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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 #include "image.h"
25
26 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
27
28 /*
29
30 The view is allowed to move slightly from it's true position for bobbing,
31 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
32 entities sent from the server may not include everything in the pvs, especially
33 when crossing a water boudnary.
34
35 */
36
37 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
38 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
39
40 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
41 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
42 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"};
43 cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
44 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
45 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
46 cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
47 cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
48 cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
49 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
50 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
51 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
52 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
53
54 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
55 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
56 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
57 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
58 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
59 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
60 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
61 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
62 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
63 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
64 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
65
66 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
67 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
68 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
69 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
70 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
71 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
72 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
73 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
74 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
75 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
76 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
77
78 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"};
79
80 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
81 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
82 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
83
84 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
85 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
86 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
87 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
88 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
89 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
90
91 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
92
93 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
94
95 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)"};
96 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
97
98 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
99
100 cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
101
102 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
103 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
104 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
105 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
106 // GAME_GOODVSBAD2
107 cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
108
109 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
110 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
111
112 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
113 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
114
115 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
116
117
118 /*
119 ===============
120 V_CalcRoll
121
122 Used by view and sv_user
123 ===============
124 */
125 float V_CalcRoll (vec3_t angles, vec3_t velocity)
126 {
127         vec3_t  right;
128         float   sign;
129         float   side;
130         float   value;
131
132         AngleVectors (angles, NULL, right, NULL);
133         side = DotProduct (velocity, right);
134         sign = side < 0 ? -1 : 1;
135         side = fabs(side);
136
137         value = cl_rollangle.value;
138
139         if (side < cl_rollspeed.value)
140                 side = side * value / cl_rollspeed.value;
141         else
142                 side = value;
143
144         return side*sign;
145
146 }
147
148 void V_StartPitchDrift (void)
149 {
150         if (cl.laststop == cl.time)
151                 return;         // something else is keeping it from drifting
152
153         if (cl.nodrift || !cl.pitchvel)
154         {
155                 cl.pitchvel = v_centerspeed.value;
156                 cl.nodrift = false;
157                 cl.driftmove = 0;
158         }
159 }
160
161 void V_StopPitchDrift (void)
162 {
163         cl.laststop = cl.time;
164         cl.nodrift = true;
165         cl.pitchvel = 0;
166 }
167
168 /*
169 ===============
170 V_DriftPitch
171
172 Moves the client pitch angle towards cl.idealpitch sent by the server.
173
174 If the user is adjusting pitch manually, either with lookup/lookdown,
175 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
176
177 Drifting is enabled when the center view key is hit, mlook is released and
178 lookspring is non 0, or when
179 ===============
180 */
181 void V_DriftPitch (void)
182 {
183         float           delta, move;
184
185         if (noclip_anglehack || !cl.onground || cls.demoplayback )
186         {
187                 cl.driftmove = 0;
188                 cl.pitchvel = 0;
189                 return;
190         }
191
192 // don't count small mouse motion
193         if (cl.nodrift)
194         {
195                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
196                         cl.driftmove = 0;
197                 else
198                         cl.driftmove += cl.realframetime;
199
200                 if ( cl.driftmove > v_centermove.value)
201                 {
202                         V_StartPitchDrift ();
203                 }
204                 return;
205         }
206
207         delta = cl.idealpitch - cl.viewangles[PITCH];
208
209         if (!delta)
210         {
211                 cl.pitchvel = 0;
212                 return;
213         }
214
215         move = cl.realframetime * cl.pitchvel;
216         cl.pitchvel += cl.realframetime * v_centerspeed.value;
217
218         if (delta > 0)
219         {
220                 if (move > delta)
221                 {
222                         cl.pitchvel = 0;
223                         move = delta;
224                 }
225                 cl.viewangles[PITCH] += move;
226         }
227         else if (delta < 0)
228         {
229                 if (move > -delta)
230                 {
231                         cl.pitchvel = 0;
232                         move = -delta;
233                 }
234                 cl.viewangles[PITCH] -= move;
235         }
236 }
237
238
239 /*
240 ==============================================================================
241
242                                                 SCREEN FLASHES
243
244 ==============================================================================
245 */
246
247
248 /*
249 ===============
250 V_ParseDamage
251 ===============
252 */
253 void V_ParseDamage (void)
254 {
255         int armor, blood;
256         vec3_t from;
257         //vec3_t forward, right;
258         vec3_t localfrom;
259         entity_t *ent;
260         //float side;
261         float count;
262
263         armor = MSG_ReadByte ();
264         blood = MSG_ReadByte ();
265         MSG_ReadVector(from, cls.protocol);
266
267         // Send the Dmg Globals to CSQC
268         CL_VM_UpdateDmgGlobals(blood, armor, from);
269
270         count = blood*0.5 + armor*0.5;
271         if (count < 10)
272                 count = 10;
273
274         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
275
276         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
277         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
278         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
