cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6", "view bobbing speed"};
cvar_t cl_bobup = {0, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
-cvar_t cl_bobmodel = {0, "cl_bobmodel", "1", "enables gun bobbing"};
+cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"};
cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"};
cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7", "gun bobbing speed"};
+cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "0.3", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
+
cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
cl.driftmove = 0;
else
- cl.driftmove += cl.frametime;
+ cl.driftmove += cl.realframetime;
if ( cl.driftmove > v_centermove.value)
{
return;
}
- move = cl.frametime * cl.pitchvel;
- cl.pitchvel += cl.frametime * v_centerspeed.value;
+ move = cl.realframetime * cl.pitchvel;
+ cl.pitchvel += cl.realframetime * v_centerspeed.value;
if (delta > 0)
{
#include "cl_collision.h"
#include "csprogs.h"
+/*
+==================
+CL_StairSmoothing
+
+==================
+*/
+void CL_StairSmoothing (void)
+{
+ if (v_dmg_time > 0)
+ v_dmg_time -= (cl.time - cl.oldtime);
+
+ // stair smoothing
+ if (cl.onground && cl.stairoffset < 0)
+ {
+ cl.stairoffset += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+ cl.stairoffset = bound(-16, cl.stairoffset, 0);
+ }
+ else if (cl.onground && cl.stairoffset > 0)
+ {
+ cl.stairoffset -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+ cl.stairoffset = bound(0, cl.stairoffset, 16);
+ }
+ else
+ cl.stairoffset = 0;
+}
+
/*
==================
V_CalcRefdef
return;
VectorClear(gunorg);
viewmodelmatrix = identitymatrix;
- r_refdef.viewentitymatrix = identitymatrix;
+ r_view.matrix = identitymatrix;
if (cls.state == ca_connected && cls.signon == SIGNONS)
{
// ent is the view entity (visible when out of body)
ent = &cl.entities[cl.viewentity];
+ // player can look around, so take the origin from the entity,
+ // and the angles from the input system
+ Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
+ VectorCopy(cl.viewangles, viewangles);
+
+ // update the stairoffset if the player entity has gone up or down without leaving the ground
+ //Con_Printf("cl.onground %i oldz %f newz %f vel %f %f %f\n", cl.onground, oldz, vieworg[2], cl.movement_velocity[0], cl.movement_velocity[1], cl.movement_velocity[2]);
+ cl.stairoffset -= vieworg[2] - oldz;
+ oldz = vieworg[2];
+ cl.stairoffset = bound(-16, cl.stairoffset, 16);
+
+ // interpolate the angles if playing a demo or spectating someone
+ if (cls.demoplayback || cl.fixangle[0])
+ {
+ int i;
+ float frac = bound(0, (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]), 1);
+ for (i = 0;i < 3;i++)
+ {
+ float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
+ if (d > 180)
+ d -= 360;
+ else if (d < -180)
+ d += 360;
+ viewangles[i] = cl.mviewangles[1][i] + frac * d;
+ }
+ }
if (cl.intermission)
{
// entity is a fixed camera, just copy the matrix
if (cls.protocol == PROTOCOL_QUAKEWORLD)
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
+ Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
else
{
- r_refdef.viewentitymatrix = ent->render.matrix;
- r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
+ r_view.matrix = ent->render.matrix;
+ Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
}
- viewmodelmatrix = r_refdef.viewentitymatrix;
+ viewmodelmatrix = r_view.matrix;
}
else
{
- // player can look around, so take the origin from the entity,
- // and the angles from the input system
- Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
- VectorCopy(cl.viewangles, viewangles);
-
// apply qw weapon recoil effect (this did not work in QW)
// TODO: add a cvar to disable this
viewangles[PITCH] += cl.qw_weaponkick;
- if (cl.onground)
- {
- if (!cl.oldonground)
- cl.hitgroundtime = cl.time;
- cl.lastongroundtime = cl.time;
- }
- cl.oldonground = cl.onground;
-
- // stair smoothing
- //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
- if (cl.onground && oldz < vieworg[2])
- {
- oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
- oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
- }
- else if (cl.onground && oldz > vieworg[2])
- {
- oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
- oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
- }
- else
- oldz = vieworg[2];
+ // bias by stair smoothing offset
+ vieworg[2] += cl.stairoffset;
if (chase_active.value)
{
{
viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
- v_dmg_time -= cl.frametime;
}
// origin
VectorAdd(vieworg, cl.punchvector, vieworg);
}
// calculate a view matrix for rendering the scene
if (v_idlescale.value)
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
+ Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
else
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
+ Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
// calculate a viewmodel matrix for use in view-attached entities
- Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
+ Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
VectorCopy(vieworg, csqc_origin);
VectorCopy(viewangles, csqc_angles);
}
// set contents color
int supercontents;
vec3_t vieworigin;
- Matrix4x4_OriginFromMatrix(&r_refdef.viewentitymatrix, vieworigin);
+ Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
supercontents = CL_PointSuperContents(vieworigin);
if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
{
Cvar_RegisterVariable (&cl_bobmodel_up);
Cvar_RegisterVariable (&cl_bobmodel_speed);
+ Cvar_RegisterVariable (&cl_viewmodel_scale);
+
Cvar_RegisterVariable (&v_kicktime);
Cvar_RegisterVariable (&v_kickroll);
Cvar_RegisterVariable (&v_kickpitch);