]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
"edict" command no longer crashes if given -1 as edict number
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 5eddbe637856bd74ee2eca45eafca7e5d7a6a8d5..bb713d8bd3c31412b5d2b5c6d0526680d967e221 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"
 
 /*
 
 
 /*
 
@@ -30,38 +31,40 @@ 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_punch = {"v_punch", "1", 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_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_idlescale = {0, "v_idlescale", "0"};
 
 
-cvar_t v_idlescale = {"v_idlescale", "0", false};
+cvar_t crosshair = {CVAR_SAVE, "crosshair", "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 v_centermove = {0, "v_centermove", "0.15"};
+cvar_t v_centerspeed = {0, "v_centerspeed","500"};
 
 
-//cvar_t       gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
-cvar_t gl_polyblend = {"gl_polyblend", "1", true};
+cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"};
 
 
-float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
+cvar_t chase_back = {CVAR_SAVE, "chase_back", "48"};
+cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"};
+cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"};
+// GAME_GOODVSBAD2
+cvar_t chase_stevie = {0, "chase_stevie", "0"};
 
 
-extern int                     in_forward, in_forward2, in_back;
+float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
 
 /*
 
 
 /*
@@ -77,74 +80,28 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity)
        float   sign;
        float   side;
        float   value;
        float   sign;
        float   side;
        float   value;
-       
+
        AngleVectors (angles, NULL, right, NULL);
        side = DotProduct (velocity, right);
        sign = side < 0 ? -1 : 1;
        side = fabs(side);
        AngleVectors (angles, NULL, right, NULL);
        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;
-       
-}
-
 
 
-/*
-===============
-V_CalcBob
+       return side*sign;
 
 
-===============
-*/
-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;
@@ -170,7 +127,7 @@ 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)
@@ -191,14 +148,14 @@ void V_DriftPitch (void)
                        cl.driftmove = 0;
                else
                        cl.driftmove += cl.frametime;
                        cl.driftmove = 0;
                else
                        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)
@@ -209,8 +166,6 @@ void V_DriftPitch (void)
 
        move = cl.frametime * cl.pitchvel;
        cl.pitchvel += cl.frametime * v_centerspeed.value;
 
        move = cl.frametime * cl.pitchvel;
        cl.pitchvel += cl.frametime * v_centerspeed.value;
-       
-//Con_Printf ("move: %f (%f)\n", move, cl.frametime);
 
        if (delta > 0)
        {
 
        if (delta > 0)
        {
@@ -233,25 +188,14 @@ void V_DriftPitch (void)
 }
 
 
 }
 
 
+/*
+==============================================================================
 
 
+                                               SCREEN FLASHES
 
 
+==============================================================================
+*/
 
 
-/*
-============================================================================== 
-                                               SCREEN 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
 
 /*
 ===============
 
 /*
 ===============
@@ -260,18 +204,17 @@ V_ParseDamage
 */
 void V_ParseDamage (void)
 {
 */
 void V_ParseDamage (void)
 {
-       int             armor, blood;
-       vec3_t  from;
-       int             i;
-       vec3_t  forward, right;
-       entity_t        *ent;
-       float   side;
-       float   count;
-       
+       int 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 ();
        armor = MSG_ReadByte ();
        blood = MSG_ReadByte ();
-       for (i=0 ; i<3 ; i++)
-               from[i] = MSG_ReadCoord ();
+       MSG_ReadVector(from);
 
        count = blood*0.5 + armor*0.5;
        if (count < 10)
 
        count = blood*0.5 + armor*0.5;
        if (count < 10)
@@ -279,65 +222,56 @@ void V_ParseDamage (void)
 
        cl.faceanimtime = cl.time + 0.2;                // put 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, NULL);
-
-       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));
 }
 
 
 }
 
 
@@ -348,526 +282,258 @@ 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;
-       }
-}
+==============================================================================
 
 
-/*
-=============
-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;
-}
+                                               VIEW RENDERING
 
 
-/*
-=============
-V_CalcBlend
-=============
+==============================================================================
 */
 */
-// LordHavoc: fixed V_CalcBlend
-void V_CalcBlend (void)
-{
-       float   r, g, b, a, a2;
-       int             j;
 
 
-       r = 0;
-       g = 0;
-       b = 0;
-       a = 0;
+extern matrix4x4_t viewmodelmatrix;
 
 
-//     if (gl_cshiftpercent.value)
-//     {
-               for (j=0 ; j<NUM_CSHIFTS ; j++) 
-               {
-//                     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
-               }
-               // saturate color (to avoid blending in black)
-               if (a)
-               {
-                       a2 = 1 / a;
-                       r *= a2;
-                       g *= a2;
-                       b *= a2;
-               }
-//     }
-
-       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);
-}
+#include "cl_collision.h"
 