279                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
280         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
281                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
282
283         if (armor > blood)
284         {
285                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
286                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
287                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
288         }
289         else if (armor)
290         {
291                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
292                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
293                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
294         }
295         else
296         {
297                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
298                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
299                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
300         }
301
302         // calculate view angle kicks
303         if (cl.entities[cl.viewentity].state_current.active)
304         {
305                 ent = &cl.entities[cl.viewentity];
306                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
307                 VectorNormalize(localfrom);
308                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
309                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
310                 v_dmg_time = v_kicktime.value;
311         }
312 }
313
314 static cshift_t v_cshift;
315
316 /*
317 ==================
318 V_cshift_f
319 ==================
320 */
321 static void V_cshift_f (void)
322 {
323         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
324         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
325         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
326         v_cshift.percent = atof(Cmd_Argv(4));
327 }
328
329
330 /*
331 ==================
332 V_BonusFlash_f
333
334 When you run over an item, the server sends this command
335 ==================
336 */
337 static void V_BonusFlash_f (void)
338 {
339         if(Cmd_Argc() == 1)
340         {
341                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
342                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
343                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
344                 cl.cshifts[CSHIFT_BONUS].percent = 50;
345                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
346         }
347         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
348         {
349                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
350                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
351                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
352                 if(Cmd_Argc() >= 5)
353                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
354                 else
355                         cl.cshifts[CSHIFT_BONUS].percent = 50;
356                 if(Cmd_Argc() >= 6)
357                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
358                 else
359                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
360         }
361         else
362                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
363 }
364
365 /*
366 ==============================================================================
367
368                                                 VIEW RENDERING
369
370 ==============================================================================
371 */
372
373 extern matrix4x4_t viewmodelmatrix_nobob;
374 extern matrix4x4_t viewmodelmatrix_withbob;
375
376 #include "cl_collision.h"
377 #include "csprogs.h"
378
379 /*
380 ==================
381 V_CalcRefdef
382
383 ==================
384 */
385 #if 0
386 static vec3_t eyeboxmins = {-16, -16, -24};
387 static vec3_t eyeboxmaxs = { 16,  16,  32};
388 #endif
389
390 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
391 {
392         frac = bound(0, frac, 1);
393         return (*store = *store * (1 - frac) + value * frac);
394 }
395
396 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
397 {
398         lowpass(value, frac, store);
399         return (*store = bound(value - limit, *store, value + limit));
400 }
401
402 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
403 {
404         return value - lowpass(value, frac, store);
405 }
406
407 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
408 {
409         return value - lowpass_limited(value, frac, limit, store);
410 }
411
412 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
413 {
414         out[0] = lowpass(value[0], fracx, &store[0]);
415         out[1] = lowpass(value[1], fracy, &store[1]);
416         out[2] = lowpass(value[2], fracz, &store[2]);
417 }
418
419 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
420 {
421         out[0] = highpass(value[0], fracx, &store[0]);
422         out[1] = highpass(value[1], fracy, &store[1]);
423         out[2] = highpass(value[2], fracz, &store[2]);
424 }
425
426 static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
427 {
428         out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
429         out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
430         out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
431 }
432
433 void V_CalcRefdef (void)
434 {
435         entity_t *ent;
436         float vieworg[3], viewangles[3], smoothtime;
437         float gunorg[3], gunangles[3];
438         matrix4x4_t tmpmatrix;
439         
440         static float viewheightavg;
441         float viewheight;       
442 #if 0
443 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
444         vec3_t camboxmins = {-3, -3, -3};
445         vec3_t camboxmaxs = {3, 3, 3};
446 // end of chase camera bounding box size for proper collisions by Alexander Zubov
447 #endif
448         trace_t trace;
449         VectorClear(gunorg);
450         viewmodelmatrix_nobob = identitymatrix;
451         viewmodelmatrix_withbob = identitymatrix;
452         r_refdef.view.matrix = identitymatrix;
453         if (cls.state == ca_connected && cls.signon == SIGNONS)
454         {
455                 // ent is the view entity (visible when out of body)
456                 ent = &cl.entities[cl.viewentity];
457                 // player can look around, so take the origin from the entity,
458                 // and the angles from the input system
459                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
460                 VectorCopy(cl.viewangles, viewangles);
461
462                 // calculate how much time has passed since the last V_CalcRefdef
463                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
464                 cl.stairsmoothtime = cl.time;
465
466                 // fade damage flash
467                 if (v_dmg_time > 0)
468                         v_dmg_time -= bound(0, smoothtime, 0.1);
469
470                 if (cl.intermission)
471                 {
472                         // entity is a fixed camera, just copy the matrix
473                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
474                                 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);
475                         else
476                         {
477                                 r_refdef.view.matrix = ent->render.matrix;
478                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
479                         }
480                         Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
481                         Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
482                         Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
483                 }
484                 else
485                 {
486                         // smooth stair stepping, but only if onground and enabled
487                         if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
488                                 cl.stairsmoothz = vieworg[2];
489                         else
490                         {
491                                 if (cl.stairsmoothz < vieworg[2])
492                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
493                                 else if (cl.stairsmoothz > vieworg[2])
494                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
495                         }
496
497                         // apply qw weapon recoil effect (this did not work in QW)
