]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - view.c
added GAME_DARSANA and GAME_CONTAGIONTHEORY
[xonotic/darkplaces.git] / view.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // view.c -- player eye positioning
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24
25 /*
26
27 The view is allowed to move slightly from it's true position for bobbing,
28 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
29 entities sent from the server may not include everything in the pvs, especially
30 when crossing a water boudnary.
31
32 */
33
34 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
35 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
36
37 cvar_t cl_bob = {0, "cl_bob","0.02", "view bobbing amount"};
38 cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6", "view bobbing speed"};
39 cvar_t cl_bobup = {0, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
40
41 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
42 cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"};
43 cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"};
44 cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7", "gun bobbing speed"};
45
46 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
47 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
48 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
49
50 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
51 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
52 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
53 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
54 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
55 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
56
57 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
58
59 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
60
61 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)"};
62 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
63
64 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
65
66 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
67 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
68 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
69 // GAME_GOODVSBAD2
70 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
71
72 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
73 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
74
75 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
76
77
78 /*
79 ===============
80 V_CalcRoll
81
82 Used by view and sv_user
83 ===============
84 */
85 float V_CalcRoll (vec3_t angles, vec3_t velocity)
86 {
87         vec3_t  right;
88         float   sign;
89         float   side;
90         float   value;
91
92         AngleVectors (angles, NULL, right, NULL);
93         side = DotProduct (velocity, right);
94         sign = side < 0 ? -1 : 1;
95         side = fabs(side);
96
97         value = cl_rollangle.value;
98
99         if (side < cl_rollspeed.value)
100                 side = side * value / cl_rollspeed.value;
101         else
102                 side = value;
103
104         return side*sign;
105
106 }
107
108 void V_StartPitchDrift (void)
109 {
110         if (cl.laststop == cl.time)
111                 return;         // something else is keeping it from drifting
112
113         if (cl.nodrift || !cl.pitchvel)
114         {
115                 cl.pitchvel = v_centerspeed.value;
116                 cl.nodrift = false;
117                 cl.driftmove = 0;
118         }
119 }
120
121 void V_StopPitchDrift (void)
122 {
123         cl.laststop = cl.time;
124         cl.nodrift = true;
125         cl.pitchvel = 0;
126 }
127
128 /*
129 ===============
130 V_DriftPitch
131
132 Moves the client pitch angle towards cl.idealpitch sent by the server.
133
134 If the user is adjusting pitch manually, either with lookup/lookdown,
135 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
136
137 Drifting is enabled when the center view key is hit, mlook is released and
138 lookspring is non 0, or when
139 ===============
140 */
141 void V_DriftPitch (void)
142 {
143         float           delta, move;
144
145         if (noclip_anglehack || !cl.onground || cls.demoplayback )
146         {
147                 cl.driftmove = 0;
148                 cl.pitchvel = 0;
149                 return;
150         }
151
152 // don't count small mouse motion
153         if (cl.nodrift)
154         {
155                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
156                         cl.driftmove = 0;
157                 else
158                         cl.driftmove += cl.realframetime;
159
160                 if ( cl.driftmove > v_centermove.value)
161                 {
162                         V_StartPitchDrift ();
163                 }
164                 return;
165         }
166
167         delta = cl.idealpitch - cl.viewangles[PITCH];
168
169         if (!delta)
170         {
171                 cl.pitchvel = 0;
172                 return;
173         }
174
175         move = cl.realframetime * cl.pitchvel;
176         cl.pitchvel += cl.realframetime * v_centerspeed.value;
177
178         if (delta > 0)
179         {
180                 if (move > delta)
181                 {
182                         cl.pitchvel = 0;
183                         move = delta;
184                 }
185                 cl.viewangles[PITCH] += move;
186         }
187         else if (delta < 0)
188         {
189                 if (move > -delta)
190                 {
191                         cl.pitchvel = 0;
192                         move = -delta;
193                 }
194                 cl.viewangles[PITCH] -= move;
195         }
196 }
197
198
199 /*
200 ==============================================================================
201
202                                                 SCREEN FLASHES
203
204 ==============================================================================
205 */
206
207
208 /*
209 ===============
210 V_ParseDamage
211 ===============
212 */
213 void V_ParseDamage (void)
214 {
215         int armor, blood;
216         vec3_t from;
217         //vec3_t forward, right;
218         vec3_t localfrom;
219         entity_t *ent;
220         //float side;
221         float count;
222
223         armor = MSG_ReadByte ();
224         blood = MSG_ReadByte ();
225         MSG_ReadVector(from, cls.protocol);
226
227         count = blood*0.5 + armor*0.5;
228         if (count < 10)
229                 count = 10;
230
231         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
232
233         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
234         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
235                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
236         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
237                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
238
239         if (armor > blood)
240         {
241                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
242                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
243                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
244         }
245         else if (armor)
246         {
247                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
248                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
249                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
250         }
251         else
252         {
