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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 = {0, "cl_bobmodel", "1", "enables gun bobbing"};
42 cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"};
43 cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"};
44 cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7", "gun bobbing speed"};
45
46 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
47 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
48 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
49
50 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
51 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
52 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
53 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
54 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
55 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
56
57 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
58
59 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
60
61 cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
62 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
63
64 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
65
66 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
67 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
68 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
69 // GAME_GOODVSBAD2
70 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
71
72 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
73
74 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
75
76
77 /*
78 ===============
79 V_CalcRoll
80
81 Used by view and sv_user
82 ===============
83 */
84 float V_CalcRoll (vec3_t angles, vec3_t velocity)
85 {
86         vec3_t  right;
87         float   sign;
88         float   side;
89         float   value;
90
91         AngleVectors (angles, NULL, right, NULL);
92         side = DotProduct (velocity, right);
93         sign = side < 0 ? -1 : 1;
94         side = fabs(side);
95
96         value = cl_rollangle.value;
97
98         if (side < cl_rollspeed.value)
99                 side = side * value / cl_rollspeed.value;
100         else
101                 side = value;
102
103         return side*sign;
104
105 }
106
107 void V_StartPitchDrift (void)
108 {
109         if (cl.laststop == cl.time)
110                 return;         // something else is keeping it from drifting
111
112         if (cl.nodrift || !cl.pitchvel)
113         {
114                 cl.pitchvel = v_centerspeed.value;
115                 cl.nodrift = false;
116                 cl.driftmove = 0;
117         }
118 }
119
120 void V_StopPitchDrift (void)
121 {
122         cl.laststop = cl.time;
123         cl.nodrift = true;
124         cl.pitchvel = 0;
125 }
126
127 /*
128 ===============
129 V_DriftPitch
130
131 Moves the client pitch angle towards cl.idealpitch sent by the server.
132
133 If the user is adjusting pitch manually, either with lookup/lookdown,
134 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
135
136 Drifting is enabled when the center view key is hit, mlook is released and
137 lookspring is non 0, or when
138 ===============
139 */
140 void V_DriftPitch (void)
141 {
142         float           delta, move;
143
144         if (noclip_anglehack || !cl.onground || cls.demoplayback )
145         {
146                 cl.driftmove = 0;
147                 cl.pitchvel = 0;
148                 return;
149         }
150
151 // don't count small mouse motion
152         if (cl.nodrift)
153         {
154                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
155                         cl.driftmove = 0;
156                 else
157                         cl.driftmove += cl.frametime;
158
159                 if ( cl.driftmove > v_centermove.value)
160                 {
161                         V_StartPitchDrift ();
162                 }
163                 return;
164         }
165
166         delta = cl.idealpitch - cl.viewangles[PITCH];
167
168         if (!delta)
169         {
170                 cl.pitchvel = 0;
171                 return;
172         }
173
174         move = cl.frametime * cl.pitchvel;
175         cl.pitchvel += cl.frametime * v_centerspeed.value;
176
177         if (delta > 0)
178         {
179                 if (move > delta)
180                 {
181                         cl.pitchvel = 0;
182                         move = delta;
183                 }
184                 cl.viewangles[PITCH] += move;
185         }
186         else if (delta < 0)
187         {
188                 if (move > -delta)
189                 {
190                         cl.pitchvel = 0;
191                         move = -delta;
192                 }
193                 cl.viewangles[PITCH] -= move;
194         }
195 }
196
197
198 /*
199 ==============================================================================
200
201                                                 SCREEN FLASHES
202
203 ==============================================================================
204 */
205
206
207 /*
208 ===============
209 V_ParseDamage
210 ===============
211 */
212 void V_ParseDamage (void)
213 {
214         int armor, blood;
215         vec3_t from;
216         //vec3_t forward, right;
217         vec3_t localfrom;
218         entity_t *ent;
219         //float side;
220         float count;
221
222         armor = MSG_ReadByte ();
223         blood = MSG_ReadByte ();
224         MSG_ReadVector(from, cl.protocol);
225
226         count = blood*0.5 + armor*0.5;
227         if (count < 10)
228                 count = 10;
229
230         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
231
232         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
233         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
234                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
235         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
236                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
237
238         if (armor > blood)
239         {
240                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
241                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
242                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
243         }
244         else if (armor)
245         {
246                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
247                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
248                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
249         }
250         else
251         {
252                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
253                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
254                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
255         }
256
257         // calculate view angle kicks
258         if (cl_entities[cl.viewentity].state_current.active)
259         {
