X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=view.c;h=60da3e3dfdf007f4bdf4d4c732300c5637b68ca0;hb=f97a302060bb0bbccceb90ab8506adefeb40d47e;hp=7b1ca6ddb1acb46da513add316c8d54e2e46ca72;hpb=62d93dc4e45ac41eea83cff0a7cb008006de09b0;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index 7b1ca6dd..60da3e3d 100644 --- a/view.c +++ b/view.c @@ -38,6 +38,11 @@ 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 cl_bobmodel = {0, "cl_bobmodel", "1"}; +cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05"}; +cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02"}; +cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7"}; + 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"}; @@ -64,6 +69,8 @@ cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"}; // GAME_GOODVSBAD2 cvar_t chase_stevie = {0, "chase_stevie", "0"}; +cvar_t v_deathtilt = {0, "v_deathtilt", "1"}; + float v_dmg_time, v_dmg_roll, v_dmg_pitch; @@ -312,8 +319,9 @@ void V_CalcRefdef (void) { static float oldz; entity_t *ent; - float vieworg[3], viewangles[3]; + float vieworg[3], gunorg[3], viewangles[3]; trace_t trace; + VectorClear(gunorg); Matrix4x4_CreateIdentity(&viewmodelmatrix); Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix); if (cls.state == ca_connected && cls.signon == SIGNONS) @@ -335,6 +343,14 @@ void V_CalcRefdef (void) Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg); VectorCopy(cl.viewangles, viewangles); + if (cl.onground) + { + if (!cl.oldonground) + cl.hitgroundtime = cl.time; + cl.lastongroundtime = cl.time; + } + cl.oldonground = cl.onground; + // stair smoothing //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]); if (cl.onground && oldz < vieworg[2]) @@ -385,7 +401,7 @@ void V_CalcRefdef (void) { // first person view from entity // angles - if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM) + if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer) viewangles[ROLL] = 80; // dead view angle VectorAdd(viewangles, cl.punchangle, viewangles); viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity); @@ -398,24 +414,73 @@ void V_CalcRefdef (void) // origin VectorAdd(vieworg, cl.punchvector, vieworg); vieworg[2] += cl.stats[STAT_VIEWHEIGHT]; - if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value) + if (cl.stats[STAT_HEALTH] > 0) { - 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.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]) * cl_bob.value; - bob = bob*0.3 + bob*0.7*cycle; - vieworg[2] += bound(-7, bob, 4); + double xyspeed, bob; + + xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]); + 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 + // 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 = xyspeed * cl_bob.value; + bob = bob*0.3 + bob*0.7*cycle; + vieworg[2] += bound(-7, bob, 4); + } + + VectorCopy(vieworg, gunorg); + + 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. + // Sajt: I tried to smooth out the transitions between bob and no bob, which works + // for the most part, but for some reason when you go through a message trigger or + // pick up an item or anything like that it will momentarily jolt the gun. + vec3_t forward, right, up; + float bspeed; + float s; + float t; + + s = cl.time * cl_bobmodel_speed.value; + if (cl.onground) + { + if (cl.time - cl.hitgroundtime < 0.2) + { + // just hit the ground, speed the bob back up over the next 0.2 seconds + t = cl.time - cl.hitgroundtime; + t = bound(0, t, 0.2); + t *= 5; + } + else + t = 1; + } + else + { + // recently left the ground, slow the bob down over the next 0.2 seconds + t = cl.time - cl.lastongroundtime; + t = 0.2 - bound(0, t, 0.2); + t *= 5; + } + + bspeed = bound (0, xyspeed, 400) * 0.01f; + AngleVectors (viewangles, forward, right, up); + bob = bspeed * cl_bobmodel_side.value * sin (s) * t; + VectorMA (gunorg, bob, right, gunorg); + bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t; + VectorMA (gunorg, bob, up, gunorg); + } } } // calculate a view matrix for rendering the scene @@ -424,7 +489,7 @@ void V_CalcRefdef (void) 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); + Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3); } } } @@ -584,6 +649,10 @@ void V_Init (void) Cvar_RegisterVariable (&cl_bob); Cvar_RegisterVariable (&cl_bobcycle); Cvar_RegisterVariable (&cl_bobup); + Cvar_RegisterVariable (&cl_bobmodel); + Cvar_RegisterVariable (&cl_bobmodel_side); + Cvar_RegisterVariable (&cl_bobmodel_up); + Cvar_RegisterVariable (&cl_bobmodel_speed); Cvar_RegisterVariable (&v_kicktime); Cvar_RegisterVariable (&v_kickroll); @@ -596,5 +665,7 @@ void V_Init (void) Cvar_RegisterVariable (&chase_active); if (gamemode == GAME_GOODVSBAD2) Cvar_RegisterVariable (&chase_stevie); + + Cvar_RegisterVariable (&v_deathtilt); }