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some cleanup of shader permutation handling
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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
25 /*
26
27 The view is allowed to move slightly from it's true position for bobbing,
28 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
29 entities sent from the server may not include everything in the pvs, especially
30 when crossing a water boudnary.
31
32 */
33
34 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
35 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
36
37 cvar_t cl_bob = {0, "cl_bob","0.02", "view bobbing amount"};
38 cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6", "view bobbing speed"};
39 cvar_t cl_bobup = {0, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
40
41 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
42 cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"};
43 cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"};
44 cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7", "gun bobbing speed"};
45
46 cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "0.3", "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"};
47
48 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
49 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
50 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
51
52 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
53 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
54 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
55 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
56 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
57 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
58
59 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
60
61 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
62
63 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)"};
64 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
65
66 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
67
68 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
69 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
70 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
71 // GAME_GOODVSBAD2
72 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
73
74 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
75 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
76
77 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
78
79
80 /*
81 ===============
82 V_CalcRoll
83
84 Used by view and sv_user
85 ===============
86 */
87 float V_CalcRoll (vec3_t angles, vec3_t velocity)
88 {
89         vec3_t  right;
90         float   sign;
91         float   side;
92         float   value;
93
94         AngleVectors (angles, NULL, right, NULL);
95         side = DotProduct (velocity, right);
96         sign = side < 0 ? -1 : 1;
97         side = fabs(side);
98
99         value = cl_rollangle.value;
100
101         if (side < cl_rollspeed.value)
102                 side = side * value / cl_rollspeed.value;
103         else
104                 side = value;
105
106         return side*sign;
107
108 }
109
110 void V_StartPitchDrift (void)
111 {
112         if (cl.laststop == cl.time)
113                 return;         // something else is keeping it from drifting
114
115         if (cl.nodrift || !cl.pitchvel)
116         {
117                 cl.pitchvel = v_centerspeed.value;
118                 cl.nodrift = false;
119                 cl.driftmove = 0;
120         }
121 }
122
123 void V_StopPitchDrift (void)
124 {
125         cl.laststop = cl.time;
126         cl.nodrift = true;
127         cl.pitchvel = 0;
128 }
129
130 /*
131 ===============
132 V_DriftPitch
133
134 Moves the client pitch angle towards cl.idealpitch sent by the server.
135
136 If the user is adjusting pitch manually, either with lookup/lookdown,
137 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
138
139 Drifting is enabled when the center view key is hit, mlook is released and
140 lookspring is non 0, or when
141 ===============
142 */
143 void V_DriftPitch (void)
144 {
145         float           delta, move;
146
147         if (noclip_anglehack || !cl.onground || cls.demoplayback )
148         {
149                 cl.driftmove = 0;
150                 cl.pitchvel = 0;
151                 return;
152         }
153
154 // don't count small mouse motion
155         if (cl.nodrift)
156         {
157                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
158                         cl.driftmove = 0;
159                 else
160                         cl.driftmove += cl.realframetime;
161
162                 if ( cl.driftmove > v_centermove.value)
163                 {
164                         V_StartPitchDrift ();
165                 }
166                 return;
167         }
168
169         delta = cl.idealpitch - cl.viewangles[PITCH];
170
171         if (!delta)
172         {
173                 cl.pitchvel = 0;
174                 return;
175         }
176
177         move = cl.realframetime * cl.pitchvel;
178         cl.pitchvel += cl.realframetime * v_centerspeed.value;
179
180         if (delta > 0)
181         {
182                 if (move > delta)
183                 {
184                         cl.pitchvel = 0;
185                         move = delta;
186                 }
187                 cl.viewangles[PITCH] += move;
188         }
189         else if (delta < 0)
190         {
191                 if (move > -delta)
192                 {
193                         cl.pitchvel = 0;
194                         move = -delta;
195                 }
196                 cl.viewangles[PITCH] -= move;
197         }
198 }
199
200
201 /*
202 ==============================================================================
203
204                                                 SCREEN FLASHES
205
206 ==============================================================================
207 */
208
209
210 /*
211 ===============
212 V_ParseDamage
213 ===============
214 */
215 void V_ParseDamage (void)
216 {
217         int armor, blood;
218         vec3_t from;
219         //vec3_t forward, right;
220         vec3_t localfrom;
221         entity_t *ent;
222         //float side;
223         float count;
224
225         armor = MSG_ReadByte ();
226         blood = MSG_ReadByte ();
227         MSG_ReadVector(from, cls.protocol);
228
229         count = blood*0.5 + armor*0.5;
230         if (count < 10)
231                 count = 10;
232
233         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
234
235         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
236         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
237                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
238         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
239                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
240
241         if (armor > blood)
242         {
243                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
244                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
245                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
246         }
247         else if (armor)
248         {
249                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
250                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
251                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
252         }
253         else
254         {
