#include "quakedef.h"
#include "cl_collision.h"
+void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
+
/*
The view is allowed to move slightly from it's true position for bobbing,
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_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
-cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"};
-cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"};
+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_viewmodel_scale = {0, "cl_viewmodel_scale", "0.3", "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 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 v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
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)"};
blood = MSG_ReadByte ();
MSG_ReadVector(from, cls.protocol);
+ // Send the Dmg Globals to CSQC
+ CL_VM_UpdateDmgGlobals(blood, armor, from);
+
count = blood*0.5 + armor*0.5;
if (count < 10)
count = 10;
==================
*/
+#if 0
+static vec3_t eyeboxmins = {-16, -16, -24};
+static vec3_t eyeboxmaxs = { 16, 16, 32};
+#endif
void V_CalcRefdef (void)
{
entity_t *ent;
trace_t trace;
VectorClear(gunorg);
viewmodelmatrix = identitymatrix;
- r_view.matrix = identitymatrix;
+ r_refdef.view.matrix = identitymatrix;
if (cls.state == ca_connected && cls.signon == SIGNONS)
{
// ent is the view entity (visible when out of body)
{
// entity is a fixed camera, just copy the matrix
if (cls.protocol == PROTOCOL_QUAKEWORLD)
- Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
else
{
- r_view.matrix = ent->render.matrix;
- Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
+ r_refdef.view.matrix = ent->render.matrix;
+ Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
}
- viewmodelmatrix = r_view.matrix;
+ viewmodelmatrix = r_refdef.view.matrix;
}
else
{
// observing entity from third person
vec_t camback, camup, dist, forward[3], chase_dest[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);
+ camback = chase_back.value;
+ camup = chase_up.value;
// this + 22 is to match view_ofs for compatibility with older versions
camup += 22;
- if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
+ AngleVectors(viewangles, forward, NULL, NULL);
+
+ if (chase_overhead.integer)
{
- // look straight down from high above
- viewangles[0] = 90;
- camback = 2048;
+#if 1
+ vec3_t offset;
+ vec3_t bestvieworg;
+#endif
+ vec3_t up;
+ viewangles[PITCH] = 0;
+ AngleVectors(viewangles, forward, NULL, up);
+ // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
+ chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
+ 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);
+ 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);
+ VectorCopy(trace.endpos, bestvieworg);
+ offset[2] = 0;
+ for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
+ {
+ for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
+ {
+ AngleVectors(viewangles, NULL, NULL, up);
+ 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 (bestvieworg[2] > trace.endpos[2])
+ bestvieworg[2] = trace.endpos[2];
+ }
+ }
+ bestvieworg[2] -= 8;
+ VectorCopy(bestvieworg, vieworg);
+#endif
+ viewangles[PITCH] = 90;
}
- AngleVectors(viewangles, forward, NULL, NULL);
+ else
+ {
+ if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
+ {
+ // look straight down from high above
+ viewangles[PITCH] = 90;
+ camback = 2048;
+ VectorSet(forward, 0, 0, -1);
+ }
- // 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;
- trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
- VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
+ // 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;
+ trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+ VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
+ }
}
else
{
bspeed = bound (0, xyspeed, 400) * 0.01f;
AngleVectors (viewangles, forward, right, up);
- bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
+ bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
VectorMA (gunorg, bob, right, gunorg);
- bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
+ bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
VectorMA (gunorg, bob, up, gunorg);
}
}
}
// calculate a view matrix for rendering the scene
if (v_idlescale.value)
- Matrix4x4_CreateFromQuakeEntity(&r_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);
+ 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_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);
+ 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);
// 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, csqc_origin);
- VectorCopy(viewangles, csqc_angles);
+ VectorCopy(vieworg, cl.csqc_origin);
+ VectorCopy(viewangles, cl.csqc_angles);
}
}
}
r_refdef.viewblend[3] = 0;
r_refdef.frustumscale_x = 1;
r_refdef.frustumscale_y = 1;
- if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
+ if (cls.state == ca_connected && cls.signon == SIGNONS)
{
// set contents color
int supercontents;
vec3_t vieworigin;
- Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
+ Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
supercontents = CL_PointSuperContents(vieworigin);
if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
{
Cvar_RegisterVariable (&chase_back);
Cvar_RegisterVariable (&chase_up);
Cvar_RegisterVariable (&chase_active);
+ Cvar_RegisterVariable (&chase_overhead);
if (gamemode == GAME_GOODVSBAD2)
Cvar_RegisterVariable (&chase_stevie);