260                 ent = &cl_entities[cl.viewentity];
261                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
262                 VectorNormalize(localfrom);
263                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
264                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
265                 v_dmg_time = v_kicktime.value;
266         }
267 }
268
269 static cshift_t v_cshift;
270
271 /*
272 ==================
273 V_cshift_f
274 ==================
275 */
276 static void V_cshift_f (void)
277 {
278         v_cshift.destcolor[0] = atoi(Cmd_Argv(1));
279         v_cshift.destcolor[1] = atoi(Cmd_Argv(2));
280         v_cshift.destcolor[2] = atoi(Cmd_Argv(3));
281         v_cshift.percent = atoi(Cmd_Argv(4));
282 }
283
284
285 /*
286 ==================
287 V_BonusFlash_f
288
289 When you run over an item, the server sends this command
290 ==================
291 */
292 static void V_BonusFlash_f (void)
293 {
294         cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
295         cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
296         cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
297         cl.cshifts[CSHIFT_BONUS].percent = 50;
298 }
299
300 /*
301 ==============================================================================
302
303                                                 VIEW RENDERING
304
305 ==============================================================================
306 */
307
308 extern matrix4x4_t viewmodelmatrix;
309
310 #include "cl_collision.h"
311 #include "csprogs.h"
312
313 /*
314 ==================
315 V_CalcRefdef
316
317 ==================
318 */
319 void V_CalcRefdef (void)
320 {
321         static float oldz;
322         entity_t *ent;
323         float vieworg[3], gunorg[3], viewangles[3];
324         trace_t trace;
325         if(csqc_loaded)
326                 return;
327         VectorClear(gunorg);
328         Matrix4x4_CreateIdentity(&viewmodelmatrix);
329         Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
330         if (cls.state == ca_connected && cls.signon == SIGNONS)
331         {
332                 // ent is the view entity (visible when out of body)
333                 ent = &cl_entities[cl.viewentity];
334                 if (cl.intermission)
335                 {
336                         // entity is a fixed camera, just copy the matrix
337                         Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
338                         Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
339                         r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
340                         viewmodelmatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
341                 }
342                 else
343                 {
344                         // player can look around, so take the origin from the entity,
345                         // and the angles from the input system
346                         Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
347                         VectorCopy(cl.viewangles, viewangles);
348
349                         if (cl.onground)
350                         {
351                                 if (!cl.oldonground)
352                                         cl.hitgroundtime = cl.time;
353                                 cl.lastongroundtime = cl.time;
354                         }
355                         cl.oldonground = cl.onground;
356
357                         // stair smoothing
358                         //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
359                         if (cl.onground && oldz < vieworg[2])
360                         {
361                                 oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
362                                 oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
363                         }
364                         else if (cl.onground && oldz > vieworg[2])
365                         {
366                                 oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
367                                 oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
368                         }
369                         else
370                                 oldz = vieworg[2];
371
372                         if (chase_active.value)
373                         {
374                                 // observing entity from third person
375                                 vec_t camback, camup, dist, forward[3], chase_dest[3];
376
377                                 camback = bound(0, chase_back.value, 128);
378                                 if (chase_back.value != camback)
379                                         Cvar_SetValueQuick(&chase_back, camback);
380                                 camup = bound(-48, chase_up.value, 96);
381                                 if (chase_up.value != camup)
382                                         Cvar_SetValueQuick(&chase_up, camup);
383
384                                 // this + 22 is to match view_ofs for compatibility with older versions
385                                 camup += 22;
386
387                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
388                                 {
389                                         // look straight down from high above
390                                         viewangles[0] = 90;
391                                         camback = 2048;
392                                 }
393                                 AngleVectors(viewangles, forward, NULL, NULL);
394
395                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
396                                 dist = -camback - 8;
397                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
398                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
399                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
400                                 trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
401                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
402                         }
403                         else
404                         {
405                                 // first person view from entity
406                                 // angles
407                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
408                                         viewangles[ROLL] = 80;  // dead view angle
409                                 VectorAdd(viewangles, cl.punchangle, viewangles);
410                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
411                                 if (v_dmg_time > 0)
412                                 {
413                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
414                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
415                                         v_dmg_time -= cl.frametime;
