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make CSQC support the >0.05s/<0.0005s handling of standard player physics so CSQC...
[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 #include "image.h"
25
26 /*
27
28 The view is allowed to move slightly from it's true position for bobbing,
29 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
30 entities sent from the server may not include everything in the pvs, especially
31 when crossing a water boudnary.
32
33 */
34
35 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
36 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
37
38 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
39 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
40 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"};
41 cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
42 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
43 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
44 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)"};
45 cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
46 cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
47 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
48 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
49 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
50 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
51
52 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
53 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
54 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
55 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
56 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
57 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
58 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
59 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
60 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
61 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
62 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
63
64 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
65 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
66 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
67 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
68 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
69 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
70 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
71 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
72 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
73 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
74 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
75
76 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"};
77
78 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
79 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
80 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
81
82 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
83 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
84 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
85 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
86 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
87 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
88
89 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
90
91 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
92
93 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)"};
94 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
95
96 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
97
98 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."};
99
100 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
101 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
102 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
103 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
104 // GAME_GOODVSBAD2
105 cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
106
107 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
108 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
109
110 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
111 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
112
113 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
114
115
116 /*
117 ===============
118 V_CalcRoll
119
120 Used by view and sv_user
121 ===============
122 */
123 float V_CalcRoll (vec3_t angles, vec3_t velocity)
124 {
125         vec3_t  right;
126         float   sign;
127         float   side;
128         float   value;
129
130         AngleVectors (angles, NULL, right, NULL);
131         side = DotProduct (velocity, right);
132         sign = side < 0 ? -1 : 1;
133         side = fabs(side);
134
135         value = cl_rollangle.value;
136
137         if (side < cl_rollspeed.value)
138                 side = side * value / cl_rollspeed.value;
139         else
140                 side = value;
141
142         return side*sign;
143
144 }
145
146 void V_StartPitchDrift (void)
147 {
148         if (cl.laststop == cl.time)
149                 return;         // something else is keeping it from drifting
150
151         if (cl.nodrift || !cl.pitchvel)
152         {
153                 cl.pitchvel = v_centerspeed.value;
154                 cl.nodrift = false;
155                 cl.driftmove = 0;
156         }
157 }
158
159 void V_StopPitchDrift (void)
160 {
161         cl.laststop = cl.time;
162         cl.nodrift = true;
163         cl.pitchvel = 0;
164 }
165
166 /*
167 ===============
168 V_DriftPitch
169
170 Moves the client pitch angle towards cl.idealpitch sent by the server.
171
172 If the user is adjusting pitch manually, either with lookup/lookdown,
173 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
174
175 Drifting is enabled when the center view key is hit, mlook is released and
176 lookspring is non 0, or when
177 ===============
178 */
179 void V_DriftPitch (void)
180 {
181         float           delta, move;
182
183         if (noclip_anglehack || !cl.onground || cls.demoplayback )
184         {
185                 cl.driftmove = 0;
186                 cl.pitchvel = 0;
187                 return;
188         }
189
190 // don't count small mouse motion
191         if (cl.nodrift)
192         {
193                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
194                         cl.driftmove = 0;
195                 else
196                         cl.driftmove += cl.realframetime;
197
198                 if ( cl.driftmove > v_centermove.value)
199                 {
200                         V_StartPitchDrift ();
201                 }
202                 return;
203         }
204
205         delta = cl.idealpitch - cl.viewangles[PITCH];
206
207         if (!delta)
208         {
209                 cl.pitchvel = 0;
210                 return;
211         }
212
213         move = cl.realframetime * cl.pitchvel;
214         cl.pitchvel += cl.realframetime * v_centerspeed.value;
215
216         if (delta > 0)
217         {
218                 if (move > delta)
219                 {
220                         cl.pitchvel = 0;
221                         move = delta;
222                 }