253                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
254                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
255                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
256         }
257
258         // calculate view angle kicks
259         if (cl.entities[cl.viewentity].state_current.active)
260         {
261                 ent = &cl.entities[cl.viewentity];
262                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
263                 VectorNormalize(localfrom);
264                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
265                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
266                 v_dmg_time = v_kicktime.value;
267         }
268 }
269
270 static cshift_t v_cshift;
271
272 /*
273 ==================
274 V_cshift_f
275 ==================
276 */
277 static void V_cshift_f (void)
278 {
279         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
280         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
281         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
282         v_cshift.percent = atof(Cmd_Argv(4));
283 }
284
285
286 /*
287 ==================
288 V_BonusFlash_f
289
290 When you run over an item, the server sends this command
291 ==================
292 */
293 static void V_BonusFlash_f (void)
294 {
295         cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
296         cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
297         cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
298         cl.cshifts[CSHIFT_BONUS].percent = 50;
299 }
300
301 /*
302 ==============================================================================
303
304                                                 VIEW RENDERING
305
306 ==============================================================================
307 */
308
309 extern matrix4x4_t viewmodelmatrix;
310
311 #include "cl_collision.h"
312 #include "csprogs.h"
313
314 /*
315 ==================
316 CL_StairSmoothing
317
318 ==================
319 */
320 void CL_StairSmoothing (void)
321 {
322         if (v_dmg_time > 0)
323                 v_dmg_time -= (cl.time - cl.oldtime);
324
325         // stair smoothing
326         if (cl.onground && cl.stairoffset < 0)
327         {
328                 cl.stairoffset += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
329                 cl.stairoffset = bound(-16, cl.stairoffset, 0);
330         }
331         else if (cl.onground && cl.stairoffset > 0)
332         {
333                 cl.stairoffset -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
334                 cl.stairoffset = bound(0, cl.stairoffset, 16);
335         }
336         else
337                 cl.stairoffset = 0;
338 }
339
340 /*
341 ==================
342 V_CalcRefdef
343
344 ==================
345 */
346 void V_CalcRefdef (void)
347 {
348         static float oldz;
349         entity_t *ent;
350         float vieworg[3], gunorg[3], viewangles[3];
351         trace_t trace;
352         if(csqc_loaded)
353                 return;
354         VectorClear(gunorg);
355         viewmodelmatrix = identitymatrix;
356         r_view.matrix = identitymatrix;
357         if (cls.state == ca_connected && cls.signon == SIGNONS)
358         {
359                 // ent is the view entity (visible when out of body)
360                 ent = &cl.entities[cl.viewentity];
361                 // player can look around, so take the origin from the entity,
362                 // and the angles from the input system
363                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
364                 VectorCopy(cl.viewangles, viewangles);
365
366                 // update the stairoffset if the player entity has gone up or down without leaving the ground
367                 //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]);
368                 cl.stairoffset -= vieworg[2] - oldz;
369                 oldz = vieworg[2];
370                 cl.stairoffset = bound(-16, cl.stairoffset, 16);
371
372                 // interpolate the angles if playing a demo or spectating someone
373                 if (cls.demoplayback || cl.fixangle[0])
374                 {
375                         int i;
376                         float frac = bound(0, (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]), 1);
377                         for (i = 0;i < 3;i++)
378                         {
379                                 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
380                                 if (d > 180)
381                                         d -= 360;
382                                 else if (d < -180)
383                                         d += 360;
384                                 viewangles[i] = cl.mviewangles[1][i] + frac * d;
385                         }
386                 }
387                 if (cl.intermission)
388                 {
389                         // entity is a fixed camera, just copy the matrix
390                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
391                                 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);
392                         else
393                         {
394                                 r_view.matrix = ent->render.matrix;
395                                 r_view.matrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
396                         }
397                         viewmodelmatrix = r_view.matrix;
398                 }
399                 else
400                 {
401                         // apply qw weapon recoil effect (this did not work in QW)
402                         // TODO: add a cvar to disable this
403                         viewangles[PITCH] += cl.qw_weaponkick;
404
405                         // bias by stair smoothing offset
406                         vieworg[2] += cl.stairoffset;
407
408                         if (chase_active.value)
409                         {
410                                 // observing entity from third person
411                                 vec_t camback, camup, dist, forward[3], chase_dest[3];
412
413                                 camback = bound(0, chase_back.value, 128);
414                                 if (chase_back.value != camback)
415                                         Cvar_SetValueQuick(&chase_back, camback);
416                                 camup = bound(-48, chase_up.value, 96);
417                                 if (chase_up.value != camup)
418                                         Cvar_SetValueQuick(&chase_up, camup);
419
420                                 // this + 22 is to match view_ofs for compatibility with older versions
421                                 camup += 22;
422
423                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
424                                 {
425                                         // look straight down from high above
426                                         viewangles[0] = 90;
427                                         camback = 2048;
428                                 }
429                                 AngleVectors(viewangles, forward, NULL, NULL);
430
431                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
432                                 dist = -camback - 8;
433                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
