblend[3] = 0;
1058 r_refdef.frustumscale_x = 1;
1059 r_refdef.frustumscale_y = 1;
1060 if (cls.state == ca_connected && cls.signon == SIGNONS)
1062 // set contents color
1065 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
1066 supercontents = CL_PointSuperContents(vieworigin);
1067 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
1069 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
1070 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
1071 if (supercontents & SUPERCONTENTS_LAVA)
1073 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
1074 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
1075 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
1077 else if (supercontents & SUPERCONTENTS_SLIME)
1079 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
1080 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
1081 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
1085 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
1086 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
1087 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
1089 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
1093 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
1094 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
1095 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
1096 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
1099 if (gamemode != GAME_TRANSFUSION)
1101 if (cl.stats[STAT_ITEMS] & IT_QUAD)
1103 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1104 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
1105 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
1106 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1108 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
1110 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1111 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1112 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1113 cl.cshifts[CSHIFT_POWERUP].percent = 20;
1115 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1117 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
1118 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
1119 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
1120 cl.cshifts[CSHIFT_POWERUP].percent = 100;
1122 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
1124 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
1125 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1126 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1127 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1130 cl.cshifts[CSHIFT_POWERUP].percent = 0;
1133 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
1134 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
1135 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
1136 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
1138 // LadyHavoc: fixed V_CalcBlend
1139 for (j = 0;j < NUM_CSHIFTS;j++)
1141 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
1144 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
1145 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
1148 // saturate color (to avoid blending in black)
1149 if (r_refdef.viewblend[3])
1151 a2 = 1 / r_refdef.viewblend[3];
1152 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
1154 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
1155 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
1156 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
1157 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
1160 r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
1161 r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
1162 r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
1166 r_refdef.viewblend[0] *= (1.0f/256.0f);
1167 r_refdef.viewblend[1] *= (1.0f/256.0f);
1168 r_refdef.viewblend[2] *= (1.0f/256.0f);
1171 // Samual: Ugly hack, I know. But it's the best we can do since
1172 // there is no way to detect client states from the engine.
1173 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
1174 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
1176 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
1177 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
1180 cl.deathfade = 0.0f;
1182 if(cl.deathfade > 0)
1185 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1186 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1188 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1189 r_refdef.viewblend[3] = a;
1194 //============================================================================
1203 Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "v_cshift", V_cshift_f, "sets tint color of view");
1204 Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "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");
1205 Cmd_AddCommand(CMD_CLIENT, "centerview", V_StartPitchDrift_f, "gradually recenter view (stop looking up/down)");
1207 Cvar_RegisterVariable (&v_centermove);
1208 Cvar_RegisterVariable (&v_centerspeed);
1210 Cvar_RegisterVariable (&v_iyaw_cycle);
1211 Cvar_RegisterVariable (&v_iroll_cycle);
1212 Cvar_RegisterVariable (&v_ipitch_cycle);
1213 Cvar_RegisterVariable (&v_iyaw_level);
1214 Cvar_RegisterVariable (&v_iroll_level);
1215 Cvar_RegisterVariable (&v_ipitch_level);
1217 Cvar_RegisterVariable(&v_isometric);
1218 Cvar_RegisterVariable(&v_isometric_verticalfov);
1219 Cvar_RegisterVariable(&v_isometric_xx);
1220 Cvar_RegisterVariable(&v_isometric_xy);
1221 Cvar_RegisterVariable(&v_isometric_xz);
1222 Cvar_RegisterVariable(&v_isometric_yx);
1223 Cvar_RegisterVariable(&v_isometric_yy);
1224 Cvar_RegisterVariable(&v_isometric_yz);
1225 Cvar_RegisterVariable(&v_isometric_zx);
1226 Cvar_RegisterVariable(&v_isometric_zy);
1227 Cvar_RegisterVariable(&v_isometric_zz);
1228 Cvar_RegisterVariable(&v_isometric_tx);
1229 Cvar_RegisterVariable(&v_isometric_ty);
1230 Cvar_RegisterVariable(&v_isometric_tz);
1231 Cvar_RegisterVariable(&v_isometric_rot_pitch);
1232 Cvar_RegisterVariable(&v_isometric_rot_yaw);
1233 Cvar_RegisterVariable(&v_isometric_rot_roll);
1234 Cvar_RegisterVariable(&v_isometric_relx);
1235 Cvar_RegisterVariable(&v_isometric_rely);
1236 Cvar_RegisterVariable(&v_isometric_relz);
1237 Cvar_RegisterVariable(&v_isometric_flipcullface);
1238 Cvar_RegisterVariable(&v_isometric_locked_orientation);
1239 Cvar_RegisterVariable(&v_isometric_usevieworiginculling);
1241 Cvar_RegisterVariable (&v_idlescale);
1242 Cvar_RegisterVariable (&crosshair);
1244 Cvar_RegisterVariable (&cl_rollspeed);
1245 Cvar_RegisterVariable (&cl_rollangle);
1246 Cvar_RegisterVariable (&cl_bob);
1247 Cvar_RegisterVariable (&cl_bobcycle);
1248 Cvar_RegisterVariable (&cl_bobup);
1249 Cvar_RegisterVariable (&cl_bob2);
1250 Cvar_RegisterVariable (&cl_bob2cycle);
1251 Cvar_RegisterVariable (&cl_bob2smooth);
1252 Cvar_RegisterVariable (&cl_bobfall);
1253 Cvar_RegisterVariable (&cl_bobfallcycle);
1254 Cvar_RegisterVariable (&cl_bobfallminspeed);
1255 Cvar_RegisterVariable (&cl_bobmodel);
1256 Cvar_RegisterVariable (&cl_bobmodel_side);
1257 Cvar_RegisterVariable (&cl_bobmodel_up);
1258 Cvar_RegisterVariable (&cl_bobmodel_speed);
1259 Cvar_RegisterVariable (&cl_bob_limit);
1260 Cvar_RegisterVariable (&cl_bob_limit_heightcheck);
1261 Cvar_RegisterVariable (&cl_bob_limit_heightcheck_dontcrosswatersurface);
1262 Cvar_RegisterVariable (&cl_bob_velocity_limit);
1264 Cvar_RegisterVariable (&cl_leanmodel);
1265 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1266 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1267 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1268 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1269 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1270 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1271 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1272 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1273 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1274 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1276 Cvar_RegisterVariable (&cl_followmodel);
1277 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1278 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1279 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1280 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1281 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1282 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1283 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1284 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1285 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1286 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1288 Cvar_RegisterVariable (&cl_viewmodel_scale);
1290 Cvar_RegisterVariable (&v_kicktime);
1291 Cvar_RegisterVariable (&v_kickroll);
1292 Cvar_RegisterVariable (&v_kickpitch);
1294 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1296 Cvar_RegisterVariable (&cl_smoothviewheight);
1298 Cvar_RegisterVariable (&chase_back);
1299 Cvar_RegisterVariable (&chase_up);
1300 Cvar_RegisterVariable (&chase_active);
1301 Cvar_RegisterVariable (&chase_overhead);
1302 Cvar_RegisterVariable (&chase_pitchangle);
1303 Cvar_RegisterVariable (&chase_stevie);
1305 Cvar_RegisterVariable (&v_deathtilt);
1306 Cvar_RegisterVariable (&v_deathtiltangle);
1308 Cvar_RegisterVariable (&v_yshearing);