void CSQCPlayer_SetMinsMaxs(entity this)
{
- if (IS_DUCKED(this) || !this.isplayermodel)
+ if (IS_DUCKED(this) || !(this.isplayermodel & ISPLAYER_PLAYER))
{
this.mins = PHYS_PL_CROUCH_MIN(this);
this.maxs = PHYS_PL_CROUCH_MAX(this);
return (this == csqcplayer);
}
+float stairsmoothz;
+float autocvar_cl_stairsmoothspeed = 200;
+float autocvar_cl_smoothviewheight = 0.05;
+float smooth_prevtime;
+float viewheightavg;
+vector CSQCPlayer_ApplySmoothing(entity this, vector v)
+{
+ float smoothtime = bound(0, time - smooth_prevtime, 0.1);
+ smooth_prevtime = max(smooth_prevtime, drawtime); // drawtime is the previous frame's time at this point
+
+ if(this.csqcmodel_teleported || !(this.pmove_flags & PMF_ONGROUND) || autocvar_cl_stairsmoothspeed <= 0)
+ stairsmoothz = v.z;
+ else
+ {
+ if(stairsmoothz < v.z)
+ v.z = stairsmoothz = bound(v.z - PHYS_STEPHEIGHT(this), stairsmoothz + smoothtime * autocvar_cl_stairsmoothspeed, v.z);
+ else if(stairsmoothz > v.z)
+ v.z = stairsmoothz = bound(v.z, stairsmoothz - smoothtime * autocvar_cl_stairsmoothspeed, v.z + PHYS_STEPHEIGHT(this));
+ }
+
+ float viewheight = bound(0, (time - smooth_prevtime) / max(0.0001, autocvar_cl_smoothviewheight), 1);
+ viewheightavg = viewheightavg * (1 - viewheight) + this.view_ofs.z * viewheight;
+ v.z += viewheightavg;
+
+ smooth_prevtime = time;
+
+ return v;
+}
+
+bool autocvar_v_deathtilt;
+float autocvar_v_deathtiltangle;
+void CSQCPlayer_ApplyDeathTilt(entity this)
+{
+ if(!this.csqcmodel_isdead || !autocvar_v_deathtilt)
+ return;
+ view_angles.z = autocvar_v_deathtiltangle;
+}
+
+float autocvar_v_idlescale;
+float autocvar_v_ipitch_cycle;
+float autocvar_v_iyaw_cycle;
+float autocvar_v_iroll_cycle;
+float autocvar_v_ipitch_level;
+float autocvar_v_iyaw_level;
+float autocvar_v_iroll_level;
+void CSQCPlayer_ApplyIdleScaling(entity this)
+{
+ if(!autocvar_v_idlescale)
+ return;
+ view_angles.x += autocvar_v_idlescale * sin(time * autocvar_v_ipitch_cycle) * autocvar_v_ipitch_level;
+ view_angles.y += autocvar_v_idlescale * sin(time * autocvar_v_iyaw_cycle) * autocvar_v_iyaw_level;
+ view_angles.z += autocvar_v_idlescale * sin(time * autocvar_v_iroll_cycle) * autocvar_v_iroll_level;
+ //setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
+}
+
+float autocvar_cl_bob = 0;
+float autocvar_cl_bobcycle = 0.5;
+float autocvar_cl_bob_limit = 7;
+float autocvar_cl_bob_limit_heightcheck = 0;
+float autocvar_cl_bob_velocity_limit = 400;
+float autocvar_cl_bobup = 0.5;
+float autocvar_cl_bobfall = 0.05;
+float autocvar_cl_bobfallcycle = 3;
+float autocvar_cl_bobfallminspeed = 200;
+float autocvar_cl_bob2 = 0;
+float autocvar_cl_bob2cycle = 1;
+float autocvar_cl_bob2smooth = 0.05;
+float bobfall_swing;
+float bobfall_speed;
+float bob2_smooth;
+vector CSQCPlayer_ApplyBobbing(entity this, vector v)
+{
+ if(this.csqcmodel_isdead)
+ return v;
+
+ // bounded XY speed, used by several effects below
+ float bob, cycle;
+
+ // vertical view bobbing code
+ if(autocvar_cl_bob && autocvar_cl_bobcycle)
+ {
+ float bob_limit = autocvar_cl_bob_limit;
+
+ if(autocvar_cl_bob_limit_heightcheck)
+ {
+ // use traces to determine what range the view can bob in, and scale down the bob as needed
