]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
md3 tag attachments (implemented but untested), also the capability to attach any...
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 5b37040fa4e658741e37c83bb2f48b15e523c665..94fe265d6490cac6a8b0c765cbaf8c00370dce02 100644 (file)
--- a/view.c
+++ b/view.c
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
 
 See the GNU General Public License for more details.
 
@@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // view.c -- player eye positioning
 
 #include "quakedef.h"
 // view.c -- player eye positioning
 
 #include "quakedef.h"
+#include "cl_collision.h"
 
 /*
 
 
 /*
 
@@ -30,37 +31,33 @@ when crossing a water boudnary.
 
 */
 
 
 */
 
-cvar_t cl_rollspeed = {"cl_rollspeed", "200"};
-cvar_t cl_rollangle = {"cl_rollangle", "2.0"};
+cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"};
+cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"};
 
 
-cvar_t cl_bob = {"cl_bob","0.02", false};
-cvar_t cl_bobcycle = {"cl_bobcycle","0.6", false};
-cvar_t cl_bobup = {"cl_bobup","0.5", false};
+cvar_t cl_bob = {0, "cl_bob","0.02"};
+cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"};
+cvar_t cl_bobup = {0, "cl_bobup","0.5"};
 
 
-cvar_t v_kicktime = {"v_kicktime", "0.5", false};
-cvar_t v_kickroll = {"v_kickroll", "0.6", false};
-cvar_t v_kickpitch = {"v_kickpitch", "0.6", false};
+cvar_t v_kicktime = {0, "v_kicktime", "0.5"};
+cvar_t v_kickroll = {0, "v_kickroll", "0.6"};
+cvar_t v_kickpitch = {0, "v_kickpitch", "0.6"};
 
 
-cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", false};
-cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", false};
-cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", false};
-cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", false};
-cvar_t v_iroll_level = {"v_iroll_level", "0.1", false};
-cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", false};
+cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2"};
+cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5"};
+cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1"};
+cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3"};
+cvar_t v_iroll_level = {0, "v_iroll_level", "0.1"};
+cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3"};
 
 
-cvar_t v_idlescale = {"v_idlescale", "0", false};
+cvar_t v_idlescale = {0, "v_idlescale", "0"};
 
 
-cvar_t crosshair = {"crosshair", "0", true};
-cvar_t cl_crossx = {"cl_crossx", "0", false};
-cvar_t cl_crossy = {"cl_crossy", "0", false};
+cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"};
 
 
-//cvar_t       gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
-cvar_t gl_polyblend = {"gl_polyblend", "1", true};
+cvar_t v_centermove = {0, "v_centermove", "0.15"};
+cvar_t v_centerspeed = {0, "v_centerspeed","500"};
 
 float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
 
 float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
-extern int                     in_forward, in_forward2, in_back;
-
 
 /*
 ===============
 
 /*
 ===============
@@ -69,81 +66,34 @@ V_CalcRoll
 Used by view and sv_user
 ===============
 */
 Used by view and sv_user
 ===============
 */
-vec3_t forward, right, up;
-
 float V_CalcRoll (vec3_t angles, vec3_t velocity)
 {
 float V_CalcRoll (vec3_t angles, vec3_t velocity)
 {
+       vec3_t  right;
        float   sign;
        float   side;
        float   value;
        float   sign;
        float   side;
        float   value;
-       
-       AngleVectors (angles, forward, right, up);
+
+       AngleVectors (angles, NULL, right, NULL);
        side = DotProduct (velocity, right);
        sign = side < 0 ? -1 : 1;
        side = fabs(side);
        side = DotProduct (velocity, right);
        sign = side < 0 ? -1 : 1;
        side = fabs(side);
-       
+
        value = cl_rollangle.value;
        value = cl_rollangle.value;
-//     if (cl.inwater)
-//             value *= 6;
 
        if (side < cl_rollspeed.value)
                side = side * value / cl_rollspeed.value;
        else
                side = value;
 
        if (side < cl_rollspeed.value)
                side = side * value / cl_rollspeed.value;
        else
                side = value;
-       
-       return side*sign;
-       
-}
 