498                         // TODO: add a cvar to disable this
499                         viewangles[PITCH] += cl.qw_weaponkick;
500
501                         // apply the viewofs (even if chasecam is used)
502                         // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
503                         viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
504                         viewheightavg = viewheightavg * (1 - viewheight) + cl.stats[STAT_VIEWHEIGHT] * viewheight;
505                         vieworg[2] += viewheightavg;
506
507                         if (chase_active.value)
508                         {
509                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
510                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
511
512                                 camback = chase_back.value;
513                                 camup = chase_up.value;
514                                 campitch = chase_pitchangle.value;
515
516                                 AngleVectors(viewangles, forward, NULL, NULL);
517
518                                 if (chase_overhead.integer)
519                                 {
520 #if 1
521                                         vec3_t offset;
522                                         vec3_t bestvieworg;
523 #endif
524                                         vec3_t up;
525                                         viewangles[PITCH] = 0;
526                                         AngleVectors(viewangles, forward, NULL, up);
527                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
528                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
529                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
530                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
531 #if 0
532 #if 1
533                                         //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
534                                         trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
535 #else
536                                         //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
537                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
538 #endif
539                                         VectorCopy(trace.endpos, vieworg);
540                                         vieworg[2] -= 8;
541 #else
542                                         // trace from first person view location to our chosen third person view location
543 #if 1
544                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
545 #else
546                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
547 #endif
548                                         VectorCopy(trace.endpos, bestvieworg);
549                                         offset[2] = 0;
550                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
551                                         {
552                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
553                                                 {
554                                                         AngleVectors(viewangles, NULL, NULL, up);
555                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
556                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
557                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
558 #if 1
559                                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
560 #else
561                                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
562 #endif
563                                                         if (bestvieworg[2] > trace.endpos[2])
564                                                                 bestvieworg[2] = trace.endpos[2];
565                                                 }
566                                         }
567                                         bestvieworg[2] -= 8;
568                                         VectorCopy(bestvieworg, vieworg);
569 #endif
570                                         viewangles[PITCH] = campitch;
571                                 }
572                                 else
573                                 {
574                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
575                                         {
576                                                 // look straight down from high above
577                                                 viewangles[PITCH] = 90;
578                                                 camback = 2048;
579                                                 VectorSet(forward, 0, 0, -1);
580                                         }
581
582                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
583                                         dist = -camback - 8;
584                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
585                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
586                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
587                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
588                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
589                                 }
590                         }
591                         else
592                         {
593                                 // first person view from entity
594                                 // angles
595                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
596                                         viewangles[ROLL] = v_deathtiltangle.value;
597                                 VectorAdd(viewangles, cl.punchangle, viewangles);
598                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
599                                 if (v_dmg_time > 0)
600                                 {
601                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
602                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
603                                 }
604                                 // origin
605                                 VectorAdd(vieworg, cl.punchvector, vieworg);
606                                 if (cl.stats[STAT_HEALTH] > 0)
607                                 {
608                                         double xyspeed, bob, bobfall;
609                                         float cycle;
610                                         vec_t frametime;
611
612                                         //frametime = cl.realframetime * cl.movevars_timescale;
613                                         frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
614                                         
615                                         // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
616                                         if(!ent->persistent.trail_allowed) // FIXME improve this check
617                                         {
618                                                 // try to fix the first highpass; result is NOT
619                                                 // perfect! TODO find a better fix
620                                                 VectorCopy(viewangles, cl.gunangles_prev);
621                                                 VectorCopy(vieworg, cl.gunorg_prev);
622                                         }
623
624                                         // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
625                                         VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
626                                         highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
627                                         VectorCopy(vieworg, cl.gunorg_prev);
628                                         VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
629
630                                         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
631                                         VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
632                                         cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
633                                         cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
634                                         cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
635                                         highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
636                                         VectorCopy(viewangles, cl.gunangles_prev);