255                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
256                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
257                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
258         }
259
260         // calculate view angle kicks
261         if (cl.entities[cl.viewentity].state_current.active)
262         {
263                 ent = &cl.entities[cl.viewentity];
264                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
265                 VectorNormalize(localfrom);
266                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
267                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
268                 v_dmg_time = v_kicktime.value;
269         }
270 }
271
272 static cshift_t v_cshift;
273
274 /*
275 ==================
276 V_cshift_f
277 ==================
278 */
279 static void V_cshift_f (void)
280 {
281         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
282         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
283         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
284         v_cshift.percent = atof(Cmd_Argv(4));
285 }
286
287
288 /*
289 ==================
290 V_BonusFlash_f
291
292 When you run over an item, the server sends this command
293 ==================
294 */
295 static void V_BonusFlash_f (void)
296 {
297         cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
298         cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
299         cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
300         cl.cshifts[CSHIFT_BONUS].percent = 50;
301 }
302
303 /*
304 ==============================================================================
305
306                                                 VIEW RENDERING
307
308 ==============================================================================
309 */
310
311 extern matrix4x4_t viewmodelmatrix;
312
313 #include "cl_collision.h"
314 #include "csprogs.h"
315
316 /*
317 ==================
318 CL_StairSmoothing
319
320 ==================
321 */
322 void CL_StairSmoothing (void)
323 {
324         if (v_dmg_time > 0)
325                 v_dmg_time -= bound(0, cl.time - cl.oldtime, 0.1);
326
327         // stair smoothing
328         if (cl.onground && cl.stairoffset < 0)
329         {
330                 cl.stairoffset += bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
331                 cl.stairoffset = bound(-16, cl.stairoffset, 0);
332         }
333         else if (cl.onground && cl.stairoffset > 0)
334         {
335                 cl.stairoffset -= bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
336                 cl.stairoffset = bound(0, cl.stairoffset, 16);
337         }
338         else
339                 cl.stairoffset = 0;
340 }
341
342 /*
343 ==================
344 V_CalcRefdef
345
346 ==================
347 */
348 void V_CalcRefdef (void)
349 {
350         static float oldz;
351         entity_t *ent;
352         float vieworg[3], gunorg[3], viewangles[3];
353         trace_t trace;
354         VectorClear(gunorg);
355         viewmodelmatrix = identitymatrix;
356         r_view.matrix = identitymatrix;
357         if (cls.state == ca_connected && cls.signon == SIGNONS)
358         {
359                 // ent is the view entity (visible when out of body)
360                 ent = &cl.entities[cl.viewentity];
361                 // player can look around, so take the origin from the entity,
362                 // and the angles from the input system
363                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
364                 VectorCopy(cl.viewangles, viewangles);
365
366                 // update the stairoffset if the player entity has gone up or down without leaving the ground
367                 //Con_Printf("cl.onground %i oldz %f newz %f vel %f %f %f\n", cl.onground, oldz, vieworg[2], cl.movement_velocity[0], cl.movement_velocity[1], cl.movement_velocity[2]);
368                 cl.stairoffset -= vieworg[2] - oldz;
369                 oldz = vieworg[2];
370                 cl.stairoffset = bound(-16, cl.stairoffset, 16);
371
372                 // interpolate the angles if playing a demo or spectating someone
373                 if (cls.demoplayback || cl.fixangle[0])
374                 {
375                         int i;
376                         float frac = bound(0, (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]), 1);
377                         for (i = 0;i < 3;i++)
378                         {
379                                 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
380                                 if (d > 180)
381                                         d -= 360;
382                                 else if (d < -180)
383                                         d += 360;
384                                 viewangles[i] = cl.mviewangles[1][i] + frac * d;
385                         }
386                 }
387                 if (cl.intermission)
388                 {
389                         // entity is a fixed camera, just copy the matrix
390                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
391                                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
392                         else
393                         {
394                                 r_view.matrix = ent->render.matrix;
395                                 Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
396                         }
397                         viewmodelmatrix = r_view.matrix;
398                 }
399                 else
400                 {
401                         // apply qw weapon recoil effect (this did not work in QW)
402                         // TODO: add a cvar to disable this
403                         viewangles[PITCH] += cl.qw_weaponkick;
404
405                         // bias by stair smoothing offset
406                         vieworg[2] += cl.stairoffset;
407
408                         if (chase_active.value)
409                         {
410                                 // observing entity from third person
411                                 vec_t camback, camup, dist, forward[3], chase_dest[3];
412
413                                 camback = bound(0, chase_back.value, 128);
414                                 if (chase_back.value != camback)
415                                         Cvar_SetValueQuick(&chase_back, camback);
416                                 camup = bound(-48, chase_up.value, 96);
417                                 if (chase_up.value != camup)
418                                         Cvar_SetValueQuick(&chase_up, camup);
419
420                                 // this + 22 is to match view_ofs for compatibility with older versions
421                                 camup += 22;
422
423                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
424                                 {
425                                         // look straight down from high above
426                                         viewangles[0] = 90;
427                                         camback = 2048;
428                                 }
429                                 AngleVectors(viewangles, forward, NULL, NULL);
430
431                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
432                                 dist = -camback - 8;
433                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
434                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