 
+       return side*sign;
 
 
-/*
-===============
-V_CalcBob
-
-===============
-*/
-float V_CalcBob (void)
-{
-       float   bob;
-       float   cycle;
-       
-       cycle = cl.time - (int)(cl.time/cl_bobcycle.value)*cl_bobcycle.value;
-       cycle /= cl_bobcycle.value;
-       if (cycle < cl_bobup.value)
-               cycle = M_PI * cycle / cl_bobup.value;
-       else
-               cycle = M_PI + M_PI*(cycle-cl_bobup.value)/(1.0 - cl_bobup.value);
-
-// bob is proportional to velocity in the xy plane
-// (don't count Z, or jumping messes it up)
-
-       bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
-//Con_Printf ("speed: %5.1f\n", Length(cl.velocity));
-       bob = bob*0.3 + bob*0.7*sin(cycle);
-       if (bob > 4)
-               bob = 4;
-       else if (bob < -7)
-               bob = -7;
-       return bob;
-       
 }
 
 }
 
-
-//=============================================================================
-
-
-cvar_t v_centermove = {"v_centermove", "0.15", false};
-cvar_t v_centerspeed = {"v_centerspeed","500"};
-
-
 void V_StartPitchDrift (void)
 {
 void V_StartPitchDrift (void)
 {
-#if 1
        if (cl.laststop == cl.time)
        if (cl.laststop == cl.time)
-       {
                return;         // something else is keeping it from drifting
                return;         // something else is keeping it from drifting
-       }
-#endif
+
        if (cl.nodrift || !cl.pitchvel)
        {
                cl.pitchvel = v_centerspeed.value;
        if (cl.nodrift || !cl.pitchvel)
        {
                cl.pitchvel = v_centerspeed.value;
@@ -169,7 +119,7 @@ If the user is adjusting pitch manually, either with lookup/lookdown,
 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
 
 Drifting is enabled when the center view key is hit, mlook is released and
 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
 
 Drifting is enabled when the center view key is hit, mlook is released and
-lookspring is non 0, or when 
+lookspring is non 0, or when
 ===============
 */
 void V_DriftPitch (void)
 ===============
 */
 void V_DriftPitch (void)
@@ -189,15 +139,15 @@ void V_DriftPitch (void)
                if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
                        cl.driftmove = 0;
                else
                if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
                        cl.driftmove = 0;
                else
-                       cl.driftmove += host_frametime;
-       
+                       cl.driftmove += cl.frametime;
+
                if ( cl.driftmove > v_centermove.value)
                {
                        V_StartPitchDrift ();
                }
                return;
        }
                if ( cl.driftmove > v_centermove.value)
                {
                        V_StartPitchDrift ();
                }
                return;
        }
-       
+
        delta = cl.idealpitch - cl.viewangles[PITCH];
 
        if (!delta)
        delta = cl.idealpitch - cl.viewangles[PITCH];
 
        if (!delta)
@@ -206,10 +156,8 @@ void V_DriftPitch (void)
                return;
        }
 
                return;
        }
 
-       move = host_frametime * cl.pitchvel;
-       cl.pitchvel += host_frametime * v_centerspeed.value;
-       
-//Con_Printf ("move: %f (%f)\n", move, host_frametime);
+       move = cl.frametime * cl.pitchvel;
+       cl.pitchvel += cl.frametime * v_centerspeed.value;
 
        if (delta > 0)
        {
 
        if (delta > 0)
        {
@@ -232,25 +180,14 @@ void V_DriftPitch (void)
 }
 
 
 }
 
 
+/*
+==============================================================================
 
 
+                                               SCREEN FLASHES
 
 
+==============================================================================
+*/
 