637                                         VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
638
639                                         // 3. calculate the RAW adjustment vectors
640                                         gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
641                                         gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
642                                         gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
643
644                                         gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
645                                         gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
646                                         gunangles[ROLL] = 0;
647
648                                         // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
649                                         //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
650                                         highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
651                                         lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
652                                         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
653                                         highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
654                                         lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
655
656                                         // 5. use the adjusted vectors
657                                         VectorAdd(vieworg, gunorg, gunorg);
658                                         VectorAdd(viewangles, gunangles, gunangles);
659
660                                         // bounded XY speed, used by several effects below
661                                         xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
662
663                                         // vertical view bobbing code
664                                         if (cl_bob.value && cl_bobcycle.value)
665                                         {
666                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
667                                                 // should be done in QC on the server, but oh well, quake is quake)
668                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
669                                                 // degrees (which allows lengthening or squishing the peak or valley)
670                                                 cycle = cl.time / cl_bobcycle.value;
671                                                 cycle -= (int) cycle;
672                                                 if (cycle < cl_bobup.value)
673                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
674                                                 else
675                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
676                                                 // bob is proportional to velocity in the xy plane
677                                                 // (don't count Z, or jumping messes it up)
678                                                 bob = xyspeed * bound(0, cl_bob.value, 0.05);
679                                                 bob = bob*0.3 + bob*0.7*cycle;
680                                                 vieworg[2] += bob;
681                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
682                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
683                                                 // but this is not viable with the new followmodel code as that would mean
684                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
685                                                 gunorg[2] += bob;
686                                         }
687
688                                         // horizontal view bobbing code
689                                         if (cl_bob2.value && cl_bob2cycle.value)
690                                         {
691                                                 vec3_t bob2vel;
692                                                 vec3_t forward, right, up;
693                                                 float side, front;
694
695                                                 cycle = cl.time / cl_bob2cycle.value;
696                                                 cycle -= (int) cycle;
697                                                 if (cycle < 0.5)
698                                                         cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
699                                                 else
700                                                         cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
701                                                 bob = bound(0, cl_bob2.value, 0.05) * cycle;
702
703                                                 // this value slowly decreases from 1 to 0 when we stop touching the ground.
704                                                 // The cycle is later multiplied with it so the view smooths back to normal
705                                                 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
706                                                         cl.bob2_smooth = 1;
707                                                 else
708                                                 {
709                                                         if(cl.bob2_smooth > 0)
710                                                                 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
711                                                         else
712                                                                 cl.bob2_smooth = 0;
713                                                 }
714
715                                                 // calculate the front and side of the player between the X and Y axes
716                                                 AngleVectors(viewangles, forward, right, up);
717                                                 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
718                                                 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
719                                                 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
720                                                 VectorScale(forward, bob, forward);
721                                                 VectorScale(right, bob, right);
722                                                 // we use side with forward and front with right, so the bobbing goes
723                                                 // to the side when we walk forward and to the front when we strafe
724                                                 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
725                                                 vieworg[0] += bob2vel[0];
726                                                 vieworg[1] += bob2vel[1];
727                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
728                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
729                                                 // but this is not viable with the new followmodel code as that would mean
730                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
731                                                 gunorg[0] += bob2vel[0];
732                                                 gunorg[1] += bob2vel[1];
733                                         }
734
735                                         // fall bobbing code
736                                         // causes the view to swing down and back up when touching the ground
737                                         if (cl_bobfall.value && cl_bobfallcycle.value)
738                                         {
739                                                 if (!cl.onground)
740                                                 {
741                                                         cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
742                                                         if (cl.velocity[2] < -cl_bobfallminspeed.value)
743                                                                 cl.bobfall_swing = 1;
744                                                         else
745                                                                 cl.bobfall_swing = 0; // TODO really?
