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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 /*
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_CalcRefdef (void)
432 {
433         entity_t *ent;
434         float vieworg[3], viewangles[3], smoothtime;
435         float gunorg[3], gunangles[3];
436         matrix4x4_t tmpmatrix;
437         
438         static float viewheightavg;
439         float viewheight;       
440 #if 0
441 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
442         vec3_t camboxmins = {-3, -3, -3};
443         vec3_t camboxmaxs = {3, 3, 3};
444 // end of chase camera bounding box size for proper collisions by Alexander Zubov
445 #endif
446         trace_t trace;
447         VectorClear(gunorg);
448         viewmodelmatrix_nobob = identitymatrix;
449         viewmodelmatrix_withbob = identitymatrix;
450         r_refdef.view.matrix = identitymatrix;
451         if (cls.state == ca_connected && cls.signon == SIGNONS)
452         {
453                 // ent is the view entity (visible when out of body)
454                 ent = &cl.entities[cl.viewentity];
455                 // player can look around, so take the origin from the entity,
456                 // and the angles from the input system
457                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
458                 VectorCopy(cl.viewangles, viewangles);
459
460                 // calculate how much time has passed since the last V_CalcRefdef
461                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
462                 cl.stairsmoothtime = cl.time;
463
464                 // fade damage flash
465                 if (v_dmg_time > 0)
466                         v_dmg_time -= bound(0, smoothtime, 0.1);
467
468                 if (cl.intermission)
469                 {
470                         // entity is a fixed camera, just copy the matrix
471                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
472                                 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);
473                         else
474                         {
475                                 r_refdef.view.matrix = ent->render.matrix;
476                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
477                         }
478                         Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
479                         Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
480                         Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
481                 }
482                 else
483                 {
484                         // smooth stair stepping, but only if onground and enabled
485                         if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
486                                 cl.stairsmoothz = vieworg[2];
487                         else
488                         {
489                                 if (cl.stairsmoothz < vieworg[2])
490                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
491                                 else if (cl.stairsmoothz > vieworg[2])
492                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
493                         }
494
495                         // apply qw weapon recoil effect (this did not work in QW)
496                         // TODO: add a cvar to disable this
497                         viewangles[PITCH] += cl.qw_weaponkick;
498
499                         // apply the viewofs (even if chasecam is used)
500                         // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
501                         viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
502                         viewheightavg = viewheightavg * (1 - viewheight) + cl.stats[STAT_VIEWHEIGHT] * viewheight;
503                         vieworg[2] += viewheightavg;
504
505                         if (chase_active.value)
506                         {
507                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
508                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
509
510                                 camback = chase_back.value;
511                                 camup = chase_up.value;
512                                 campitch = chase_pitchangle.value;
513
514                                 AngleVectors(viewangles, forward, NULL, NULL);
515
516                                 if (chase_overhead.integer)
517                                 {
518 #if 1
519                                         vec3_t offset;
520                                         vec3_t bestvieworg;
521 #endif
522                                         vec3_t up;
523                                         viewangles[PITCH] = 0;
524                                         AngleVectors(viewangles, forward, NULL, up);
525                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
526                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
527                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
528                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
529 #if 0
530 #if 1
531                                         //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
532                                         trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
533 #else
534                                         //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
535                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
536 #endif
537                                         VectorCopy(trace.endpos, vieworg);
538                                         vieworg[2] -= 8;
539 #else
540                                         // trace from first person view location to our chosen third person view location
541 #if 1
542                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
543 #else
544                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
545 #endif
546                                         VectorCopy(trace.endpos, bestvieworg);
547                                         offset[2] = 0;
548                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
549                                         {
550                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
551                                                 {
552                                                         AngleVectors(viewangles, NULL, NULL, up);
553                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
554                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
555                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
556 #if 1
557                                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
558 #else
559                                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
560 #endif
561                                                         if (bestvieworg[2] > trace.endpos[2])
562                                                                 bestvieworg[2] = trace.endpos[2];
563                                                 }
564                                         }
565                                         bestvieworg[2] -= 8;
566                                         VectorCopy(bestvieworg, vieworg);
567 #endif
568                                         viewangles[PITCH] = campitch;
569                                 }
570                                 else
571                                 {
572                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
573                                         {
574                                                 // look straight down from high above
575                                                 viewangles[PITCH] = 90;
576                                                 camback = 2048;
577                                                 VectorSet(forward, 0, 0, -1);
578                                         }
579
580                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
581                                         dist = -camback - 8;
582                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
583                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
584                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
585                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
586                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
587                                 }
588                         }
589                         else
590                         {
591                                 // first person view from entity
592                                 // angles
593                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
594                                         viewangles[ROLL] = v_deathtiltangle.value;
595                                 VectorAdd(viewangles, cl.punchangle, viewangles);
596                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
597                                 if (v_dmg_time > 0)
598                                 {
599                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
600                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
601                                 }
602                                 // origin
603                                 VectorAdd(vieworg, cl.punchvector, vieworg);
604                                 if (cl.stats[STAT_HEALTH] > 0)
605                                 {
606                                         double xyspeed, bob, bobfall;
607                                         float cycle;
608                                         vec_t frametime;
609
610                                         //frametime = cl.realframetime * cl.movevars_timescale;
611                                         frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
612                                         
613                                         // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