 
-/*
-============================================================================== 
-                                               PALETTE FLASHES 
-============================================================================== 
-*/ 
-cshift_t       cshift_empty = { {130,80,50}, 0 };
-cshift_t       cshift_water = { {130,80,50}, 128 };
-cshift_t       cshift_slime = { {0,25,5}, 150 };
-cshift_t       cshift_lava = { {255,80,0}, 150 };
-
-byte           ramps[3][256];
-float          v_blend[4];             // rgba 0.0 - 1.0
 
 /*
 ===============
 
 /*
 ===============
@@ -259,14 +196,14 @@ V_ParseDamage
 */
 void V_ParseDamage (void)
 {
 */
 void V_ParseDamage (void)
 {
-       int             armor, blood;
-       vec3_t  from;
-       int             i;
-       vec3_t  forward, right, up;
-       entity_t        *ent;
-       float   side;
-       float   count;
-       
+       int i, armor, blood;
+       vec3_t from;
+       //vec3_t forward, right;
+       vec3_t localfrom;
+       entity_t *ent;
+       //float side;
+       float count;
+
        armor = MSG_ReadByte ();
        blood = MSG_ReadByte ();
        for (i=0 ; i<3 ; i++)
        armor = MSG_ReadByte ();
        blood = MSG_ReadByte ();
        for (i=0 ; i<3 ; i++)
@@ -276,67 +213,58 @@ void V_ParseDamage (void)
        if (count < 10)
                count = 10;
 
        if (count < 10)
                count = 10;
 
-       cl.faceanimtime = cl.time + 0.2;                // but sbar face into pain frame
+       cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
 
 
-       if (gl_polyblend.value)
-       {
-               cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
-               if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
-                       cl.cshifts[CSHIFT_DAMAGE].percent = 0;
-               if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
-                       cl.cshifts[CSHIFT_DAMAGE].percent = 150;
+       cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
+       if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
+               cl.cshifts[CSHIFT_DAMAGE].percent = 0;
+       if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
+               cl.cshifts[CSHIFT_DAMAGE].percent = 150;
 
 
-               if (armor > blood)              
-               {
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
-               }
-               else if (armor)
-               {
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
-               }
-               else
-               {
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
-               }
+       if (armor > blood)
+       {
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
+       }
+       else if (armor)
+       {
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
+       }
+       else
+       {
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
        }
 
        }
 
-//
-// calculate view angle kicks
-//
-       ent = &cl_entities[cl.viewentity];
-       
-       VectorSubtract (from, ent->origin, from);
-       VectorNormalize (from);
-       
-       AngleVectors (ent->angles, forward, right, up);
-
-       side = DotProduct (from, right);
-       v_dmg_roll = count*side*v_kickroll.value;
-       
-       side = DotProduct (from, forward);
-       v_dmg_pitch = count*side*v_kickpitch.value;
-
-       v_dmg_time = v_kicktime.value;
+       // calculate view angle kicks
+       if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+       {
+               ent = &cl_entities[cl.viewentity];
+               Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
+               VectorNormalize(localfrom);
+               v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
+               v_dmg_roll = count * localfrom[1] * v_kickroll.value;
+               v_dmg_time = v_kicktime.value;
+       }
 }
 
 }
 
+static cshift_t v_cshift;
 
 /*
 ==================
 V_cshift_f
 ==================
 */
 
 /*
 ==================
 V_cshift_f
 ==================
 */
-void V_cshift_f (void)
+static void V_cshift_f (void)
 {
 {
-       cshift_empty.destcolor[0] = atoi(Cmd_Argv(1));
-       cshift_empty.destcolor[1] = atoi(Cmd_Argv(2));
-       cshift_empty.destcolor[2] = atoi(Cmd_Argv(3));
-       cshift_empty.percent = atoi(Cmd_Argv(4));
+       v_cshift.destcolor[0] = atoi(Cmd_Argv(1));
+       v_cshift.destcolor[1] = atoi(Cmd_Argv(2));
+       v_cshift.destcolor[2] = atoi(Cmd_Argv(3));
+       v_cshift.percent = atoi(Cmd_Argv(4));
 }
 