435                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
436                                 trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
437                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
438                         }
439                         else
440                         {
441                                 // first person view from entity
442                                 // angles
443                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
444                                         viewangles[ROLL] = v_deathtiltangle.value;
445                                 VectorAdd(viewangles, cl.punchangle, viewangles);
446                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
447                                 if (v_dmg_time > 0)
448                                 {
449                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
450                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
451                                 }
452                                 // origin
453                                 VectorAdd(vieworg, cl.punchvector, vieworg);
454                                 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
455                                 if (cl.stats[STAT_HEALTH] > 0)
456                                 {
457                                         double xyspeed, bob;
458
459                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
460                                         if (cl_bob.value && cl_bobcycle.value)
461                                         {
462                                                 float cycle;
463                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
464                                                 // should be done in QC on the server, but oh well, quake is quake)
465                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
466                                                 // degrees (which allows lengthening or squishing the peak or valley)
467                                                 cycle = cl.time / cl_bobcycle.value;
468                                                 cycle -= (int) cycle;
469                                                 if (cycle < cl_bobup.value)
470                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
471                                                 else
472                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
473                                                 // bob is proportional to velocity in the xy plane
474                                                 // (don't count Z, or jumping messes it up)
475                                                 bob = xyspeed * cl_bob.value;
476                                                 bob = bob*0.3 + bob*0.7*cycle;
477                                                 vieworg[2] += bound(-7, bob, 4);
478                                         }
479
480                                         VectorCopy(vieworg, gunorg);
481
482                                         if (cl_bobmodel.value)
483                                         {
484                                                 // calculate for swinging gun model
485                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
486                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
487                                                 // for the most part, but for some reason when you go through a message trigger or
488                                                 // pick up an item or anything like that it will momentarily jolt the gun.
489                                                 vec3_t forward, right, up;
490                                                 float bspeed;
491                                                 float s;
492                                                 float t;
493
494                                                 s = cl.time * cl_bobmodel_speed.value;
495                                                 if (cl.onground)
496                                                 {
497                                                         if (cl.time - cl.hitgroundtime < 0.2)
498                                                         {
499                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
500                                                                 t = cl.time - cl.hitgroundtime;
501                                                                 t = bound(0, t, 0.2);
502                                                                 t *= 5;
503                                                         }
504                                                         else
505                                                                 t = 1;
506                                                 }
507                                                 else
508                                                 {
509                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
510                                                         t = cl.time - cl.lastongroundtime;
511                                                         t = 0.2 - bound(0, t, 0.2);
512                                                         t *= 5;
513                                                 }
514
515                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
516                                                 AngleVectors (viewangles, forward, right, up);
517                                                 bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
518                                                 VectorMA (gunorg, bob, right, gunorg);
519                                                 bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
520                                                 VectorMA (gunorg, bob, up, gunorg);
521                                         }
522                                 }
523                         }
524                         // calculate a view matrix for rendering the scene
525                         if (v_idlescale.value)
526                                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
527                         else
528                                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
529                         // calculate a viewmodel matrix for use in view-attached entities
530                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
531                         VectorCopy(vieworg, csqc_origin);
532                         VectorCopy(viewangles, csqc_angles);
533                 }
534         }
535 }
536
537 void V_FadeViewFlashs(void)
538 {
539         // don't flash if time steps backwards
540         if (cl.time <= cl.oldtime)
541                 return;
542         // drop the damage value
543         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
544         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
545                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
546         // drop the bonus value
547         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
548         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
549                 cl.cshifts[CSHIFT_BONUS].percent = 0;
550 }
551
552 void V_CalcViewBlend(void)
553 {
554         float a2;
555         int j;
556         r_refdef.viewblend[0] = 0;
