-/*
-==============
-V_BoundOffsets
-==============
-*/
-void V_BoundOffsets (void)
-{
- entity_t *ent;
-
- ent = &cl_entities[cl.viewentity];
-
-// absolutely bound refresh relative to entity clipping hull
-// so the view can never be inside a solid wall
-
- if (r_refdef.vieworg[0] < ent->render.origin[0] - 14)
- r_refdef.vieworg[0] = ent->render.origin[0] - 14;
- else if (r_refdef.vieworg[0] > ent->render.origin[0] + 14)
- r_refdef.vieworg[0] = ent->render.origin[0] + 14;
- if (r_refdef.vieworg[1] < ent->render.origin[1] - 14)
- r_refdef.vieworg[1] = ent->render.origin[1] - 14;
- else if (r_refdef.vieworg[1] > ent->render.origin[1] + 14)
- r_refdef.vieworg[1] = ent->render.origin[1] + 14;
- if (r_refdef.vieworg[2] < ent->render.origin[2] - 22)
- r_refdef.vieworg[2] = ent->render.origin[2] - 22;
- else if (r_refdef.vieworg[2] > ent->render.origin[2] + 30)
- r_refdef.vieworg[2] = ent->render.origin[2] + 30;
-}
-
-/*
-==============
-V_AddIdle
-
-Idle swaying
-==============
-*/
-void V_AddIdle (void)
-{
- r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
- r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
- r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
-}
-
-
-/*
-==============
-V_CalcViewRoll
-
-Roll is induced by movement and damage
-==============
-*/
-void V_CalcViewRoll (void)
-{
- float side;
-
- side = V_CalcRoll (cl_entities[cl.viewentity].render.angles, cl.velocity);
- r_refdef.viewangles[ROLL] += side;
-
- if (v_dmg_time > 0)
- {
- r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
- r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
- v_dmg_time -= cl.frametime;
- }
-
- if (cl.stats[STAT_HEALTH] <= 0)
- {
- r_refdef.viewangles[ROLL] = 80; // dead view angle
- return;
- }
-
-}
-
-
-/*
-==================
-V_CalcIntermissionRefdef
-
-==================
-*/
-void V_CalcIntermissionRefdef (void)
-{
- entity_t *ent, *view;
- float old;
-
-// ent is the player model (visible when out of body)
- ent = &cl_entities[cl.viewentity];
-// view is the weapon model (only visible from inside body)
- view = &cl.viewent;
-
- VectorCopy (ent->render.origin, r_refdef.vieworg);
- VectorCopy (ent->render.angles, r_refdef.viewangles);
- view->render.model = NULL;
-
-// always idle in intermission
- old = v_idlescale.value;
- v_idlescale.value = 1;
- V_AddIdle ();
- v_idlescale.value = old;
-}
-
-/*
-==================
-V_CalcRefdef
-
-==================
-*/
-void V_CalcRefdef (void)