 
 }
 
 
@@ -347,518 +275,206 @@ V_BonusFlash_f
 When you run over an item, the server sends this command
 ==================
 */
 When you run over an item, the server sends this command
 ==================
 */
-void V_BonusFlash_f (void)
+static void V_BonusFlash_f (void)
 {
 {
-       if (gl_polyblend.value)
-       {
-               cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
-               cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
-               cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
-               cl.cshifts[CSHIFT_BONUS].percent = 50;
-       }
+       cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
+       cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
+       cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
+       cl.cshifts[CSHIFT_BONUS].percent = 50;
 }
 
 /*
 }
 
 /*
-=============
-V_SetContentsColor
+==============================================================================
 
 
-Underwater, lava, etc each has a color shift
-=============
-*/
-void V_SetContentsColor (int contents)
-{
-       cshift_t* c;
-       c = &cl.cshifts[CSHIFT_CONTENTS]; // just to shorten the code below
-       if (!gl_polyblend.value)
-       {
-               c->percent = 0;
-               return;
-       }
-       switch (contents)
-       {
-       case CONTENTS_EMPTY:
-       case CONTENTS_SOLID:
-               //cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
-               c->destcolor[0] = cshift_empty.destcolor[0];
-               c->destcolor[1] = cshift_empty.destcolor[1];
-               c->destcolor[2] = cshift_empty.destcolor[2];
-               c->percent = cshift_empty.percent;
-               break;
-       case CONTENTS_LAVA:
-               //cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
-               c->destcolor[0] = cshift_lava.destcolor[0];
-               c->destcolor[1] = cshift_lava.destcolor[1];
-               c->destcolor[2] = cshift_lava.destcolor[2];
-               c->percent = cshift_lava.percent;
-               break;
-       case CONTENTS_SLIME:
-               //cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
-               c->destcolor[0] = cshift_slime.destcolor[0];
-               c->destcolor[1] = cshift_slime.destcolor[1];
-               c->destcolor[2] = cshift_slime.destcolor[2];
-               c->percent = cshift_slime.percent;
-               break;
-       default:
-               //cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
-               c->destcolor[0] = cshift_water.destcolor[0];
-               c->destcolor[1] = cshift_water.destcolor[1];
-               c->destcolor[2] = cshift_water.destcolor[2];
-               c->percent = cshift_water.percent;
-       }
-}
+                                               VIEW RENDERING
 
 
-/*
-=============
-V_CalcPowerupCshift
-=============
+==============================================================================
 */
 */
-void V_CalcPowerupCshift (void)
-{
-       if (!gl_polyblend.value)
-       {
-               cl.cshifts[CSHIFT_POWERUP].percent = 0;
-               return;
-       }
-       if (cl.items & IT_QUAD)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
-               cl.cshifts[CSHIFT_POWERUP].percent = 30;
-       }
-       else if (cl.items & IT_SUIT)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
-               cl.cshifts[CSHIFT_POWERUP].percent = 20;
-       }
-       else if (cl.items & IT_INVISIBILITY)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
-               cl.cshifts[CSHIFT_POWERUP].percent = 100;
-       }
-       else if (cl.items & IT_INVULNERABILITY)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
-               cl.cshifts[CSHIFT_POWERUP].percent = 30;
-       }
-       else
-               cl.cshifts[CSHIFT_POWERUP].percent = 0;
-}
+
+extern matrix4x4_t viewmodelmatrix;
 