614                                         if(!ent->persistent.trail_allowed) // FIXME improve this check
615                                         {
616                                                 // try to fix the first highpass; result is NOT
617                                                 // perfect! TODO find a better fix
618                                                 VectorCopy(viewangles, cl.gunangles_prev);
619                                                 VectorCopy(vieworg, cl.gunorg_prev);
620                                         }
621
622                                         // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
623                                         VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
624                                         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);
625                                         VectorCopy(vieworg, cl.gunorg_prev);
626                                         VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
627
628                                         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
629                                         VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
630                                         cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
631                                         cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
632                                         cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
633                                         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);
634                                         VectorCopy(viewangles, cl.gunangles_prev);
635                                         VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
636
637                                         // 3. calculate the RAW adjustment vectors
638                                         gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
639                                         gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
640                                         gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
641
642                                         gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
643                                         gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
644                                         gunangles[ROLL] = 0;
645
646                                         // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
647                                         //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
648                                         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);
649                                         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);
650                                         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
651                                         highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
652                                         lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
653
654                                         // 5. use the adjusted vectors
655                                         VectorAdd(vieworg, gunorg, gunorg);
656                                         VectorAdd(viewangles, gunangles, gunangles);
657
658                                         // bounded XY speed, used by several effects below
659                                         xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
660
661                                         // vertical view bobbing code
662                                         if (cl_bob.value && cl_bobcycle.value)
663                                         {
664                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
665                                                 // should be done in QC on the server, but oh well, quake is quake)
666                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
667                                                 // degrees (which allows lengthening or squishing the peak or valley)
668                                                 cycle = cl.time / cl_bobcycle.value;
669                                                 cycle -= (int) cycle;
670                                                 if (cycle < cl_bobup.value)
671                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
672                                                 else
673                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
674                                                 // bob is proportional to velocity in the xy plane
675                                                 // (don't count Z, or jumping messes it up)
676                                                 bob = xyspeed * bound(0, cl_bob.value, 0.05);
677                                                 bob = bob*0.3 + bob*0.7*cycle;
678                                                 vieworg[2] += bob;
679                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
680                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
681                                                 // but this is not viable with the new followmodel code as that would mean
682                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
683                                                 gunorg[2] += bob;
684                                         }
685
686                                         // horizontal view bobbing code
687                                         if (cl_bob2.value && cl_bob2cycle.value)
688                                         {
689                                                 vec3_t bob2vel;
690                                                 vec3_t forward, right, up;
691                                                 float side, front;
692
693                                                 cycle = cl.time / cl_bob2cycle.value;
694                                                 cycle -= (int) cycle;
695                                                 if (cycle < 0.5)
696                                                         cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
697                                                 else
698                                                         cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
699                                                 bob = bound(0, cl_bob2.value, 0.05) * cycle;
700
701                                                 // this value slowly decreases from 1 to 0 when we stop touching the ground.
702                                                 // The cycle is later multiplied with it so the view smooths back to normal
703                                                 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
704                                                         cl.bob2_smooth = 1;
705                                                 else
706                                                 {
707                                                         if(cl.bob2_smooth > 0)
708                                                                 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
709                                                         else
710                                                                 cl.bob2_smooth = 0;
711                                                 }
712
713                                                 // calculate the front and side of the player between the X and Y axes
714                                                 AngleVectors(viewangles, forward, right, up);
715                                                 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
716                                                 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
717                                                 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
718                                                 VectorScale(forward, bob, forward);
719                                                 VectorScale(right, bob, right);
720                                                 // we use side with forward and front with right, so the bobbing goes
721                                                 // to the side when we walk forward and to the front when we strafe
722                                                 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
723                                                 vieworg[0] += bob2vel[0];
724                                                 vieworg[1] += bob2vel[1];
725                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
726                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
727                                                 // but this is not viable with the new followmodel code as that would mean
728                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
729                                                 gunorg[0] += bob2vel[0];
730                                                 gunorg[1] += bob2vel[1];
731                                         }
732
733                                         // fall bobbing code
734                                         // causes the view to swing down and back up when touching the ground
735                                         if (cl_bobfall.value && cl_bobfallcycle.value)
736                                         {
737                                                 if (!cl.onground)
738                                                 {
739                                                         cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
740                                                         if (cl.velocity[2] < -cl_bobfallminspeed.value)
741                                                                 cl.bobfall_swing = 1;
742                                                         else
743                                                                 cl.bobfall_swing = 0; // TODO really?
