X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=view.c;h=be9bea79bb3bb969b0bd87ee0c7ec2d658319bc5;hb=b756c8bdbfc98ccc575329b39f1934555beca802;hp=bb53f2de62c1e3f90953f834d706aa5b4cbd4eee;hpb=7f08df53746e0bd90d409f897efe7439304f9f79;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index bb53f2de..be9bea79 100644 --- a/view.c +++ b/view.c @@ -31,45 +31,45 @@ when crossing a water boudnary. */ -cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"}; -cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"}; +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"}; -cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"}; -cvar_t cl_bobup = {0, "cl_bobup","0.5"}; +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_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 cl_bobmodel = {0, "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 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"}; +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 v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"}; -cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2"}; -cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5"}; -cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1"}; -cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3"}; -cvar_t v_iroll_level = {0, "v_iroll_level", "0.1"}; -cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3"}; +cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"}; +cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"}; +cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"}; +cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"}; +cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"}; +cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"}; -cvar_t v_idlescale = {0, "v_idlescale", "0"}; +cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"}; -cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"}; +cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"}; -cvar_t v_centermove = {0, "v_centermove", "0.15"}; -cvar_t v_centerspeed = {0, "v_centerspeed","500"}; +cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"}; +cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"}; -cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"}; +cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"}; -cvar_t chase_back = {CVAR_SAVE, "chase_back", "48"}; -cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"}; -cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"}; +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"}; // GAME_GOODVSBAD2 -cvar_t chase_stevie = {0, "chase_stevie", "0"}; +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"}; +cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"}; float v_dmg_time, v_dmg_roll, v_dmg_pitch; @@ -221,7 +221,7 @@ void V_ParseDamage (void) armor = MSG_ReadByte (); blood = MSG_ReadByte (); - MSG_ReadVector(from, cl.protocol); + MSG_ReadVector(from, cls.protocol); count = blood*0.5 + armor*0.5; if (count < 10) @@ -308,6 +308,7 @@ static void V_BonusFlash_f (void) extern matrix4x4_t viewmodelmatrix; #include "cl_collision.h" +#include "csprogs.h" /* ================== @@ -321,6 +322,9 @@ void V_CalcRefdef (void) entity_t *ent; float vieworg[3], gunorg[3], viewangles[3]; trace_t trace; + if(csqc_loaded) + return; + VectorClear(gunorg); Matrix4x4_CreateIdentity(&viewmodelmatrix); Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix); if (cls.state == ca_connected && cls.signon == SIGNONS) @@ -417,7 +421,7 @@ void V_CalcRefdef (void) { double xyspeed, bob; - xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]); + xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]); if (cl_bob.value && cl_bobcycle.value) { float cycle; @@ -489,6 +493,8 @@ void V_CalcRefdef (void) 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, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3); + VectorCopy(vieworg, csqc_origin); + VectorCopy(viewangles, csqc_angles); } } } @@ -513,8 +519,8 @@ void V_CalcViewBlend(void) r_refdef.viewblend[1] = 0; r_refdef.viewblend[2] = 0; r_refdef.viewblend[3] = 0; - r_refdef.fovscale_x = cl.viewzoom; - r_refdef.fovscale_y = cl.viewzoom; + r_refdef.frustumscale_x = 1; + r_refdef.frustumscale_y = 1; if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0) { // set contents color @@ -524,8 +530,8 @@ void V_CalcViewBlend(void) supercontents = CL_PointSuperContents(vieworigin); if (supercontents & SUPERCONTENTS_LIQUIDSMASK) { - r_refdef.fovscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value); - r_refdef.fovscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value); + r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value); + r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value); if (supercontents & SUPERCONTENTS_LAVA) { cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255; @@ -626,9 +632,9 @@ V_Init */ void V_Init (void) { - Cmd_AddCommand ("v_cshift", V_cshift_f); - Cmd_AddCommand ("bf", V_BonusFlash_f); - Cmd_AddCommand ("centerview", V_StartPitchDrift); + 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 ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)"); Cvar_RegisterVariable (&v_centermove); Cvar_RegisterVariable (&v_centerspeed);