 /*
 
 /*
-=============
-V_CalcBlend
-=============
+==================
+V_CalcRefdef
+
+==================
 */
 */
-// LordHavoc: fixed V_CalcBlend
-void V_CalcBlend (void)
+void V_CalcRefdef (void)
 {
 {
-       float   r, g, b, a, a2;
-       int             j;
-
-       r = 0;
-       g = 0;
-       b = 0;
-       a = 0;
-
-//     if (gl_cshiftpercent.value)
-//     {
-               for (j=0 ; j<NUM_CSHIFTS ; j++) 
+       entity_t *ent;
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
+       {
+               // ent is the player model (visible when out of body)
+               ent = &cl_entities[cl.viewentity];
+               if (cl.intermission)
                {
                {
-//                     a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
-                       a2 = cl.cshifts[j].percent * (1.0f / 255.0f);
-
-                       if (!a2)
-                               continue;
-                       if (a2 > 1)
-                               a2 = 1;
-                       r += (cl.cshifts[j].destcolor[0]-r) * a2;
-                       g += (cl.cshifts[j].destcolor[1]-g) * a2;
-                       b += (cl.cshifts[j].destcolor[2]-b) * a2;
-                       a = 1 - (1 - a) * (1 - a2); // correct alpha multiply...  took a while to find it on the web
+                       // entity is a fixed camera
+                       VectorCopy(ent->render.origin, r_refdef.vieworg);
+                       VectorCopy(ent->render.angles, r_refdef.viewangles);
                }
                }
-               // saturate color (to avoid blending in black)
-               if (a)
+               else if (chase_active.value)
                {
                {
-                       a2 = 1 / a;
-                       r *= a2;
-                       g *= a2;
-                       b *= a2;
+                       // observing entity from third person
+                       VectorCopy(ent->render.origin, r_refdef.vieworg);
+                       VectorCopy(cl.viewangles, r_refdef.viewangles);
+                       Chase_Update();
                }
                }
-//     }
-
-       v_blend[0] = bound(0, r * (1.0/255.0), 1);
-       v_blend[1] = bound(0, g * (1.0/255.0), 1);
-       v_blend[2] = bound(0, b * (1.0/255.0), 1);
-       v_blend[3] = bound(0, a              , 1);
-}
-
-/*
-=============
-V_UpdatePalette
-=============
-*/
-void V_UpdatePalette (void)
-{
-       int             i, j;
-       qboolean        new;
-
-       V_CalcPowerupCshift ();
-       
-       new = false;
-       
-       for (i=0 ; i<NUM_CSHIFTS ; i++)
-       {
-               if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
+               else
                {
                {
-                       new = true;
-                       cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
-               }
-               for (j=0 ; j<3 ; j++)
-                       if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
+                       // first person view from entity
+                       VectorCopy(ent->render.origin, r_refdef.vieworg);
+                       VectorCopy(cl.viewangles, r_refdef.viewangles);
+                       // angles
+                       if (cl.stats[STAT_HEALTH] <= 0)
+                               r_refdef.viewangles[ROLL] = 80; // dead view angle
+                       VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+                       r_refdef.viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+                       if (v_dmg_time > 0)
                        {
                        {
-                               new = true;
-                               cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
+                               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;
                        }
                        }
-       }
-       
-// drop the damage value
-       cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
-       if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
-               cl.cshifts[CSHIFT_DAMAGE].percent = 0;
-
-// drop the bonus value
-       cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
-       if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
-               cl.cshifts[CSHIFT_BONUS].percent = 0;
-
-       if (!new)
-               return;
-
-       V_CalcBlend ();
-}
-
-/* 
-============================================================================== 
-                                               VIEW RENDERING 
-============================================================================== 
-*/ 
-
-float angledelta (float a)
-{
-       a = anglemod(a);
-       if (a > 180)
-               a -= 360;
-       return a;
-}
-
-/*
-==================
-CalcGunAngle
-==================
-*/
-void CalcGunAngle (void)
-{      
-       float   yaw, pitch, move;
-       static float oldyaw = 0;
