X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=view.c;h=90a62c6fd7c8847c2df06bb263c2e92d5d48203e;hb=e8fa6f5aec617b5c1e13ad4de2ffa4a412f3a6e8;hp=4d40d8d472285ad59943e1d0ec5cf7ed5e2d5b4d;hpb=24454d912d09690d8a43ff7a8ee32a86b09c5c49;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index 4d40d8d4..90a62c6f 100644 --- a/view.c +++ b/view.c @@ -22,6 +22,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #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, @@ -34,16 +36,30 @@ when crossing a water boudnary. cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"}; cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"}; -cvar_t cl_bob = {0, "cl_bob","0.02", "view bobbing amount"}; -cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6", "view bobbing speed"}; -cvar_t cl_bobup = {0, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"}; +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_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"}; -cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"}; -cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"}; -cvar_t cl_bobmodel_speed = {0, "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_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_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"}; +cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "2.5", "gun leaning sideways speed"}; +cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "7.5", "gun leaning sideways limit"}; +cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"}; +cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "2", "gun leaning upward speed"}; +cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "5", "gun leaning upward limit"}; + +cvar_t cl_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"}; +cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "4", "gun following sideways speed"}; +cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "2", "gun following sideways limit"}; +cvar_t cl_followmodel_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"}; +cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "3", "gun following upward speed"}; +cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1", "gun following upward limit"}; + +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"}; @@ -68,12 +84,16 @@ cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast 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 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; @@ -226,6 +246,9 @@ void V_ParseDamage (void) 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; @@ -233,6 +256,7 @@ void V_ParseDamage (void) 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) @@ -294,10 +318,30 @@ When you run over an item, the server sends this command */ 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"); } /* @@ -313,47 +357,32 @@ extern matrix4x4_t viewmodelmatrix; #include "cl_collision.h" #include "csprogs.h" -/* -================== -CL_StairSmoothing - -================== -*/ -void CL_StairSmoothing (void) -{ - if (v_dmg_time > 0) - v_dmg_time -= bound(0, cl.time - cl.oldtime, 0.1); - - // stair smoothing - if (cl.onground && cl.stairoffset < 0) - { - cl.stairoffset += bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value; - cl.stairoffset = bound(-16, cl.stairoffset, 0); - } - else if (cl.onground && cl.stairoffset > 0) - { - cl.stairoffset -= bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value; - cl.stairoffset = bound(0, cl.stairoffset, 16); - } - else - cl.stairoffset = 0; -} - /* ================== V_CalcRefdef ================== */ +#if 0 +static vec3_t eyeboxmins = {-16, -16, -24}; +static vec3_t eyeboxmaxs = { 16, 16, 32}; +#endif +float viewmodel_push_x, viewmodel_push_y; +vec3_t gunorg_follow; void V_CalcRefdef (void) { - static float oldz; entity_t *ent; - float vieworg[3], gunorg[3], viewangles[3]; + float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime; +#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; - 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) @@ -363,68 +392,129 @@ void V_CalcRefdef (void) Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg); VectorCopy(cl.viewangles, viewangles); - // update the stairoffset if the player entity has gone up or down without leaving the ground - //Con_Printf("cl.onground %i oldz %f newz %f vel %f %f %f\n", cl.onground, oldz, vieworg[2], cl.movement_velocity[0], cl.movement_velocity[1], cl.movement_velocity[2]); - if (cl.onground) - { - cl.stairoffset -= vieworg[2] - oldz; - cl.stairoffset = bound(-16, cl.stairoffset, 16); - } - else - cl.stairoffset = 0; - oldz = vieworg[2]; + // calculate how much time has passed since the last V_CalcRefdef + smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1); + cl.stairsmoothtime = cl.time; + + // fade damage flash + if (v_dmg_time > 0) + v_dmg_time -= bound(0, smoothtime, 0.1); if (cl.intermission) { // 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 { + // smooth stair stepping, but only if onground and enabled + if (!cl.onground || cl_stairsmoothspeed.value <= 0) + 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]); + else if (cl.stairsmoothz > vieworg[2]) + vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16); + } + // apply qw weapon recoil effect (this did not work in QW) // TODO: add a cvar to disable this viewangles[PITCH] += cl.qw_weaponkick; - // bias by stair smoothing offset - vieworg[2] += cl.stairoffset; + // apply the viewofs (even if chasecam is used) + vieworg[2] += cl.stats[STAT_VIEWHEIGHT]; 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 = 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; + campitch = chase_pitchangle.value; - // this + 22 is to match view_ofs for compatibility with older versions - camup += 22; + AngleVectors(viewangles, forward, NULL, NULL); - if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer) + 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 +#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 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); +#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) + { + 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]; +#if 1 + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); +#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] = campitch; } - 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_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 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_TraceLine(vieworg, 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 { @@ -441,9 +531,128 @@ void V_CalcRefdef (void) } // origin VectorAdd(vieworg, cl.punchvector, vieworg); - vieworg[2] += cl.stats[STAT_VIEWHEIGHT]; if (cl.stats[STAT_HEALTH] > 0) { + float ef_speed = cl.realframetime * cl_leanmodel_up_speed.value; + + // gun model leaning code + if(cl_leanmodel_up.value && cl_leanmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect + { + // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border + if(cl.viewangles[PITCH] - viewmodel_push_x >= 180) + viewmodel_push_x += 360; + if(viewmodel_push_x - cl.viewangles[PITCH] >= 180) + viewmodel_push_x -= 360; + + if(viewmodel_push_x < cl.viewangles[PITCH]) + { + if(cl.viewangles[PITCH] - viewmodel_push_x > cl_leanmodel_up_limit.value) + viewmodel_push_x = cl.viewangles[PITCH] - cl_leanmodel_up_limit.value; + else + viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * cl_leanmodel_up_speed.value * ef_speed; + } + if(viewmodel_push_x > cl.viewangles[PITCH]) + { + if(viewmodel_push_x - cl.viewangles[PITCH] > cl_leanmodel_up_limit.value) + viewmodel_push_x = cl.viewangles[PITCH] + cl_leanmodel_up_limit.value; + else + viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * cl_leanmodel_up_speed.value * ef_speed; + } + } + else + viewmodel_push_x = cl.viewangles[PITCH]; + + if(cl_leanmodel_side.value && cl_leanmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect + { + // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border + if(cl.viewangles[YAW] - viewmodel_push_y >= 180) + viewmodel_push_y += 360; + if(viewmodel_push_y - cl.viewangles[YAW] >= 180) + viewmodel_push_y -= 360; + + if(viewmodel_push_y < cl.viewangles[YAW]) + { + if(cl.viewangles[YAW] - viewmodel_push_y > cl_leanmodel_side_limit.value) + viewmodel_push_y = cl.viewangles[YAW] - cl_leanmodel_side_limit.value; + else + viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * cl_leanmodel_side_speed.value * ef_speed; + } + if(viewmodel_push_y > cl.viewangles[YAW]) + { + if(viewmodel_push_y - cl.viewangles[YAW] > cl_leanmodel_side_limit.value) + viewmodel_push_y = cl.viewangles[YAW] + cl_leanmodel_side_limit.value; + else + viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * cl_leanmodel_side_speed.value * ef_speed; + } + } + else + viewmodel_push_y = cl.viewangles[YAW]; + + VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]); + + // gun model following code + // TODO: make the weapon model not shake when looking around horizontally (due to X axis vs. Y axis) + if(cl_followmodel_side.value && cl_followmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect + { + if(gunorg_follow[0] < vieworg[0]) + { + if(vieworg[0] - gunorg_follow[0] > cl_followmodel_side_limit.value) + gunorg_follow[0] = vieworg[0] - cl_followmodel_side_limit.value; + else + gunorg_follow[0] += (vieworg[0] - gunorg_follow[0]) * cl_followmodel_side_speed.value * ef_speed; + } + if(gunorg_follow[0] > vieworg[0]) + { + if(gunorg_follow[0] - vieworg[0] > cl_followmodel_side_limit.value) + gunorg_follow[0] = vieworg[0] + cl_followmodel_side_limit.value; + else + gunorg_follow[0] -= (gunorg_follow[0] - vieworg[0]) * cl_followmodel_side_speed.value * ef_speed; + } + + if(gunorg_follow[1] < vieworg[1]) + { + if(vieworg[1] - gunorg_follow[1] > cl_followmodel_side_limit.value) + gunorg_follow[1] = vieworg[1] - cl_followmodel_side_limit.value; + else + gunorg_follow[1] += (vieworg[1] - gunorg_follow[1]) * cl_followmodel_side_speed.value * ef_speed; + } + if(gunorg_follow[1] > vieworg[1]) + { + if(gunorg_follow[1] - vieworg[1] > cl_followmodel_side_limit.value) + gunorg_follow[1] = vieworg[1] + cl_followmodel_side_limit.value; + else + gunorg_follow[1] -= (gunorg_follow[1] - vieworg[1]) * cl_followmodel_side_speed.value * ef_speed; + } + } + else + { + gunorg_follow[0] = vieworg[0]; + gunorg_follow[1] = vieworg[1]; + } + + if(cl_followmodel_up.value && cl_followmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect + { + if(gunorg_follow[2] < vieworg[2]) + { + if(vieworg[2] - gunorg_follow[2] > cl_followmodel_up_limit.value) + gunorg_follow[2] = vieworg[2] - cl_followmodel_up_limit.value; + else + gunorg_follow[2] += (vieworg[2] - gunorg_follow[2]) * cl_followmodel_up_speed.value * ef_speed; + } + if(gunorg_follow[2] > vieworg[2]) + { + if(gunorg_follow[2] - vieworg[2] > cl_followmodel_up_limit.value) + gunorg_follow[2] = vieworg[2] + cl_followmodel_up_limit.value; + else + gunorg_follow[2] -= (gunorg_follow[2] - vieworg[2]) * cl_followmodel_up_speed.value * ef_speed; + } + } + else + gunorg_follow[2] = vieworg[2]; + + VectorCopy(gunorg_follow, gunorg); + + // gun model bobbing code double xyspeed, bob; xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]); @@ -467,9 +676,7 @@ void V_CalcRefdef (void) vieworg[2] += bound(-7, bob, 4); } - VectorCopy(vieworg, gunorg); - - if (cl_bobmodel.value) + if (cl_bob.value && 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. @@ -503,23 +710,23 @@ void V_CalcRefdef (void) } bspeed = bound (0, xyspeed, 400) * 0.01f; - AngleVectors (viewangles, forward, right, up); - bob = bspeed * cl_bobmodel_side.value * sin (s) * t; + 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 * 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); + Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value); + VectorCopy(vieworg, cl.csqc_origin); + VectorCopy(viewangles, cl.csqc_angles); } } } @@ -530,11 +737,11 @@ void V_FadeViewFlashs(void) 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; } @@ -549,12 +756,12 @@ void V_CalcViewBlend(void) 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) { @@ -643,11 +850,31 @@ void V_CalcViewBlend(void) 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[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f); + + // 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; + } } } @@ -661,7 +888,7 @@ V_Init 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); @@ -687,6 +914,20 @@ void V_Init (void) Cvar_RegisterVariable (&cl_bobmodel_up); Cvar_RegisterVariable (&cl_bobmodel_speed); + Cvar_RegisterVariable (&cl_leanmodel_side); + Cvar_RegisterVariable (&cl_leanmodel_side_speed); + Cvar_RegisterVariable (&cl_leanmodel_side_limit); + Cvar_RegisterVariable (&cl_leanmodel_up); + Cvar_RegisterVariable (&cl_leanmodel_up_speed); + Cvar_RegisterVariable (&cl_leanmodel_up_limit); + + Cvar_RegisterVariable (&cl_followmodel_side); + Cvar_RegisterVariable (&cl_followmodel_side_speed); + Cvar_RegisterVariable (&cl_followmodel_side_limit); + Cvar_RegisterVariable (&cl_followmodel_up); + Cvar_RegisterVariable (&cl_followmodel_up_speed); + Cvar_RegisterVariable (&cl_followmodel_up_limit); + Cvar_RegisterVariable (&cl_viewmodel_scale); Cvar_RegisterVariable (&v_kicktime); @@ -698,6 +939,8 @@ void V_Init (void) Cvar_RegisterVariable (&chase_back); Cvar_RegisterVariable (&chase_up); Cvar_RegisterVariable (&chase_active); + Cvar_RegisterVariable (&chase_overhead); + Cvar_RegisterVariable (&chase_pitchangle); if (gamemode == GAME_GOODVSBAD2) Cvar_RegisterVariable (&chase_stevie);