416                                 }
417                                 // origin
418                                 VectorAdd(vieworg, cl.punchvector, vieworg);
419                                 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
420                                 if (cl.stats[STAT_HEALTH] > 0)
421                                 {
422                                         double xyspeed, bob;
423
424                                         xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
425                                         if (cl_bob.value && cl_bobcycle.value)
426                                         {
427                                                 float cycle;
428                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
429                                                 // should be done in QC on the server, but oh well, quake is quake)
430                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
431                                                 // degrees (which allows lengthening or squishing the peak or valley)
432                                                 cycle = cl.time / cl_bobcycle.value;
433                                                 cycle -= (int) cycle;
434                                                 if (cycle < cl_bobup.value)
435                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
436                                                 else
437                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
438                                                 // bob is proportional to velocity in the xy plane
439                                                 // (don't count Z, or jumping messes it up)
440                                                 bob = xyspeed * cl_bob.value;
441                                                 bob = bob*0.3 + bob*0.7*cycle;
442                                                 vieworg[2] += bound(-7, bob, 4);
443                                         }
444
445                                         VectorCopy(vieworg, gunorg);
446
447                                         if (cl_bobmodel.value)
448                                         {
449                                                 // calculate for swinging gun model
450                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
451                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
452                                                 // for the most part, but for some reason when you go through a message trigger or
453                                                 // pick up an item or anything like that it will momentarily jolt the gun.
454                                                 vec3_t forward, right, up;
455                                                 float bspeed;
456                                                 float s;
457                                                 float t;
458
459                                                 s = cl.time * cl_bobmodel_speed.value;
460                                                 if (cl.onground)
461                                                 {
462                                                         if (cl.time - cl.hitgroundtime < 0.2)
463                                                         {
464                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
465                                                                 t = cl.time - cl.hitgroundtime;
466                                                                 t = bound(0, t, 0.2);
467                                                                 t *= 5;
468                                                         }
469                                                         else
470                                                                 t = 1;
471                                                 }
472                                                 else
473                                                 {
474                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
475                                                         t = cl.time - cl.lastongroundtime;
476                                                         t = 0.2 - bound(0, t, 0.2);
477                                                         t *= 5;
478                                                 }
479
480                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
481                                                 AngleVectors (viewangles, forward, right, up);
482                                                 bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
483                                                 VectorMA (gunorg, bob, right, gunorg);
484                                                 bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
485                                                 VectorMA (gunorg, bob, up, gunorg);
486                                         }
487                                 }
488                         }
489                         // calculate a view matrix for rendering the scene
490                         if (v_idlescale.value)
491                                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
492                         else
493                                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
494                         // calculate a viewmodel matrix for use in view-attached entities
495                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
496                         VectorCopy(vieworg, csqc_origin);
497                         VectorCopy(viewangles, csqc_angles);
498                 }
499         }
500 }
501
502 void V_FadeViewFlashs(void)
503 {
504         // drop the damage value
505         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
506         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
507                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
508         // drop the bonus value
509         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
510         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
511                 cl.cshifts[CSHIFT_BONUS].percent = 0;
512 }
513
514 void V_CalcViewBlend(void)
515 {
516         float a2;
517         int j;
518         r_refdef.viewblend[0] = 0;
519         r_refdef.viewblend[1] = 0;
520         r_refdef.viewblend[2] = 0;
521         r_refdef.viewblend[3] = 0;
522         r_refdef.frustumscale_x = 1;
523         r_refdef.frustumscale_y = 1;
524         if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
525         {
526                 // set contents color
527                 int supercontents;
528                 vec3_t vieworigin;
529                 Matrix4x4_OriginFromMatrix(&r_refdef.viewentitymatrix, vieworigin);
