#include "quakedef.h"
#include "cl_collision.h"
+#include "image.h"
void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
-
+cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
+cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
+cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
+cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
+cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
+cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
+cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
+cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
+cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
+cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
+cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
+cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
+cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
+cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
+cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
+cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
+
+cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
+cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
+cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
+cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
+cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
+cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
+cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
+cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
+cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
+cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
+cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
+
cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
+cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
+
cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
// GAME_GOODVSBAD2
-cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
+cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
+// Prophecy camera pitchangle by Alexander "motorsep" Zubov
+cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
+
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
+ cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
*/
static void V_BonusFlash_f (void)
{
- 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;
+ if(Cmd_Argc() == 1)
+ {
+ 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].alphafade = 100;
+ }
+ else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
+ {
+ cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
+ cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
+ cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
+ if(Cmd_Argc() >= 5)
+ cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
+ else
+ cl.cshifts[CSHIFT_BONUS].percent = 50;
+ if(Cmd_Argc() >= 6)
+ cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
+ else
+ cl.cshifts[CSHIFT_BONUS].alphafade = 100;
+ }
+ else
+ Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
}
/*
==============================================================================
*/
-extern matrix4x4_t viewmodelmatrix;
+extern matrix4x4_t viewmodelmatrix_nobob;
+extern matrix4x4_t viewmodelmatrix_withbob;
#include "cl_collision.h"
#include "csprogs.h"
static vec3_t eyeboxmins = {-16, -16, -24};
static vec3_t eyeboxmaxs = { 16, 16, 32};
#endif
+
+static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
+{
+ frac = bound(0, frac, 1);
+ return (*store = *store * (1 - frac) + value * frac);
+}
+
+static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
+{
+ lowpass(value, frac, store);
+ return (*store = bound(value - limit, *store, value + limit));
+}
+
+static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
+{
+ return value - lowpass(value, frac, store);
+}
+
+static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
+{
+ return value - lowpass_limited(value, frac, limit, store);
+}
+
+static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
+{
+ out[0] = lowpass(value[0], fracx, &store[0]);
+ out[1] = lowpass(value[1], fracy, &store[1]);
+ out[2] = lowpass(value[2], fracz, &store[2]);
+}
+
+static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
+{
+ out[0] = highpass(value[0], fracx, &store[0]);
+ out[1] = highpass(value[1], fracy, &store[1]);
+ out[2] = highpass(value[2], fracz, &store[2]);
+}
+
+static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
+{
+ out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
+ out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
+ out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
+}
+
void V_CalcRefdef (void)
{
entity_t *ent;
- float vieworg[3], gunorg[3], viewangles[3], smoothtime;
+ float vieworg[3], viewangles[3], smoothtime;
+ float gunorg[3], gunangles[3];
+ matrix4x4_t tmpmatrix;
+
+ static float viewheightavg;
+ float viewheight;
+#if 0
+// begin of chase camera bounding box size for proper collisions by Alexander Zubov
+ vec3_t camboxmins = {-3, -3, -3};
+ vec3_t camboxmaxs = {3, 3, 3};
+// end of chase camera bounding box size for proper collisions by Alexander Zubov
+#endif
trace_t trace;
VectorClear(gunorg);
- viewmodelmatrix = identitymatrix;
+ viewmodelmatrix_nobob = identitymatrix;
+ viewmodelmatrix_withbob = identitymatrix;
r_refdef.view.matrix = identitymatrix;
if (cls.state == ca_connected && cls.signon == SIGNONS)
{
r_refdef.view.matrix = ent->render.matrix;
Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
}
- viewmodelmatrix = r_refdef.view.matrix;
+ Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
+ Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
+ Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
}
else
{
// smooth stair stepping, but only if onground and enabled
- if (!cl.onground || cl_stairsmoothspeed.value <= 0)
+ if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
cl.stairsmoothz = vieworg[2];
else
{
if (cl.stairsmoothz < vieworg[2])
- vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
+ vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
else if (cl.stairsmoothz > vieworg[2])
- vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
+ vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
}
// apply qw weapon recoil effect (this did not work in QW)
// TODO: add a cvar to disable this
viewangles[PITCH] += cl.qw_weaponkick;
+ // apply the viewofs (even if chasecam is used)
+ // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
+ viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
+ viewheightavg = viewheightavg * (1 - viewheight) + cl.stats[STAT_VIEWHEIGHT] * viewheight;
+ vieworg[2] += viewheightavg;
+
if (chase_active.value)
{
- // observing entity from third person
- vec_t camback, camup, dist, forward[3], chase_dest[3];
+ // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
+ vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
camback = chase_back.value;
camup = chase_up.value;
-
- // this + 22 is to match view_ofs for compatibility with older versions