223                 cl.viewangles[PITCH] += move;
224         }
225         else if (delta < 0)
226         {
227                 if (move > -delta)
228                 {
229                         cl.pitchvel = 0;
230                         move = -delta;
231                 }
232                 cl.viewangles[PITCH] -= move;
233         }
234 }
235
236
237 /*
238 ==============================================================================
239
240                                                 SCREEN FLASHES
241
242 ==============================================================================
243 */
244
245
246 /*
247 ===============
248 V_ParseDamage
249 ===============
250 */
251 void V_ParseDamage (void)
252 {
253         int armor, blood;
254         vec3_t from;
255         //vec3_t forward, right;
256         vec3_t localfrom;
257         entity_t *ent;
258         //float side;
259         float count;
260
261         armor = MSG_ReadByte(&cl_message);
262         blood = MSG_ReadByte(&cl_message);
263         MSG_ReadVector(&cl_message, from, cls.protocol);
264
265         // Send the Dmg Globals to CSQC
266         CL_VM_UpdateDmgGlobals(blood, armor, from);
267
268         count = blood*0.5 + armor*0.5;
269         if (count < 10)
270                 count = 10;
271
272         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
273
274         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
275         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
276         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
277                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
278         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
279                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
280
281         if (armor > blood)
282         {
283                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
284                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
285                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
286         }
287         else if (armor)
288         {
289                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
290                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
291                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
292         }
293         else
294         {
295                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
296                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
297                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
298         }
299
300         // calculate view angle kicks
301         if (cl.entities[cl.viewentity].state_current.active)
302         {
303                 ent = &cl.entities[cl.viewentity];
304                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
305                 VectorNormalize(localfrom);
306                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
307                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
308                 v_dmg_time = v_kicktime.value;
309         }
310 }
311
312 static cshift_t v_cshift;
313
314 /*
315 ==================
316 V_cshift_f
317 ==================
318 */
319 static void V_cshift_f (void)
320 {
321         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
322         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
323         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
324         v_cshift.percent = atof(Cmd_Argv(4));
325 }
326
327
328 /*
329 ==================
330 V_BonusFlash_f
331
332 When you run over an item, the server sends this command
333 ==================
334 */
335 static void V_BonusFlash_f (void)
336 {
337         if(Cmd_Argc() == 1)
338         {
339                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
340                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
341                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
342                 cl.cshifts[CSHIFT_BONUS].percent = 50;
343                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
344         }
345         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
346         {
347                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
348                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
349                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
350                 if(Cmd_Argc() >= 5)
351                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
352                 else
353                         cl.cshifts[CSHIFT_BONUS].percent = 50;
354                 if(Cmd_Argc() >= 6)
355                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
356                 else
357                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
358         }
359         else
360                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
361 }
362
363 /*
364 ==============================================================================
365
366                                                 VIEW RENDERING
367
368 ==============================================================================
369 */
370
371 extern matrix4x4_t viewmodelmatrix_nobob;
372 extern matrix4x4_t viewmodelmatrix_withbob;
373
374 #include "cl_collision.h"
375 #include "csprogs.h"
376
377 /*
378 ==================
379 V_CalcRefdef
380
381 ==================
382 */
383 #if 0
384 static vec3_t eyeboxmins = {-16, -16, -24};
385 static vec3_t eyeboxmaxs = { 16,  16,  32};
386 #endif
387
388 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
389 {
390         frac = bound(0, frac, 1);
391         return (*store = *store * (1 - frac) + value * frac);
392 }
393
394 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
395 {
396         lowpass(value, frac, store);
397         return (*store = bound(value - limit, *store, value + limit));
398 }
399
400 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
401 {
402         return value - lowpass(value, frac, store);
403 }
404
405 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
406 {
407         return value - lowpass_limited(value, frac, limit, store);
408 }
409
410 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
411 {
412         out[0] = lowpass(value[0], fracx, &store[0]);
413         out[1] = lowpass(value[1], fracy, &store[1]);
414         out[2] = lowpass(value[2], fracz, &store[2]);
415 }
416
417 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
418 {
419         out[0] = highpass(value[0], fracx, &store[0]);
420         out[1] = highpass(value[1], fracy, &store[1]);
421         out[2] = highpass(value[2], fracz, &store[2]);
422 }
423
424 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)
425 {
426         out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
427         out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
428         out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
429 }
430
431 void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight)
432 {
433         float vieworg[3], viewangles[3], smoothtime;