+ vector bob_height_check_dest = v;
+ bob_height_check_dest.z += autocvar_cl_bob_limit * 1.1;
+ traceline(v, bob_height_check_dest, MOVE_NOMONSTERS, NULL);
+ float trace1fraction = trace_fraction;
+
+ bob_height_check_dest = v;
+ bob_height_check_dest.z += autocvar_cl_bob_limit * -0.5;
+ traceline(v, bob_height_check_dest, MOVE_NOMONSTERS, NULL);
+ float trace2fraction = trace_fraction;
+
+ bob_limit *= min(trace1fraction, trace2fraction);
+ }
+
+ // LordHavoc: figured out bobup: the time at which the sin is at 180
+ // degrees (which allows lengthening or squishing the peak or valley)
+ cycle = time / autocvar_cl_bobcycle;
+ cycle -= rint(cycle);
+ if(cycle < autocvar_cl_bobup)
+ cycle = sin(M_PI * cycle / autocvar_cl_bobup);
+ else
+ cycle = sin(M_PI + M_PI * (cycle - autocvar_cl_bobup) / (1.0 - autocvar_cl_bobup));
+ // bob is proportional to velocity in the xy plane
+ // (don't count Z, or jumping messes it up)
+ float xyspeed = bound(0, sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y), autocvar_cl_bob_velocity_limit);
+ bob = xyspeed * autocvar_cl_bob;
+ bob = bound(0, bob, bob_limit);
+ bob = bob * 0.3 + bob * 0.7 * cycle;
+ v.z += bob;
+ }
+
+ // horizontal view bobbing code
+ if(autocvar_cl_bob2 && autocvar_cl_bob2cycle)
+ {
+ cycle = time / autocvar_cl_bob2cycle;
+ cycle -= rint(cycle);
+ if(cycle < 0.5)
+ cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
+ else
+ cycle = cos(M_PI + M_PI * (cycle - 0.5) / 0.5);
+ bob = autocvar_cl_bob2 * cycle;
+
+ // this value slowly decreases from 1 to 0 when we stop touching the ground.
+ // The cycle is later multiplied with it so the view smooths back to normal
+ if(IS_ONGROUND(this) && !(input_buttons & BIT(1))) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
+ bob2_smooth = 1;
+ else
+ {
+ if(bob2_smooth > 0)
+ bob2_smooth -= bound(0, autocvar_cl_bob2smooth, 1);
+ else
+ bob2_smooth = 0;
+ }
+
+ // calculate the front and side of the player between the X and Y axes
+ makevectors(view_angles);
+ // now get the speed based on those angles. The bounds should match the same value as xyspeed's
+ float side = bound(-autocvar_cl_bob_velocity_limit, (this.velocity * v_right) * bob2_smooth, autocvar_cl_bob_velocity_limit);
+ float front = bound(-autocvar_cl_bob_velocity_limit, (this.velocity * v_forward) * bob2_smooth, autocvar_cl_bob_velocity_limit);
+ v_forward = v_forward * bob;
+ v_right = v_right * bob;
+ // we use side with forward and front with right, so the bobbing goes
+ // to the side when we walk forward and to the front when we strafe
+ vector bob2vel;
+ bob2vel.x = side * v_forward.x + front * v_right.x + 0 * v_up.x;
+ bob2vel.y = side * v_forward.y + front * v_right.y + 0 * v_up.y;
+ bob2vel.z = side * v_forward.z + front * v_right.z + 0 * v_up.z;
+ v.x += bob2vel.x;
+ v.y += bob2vel.y;
+ }
+
+ // fall bobbing code
+ // causes the view to swing down and back up when touching the ground
+ if(autocvar_cl_bobfall && autocvar_cl_bobfallcycle)
+ {
+ if(!IS_ONGROUND(this))
+ {
+ bobfall_speed = bound(-400, this.velocity.z, 0) * bound(0, autocvar_cl_bobfall, 0.1);
+ if(this.velocity.z < -autocvar_cl_bobfallminspeed)
+ bobfall_swing = 1;
+ else
+ bobfall_swing = 0; // really?