- camup += 22;
+ campitch = chase_pitchangle.value;
AngleVectors(viewangles, forward, NULL, NULL);
chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
#if 0
- //trace = CL_Move(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
- trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#if 1
+ //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+ trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#else
+ //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+ trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#endif
VectorCopy(trace.endpos, vieworg);
vieworg[2] -= 8;
#else
- trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+ // trace from first person view location to our chosen third person view location
+#if 1
+ trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
+#else
+ trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#endif
VectorCopy(trace.endpos, bestvieworg);
offset[2] = 0;
for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
- trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#if 1
+ trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
+#else
+ trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#endif
if (bestvieworg[2] > trace.endpos[2])
bestvieworg[2] = trace.endpos[2];
}
bestvieworg[2] -= 8;
VectorCopy(bestvieworg, vieworg);
#endif
- viewangles[PITCH] = 90;
+ viewangles[PITCH] = campitch;
}
else
{
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;
- trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+ trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
}
}
if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
viewangles[ROLL] = v_deathtiltangle.value;
VectorAdd(viewangles, cl.punchangle, viewangles);
- viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
+ viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
if (v_dmg_time > 0)
{
viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
}
// origin
VectorAdd(vieworg, cl.punchvector, vieworg);
- vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
if (cl.stats[STAT_HEALTH] > 0)
{
- double xyspeed, bob;
+ double xyspeed, bob, bobfall;
+ float cycle;
+ vec_t frametime;
+
+ //frametime = cl.realframetime * cl.movevars_timescale;
+ frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
+
+ // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
+ if(!ent->persistent.trail_allowed) // FIXME improve this check
+ {
+ // try to fix the first highpass; result is NOT
+ // perfect! TODO find a better fix
+ VectorCopy(viewangles, cl.gunangles_prev);
+ VectorCopy(vieworg, cl.gunorg_prev);
+ }
- xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
+ // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
+ VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+ highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
+ VectorCopy(vieworg, cl.gunorg_prev);
+ VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+
+ // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+ VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+ cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
+ cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
+ cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
+ highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
+ VectorCopy(viewangles, cl.gunangles_prev);
+ VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+
+ // 3. calculate the RAW adjustment vectors
+ gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
+ gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
+ gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
+
+ gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
+ gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
+ gunangles[ROLL] = 0;
+
+ // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+ // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+ highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
+ lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
+ // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+ highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
+ lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
+
+ // 5. use the adjusted vectors
+ VectorAdd(vieworg, gunorg, gunorg);
+ VectorAdd(viewangles, gunangles, gunangles);
+
+ // bounded XY speed, used by several effects below
+ xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
+
+ // vertical view bobbing code
if (cl_bob.value && cl_bobcycle.value)
{
- float 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
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 = xyspeed * cl_bob.value;
+ bob = xyspeed * bound(0, cl_bob.value, 0.05);
bob = bob*0.3 + bob*0.7*cycle;
- vieworg[2] += bound(-7, bob, 4);
+ vieworg[2] += bob;
+ // we also need to adjust gunorg, or this appears like pushing the gun!
+ // In the old code, this was applied to vieworg BEFORE copying to gunorg,
+ // but this is not viable with the new followmodel code as that would mean
+ // that followmodel would work on the munged-by-bob vieworg and do feedback
+ gunorg[2] += bob;
+ }
+
+ // horizontal view bobbing code
+ if (cl_bob2.value && cl_bob2cycle.value)
+ {
+ vec3_t bob2vel;
+ vec3_t forward, right, up;
+ float side, front;
+
+ cycle = cl.time / cl_bob2cycle.value;
+ cycle -= (int) 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 = bound(0, cl_bob2.value, 0.05) * 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 (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
+ cl.bob2_smooth = 1;
+ else
+ {
+ if(cl.bob2_smooth > 0)
+ cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
+ else
+ cl.bob2_smooth = 0;
+ }
+
+ // calculate the front and side of the player between the X and Y axes
+ AngleVectors(viewangles, forward, right, up);
+ // now get the speed based on those angles. The bounds should match the same value as xyspeed's
+ side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
+ front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
+ VectorScale(forward, bob, forward);
+ VectorScale(right, bob, right);
+ // 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
+ VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
+ vieworg[0] += bob2vel[0];
+ vieworg[1] += bob2vel[1];
+ // we also need to adjust gunorg, or this appears like pushing the gun!
+ // In the old code, this was applied to vieworg BEFORE copying to gunorg,
+ // but this is not viable with the new followmodel code as that would mean
+ // that followmodel would work on the munged-by-bob vieworg and do feedback
+ gunorg[0] += bob2vel[0];
+ gunorg[1] += bob2vel[1];
}
- VectorCopy(vieworg, gunorg);
+ // fall bobbing code
+ // causes the view to swing down and back up when touching the ground
+ if (cl_bobfall.value && cl_bobfallcycle.value)
+ {
+ if (!cl.onground)
+ {
+ cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
+ if (cl.velocity[2] < -cl_bobfallminspeed.value)
+ cl.bobfall_swing = 1;
+ else
+ cl.bobfall_swing = 0; // TODO really?