744                                                 }
745                                                 else
746                                                 {
747                                                         cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
748
749                                                         bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
750                                                         vieworg[2] += bobfall;
751                                                         gunorg[2] += bobfall;
752                                                 }
753                                         }
754
755                                         // gun model bobbing code
756                                         if (cl_bobmodel.value)
757                                         {
758                                                 // calculate for swinging gun model
759                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
760                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
761                                                 // for the most part, but for some reason when you go through a message trigger or
762                                                 // pick up an item or anything like that it will momentarily jolt the gun.
763                                                 vec3_t forward, right, up;
764                                                 float bspeed;
765                                                 float s;
766                                                 float t;
767
768                                                 s = cl.time * cl_bobmodel_speed.value;
769                                                 if (cl.onground)
770                                                 {
771                                                         if (cl.time - cl.hitgroundtime < 0.2)
772                                                         {
773                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
774                                                                 t = cl.time - cl.hitgroundtime;
775                                                                 t = bound(0, t, 0.2);
776                                                                 t *= 5;
777                                                         }
778                                                         else
779                                                                 t = 1;
780                                                 }
781                                                 else
782                                                 {
783                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
784                                                         t = cl.time - cl.lastongroundtime;
785                                                         t = 0.2 - bound(0, t, 0.2);
786                                                         t *= 5;
787                                                 }
788
789                                                 bspeed = xyspeed * 0.01f;
790                                                 AngleVectors (gunangles, forward, right, up);
791                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
792                                                 VectorMA (gunorg, bob, right, gunorg);
793                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
794                                                 VectorMA (gunorg, bob, up, gunorg);
795                                         }
796                                 }
797                         }
798                         // calculate a view matrix for rendering the scene
799                         if (v_idlescale.value)
800                         {
801                                 viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
802                                 viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
803                                 viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
804                         }
805                         Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
806
807                         // calculate a viewmodel matrix for use in view-attached entities
808                         Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
809                         Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
810
811                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
812                         VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
813                         VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
814
815                         Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
816                         Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
817                 }
818         }
819 }
820
821 void V_FadeViewFlashs(void)
822 {
823         // don't flash if time steps backwards
824         if (cl.time <= cl.oldtime)
825                 return;
826         // drop the damage value
827         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
828         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
829                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
830         // drop the bonus value
831         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
832         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
833                 cl.cshifts[CSHIFT_BONUS].percent = 0;
834 }
835
836 void V_CalcViewBlend(void)
837 {
838         float a2;
839         int j;
840         r_refdef.viewblend[0] = 0;
841         r_refdef.viewblend[1] = 0;
842         r_refdef.viewblend[2] = 0;
843         r_refdef.viewblend[3] = 0;
844         r_refdef.frustumscale_x = 1;
845         r_refdef.frustumscale_y = 1;
846         if (cls.state == ca_connected && cls.signon == SIGNONS)
847         {
848                 // set contents color
849                 int supercontents;
850                 vec3_t vieworigin;
851                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
852                 supercontents = CL_PointSuperContents(vieworigin);
853                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
854                 {
855                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
856                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
857                         if (supercontents & SUPERCONTENTS_LAVA)
858                         {
859                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
860                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
861                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
862                         }
863                         else if (supercontents & SUPERCONTENTS_SLIME)
864                         {
865                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
866                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
867                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
868                         }
869                         else
870                         {
871                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
872                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
873                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
874                         }
875                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
876                 }
877                 else
878                 {
879                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
880                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
881                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
882                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
883                 }
884
885                 if (gamemode != GAME_TRANSFUSION)
886                 {
887                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
888                         {
889                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
890                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
891                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
892                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
893                         }
894                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
895                         {
896                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
897                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
898                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
899                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
900                         }
901                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
902                         {
903                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
904                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
905                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
906                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
907                         }
908                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
909                         {
910                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
911                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
912                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
913                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
914                         }
915                         else
916                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
917                 }
918
919                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
920                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
921                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
922                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
923
924                 // LordHavoc: fixed V_CalcBlend
925                 for (j = 0;j < NUM_CSHIFTS;j++)
926                 {
927                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
928                         if (a2 > 0)
929                         {
930                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
931                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
932                         }
933                 }
934                 // saturate color (to avoid blending in black)
935                 if (r_refdef.viewblend[3])
936                 {
937                         a2 = 1 / r_refdef.viewblend[3];
938                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
939                 }
940                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
941                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
942                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
943                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
944                 if (vid.sRGB3D)
945                 {
946                         r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
947                         r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
948                         r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
949                 }
950                 else
951                 {
952                         r_refdef.viewblend[0] *= (1.0f/256.0f);
953                         r_refdef.viewblend[1] *= (1.0f/256.0f);
954                         r_refdef.viewblend[2] *= (1.0f/256.0f);
955                 }
956                 
957                 // Samual: Ugly hack, I know. But it's the best we can do since
958                 // there is no way to detect client states from the engine.