+ }
+ else
+ {
+ bobfall_swing = max(0, bobfall_swing - autocvar_cl_bobfallcycle * frametime);
+ float bobfall = sin(M_PI * bobfall_swing) * bobfall_speed;
+ v.z += bobfall;
+ }
+ }
+
+ return v;
+}
+
+float autocvar_cl_rollangle;
+float autocvar_cl_rollspeed;
+float CSQCPlayer_CalcRoll(entity this)
+{
+ makevectors(view_angles);
+ float side = (this.velocity * v_right);
+ float sign = (side < 0) ? -1 : 1;
+ side = fabs(side);
+
+ if(side < autocvar_cl_rollspeed)
+ side = side * autocvar_cl_rollangle / autocvar_cl_rollspeed;
+ else
+ side = autocvar_cl_rollangle;
+
+ return side * sign;
+}
+
+float autocvar_chase_back;
+float autocvar_chase_up;
+bool autocvar_chase_overhead;
+float autocvar_chase_pitchangle;
+vector CSQCPlayer_ApplyChase(entity this, vector v)
+{
+ vector forward;
+ vector chase_dest;
+
+ if(autocvar_chase_overhead)
+ {
+ view_angles.x = 0;
+ makevectors(view_angles);
+ forward = v_forward;
+ vector up = v_up;
+ // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
+ chase_dest.x = v.x - forward.x * autocvar_chase_back + up.x * autocvar_chase_up;
+ chase_dest.y = v.y - forward.y * autocvar_chase_back + up.y * autocvar_chase_up;
+ chase_dest.z = v.z - forward.z * autocvar_chase_back + up.z * autocvar_chase_up;
+
+ // trace from first person view location to our chosen third person view location
+ traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
+
+ vector bestvieworg = trace_endpos;
+ vector offset = '0 0 0';
+ for(offset.x = -16; offset.x <= 16; offset.x += 8)
+ {
+ for(offset.y = -16; offset.y <= 16; offset.y += 8)
+ {
+ makevectors(view_angles);
+ up = v_up;
+ chase_dest.x = v.x - forward.x * autocvar_chase_back + up.x * autocvar_chase_up + offset.x;
+ chase_dest.y = v.y - forward.y * autocvar_chase_back + up.y * autocvar_chase_up + offset.y;
+ chase_dest.z = v.z - forward.z * autocvar_chase_back + up.z * autocvar_chase_up + offset.z;
+ traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
+ if(bestvieworg.z > trace_endpos.z)
+ bestvieworg.z = trace_endpos.z;
+ }
+ }
+ bestvieworg.z -= 8;
+ v = bestvieworg;
+
+ view_angles.x = autocvar_chase_pitchangle;
+ //setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
+ }
+ else
+ {
+ makevectors(view_angles);
+ forward = v_forward;
+ // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
+ float cdist = -autocvar_chase_back - 8;
+ chase_dest.x = v.x + forward.x * cdist;
+ chase_dest.y = v.y + forward.y * cdist;
+ chase_dest.z = v.z + forward.z * cdist + autocvar_chase_up;
+ traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
+ v.x = 1 * trace_endpos.x + 8 * forward.x + 4 * trace_plane_normal.x;
+ v.y = 1 * trace_endpos.y + 8 * forward.y + 4 * trace_plane_normal.y;
+ v.z = 1 * trace_endpos.z + 8 * forward.z + 4 * trace_plane_normal.z;
+ }
+
+#if 0
+ tracebox(v, '-4 -4 -4', '4 4 4', v - v_forward * autocvar_chase_back, MOVE_NORMAL, this);
+ v = trace_endpos;
+ tracebox(v, '-4 -4 -4', '4 4 4', v + v_up * autocvar_chase_up, MOVE_NORMAL, this);
+ v = trace_endpos;
+#endif
+ return v;
+}
+