-       static float oldpitch = 0;
-       
-       yaw = r_refdef.viewangles[YAW];
-       pitch = -r_refdef.viewangles[PITCH];
-
-       yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
-       if (yaw > 10)
-               yaw = 10;
-       if (yaw < -10)
-               yaw = -10;
-       pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
-       if (pitch > 10)
-               pitch = 10;
-       if (pitch < -10)
-               pitch = -10;
-       move = host_frametime*20;
-       if (yaw > oldyaw)
-       {
-               if (oldyaw + move < yaw)
-                       yaw = oldyaw + move;
-       }
-       else
-       {
-               if (oldyaw - move > yaw)
-                       yaw = oldyaw - move;
-       }
-       
-       if (pitch > oldpitch)
-       {
-               if (oldpitch + move < pitch)
-                       pitch = oldpitch + move;
+                       if (v_idlescale.value)
+                       {
+                               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;
+                       }
+                       // origin
+                       VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+                       r_refdef.vieworg[2] += cl.viewheight;
+                       if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value)
+                       {
+                               double bob, cycle;
+                               // LordHavoc: this code is *weird*, but not replacable (I think it
+                               // should be done in QC on the server, but oh well, quake is quake)
+                               // LordHavoc: figured out bobup: the time at which the sin is at 180
+                               // degrees (which allows lengthening or squishing the peak or valley)
+                               cycle = cl.time / cl_bobcycle.value;
+                               cycle -= (int) cycle;
+                               if (cycle < cl_bobup.value)
+                                       cycle = sin(M_PI * cycle / cl_bobup.value);
+                               else
+                                       cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
+                               // bob is proportional to velocity in the xy plane
+                               // (don't count Z, or jumping messes it up)
+                               bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
+                               bob = bob*0.3 + bob*0.7*cycle;
+                               r_refdef.vieworg[2] += bound(-7, bob, 4);
+                       }
+               }
+               // calculate a viewmodel matrix for use in view-attached entities
+               Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2], r_refdef.viewangles[0] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, r_refdef.viewangles[1] - v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, r_refdef.viewangles[2] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 0.3);
        }
        else
        }
        else
-       {
-               if (oldpitch - move > pitch)
-                       pitch = oldpitch - move;
-       }
-       
-       oldyaw = yaw;
-       oldpitch = pitch;
-
-       cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
-       cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
-
-       cl.viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
-       cl.viewent.angles[PITCH] -= v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
-       cl.viewent.angles[YAW] -= v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
-}
-
-/*
-==============
-V_BoundOffsets
-==============
-*/
-void V_BoundOffsets (void)
-{
-       entity_t        *ent;
-       
-       ent = &cl_entities[cl.viewentity];
-
-// absolutely bound refresh reletive to entity clipping hull
-// so the view can never be inside a solid wall
-
-       if (r_refdef.vieworg[0] < ent->origin[0] - 14)
-               r_refdef.vieworg[0] = ent->origin[0] - 14;
-       else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
-               r_refdef.vieworg[0] = ent->origin[0] + 14;
-       if (r_refdef.vieworg[1] < ent->origin[1] - 14)
-               r_refdef.vieworg[1] = ent->origin[1] - 14;
-       else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
-               r_refdef.vieworg[1] = ent->origin[1] + 14;
-       if (r_refdef.vieworg[2] < ent->origin[2] - 22)
-               r_refdef.vieworg[2] = ent->origin[2] - 22;
-       else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
-               r_refdef.vieworg[2] = ent->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].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 -= host_frametime;
-       }
-
-       if (cl.stats[STAT_HEALTH] <= 0)
-       {
-               r_refdef.viewangles[ROLL] = 80; // dead view angle
-               return;
-       }
-
+               Matrix4x4_CreateIdentity(&viewmodelmatrix);
 }
 