 /*
 
 /*
-=============
-V_UpdateBlends
-=============
+==================
+V_CalcRefdef
+
+==================
 */
 */
-void V_UpdateBlends (void)
+extern float timerefreshangle;
+void V_CalcRefdef (void)
 {
 {
-       int             i, j;
-       qboolean        new;
-
-       V_CalcPowerupCshift ();
-       
-       new = false;
-       
-       for (i=0 ; i<NUM_CSHIFTS ; i++)
+       static float oldz;
+       entity_t *ent;
+       float vieworg[3], viewangles[3], newz;
+       Matrix4x4_CreateIdentity(&viewmodelmatrix);
+       Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
        {
-               if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
+               // ent is the view entity (visible when out of body)
+               ent = &cl_entities[cl.viewentity];
+               if (cl.intermission)
                {
                {
-                       new = true;
-                       cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
+                       // entity is a fixed camera, just copy the matrix
+                       Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
+                       Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
                }
                }
-               for (j=0 ; j<3 ; j++)
-                       if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
+               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);
+
+                       // stair smoothing
+                       newz = vieworg[2];
+                       oldz -= newz;
+                       oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+                       oldz = bound(-16, oldz, 0);
+                       vieworg[2] += oldz;
+                       oldz += newz;
+
+                       if (chase_active.value)
                        {
                        {
-                               new = true;
-                               cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
+                               // observing entity from third person
+                               vec_t camback, camup, dist, forward[3], stop[3], chase_dest[3], normal[3];
+
+                               camback = bound(0, chase_back.value, 128);
+                               if (chase_back.value != camback)
+                                       Cvar_SetValueQuick(&chase_back, camback);
+                               camup = bound(-48, chase_up.value, 96);
+                               if (chase_up.value != camup)
+                                       Cvar_SetValueQuick(&chase_up, camup);
+
+                               // this + 22 is to match view_ofs for compatibility with older versions
+                               camup += 22;
+
+                               if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
+                               {
+                                       // look straight down from high above
+                                       viewangles[0] = 90;
+                                       camback = 2048;
+                               }
+                               AngleVectors(viewangles, forward, NULL, NULL);
+
+                               // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
+                               dist = -camback - 8;
+                               chase_dest[0] = vieworg[0] + forward[0] * dist;
+                               chase_dest[1] = vieworg[1] + forward[1] * dist;
+                               chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
+                               CL_TraceLine(vieworg, chase_dest, stop, normal, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
+                               vieworg[0] = stop[0] + forward[0] * 8 + normal[0] * 4;
+                               vieworg[1] = stop[1] + forward[1] * 8 + normal[1] * 4;
+                               vieworg[2] = stop[2] + forward[2] * 8 + normal[2] * 4;
                        }
                        }
+                       else
+                       {
+                               // first person view from entity
+                               // angles
+                               if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM)
+                                       viewangles[ROLL] = 80;  // dead view angle
+                               VectorAdd(viewangles, cl.punchangle, viewangles);
+                               viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+                               if (v_dmg_time > 0)
+                               {
+                                       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);
+                               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;
+                                       vieworg[2] += bound(-7, bob, 4);
+                               }
+                       }
+                       // 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);
+                       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);
+                       // calculate a viewmodel matrix for use in view-attached entities
+                       Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
+               }
        }
        }
-       
-// drop the damage value
+}
+
+void V_FadeViewFlashs(void)
+{
+       // 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;
        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
+       // 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;
        cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*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 = cl.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;
-       }
-       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[YAW] = r_refdef.viewangles[YAW];
-       cl.viewent.angles[PITCH] = -r_refdef.viewangles[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 -= 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->origin, r_refdef.vieworg);
-       VectorCopy (ent->angles, r_refdef.viewangles);
-       view->model = NULL;
-
-// always idle in intermission
-       old = v_idlescale.value;
-       v_idlescale.value = 1;
-       V_AddIdle ();
-       v_idlescale.value = old;
-}
-
-/*
-==================
-V_CalcRefdef
-
-==================
-*/
-extern qboolean intimerefresh;
-void V_CalcRefdef (void)
+void V_CalcViewBlend(void)
 {
 {
-       entity_t        *ent, *view;
-       int                     i;
-       vec3_t          forward;
-       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, NULL, NULL);
-
-       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)
-       if (v_punch.value)
+       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];
-
-// LordHavoc: origin view kick
-       VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+               // set contents color
+               switch (CL_PointQ1Contents(r_vieworigin))
+               {
+               case CONTENTS_EMPTY:
+               case CONTENTS_SOLID:
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].percent = 0;
+                       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;
+               }
 
 
-       if (chase_active.value)
-               Chase_Update ();
-}
+               if (gamemode != GAME_TRANSFUSION)
+               {
+                       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;
+               }
 
 
-/*
-==================
-V_RenderView
+               cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
+               cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
+               cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
+               cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
 
 
-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 ();
 }
 
 //============================================================================
 }
 
 //============================================================================
@@ -879,7 +545,7 @@ 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);
 
@@ -895,10 +561,6 @@ 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);
@@ -908,9 +570,14 @@ 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);
 
 
-       Cvar_RegisterVariable (&v_punch);
-}
+       Cvar_RegisterVariable (&cl_stairsmoothspeed);
 
 
+       Cvar_RegisterVariable (&chase_back);
+       Cvar_RegisterVariable (&chase_up);
+       Cvar_RegisterVariable (&chase_active);
+       if (gamemode == GAME_GOODVSBAD2)
+               Cvar_RegisterVariable (&chase_stevie);
+}