557         r_refdef.viewblend[1] = 0;
558         r_refdef.viewblend[2] = 0;
559         r_refdef.viewblend[3] = 0;
560         r_refdef.frustumscale_x = 1;
561         r_refdef.frustumscale_y = 1;
562         if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
563         {
564                 // set contents color
565                 int supercontents;
566                 vec3_t vieworigin;
567                 Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
568                 supercontents = CL_PointSuperContents(vieworigin);
569                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
570                 {
571                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
572                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
573                         if (supercontents & SUPERCONTENTS_LAVA)
574                         {
575                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
576                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
577                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
578                         }
579                         else if (supercontents & SUPERCONTENTS_SLIME)
580                         {
581                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
582                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
583                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
584                         }
585                         else
586                         {
587                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
588                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
589                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
590                         }
591                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
592                 }
593                 else
594                 {
595                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
596                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
597                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
598                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
599                 }
600
601                 if (gamemode != GAME_TRANSFUSION)
602                 {
603                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
604                         {
605                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
606                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
607                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
608                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
609                         }
610                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
611                         {
612                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
613                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
614                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
615                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
616                         }
617                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
618                         {
619                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
620                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
621                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
622                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
623                         }
624                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
625                         {
626                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
627                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
628                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
629                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
630                         }
631                         else
632                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
633                 }
634
635                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
636                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
637                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
638                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
639
640                 // LordHavoc: fixed V_CalcBlend
641                 for (j = 0;j < NUM_CSHIFTS;j++)
642                 {
643                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
644                         if (a2 > 0)
645                         {
646                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
647                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
648                         }
649                 }
650                 // saturate color (to avoid blending in black)
651                 if (r_refdef.viewblend[3])
652                 {
653                         a2 = 1 / r_refdef.viewblend[3];
654                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
655                 }
656
657                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
658                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
659                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
660                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
661         }
662 }
663
664 //============================================================================
665
666 /*
667 =============
668 V_Init
669 =============
670 */
671 void V_Init (void)
672 {
673         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
674         Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
675         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
676
677         Cvar_RegisterVariable (&v_centermove);
678         Cvar_RegisterVariable (&v_centerspeed);
679
680         Cvar_RegisterVariable (&v_iyaw_cycle);
681         Cvar_RegisterVariable (&v_iroll_cycle);
682         Cvar_RegisterVariable (&v_ipitch_cycle);
683         Cvar_RegisterVariable (&v_iyaw_level);
684         Cvar_RegisterVariable (&v_iroll_level);
685         Cvar_RegisterVariable (&v_ipitch_level);
686
687         Cvar_RegisterVariable (&v_idlescale);
688         Cvar_RegisterVariable (&crosshair);
689
690         Cvar_RegisterVariable (&cl_rollspeed);
691         Cvar_RegisterVariable (&cl_rollangle);
692         Cvar_RegisterVariable (&cl_bob);
693         Cvar_RegisterVariable (&cl_bobcycle);
694         Cvar_RegisterVariable (&cl_bobup);
695         Cvar_RegisterVariable (&cl_bobmodel);
696         Cvar_RegisterVariable (&cl_bobmodel_side);
697         Cvar_RegisterVariable (&cl_bobmodel_up);
698         Cvar_RegisterVariable (&cl_bobmodel_speed);
699
700         Cvar_RegisterVariable (&cl_viewmodel_scale);
701
702         Cvar_RegisterVariable (&v_kicktime);
703         Cvar_RegisterVariable (&v_kickroll);
704         Cvar_RegisterVariable (&v_kickpitch);
705
706         Cvar_RegisterVariable (&cl_stairsmoothspeed);
707
708         Cvar_RegisterVariable (&chase_back);
709         Cvar_RegisterVariable (&chase_up);
710         Cvar_RegisterVariable (&chase_active);
711         if (gamemode == GAME_GOODVSBAD2)
712                 Cvar_RegisterVariable (&chase_stevie);
713
714         Cvar_RegisterVariable (&v_deathtilt);
715         Cvar_RegisterVariable (&v_deathtiltangle);
716 }
717