434         float gunorg[3], gunangles[3];
435         matrix4x4_t tmpmatrix;
436         
437         static float viewheightavg;
438         float viewheight;       
439 #if 0
440 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
441         vec3_t camboxmins = {-3, -3, -3};
442         vec3_t camboxmaxs = {3, 3, 3};
443 // end of chase camera bounding box size for proper collisions by Alexander Zubov
444 #endif
445         trace_t trace;
446
447         // react to clonground state changes (for gun bob)
448         if (clonground)
449         {
450                 if (!cl.oldonground)
451                         cl.hitgroundtime = cl.movecmd[0].time;
452                 cl.lastongroundtime = cl.movecmd[0].time;
453         }
454         cl.oldonground = clonground;
455
456         VectorClear(gunorg);
457         viewmodelmatrix_nobob = identitymatrix;
458         viewmodelmatrix_withbob = identitymatrix;
459         r_refdef.view.matrix = identitymatrix;
460
461         // player can look around, so take the origin from the entity,
462         // and the angles from the input system
463         Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
464         VectorCopy(clviewangles, viewangles);
465
466         // calculate how much time has passed since the last V_CalcRefdef
467         smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
468         cl.stairsmoothtime = cl.time;
469
470         // fade damage flash
471         if (v_dmg_time > 0)
472                 v_dmg_time -= bound(0, smoothtime, 0.1);
473
474         if (cl.intermission)
475         {
476                 // entity is a fixed camera, just copy the matrix
477                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
478                         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);
479                 else
480                 {
481                         r_refdef.view.matrix = *entrendermatrix;
482                         Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
483                 }
484                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
485                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
486                 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
487         }
488         else
489         {
490                 // smooth stair stepping, but only if clonground and enabled
491                 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
492                         cl.stairsmoothz = vieworg[2];
493                 else
494                 {
495                         if (cl.stairsmoothz < vieworg[2])
496                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
497                         else if (cl.stairsmoothz > vieworg[2])
498                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
499                 }
500
501                 // apply qw weapon recoil effect (this did not work in QW)
502                 // TODO: add a cvar to disable this
503                 viewangles[PITCH] += cl.qw_weaponkick;
504
505                 // apply the viewofs (even if chasecam is used)
506                 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
507                 viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
508                 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
509                 vieworg[2] += viewheightavg;
510
511                 if (chase_active.value)
512                 {
513                         // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
514                         vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
515
516                         camback = chase_back.value;
517                         camup = chase_up.value;
518                         campitch = chase_pitchangle.value;
519
520                         AngleVectors(viewangles, forward, NULL, NULL);
521
522                         if (chase_overhead.integer)
523                         {
524 #if 1
525                                 vec3_t offset;
526                                 vec3_t bestvieworg;
527 #endif
528                                 vec3_t up;
529                                 viewangles[PITCH] = 0;
530                                 AngleVectors(viewangles, forward, NULL, up);
531                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
532                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
533                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
534                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
535 #if 0
536 #if 1
537                                 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
538                                 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
539 #else
540                                 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
541                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
542 #endif
543                                 VectorCopy(trace.endpos, vieworg);
544                                 vieworg[2] -= 8;
545 #else
546                                 // trace from first person view location to our chosen third person view location
547 #if 1
548                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
549 #else
550                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
551 #endif
552                                 VectorCopy(trace.endpos, bestvieworg);
553                                 offset[2] = 0;
554                                 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
555                                 {
556                                         for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
557                                         {
558                                                 AngleVectors(viewangles, NULL, NULL, up);
559                                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
560                                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
561                                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
562 #if 1
563                                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
564 #else
565                                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
566 #endif
567                                                 if (bestvieworg[2] > trace.endpos[2])
568                                                         bestvieworg[2] = trace.endpos[2];
569                                         }
570                                 }
571                                 bestvieworg[2] -= 8;
572                                 VectorCopy(bestvieworg, vieworg);
573 #endif
574                                 viewangles[PITCH] = campitch;
575                         }
576                         else
577                         {
578                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
579                                 {
580                                         // look straight down from high above