746                                                 }
747                                                 else
748                                                 {
749                                                         cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
750
751                                                         bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
752                                                         vieworg[2] += bobfall;
753                                                         gunorg[2] += bobfall;
754                                                 }
755                                         }
756
757                                         // gun model bobbing code
758                                         if (cl_bobmodel.value)
759                                         {
760                                                 // calculate for swinging gun model
761                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
762                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
763                                                 // for the most part, but for some reason when you go through a message trigger or
764                                                 // pick up an item or anything like that it will momentarily jolt the gun.
765                                                 vec3_t forward, right, up;
766                                                 float bspeed;
767                                                 float s;
768                                                 float t;
769
770                                                 s = cl.time * cl_bobmodel_speed.value;
771                                                 if (cl.onground)
772                                                 {
773                                                         if (cl.time - cl.hitgroundtime < 0.2)
774                                                         {
775                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
776                                                                 t = cl.time - cl.hitgroundtime;
777                                                                 t = bound(0, t, 0.2);
778                                                                 t *= 5;
779                                                         }
780                                                         else
781                                                                 t = 1;
782                                                 }
783                                                 else
784                                                 {
785                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
786                                                         t = cl.time - cl.lastongroundtime;
787                                                         t = 0.2 - bound(0, t, 0.2);
788                                                         t *= 5;
789                                                 }
790
791                                                 bspeed = xyspeed * 0.01f;
792                                                 AngleVectors (gunangles, forward, right, up);
793                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
794                                                 VectorMA (gunorg, bob, right, gunorg);
795                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
796                                                 VectorMA (gunorg, bob, up, gunorg);
797                                         }
798                                 }
799                         }
800                         // calculate a view matrix for rendering the scene
801                         if (v_idlescale.value)
802                         {
803                                 viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
804                                 viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
805                                 viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
806                         }
807                         Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
808
809                         // calculate a viewmodel matrix for use in view-attached entities
810                         Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
811                         Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
812
813                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
814                         VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
815                         VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
816
817                         Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
818                         Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
819                 }
820         }
821 }
822
823 void V_FadeViewFlashs(void)
824 {
825         // don't flash if time steps backwards
826         if (cl.time <= cl.oldtime)
827                 return;
828         // drop the damage value
829         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
830         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
831                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
832         // drop the bonus value
833         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
834         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
835                 cl.cshifts[CSHIFT_BONUS].percent = 0;
836 }
837
838 void V_CalcViewBlend(void)
839 {
840         float a2;
841         int j;
842         r_refdef.viewblend[0] = 0;
843         r_refdef.viewblend[1] = 0;
844         r_refdef.viewblend[2] = 0;
845         r_refdef.viewblend[3] = 0;
846         r_refdef.frustumscale_x = 1;
847         r_refdef.frustumscale_y = 1;
848         if (cls.state == ca_connected && cls.signon == SIGNONS)
849         {
850                 // set contents color
851                 int supercontents;
852                 vec3_t vieworigin;
853                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
854                 supercontents = CL_PointSuperContents(vieworigin);
855                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
856                 {
857                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
858                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
859                         if (supercontents & SUPERCONTENTS_LAVA)
860                         {
861                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
862                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
863                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
864                         }
865                         else if (supercontents & SUPERCONTENTS_SLIME)
866                         {
867                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
868                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
869                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
870                         }
871                         else
872                         {
873                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
874                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
875                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
876                         }
877                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
878                 }
879                 else
880                 {
881                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
882                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
883                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
884                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
885                 }
886
887                 if (gamemode != GAME_TRANSFUSION)
888                 {
889                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
890                         {
891                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
892                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
893                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
894                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
895                         }
896                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
897                         {
898                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
899                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
900                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
901                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
902                         }
903                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
904                         {
905                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
906                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
907                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
908                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
909                         }
910                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
911                         {
912                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
913                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
914                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
915                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
916                         }
917                         else
918                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
919                 }
920
921                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
922                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
923                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
924                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
925
926                 // LordHavoc: fixed V_CalcBlend
927                 for (j = 0;j < NUM_CSHIFTS;j++)
928                 {
929                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
930                         if (a2 > 0)
931                         {
932                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
933                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
934                         }
935                 }
936                 // saturate color (to avoid blending in black)
937                 if (r_refdef.viewblend[3])
938                 {
939                         a2 = 1 / r_refdef.viewblend[3];
940                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
941                 }
942                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
943                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
944                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
945                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
946                 if (vid.sRGB3D)
947                 {
948                         r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
949                         r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
950                         r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
951                 }
952                 else
953                 {
954                         r_refdef.viewblend[0] *= (1.0f/256.0f);
955                         r_refdef.viewblend[1] *= (1.0f/256.0f);
956                         r_refdef.viewblend[2] *= (1.0f/256.0f);
957                 }
958                 
959                 // Samual: Ugly hack, I know. But it's the best we can do since
960                 // there is no way to detect client states from the engine.