434                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
435                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
436                                 trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
437                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
438                         }
439                         else
440                         {
441                                 // first person view from entity
442                                 // angles
443                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
444                                         viewangles[ROLL] = v_deathtiltangle.value;
445                                 VectorAdd(viewangles, cl.punchangle, viewangles);
446                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
447                                 if (v_dmg_time > 0)
448                                 {
449                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
450                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
451                                 }
452                                 // origin
453                                 VectorAdd(vieworg, cl.punchvector, vieworg);
454                                 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
455                                 if (cl.stats[STAT_HEALTH] > 0)
456                                 {
457                                         double xyspeed, bob;
458
459                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
460                                         if (cl_bob.value && cl_bobcycle.value)
461                                         {
462                                                 float cycle;
463                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
464                                                 // should be done in QC on the server, but oh well, quake is quake)
465                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
466                                                 // degrees (which allows lengthening or squishing the peak or valley)
467                                                 cycle = cl.time / cl_bobcycle.value;
468                                                 cycle -= (int) cycle;
469                                                 if (cycle < cl_bobup.value)
470                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
471                                                 else
472                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
473                                                 // bob is proportional to velocity in the xy plane
474                                                 // (don't count Z, or jumping messes it up)
475                                                 bob = xyspeed * cl_bob.value;
476                                                 bob = bob*0.3 + bob*0.7*cycle;
477                                                 vieworg[2] += bound(-7, bob, 4);
478                                         }
479
480                                         VectorCopy(vieworg, gunorg);
481
482                                         if (cl_bobmodel.value)
483                                         {
484                                                 // calculate for swinging gun model
485                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
486                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
487                                                 // for the most part, but for some reason when you go through a message trigger or
488                                                 // pick up an item or anything like that it will momentarily jolt the gun.
489                                                 vec3_t forward, right, up;
490                                                 float bspeed;
491                                                 float s;
492                                                 float t;
493
494                                                 s = cl.time * cl_bobmodel_speed.value;
495                                                 if (cl.onground)
496                                                 {
497                                                         if (cl.time - cl.hitgroundtime < 0.2)
498                                                         {
499                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
500                                                                 t = cl.time - cl.hitgroundtime;
501                                                                 t = bound(0, t, 0.2);
502                                                                 t *= 5;
503                                                         }
504                                                         else
505                                                                 t = 1;
506                                                 }
507                                                 else
508                                                 {
509                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
510                                                         t = cl.time - cl.lastongroundtime;
511                                                         t = 0.2 - bound(0, t, 0.2);
512                                                         t *= 5;
513                                                 }
514
515                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
516                                                 AngleVectors (viewangles, forward, right, up);
517                                                 bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
518                                                 VectorMA (gunorg, bob, right, gunorg);
519                                                 bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
520                                                 VectorMA (gunorg, bob, up, gunorg);
521                                         }
522                                 }
523                         }
524                         // calculate a view matrix for rendering the scene
525                         if (v_idlescale.value)
526                                 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);
527                         else
528                                 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);
529                         // calculate a viewmodel matrix for use in view-attached entities
530                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
531                         VectorCopy(vieworg, csqc_origin);
532                         VectorCopy(viewangles, csqc_angles);
533                 }
534         }
535 }
536
537 void V_FadeViewFlashs(void)
538 {
539         // drop the damage value
540         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
541         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
542                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
543         // drop the bonus value
544         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
545         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
546                 cl.cshifts[CSHIFT_BONUS].percent = 0;
547 }
548
549 void V_CalcViewBlend(void)
550 {
551         float a2;
552         int j;
553         r_refdef.viewblend[0] = 0;