581                                         viewangles[PITCH] = 90;
582                                         camback = 2048;
583                                         VectorSet(forward, 0, 0, -1);
584                                 }
585
586                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
587                                 dist = -camback - 8;
588                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
589                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
590                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
591                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
592                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
593                         }
594                 }
595                 else
596                 {
597                         // first person view from entity
598                         // angles
599                         if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
600                                 viewangles[ROLL] = v_deathtiltangle.value;
601                         VectorAdd(viewangles, cl.punchangle, viewangles);
602                         viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
603                         if (v_dmg_time > 0)
604                         {
605                                 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
606                                 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
607                         }
608                         // origin
609                         VectorAdd(vieworg, cl.punchvector, vieworg);
610                         if (cl.stats[STAT_HEALTH] > 0)
611                         {
612                                 double xyspeed, bob, bobfall;
613                                 float cycle;
614                                 vec_t frametime;
615
616                                 //frametime = cl.realframetime * cl.movevars_timescale;
617                                 frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
618
619                                 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
620                                 if(teleported)
621                                 {
622                                         // try to fix the first highpass; result is NOT
623                                         // perfect! TODO find a better fix
624                                         VectorCopy(viewangles, cl.gunangles_prev);
625                                         VectorCopy(vieworg, cl.gunorg_prev);
626                                 }
627
628                                 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
629                                 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
630                                 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);
631                                 VectorCopy(vieworg, cl.gunorg_prev);
632                                 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
633
634                                 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
635                                 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
636                                 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
637                                 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
638                                 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
639                                 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);
640                                 VectorCopy(viewangles, cl.gunangles_prev);
641                                 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
642
643                                 // 3. calculate the RAW adjustment vectors
644                                 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
645                                 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
646                                 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
647
648                                 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
649                                 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
650                                 gunangles[ROLL] = 0;
651
652                                 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
653                                 //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
654                                 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);
655                                 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);
656                                 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
657                                 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
658                                 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
659
660                                 // 5. use the adjusted vectors
661                                 VectorAdd(vieworg, gunorg, gunorg);
662                                 VectorAdd(viewangles, gunangles, gunangles);
663
664                                 // bounded XY speed, used by several effects below
665                                 xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
666
667                                 // vertical view bobbing code
668                                 if (cl_bob.value && cl_bobcycle.value)
669                                 {
670                                         // LordHavoc: this code is *weird*, but not replacable (I think it
671                                         // should be done in QC on the server, but oh well, quake is quake)
672                                         // LordHavoc: figured out bobup: the time at which the sin is at 180
673                                         // degrees (which allows lengthening or squishing the peak or valley)
674                                         cycle = cl.time / cl_bobcycle.value;
675                                         cycle -= (int) cycle;
676                                         if (cycle < cl_bobup.value)
677                                                 cycle = sin(M_PI * cycle / cl_bobup.value);
678                                         else
679                                                 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
680                                         // bob is proportional to velocity in the xy plane
681                                         // (don't count Z, or jumping messes it up)
682                                         bob = xyspeed * bound(0, cl_bob.value, 0.05);
683                                         bob = bob*0.3 + bob*0.7*cycle;
684                                         vieworg[2] += bob;
685                                         // we also need to adjust gunorg, or this appears like pushing the gun!