+void CSQCPlayer_CalcRefdef(entity this)
+{
+ vector vieworg = this.origin;
+ if(intermission)
+ {
+ // just update view offset, don't need to do anything else
+ vieworg.z += this.view_ofs.z;
+ }
+ else
+ {
+ vieworg = CSQCPlayer_ApplySmoothing(this, vieworg);
+ if(autocvar_chase_active)
+ vieworg = CSQCPlayer_ApplyChase(this, vieworg);
+ else
+ {
+ // angles
+ CSQCPlayer_ApplyDeathTilt(this);
+ view_angles = view_angles + view_punchangle;
+ view_angles.z += CSQCPlayer_CalcRoll(this);
+ // TODO? we don't have damage time accessible here
+ // origin
+ vieworg = vieworg + view_punchvector;
+ vieworg = CSQCPlayer_ApplyBobbing(this, vieworg);
+ }
+ CSQCPlayer_ApplyIdleScaling(this);
+ }
+ setproperty(VF_ORIGIN, vieworg);
+ setproperty(VF_ANGLES, view_angles);
+}
+
+bool autocvar_cl_useenginerefdef = true;
+
/** Called once per CSQC_UpdateView() */
void CSQCPlayer_SetCamera()
{
- const vector v0 = ((intermission && !autocvar_cl_movement_intermissionrunning) ? '0 0 0' : pmove_vel); // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
- const float vh = PHYS_VIEWHEIGHT(NULL);
- const vector pl_viewofs = PHYS_PL_VIEWOFS(NULL);
- const vector pl_viewofs_crouch = PHYS_PL_CROUCH_VIEWOFS(NULL);
- const entity e = csqcplayer;
+ vector v0 = ((intermission && !autocvar_cl_movement_intermissionrunning) ? '0 0 0' : pmove_vel); // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
+ float vh = PHYS_VIEWHEIGHT(NULL);
+ vector pl_viewofs = PHYS_PL_VIEWOFS(NULL);
+ vector pl_viewofs_crouch = PHYS_PL_CROUCH_VIEWOFS(NULL);
+ entity e = csqcplayer;
if (e)
{
if (servercommandframe == 0 || clientcommandframe == 0)
}
else
{
- const int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
+ int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
InterpolateOrigin_Do(e);
e.iflags = flg;
if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
{
- const vector o = e.origin;
+ vector o = e.origin;
csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - IS_ONGROUND(e));
InterpolateOrigin_Do(view);
view.view_ofs = '0 0 1' * vh;
}
- int refdefflags = 0;
- if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
- if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
- // note: these two only work in WIP2, but are harmless in WIP1
- if (PHYS_HEALTH(NULL) <= 0 && PHYS_HEALTH(NULL) != -666 && PHYS_HEALTH(NULL) != -2342) refdefflags |= REFDEFFLAG_DEAD;
- if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
- V_CalcRefdef(view, refdefflags);
+ if(autocvar_cl_useenginerefdef)
+ {
+ int refdefflags = 0;
+ if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
+ if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
+ // note: these two only work in WIP2, but are harmless in WIP1
+ if (PHYS_HEALTH(NULL) <= 0 && PHYS_HEALTH(NULL) != -666 && PHYS_HEALTH(NULL) != -2342) refdefflags |= REFDEFFLAG_DEAD;
+ if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
+ V_CalcRefdef(view, refdefflags); // TODO? uses .health stat in the engine when this isn't called here, may be broken!
+ }
+ else
+ {
+ CSQCPlayer_CalcRefdef(view);
+ }
+
}
else
{