959                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
960                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
961                 {
962                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
963                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
964                 }
965                 else
966                         cl.deathfade = 0.0f;
967
968                 if(cl.deathfade > 0)
969                 {
970                         float a;
971                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
972                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
973                         if(a > 0)
974                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
975                         r_refdef.viewblend[3] = a;
976                 }
977         }
978 }
979
980 //============================================================================
981
982 /*
983 =============
984 V_Init
985 =============
986 */
987 void V_Init (void)
988 {
989         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
990         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");
991         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
992
993         Cvar_RegisterVariable (&v_centermove);
994         Cvar_RegisterVariable (&v_centerspeed);
995
996         Cvar_RegisterVariable (&v_iyaw_cycle);
997         Cvar_RegisterVariable (&v_iroll_cycle);
998         Cvar_RegisterVariable (&v_ipitch_cycle);
999         Cvar_RegisterVariable (&v_iyaw_level);
1000         Cvar_RegisterVariable (&v_iroll_level);
1001         Cvar_RegisterVariable (&v_ipitch_level);
1002
1003         Cvar_RegisterVariable (&v_idlescale);
1004         Cvar_RegisterVariable (&crosshair);
1005
1006         Cvar_RegisterVariable (&cl_rollspeed);
1007         Cvar_RegisterVariable (&cl_rollangle);
1008         Cvar_RegisterVariable (&cl_bob);
1009         Cvar_RegisterVariable (&cl_bobcycle);
1010         Cvar_RegisterVariable (&cl_bobup);
1011         Cvar_RegisterVariable (&cl_bob2);
1012         Cvar_RegisterVariable (&cl_bob2cycle);
1013         Cvar_RegisterVariable (&cl_bob2smooth);
1014         Cvar_RegisterVariable (&cl_bobfall);
1015         Cvar_RegisterVariable (&cl_bobfallcycle);
1016         Cvar_RegisterVariable (&cl_bobfallminspeed);
1017         Cvar_RegisterVariable (&cl_bobmodel);
1018         Cvar_RegisterVariable (&cl_bobmodel_side);
1019         Cvar_RegisterVariable (&cl_bobmodel_up);
1020         Cvar_RegisterVariable (&cl_bobmodel_speed);
1021
1022         Cvar_RegisterVariable (&cl_leanmodel);
1023         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1024         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1025         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1026         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1027         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1028         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1029         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1030         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1031         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1032         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1033
1034         Cvar_RegisterVariable (&cl_followmodel);
1035         Cvar_RegisterVariable (&cl_followmodel_side_speed);
1036         Cvar_RegisterVariable (&cl_followmodel_side_limit);
1037         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1038         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1039         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1040         Cvar_RegisterVariable (&cl_followmodel_up_speed);
1041         Cvar_RegisterVariable (&cl_followmodel_up_limit);
1042         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1043         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1044         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1045
1046         Cvar_RegisterVariable (&cl_viewmodel_scale);
1047
1048         Cvar_RegisterVariable (&v_kicktime);
1049         Cvar_RegisterVariable (&v_kickroll);
1050         Cvar_RegisterVariable (&v_kickpitch);
1051
1052         Cvar_RegisterVariable (&cl_stairsmoothspeed);
1053         
1054         Cvar_RegisterVariable (&cl_smoothviewheight);
1055
1056         Cvar_RegisterVariable (&chase_back);
1057         Cvar_RegisterVariable (&chase_up);
1058         Cvar_RegisterVariable (&chase_active);
1059         Cvar_RegisterVariable (&chase_overhead);
1060         Cvar_RegisterVariable (&chase_pitchangle);
1061         Cvar_RegisterVariable (&chase_stevie);
1062
1063         Cvar_RegisterVariable (&v_deathtilt);
1064         Cvar_RegisterVariable (&v_deathtiltangle);
1065 }
1066