686                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
687                                         // but this is not viable with the new followmodel code as that would mean
688                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
689                                         gunorg[2] += bob;
690                                 }
691
692                                 // horizontal view bobbing code
693                                 if (cl_bob2.value && cl_bob2cycle.value)
694                                 {
695                                         vec3_t bob2vel;
696                                         vec3_t forward, right, up;
697                                         float side, front;
698
699                                         cycle = cl.time / cl_bob2cycle.value;
700                                         cycle -= (int) cycle;
701                                         if (cycle < 0.5)
702                                                 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
703                                         else
704                                                 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
705                                         bob = bound(0, cl_bob2.value, 0.05) * cycle;
706
707                                         // this value slowly decreases from 1 to 0 when we stop touching the ground.
708                                         // The cycle is later multiplied with it so the view smooths back to normal
709                                         if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
710                                                 cl.bob2_smooth = 1;
711                                         else
712                                         {
713                                                 if(cl.bob2_smooth > 0)
714                                                         cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
715                                                 else
716                                                         cl.bob2_smooth = 0;
717                                         }
718
719                                         // calculate the front and side of the player between the X and Y axes
720                                         AngleVectors(viewangles, forward, right, up);
721                                         // now get the speed based on those angles. The bounds should match the same value as xyspeed's
722                                         side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
723                                         front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
724                                         VectorScale(forward, bob, forward);
725                                         VectorScale(right, bob, right);
726                                         // we use side with forward and front with right, so the bobbing goes
727                                         // to the side when we walk forward and to the front when we strafe
728                                         VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
729                                         vieworg[0] += bob2vel[0];
730                                         vieworg[1] += bob2vel[1];
731                                         // we also need to adjust gunorg, or this appears like pushing the gun!
732                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
733                                         // but this is not viable with the new followmodel code as that would mean
734                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
735                                         gunorg[0] += bob2vel[0];
736                                         gunorg[1] += bob2vel[1];
737                                 }
738
739                                 // fall bobbing code
740                                 // causes the view to swing down and back up when touching the ground
741                                 if (cl_bobfall.value && cl_bobfallcycle.value)
742                                 {
743                                         if (!clonground)
744                                         {
745                                                 cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
746                                                 if (cl.velocity[2] < -cl_bobfallminspeed.value)
747                                                         cl.bobfall_swing = 1;
748                                                 else
749                                                         cl.bobfall_swing = 0; // TODO really?
750                                         }
751                                         else
752                                         {
753                                                 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
754
755                                                 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
756                                                 vieworg[2] += bobfall;
757                                                 gunorg[2] += bobfall;
758                                         }
759                                 }
760
761                                 // gun model bobbing code
762                                 if (cl_bobmodel.value)
763                                 {
764                                         // calculate for swinging gun model
765                                         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
766                                         // Sajt: I tried to smooth out the transitions between bob and no bob, which works
767                                         // for the most part, but for some reason when you go through a message trigger or
768                                         // pick up an item or anything like that it will momentarily jolt the gun.