+ }
+ else
+ {
+ cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
+
+ bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
+ vieworg[2] += bobfall;
+ gunorg[2] += bobfall;
+ }
+ }
- if (cl_bob.value && cl_bobmodel.value)
+ // gun model bobbing code
+ if (cl_bobmodel.value)
{
// calculate for swinging gun model
// the gun bobs when running on the ground, but doesn't bob when you're in the air.
t *= 5;
}
- bspeed = bound (0, xyspeed, 400) * 0.01f;
- AngleVectors (viewangles, forward, right, up);
+ bspeed = xyspeed * 0.01f;
+ AngleVectors (gunangles, forward, right, up);
bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
VectorMA (gunorg, bob, right, gunorg);
bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
}
// calculate a view matrix for rendering the scene
if (v_idlescale.value)
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
- else
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
+ {
+ 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;
+ }
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
+
// calculate a viewmodel matrix for use in view-attached entities
- Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
- VectorCopy(vieworg, cl.csqc_origin);
- VectorCopy(viewangles, cl.csqc_angles);
+ Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
+ Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
+
+ Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
+ VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
+ VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
+
+ Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
+ Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
}
}
}
if (cl.time <= cl.oldtime)
return;
// drop the damage value
- cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
+ cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
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;
+ cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
cl.cshifts[CSHIFT_BONUS].percent = 0;
}
a2 = 1 / r_refdef.viewblend[3];
VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
}
-
- 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[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
+ r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
+ r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
+ if (vid.sRGB3D)
+ {
+ r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
+ r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
+ r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
+ }
+ else
+ {
+ r_refdef.viewblend[0] *= (1.0f/256.0f);
+ r_refdef.viewblend[1] *= (1.0f/256.0f);
+ r_refdef.viewblend[2] *= (1.0f/256.0f);
+ }
+
+ // Samual: Ugly hack, I know. But it's the best we can do since
+ // there is no way to detect client states from the engine.
+ if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
+ cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
+ {
+ cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
+ cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
+ }
+ else
+ cl.deathfade = 0.0f;
+
+ if(cl.deathfade > 0)
+ {
+ float a;
+ float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
+ a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
+ if(a > 0)
+ VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
+ r_refdef.viewblend[3] = a;
+ }
}
}
void V_Init (void)
{
Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
- Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
+ Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks");
Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
Cvar_RegisterVariable (&v_centermove);
Cvar_RegisterVariable (&cl_bob);
Cvar_RegisterVariable (&cl_bobcycle);
Cvar_RegisterVariable (&cl_bobup);
+ Cvar_RegisterVariable (&cl_bob2);
+ Cvar_RegisterVariable (&cl_bob2cycle);
+ Cvar_RegisterVariable (&cl_bob2smooth);
+ Cvar_RegisterVariable (&cl_bobfall);
+ Cvar_RegisterVariable (&cl_bobfallcycle);
+ Cvar_RegisterVariable (&cl_bobfallminspeed);
Cvar_RegisterVariable (&cl_bobmodel);
Cvar_RegisterVariable (&cl_bobmodel_side);
Cvar_RegisterVariable (&cl_bobmodel_up);
Cvar_RegisterVariable (&cl_bobmodel_speed);
+ Cvar_RegisterVariable (&cl_leanmodel);
+ Cvar_RegisterVariable (&cl_leanmodel_side_speed);
+ Cvar_RegisterVariable (&cl_leanmodel_side_limit);
+ Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
+ Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
+ Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
+ Cvar_RegisterVariable (&cl_leanmodel_up_speed);
+ Cvar_RegisterVariable (&cl_leanmodel_up_limit);
+ Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
+ Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
+ Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
+
+ Cvar_RegisterVariable (&cl_followmodel);
+ Cvar_RegisterVariable (&cl_followmodel_side_speed);
+ Cvar_RegisterVariable (&cl_followmodel_side_limit);
+ Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
+ Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
+ Cvar_RegisterVariable (&cl_followmodel_side_highpass);
+ Cvar_RegisterVariable (&cl_followmodel_up_speed);
+ Cvar_RegisterVariable (&cl_followmodel_up_limit);
+ Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
+ Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
+ Cvar_RegisterVariable (&cl_followmodel_up_highpass);
+
Cvar_RegisterVariable (&cl_viewmodel_scale);
Cvar_RegisterVariable (&v_kicktime);
Cvar_RegisterVariable (&v_kickpitch);
Cvar_RegisterVariable (&cl_stairsmoothspeed);
+
+ Cvar_RegisterVariable (&cl_smoothviewheight);
Cvar_RegisterVariable (&chase_back);
Cvar_RegisterVariable (&chase_up);
Cvar_RegisterVariable (&chase_active);
Cvar_RegisterVariable (&chase_overhead);
- if (gamemode == GAME_GOODVSBAD2)
- Cvar_RegisterVariable (&chase_stevie);
+ Cvar_RegisterVariable (&chase_pitchangle);
+ Cvar_RegisterVariable (&chase_stevie);
Cvar_RegisterVariable (&v_deathtilt);
Cvar_RegisterVariable (&v_deathtiltangle);