 }
 
-
-/*
-==================
-V_CalcIntermissionRefdef
-
-==================
-*/
-void V_CalcIntermissionRefdef (void)
+void V_FadeViewFlashs(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->origin, r_refdef.vieworg);
-       VectorCopy (ent->angles, r_refdef.viewangles);
-       view->model = NULL;
-
-// allways idle in intermission
-       old = v_idlescale.value;
-       v_idlescale.value = 1;
-       V_AddIdle ();
-       v_idlescale.value = old;
+       // drop the damage value
+       cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
+       if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
+               cl.cshifts[CSHIFT_DAMAGE].percent = 0;
+       // drop the bonus value
+       cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
+       if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
+               cl.cshifts[CSHIFT_BONUS].percent = 0;
 }
 
 }
 
-/*
-==================
-V_CalcRefdef
-
-==================
-*/
-extern qboolean intimerefresh;
-void V_CalcRefdef (void)
+void V_CalcViewBlend(void)
 {
 {
-       entity_t        *ent, *view;
-       int                     i;
-       vec3_t          forward, right, up;
-       vec3_t          angles;
-       float           bob;
-       static float oldz = 0;
-
-       V_DriftPitch ();
-
-// 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;
-       
-
-// transform the view offset by the model's matrix to get the offset from
-// model origin for the view
-       if (!chase_active.value) // LordHavoc: get rid of angle problems in chase_active mode
-       {
-               ent->angles[YAW] = cl.viewangles[YAW];  // the model should face the view dir
-               ent->angles[PITCH] = -cl.viewangles[PITCH];     // the model should face the view dir
-       }
-                                                                               
-       
-       bob = V_CalcBob ();
-       
-// refresh position
-       VectorCopy (ent->origin, r_refdef.vieworg);
-       r_refdef.vieworg[2] += cl.viewheight + bob;
-
-// never let it sit exactly on a node line, because a water plane can
-// dissapear when viewed with the eye exactly on it.
-// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
-       r_refdef.vieworg[0] += 1.0/32;
-       r_refdef.vieworg[1] += 1.0/32;
-       r_refdef.vieworg[2] += 1.0/32;
-
-       if (!intimerefresh)
-       {
-               VectorCopy (cl.viewangles, r_refdef.viewangles);
-       }
-       V_CalcViewRoll ();
-       V_AddIdle ();
-
-// offsets
-       angles[PITCH] = -ent->angles[PITCH];    // because entity pitches are
-                                                                                       //  actually backward
-       angles[YAW] = ent->angles[YAW];
-       angles[ROLL] = ent->angles[ROLL];
-
-       AngleVectors (angles, forward, right, up);
-
-       V_BoundOffsets ();
-               
-// set up gun position
-       VectorCopy (cl.viewangles, view->angles);
-       
-       CalcGunAngle ();
-
-       VectorCopy (ent->origin, view->origin);
-       view->origin[2] += cl.viewheight;
-
-       for (i=0 ; i<3 ; i++)
-       {
-               view->origin[i] += forward[i]*bob*0.4;
-//             view->origin[i] += right[i]*bob*0.4;
-//             view->origin[i] += up[i]*bob*0.8;
-       }
-       view->origin[2] += bob;
-
-// fudge position around to keep amount of weapon visible
-// roughly equal with different FOV
-
-       view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
-       view->frame = cl.stats[STAT_WEAPONFRAME];
-       view->colormap = -1; // no special coloring
-
-// set up the refresh position
-       if (!intimerefresh)
+       float a2;
+       int j;
+       r_refdef.viewblend[0] = 0;
+       r_refdef.viewblend[1] = 0;
+       r_refdef.viewblend[2] = 0;
+       r_refdef.viewblend[3] = 0;
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
        {
-               VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
-       }
-
-// smooth out stair step ups
-if (cl.onground && ent->origin[2] - oldz > 0)
-{
-       float steptime;
-       
-       steptime = cl.time - cl.oldtime;
-       if (steptime < 0)
-//FIXME                I_Error ("steptime < 0");
-               steptime = 0;
-
-       oldz += steptime * 80;
-       if (oldz > ent->origin[2])
-               oldz = ent->origin[2];
-       if (ent->origin[2] - oldz > 12)
-               oldz = ent->origin[2] - 12;
-       r_refdef.vieworg[2] += oldz - ent->origin[2];
-       view->origin[2] += oldz - ent->origin[2];
-}
-else
-       oldz = ent->origin[2];
-
-       if (chase_active.value)
-               Chase_Update ();
-}
+               // set contents color
+               switch (CL_PointContents(r_refdef.vieworg))
+               {
+               case CONTENTS_EMPTY:
+               case CONTENTS_SOLID:
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = v_cshift.destcolor[0];
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = v_cshift.destcolor[1];
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = v_cshift.destcolor[2];
+                       cl.cshifts[CSHIFT_CONTENTS].percent = v_cshift.percent;
+                       break;
+               case CONTENTS_LAVA:
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
+                       break;
+               case CONTENTS_SLIME:
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
+                       cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
+                       break;
+               default:
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
+                       cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1;
+               }
 