769                                         vec3_t forward, right, up;
770                                         float bspeed;
771                                         float s;
772                                         float t;
773
774                                         s = cl.time * cl_bobmodel_speed.value;
775                                         if (clonground)
776                                         {
777                                                 if (cl.time - cl.hitgroundtime < 0.2)
778                                                 {
779                                                         // just hit the ground, speed the bob back up over the next 0.2 seconds
780                                                         t = cl.time - cl.hitgroundtime;
781                                                         t = bound(0, t, 0.2);
782                                                         t *= 5;
783                                                 }
784                                                 else
785                                                         t = 1;
786                                         }
787                                         else
788                                         {
789                                                 // recently left the ground, slow the bob down over the next 0.2 seconds
790                                                 t = cl.time - cl.lastongroundtime;
791                                                 t = 0.2 - bound(0, t, 0.2);
792                                                 t *= 5;
793                                         }
794
795                                         bspeed = xyspeed * 0.01f;
796                                         AngleVectors (gunangles, forward, right, up);
797                                         bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
798                                         VectorMA (gunorg, bob, right, gunorg);
799                                         bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
800                                         VectorMA (gunorg, bob, up, gunorg);
801                                 }
802                         }
803                 }
804                 // calculate a view matrix for rendering the scene
805                 if (v_idlescale.value)
806                 {
807                         viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
808                         viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
809                         viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
810                 }
811                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
812
813                 // calculate a viewmodel matrix for use in view-attached entities
814                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
815                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
816
817                 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
818                 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
819                 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
820
821                 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
822                 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
823         }
824 }
825
826 void V_CalcRefdef (void)
827 {
828         entity_t *ent;
829
830         if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.playerentity])
831         {
832                 // ent is the view entity (visible when out of body)
833                 ent = &cl.entities[cl.viewentity];
834
835                 V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT]); // FIXME use a better way to detect teleport/warp than trail_allowed
836         }
837         else
838         {
839                 viewmodelmatrix_nobob = identitymatrix;
840                 viewmodelmatrix_withbob = identitymatrix;
841                 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
842                 r_refdef.view.matrix = identitymatrix;
843                 VectorClear(cl.csqc_vieworiginfromengine);
844                 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
845         }
846 }
847
848 void V_FadeViewFlashs(void)
849 {
850         // don't flash if time steps backwards
851         if (cl.time <= cl.oldtime)
852                 return;
853         // drop the damage value
854         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
855         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
856                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
857         // drop the bonus value
858         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
859         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
860                 cl.cshifts[CSHIFT_BONUS].percent = 0;
861 }
862
863 void V_CalcViewBlend(void)
864 {
865         float a2;
866         int j;
867         r_refdef.viewblend[0] = 0;
868         r_refdef.viewblend[1] = 0;
869         r_refdef.viewblend[2] = 0;
870         r_refdef.viewblend[3] = 0;
871         r_refdef.frustumscale_x = 1;
872         r_refdef.frustumscale_y = 1;
873         if (cls.state == ca_connected && cls.signon == SIGNONS)
874         {
875                 // set contents color
876                 int supercontents;
877                 vec3_t vieworigin;
878                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
879                 supercontents = CL_PointSuperContents(vieworigin);
880                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
881                 {
882                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
883                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
884                         if (supercontents & SUPERCONTENTS_LAVA)
885                         {
886                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
887                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
888                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
889                         }
890                         else if (supercontents & SUPERCONTENTS_SLIME)
891                         {
892                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
893                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
894                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
895                         }
896                         else
897                         {
898                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
899                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
900                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
901                         }
902                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
903                 }
904                 else
905                 {
906                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
907                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
908                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
909                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
910                 }
911
912                 if (gamemode != GAME_TRANSFUSION)
913                 {
914                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
915                         {
916                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
917                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
918                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
919                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
920                         }
921                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
922                         {
923                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
924                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
925                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
926                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
927                         }
928                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
929                         {
930                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
931                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
932                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
933                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
934                         }
935                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
936                         {
937                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
938                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
939                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
940                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
941                         }
942                         else
943                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
944                 }
945
946                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
947                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
948                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
949                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
950
951                 // LordHavoc: fixed V_CalcBlend
952                 for (j = 0;j < NUM_CSHIFTS;j++)
953                 {
954                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
955                         if (a2 > 0)
956                         {
957                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
958                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
959                         }
960                 }
961                 // saturate color (to avoid blending in black)
962                 if (r_refdef.viewblend[3])
963                 {
964                         a2 = 1 / r_refdef.viewblend[3];
965                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
966                 }
967                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
968                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
969                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
970                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
971                 if (vid.sRGB3D)
972                 {
973                         r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
974                         r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
975                         r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
976                 }
977                 else
978                 {
979                         r_refdef.viewblend[0] *= (1.0f/256.0f);
980                         r_refdef.viewblend[1] *= (1.0f/256.0f);
981                         r_refdef.viewblend[2] *= (1.0f/256.0f);
982                 }
983                 
984                 // Samual: Ugly hack, I know. But it's the best we can do since
985                 // there is no way to detect client states from the engine.