554         r_refdef.viewblend[1] = 0;
555         r_refdef.viewblend[2] = 0;
556         r_refdef.viewblend[3] = 0;
557         r_refdef.frustumscale_x = 1;
558         r_refdef.frustumscale_y = 1;
559         if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
560         {
561                 // set contents color
562                 int supercontents;
563                 vec3_t vieworigin;
564                 Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
565                 supercontents = CL_PointSuperContents(vieworigin);
566                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
567                 {
568                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
569                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
570                         if (supercontents & SUPERCONTENTS_LAVA)
571                         {
572                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
573                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
574                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
575                         }
576                         else if (supercontents & SUPERCONTENTS_SLIME)
577                         {
578                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
579                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
580                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
581                         }
582                         else
583                         {
584                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
585                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
586                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
587                         }
588                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
589                 }
590                 else
591                 {
592                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
593                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
594                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
595                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
596                 }
597
598                 if (gamemode != GAME_TRANSFUSION)
599                 {
600                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
601                         {
602                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
603                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
604                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
605                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
606                         }
607                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
608                         {
609                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
610                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
611                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
612                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
613                         }
614                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
615                         {
616                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
617                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
618                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
619                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
620                         }
621                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
622                         {
623                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
624                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
625                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
626                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
627                         }
628                         else
629                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
630                 }
631
632                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
633                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
634                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
635                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
636
637                 // LordHavoc: fixed V_CalcBlend
638                 for (j = 0;j < NUM_CSHIFTS;j++)
639                 {
640                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
641                         if (a2 > 0)
642                         {
643                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
644                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
645                         }
646                 }
647                 // saturate color (to avoid blending in black)
648                 if (r_refdef.viewblend[3])
649                 {
650                         a2 = 1 / r_refdef.viewblend[3];
651                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
652                 }
653
654                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
655                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
656                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
657                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
658         }
659 }
660
661 //============================================================================
662
663 /*
664 =============
665 V_Init
666 =============
667 */
668 void V_Init (void)
669 {
670         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
671         Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
672         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
673
674         Cvar_RegisterVariable (&v_centermove);
675         Cvar_RegisterVariable (&v_centerspeed);
676
677         Cvar_RegisterVariable (&v_iyaw_cycle);
678         Cvar_RegisterVariable (&v_iroll_cycle);
679         Cvar_RegisterVariable (&v_ipitch_cycle);
680         Cvar_RegisterVariable (&v_iyaw_level);
681         Cvar_RegisterVariable (&v_iroll_level);
682         Cvar_RegisterVariable (&v_ipitch_level);
683
684         Cvar_RegisterVariable (&v_idlescale);
685         Cvar_RegisterVariable (&crosshair);
686
687         Cvar_RegisterVariable (&cl_rollspeed);
688         Cvar_RegisterVariable (&cl_rollangle);
689         Cvar_RegisterVariable (&cl_bob);
690         Cvar_RegisterVariable (&cl_bobcycle);
691         Cvar_RegisterVariable (&cl_bobup);
692         Cvar_RegisterVariable (&cl_bobmodel);
693         Cvar_RegisterVariable (&cl_bobmodel_side);
694         Cvar_RegisterVariable (&cl_bobmodel_up);
695         Cvar_RegisterVariable (&cl_bobmodel_speed);
696
697         Cvar_RegisterVariable (&v_kicktime);
698         Cvar_RegisterVariable (&v_kickroll);
699         Cvar_RegisterVariable (&v_kickpitch);
700
701         Cvar_RegisterVariable (&cl_stairsmoothspeed);
702
703         Cvar_RegisterVariable (&chase_back);
704         Cvar_RegisterVariable (&chase_up);
705         Cvar_RegisterVariable (&chase_active);
706         if (gamemode == GAME_GOODVSBAD2)
707                 Cvar_RegisterVariable (&chase_stevie);
708
709         Cvar_RegisterVariable (&v_deathtilt);
710         Cvar_RegisterVariable (&v_deathtiltangle);
711 }
712