 
-/*
-==================
-V_RenderView
+               if (cl.items & IT_QUAD)
+               {
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
+                       cl.cshifts[CSHIFT_POWERUP].percent = 30;
+               }
+               else if (cl.items & IT_SUIT)
+               {
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+                       cl.cshifts[CSHIFT_POWERUP].percent = 20;
+               }
+               else if (cl.items & IT_INVISIBILITY)
+               {
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
+                       cl.cshifts[CSHIFT_POWERUP].percent = 100;
+               }
+               else if (cl.items & IT_INVULNERABILITY)
+               {
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+                       cl.cshifts[CSHIFT_POWERUP].percent = 30;
+               }
+               else
+                       cl.cshifts[CSHIFT_POWERUP].percent = 0;
 
 
-The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
-the entity origin, so any view position inside that will be valid
-==================
-*/
-void V_RenderView (void)
-{
-       if (con_forcedup)
-               return;
+               // LordHavoc: fixed V_CalcBlend
+               for (j = 0;j < NUM_CSHIFTS;j++)
+               {
+                       a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
+                       if (a2 > 0)
+                       {
+                               VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
+                               r_refdef.viewblend[3] = 1 - (1 - r_refdef.viewblend[3]) * (1 - a2); // correct alpha multiply...  took a while to find it on the web
+                       }
+               }
+               // saturate color (to avoid blending in black)
+               if (r_refdef.viewblend[3])
+               {
+                       a2 = 1 / r_refdef.viewblend[3];
+                       VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
+               }
 
 
-       if (cl.intermission)
-       {       // intermission / finale rendering
-               V_CalcIntermissionRefdef ();    
+               r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
+               r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
+               r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
+               r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3]                , 1.0f);
        }
        }
-       else
-       {
-               if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
-                       V_CalcRefdef ();
-       }
-
-       R_RenderView ();
 }
 
 //============================================================================
 }
 
 //============================================================================
@@ -870,7 +486,7 @@ V_Init
 */
 void V_Init (void)
 {
 */
 void V_Init (void)
 {
-       Cmd_AddCommand ("v_cshift", V_cshift_f);        
+       Cmd_AddCommand ("v_cshift", V_cshift_f);
        Cmd_AddCommand ("bf", V_BonusFlash_f);
        Cmd_AddCommand ("centerview", V_StartPitchDrift);
 
        Cmd_AddCommand ("bf", V_BonusFlash_f);
        Cmd_AddCommand ("centerview", V_StartPitchDrift);
 
@@ -886,10 +502,6 @@ void V_Init (void)
 
        Cvar_RegisterVariable (&v_idlescale);
        Cvar_RegisterVariable (&crosshair);
 
        Cvar_RegisterVariable (&v_idlescale);
        Cvar_RegisterVariable (&crosshair);
-       Cvar_RegisterVariable (&cl_crossx);
-       Cvar_RegisterVariable (&cl_crossy);
-//     Cvar_RegisterVariable (&gl_cshiftpercent);
-       Cvar_RegisterVariable (&gl_polyblend);
 
        Cvar_RegisterVariable (&cl_rollspeed);
        Cvar_RegisterVariable (&cl_rollangle);
 
        Cvar_RegisterVariable (&cl_rollspeed);
        Cvar_RegisterVariable (&cl_rollangle);
@@ -899,7 +511,6 @@ void V_Init (void)
 
        Cvar_RegisterVariable (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
 
        Cvar_RegisterVariable (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
-       Cvar_RegisterVariable (&v_kickpitch);   
+       Cvar_RegisterVariable (&v_kickpitch);
 }
 
 }
 
-