986                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
987                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
988                 {
989                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
990                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
991                 }
992                 else
993                         cl.deathfade = 0.0f;
994
995                 if(cl.deathfade > 0)
996                 {
997                         float a;
998                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
999                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1000                         if(a > 0)
1001                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1002                         r_refdef.viewblend[3] = a;
1003                 }
1004         }
1005 }
1006
1007 //============================================================================
1008
1009 /*
1010 =============
1011 V_Init
1012 =============
1013 */
1014 void V_Init (void)
1015 {
1016         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
1017         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");
1018         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
1019
1020         Cvar_RegisterVariable (&v_centermove);
1021         Cvar_RegisterVariable (&v_centerspeed);
1022
1023         Cvar_RegisterVariable (&v_iyaw_cycle);
1024         Cvar_RegisterVariable (&v_iroll_cycle);
1025         Cvar_RegisterVariable (&v_ipitch_cycle);
1026         Cvar_RegisterVariable (&v_iyaw_level);
1027         Cvar_RegisterVariable (&v_iroll_level);
1028         Cvar_RegisterVariable (&v_ipitch_level);
1029
1030         Cvar_RegisterVariable (&v_idlescale);
1031         Cvar_RegisterVariable (&crosshair);
1032
1033         Cvar_RegisterVariable (&cl_rollspeed);
1034         Cvar_RegisterVariable (&cl_rollangle);
1035         Cvar_RegisterVariable (&cl_bob);
1036         Cvar_RegisterVariable (&cl_bobcycle);
1037         Cvar_RegisterVariable (&cl_bobup);
1038         Cvar_RegisterVariable (&cl_bob2);
1039         Cvar_RegisterVariable (&cl_bob2cycle);
1040         Cvar_RegisterVariable (&cl_bob2smooth);
1041         Cvar_RegisterVariable (&cl_bobfall);
1042         Cvar_RegisterVariable (&cl_bobfallcycle);
1043         Cvar_RegisterVariable (&cl_bobfallminspeed);
1044         Cvar_RegisterVariable (&cl_bobmodel);
1045         Cvar_RegisterVariable (&cl_bobmodel_side);
1046         Cvar_RegisterVariable (&cl_bobmodel_up);
1047         Cvar_RegisterVariable (&cl_bobmodel_speed);
1048
1049         Cvar_RegisterVariable (&cl_leanmodel);
1050         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1051         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1052         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1053         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1054         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1055         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1056         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1057         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1058         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1059         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1060
1061         Cvar_RegisterVariable (&cl_followmodel);
1062         Cvar_RegisterVariable (&cl_followmodel_side_speed);
1063         Cvar_RegisterVariable (&cl_followmodel_side_limit);
1064         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1065         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1066         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1067         Cvar_RegisterVariable (&cl_followmodel_up_speed);
1068         Cvar_RegisterVariable (&cl_followmodel_up_limit);
1069         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1070         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1071         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1072
1073         Cvar_RegisterVariable (&cl_viewmodel_scale);
1074
1075         Cvar_RegisterVariable (&v_kicktime);
1076         Cvar_RegisterVariable (&v_kickroll);
1077         Cvar_RegisterVariable (&v_kickpitch);
1078
1079         Cvar_RegisterVariable (&cl_stairsmoothspeed);
1080         
1081         Cvar_RegisterVariable (&cl_smoothviewheight);
1082
1083         Cvar_RegisterVariable (&chase_back);
1084         Cvar_RegisterVariable (&chase_up);
1085         Cvar_RegisterVariable (&chase_active);
1086         Cvar_RegisterVariable (&chase_overhead);
1087         Cvar_RegisterVariable (&chase_pitchangle);
1088         Cvar_RegisterVariable (&chase_stevie);
1089
1090         Cvar_RegisterVariable (&v_deathtilt);
1091         Cvar_RegisterVariable (&v_deathtiltangle);
1092 }
1093