961                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
962                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
963                 {
964                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
965                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
966                 }
967                 else
968                         cl.deathfade = 0.0f;
969
970                 if(cl.deathfade > 0)
971                 {
972                         float a;
973                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
974                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
975                         if(a > 0)
976                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
977                         r_refdef.viewblend[3] = a;
978                 }
979         }
980 }
981
982 //============================================================================
983
984 /*
985 =============
986 V_Init
987 =============
988 */
989 void V_Init (void)
990 {
991         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
992         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");
993         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
994
995         Cvar_RegisterVariable (&v_centermove);
996         Cvar_RegisterVariable (&v_centerspeed);
997
998         Cvar_RegisterVariable (&v_iyaw_cycle);
999         Cvar_RegisterVariable (&v_iroll_cycle);
1000         Cvar_RegisterVariable (&v_ipitch_cycle);
1001         Cvar_RegisterVariable (&v_iyaw_level);
1002         Cvar_RegisterVariable (&v_iroll_level);
1003         Cvar_RegisterVariable (&v_ipitch_level);
1004
1005         Cvar_RegisterVariable (&v_idlescale);
1006         Cvar_RegisterVariable (&crosshair);
1007
1008         Cvar_RegisterVariable (&cl_rollspeed);
1009         Cvar_RegisterVariable (&cl_rollangle);
1010         Cvar_RegisterVariable (&cl_bob);
1011         Cvar_RegisterVariable (&cl_bobcycle);
1012         Cvar_RegisterVariable (&cl_bobup);
1013         Cvar_RegisterVariable (&cl_bob2);
1014         Cvar_RegisterVariable (&cl_bob2cycle);
1015         Cvar_RegisterVariable (&cl_bob2smooth);
1016         Cvar_RegisterVariable (&cl_bobfall);
1017         Cvar_RegisterVariable (&cl_bobfallcycle);
1018         Cvar_RegisterVariable (&cl_bobfallminspeed);
1019         Cvar_RegisterVariable (&cl_bobmodel);
1020         Cvar_RegisterVariable (&cl_bobmodel_side);
1021         Cvar_RegisterVariable (&cl_bobmodel_up);
1022         Cvar_RegisterVariable (&cl_bobmodel_speed);
1023
1024         Cvar_RegisterVariable (&cl_leanmodel);
1025         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1026         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1027         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1028         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1029         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1030         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1031         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1032         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1033         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1034         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1035
1036         Cvar_RegisterVariable (&cl_followmodel);
1037         Cvar_RegisterVariable (&cl_followmodel_side_speed);
1038         Cvar_RegisterVariable (&cl_followmodel_side_limit);
1039         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1040         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1041         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1042         Cvar_RegisterVariable (&cl_followmodel_up_speed);
1043         Cvar_RegisterVariable (&cl_followmodel_up_limit);
1044         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1045         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1046         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1047
1048         Cvar_RegisterVariable (&cl_viewmodel_scale);
1049
1050         Cvar_RegisterVariable (&v_kicktime);
1051         Cvar_RegisterVariable (&v_kickroll);
1052         Cvar_RegisterVariable (&v_kickpitch);
1053
1054         Cvar_RegisterVariable (&cl_stairsmoothspeed);
1055         
1056         Cvar_RegisterVariable (&cl_smoothviewheight);
1057
1058         Cvar_RegisterVariable (&chase_back);
1059         Cvar_RegisterVariable (&chase_up);
1060         Cvar_RegisterVariable (&chase_active);
1061         Cvar_RegisterVariable (&chase_overhead);
1062         Cvar_RegisterVariable (&chase_pitchangle);
1063         Cvar_RegisterVariable (&chase_stevie);
1064
1065         Cvar_RegisterVariable (&v_deathtilt);
1066         Cvar_RegisterVariable (&v_deathtiltangle);
1067 }
1068