530                 supercontents = CL_PointSuperContents(vieworigin);
531                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
532                 {
533                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
534                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
535                         if (supercontents & SUPERCONTENTS_LAVA)
536                         {
537                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
538                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
539                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
540                         }
541                         else if (supercontents & SUPERCONTENTS_SLIME)
542                         {
543                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
544                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
545                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
546                         }
547                         else
548                         {
549                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
550                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
551                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
552                         }
553                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
554                 }
555                 else
556                 {
557                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
558                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
559                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
560                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
561                 }
562
563                 if (gamemode != GAME_TRANSFUSION)
564                 {
565                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
566                         {
567                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
568                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
569                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
570                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
571                         }
572                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
573                         {
574                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
575                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
576                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
577                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
578                         }
579                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
580                         {
581                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
582                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
583                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
584                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
585                         }
586                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
587                         {
588                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
589                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
590                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
591                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
592                         }
593                         else
594                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
595                 }
596
597                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
598                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
599                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
600                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
601
602                 // LordHavoc: fixed V_CalcBlend
603                 for (j = 0;j < NUM_CSHIFTS;j++)
604                 {
605                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
606                         if (a2 > 0)
607                         {
608                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
609                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
610                         }
611                 }
612                 // saturate color (to avoid blending in black)
613                 if (r_refdef.viewblend[3])
614                 {
615                         a2 = 1 / r_refdef.viewblend[3];
616                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
617                 }
618
619                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
620                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
621                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
622                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
623         }
624 }
625
626 //============================================================================
627
628 /*
629 =============
630 V_Init
631 =============
632 */
633 void V_Init (void)
634 {
635         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
636         Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
637         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
638
639         Cvar_RegisterVariable (&v_centermove);
640         Cvar_RegisterVariable (&v_centerspeed);
641
642         Cvar_RegisterVariable (&v_iyaw_cycle);
643         Cvar_RegisterVariable (&v_iroll_cycle);
644         Cvar_RegisterVariable (&v_ipitch_cycle);
645         Cvar_RegisterVariable (&v_iyaw_level);
646         Cvar_RegisterVariable (&v_iroll_level);
647         Cvar_RegisterVariable (&v_ipitch_level);
648
649         Cvar_RegisterVariable (&v_idlescale);
650         Cvar_RegisterVariable (&crosshair);
651
652         Cvar_RegisterVariable (&cl_rollspeed);
653         Cvar_RegisterVariable (&cl_rollangle);
654         Cvar_RegisterVariable (&cl_bob);
655         Cvar_RegisterVariable (&cl_bobcycle);
656         Cvar_RegisterVariable (&cl_bobup);
657         Cvar_RegisterVariable (&cl_bobmodel);
658         Cvar_RegisterVariable (&cl_bobmodel_side);
659         Cvar_RegisterVariable (&cl_bobmodel_up);
660         Cvar_RegisterVariable (&cl_bobmodel_speed);
661
662         Cvar_RegisterVariable (&v_kicktime);
663         Cvar_RegisterVariable (&v_kickroll);
664         Cvar_RegisterVariable (&v_kickpitch);
665
666         Cvar_RegisterVariable (&cl_stairsmoothspeed);
667
668         Cvar_RegisterVariable (&chase_back);
669         Cvar_RegisterVariable (&chase_up);
670         Cvar_RegisterVariable (&chase_active);
671         if (gamemode == GAME_GOODVSBAD2)
672                 Cvar_RegisterVariable (&chase_stevie);
673
674         Cvar_RegisterVariable (&v_deathtilt);
675 }
676