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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 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
26
27 /*
28
29 The view is allowed to move slightly from it's true position for bobbing,
30 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
31 entities sent from the server may not include everything in the pvs, especially
32 when crossing a water boudnary.
33
34 */
35
36 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
37 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
38
39 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
40 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
41 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"};
42 cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideway view bobbing amount"};
43 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideway view bobbing speed"};
44 cvar_t cl_bob2up = {CVAR_SAVE, "cl_bob2up","0.5", "view bobbing adjustment that makes the side swing of the bob last longer"};
45 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
46 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
47 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
48 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
49 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
50 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
51 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
52 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
53 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
54 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
55 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
56 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
57 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
58 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
59 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
60 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
61
62 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
63 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
64 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
65 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
66 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
67 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
68 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
69 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
70 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
71 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
72 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
73
74 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"};
75
76 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
77 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
78 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
79
80 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
81 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
82 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
83 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
84 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
85 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
86
87 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
88
89 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
90
91 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)"};
92 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
93
94 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
95
96 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
97 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
98 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
99 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
100 // GAME_GOODVSBAD2
101 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
102
103 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
104 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
105
106 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
107 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
108
109 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
110
111
112 /*
113 ===============
114 V_CalcRoll
115
116 Used by view and sv_user
117 ===============
118 */
119 float V_CalcRoll (vec3_t angles, vec3_t velocity)
120 {
121         vec3_t  right;
122         float   sign;
123         float   side;
124         float   value;
125
126         AngleVectors (angles, NULL, right, NULL);
127         side = DotProduct (velocity, right);
128         sign = side < 0 ? -1 : 1;
129         side = fabs(side);
130
131         value = cl_rollangle.value;
132
133         if (side < cl_rollspeed.value)
134                 side = side * value / cl_rollspeed.value;
135         else
136                 side = value;
137
138         return side*sign;
139
140 }
141
142 void V_StartPitchDrift (void)
143 {
144         if (cl.laststop == cl.time)
145                 return;         // something else is keeping it from drifting
146
147         if (cl.nodrift || !cl.pitchvel)
148         {
149                 cl.pitchvel = v_centerspeed.value;
150                 cl.nodrift = false;
151                 cl.driftmove = 0;
152         }
153 }
154
155 void V_StopPitchDrift (void)
156 {
157         cl.laststop = cl.time;
158         cl.nodrift = true;
159         cl.pitchvel = 0;
160 }
161
162 /*
163 ===============
164 V_DriftPitch
165
166 Moves the client pitch angle towards cl.idealpitch sent by the server.
167
168 If the user is adjusting pitch manually, either with lookup/lookdown,
169 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
170
171 Drifting is enabled when the center view key is hit, mlook is released and
172 lookspring is non 0, or when
173 ===============
174 */
175 void V_DriftPitch (void)
176 {
177         float           delta, move;
178
179         if (noclip_anglehack || !cl.onground || cls.demoplayback )
180         {
181                 cl.driftmove = 0;
182                 cl.pitchvel = 0;
183                 return;
184         }
185
186 // don't count small mouse motion
187         if (cl.nodrift)
188         {
189                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
190                         cl.driftmove = 0;
191                 else
192                         cl.driftmove += cl.realframetime;
193
194                 if ( cl.driftmove > v_centermove.value)
195                 {
196                         V_StartPitchDrift ();
197                 }
198                 return;
199         }
200
201         delta = cl.idealpitch - cl.viewangles[PITCH];
202
203         if (!delta)
204         {
205                 cl.pitchvel = 0;
206                 return;
207         }
208
209         move = cl.realframetime * cl.pitchvel;
210         cl.pitchvel += cl.realframetime * v_centerspeed.value;
211
212         if (delta > 0)
213         {
214                 if (move > delta)
215                 {
216                         cl.pitchvel = 0;
217                         move = delta;
218                 }
219                 cl.viewangles[PITCH] += move;
220         }
221         else if (delta < 0)
222         {
223                 if (move > -delta)
224                 {
225                         cl.pitchvel = 0;
226                         move = -delta;
227                 }
228                 cl.viewangles[PITCH] -= move;
229         }
230 }
231
232
233 /*
234 ==============================================================================
235
236                                                 SCREEN FLASHES
237
238 ==============================================================================
239 */
240
241
242 /*
243 ===============
244 V_ParseDamage
245 ===============
246 */
247 void V_ParseDamage (void)
248 {
249         int armor, blood;
250         vec3_t from;
251         //vec3_t forward, right;
252         vec3_t localfrom;
253         entity_t *ent;
254         //float side;
255         float count;
256
257         armor = MSG_ReadByte ();
258         blood = MSG_ReadByte ();
259         MSG_ReadVector(from, cls.protocol);
260
261         // Send the Dmg Globals to CSQC
262         CL_VM_UpdateDmgGlobals(blood, armor, from);
263
264         count = blood*0.5 + armor*0.5;
265         if (count < 10)
266                 count = 10;
267
268         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
269
270         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
271         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
272         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
273                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
274         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
275                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
276
277         if (armor > blood)
278         {
279                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
280                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
281                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
282         }
283         else if (armor)
284         {
285                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
286                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
287                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
288         }
289         else
290         {
291                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
292                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
293                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
294         }
295
296         // calculate view angle kicks
297         if (cl.entities[cl.viewentity].state_current.active)
298         {
299                 ent = &cl.entities[cl.viewentity];
300                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
301                 VectorNormalize(localfrom);
302                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
303                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
304                 v_dmg_time = v_kicktime.value;
305         }
306 }
307
308 static cshift_t v_cshift;
309
310 /*
311 ==================
312 V_cshift_f
313 ==================
314 */
315 static void V_cshift_f (void)
316 {
317         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
318         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
319         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
320         v_cshift.percent = atof(Cmd_Argv(4));
321 }
322
323
324 /*
325 ==================
326 V_BonusFlash_f
327
328 When you run over an item, the server sends this command
329 ==================
330 */
331 static void V_BonusFlash_f (void)
332 {
333         if(Cmd_Argc() == 1)
334         {
335                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
336                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
337                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
338                 cl.cshifts[CSHIFT_BONUS].percent = 50;
339                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
340         }
341         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
342         {
343                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
344                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
345                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
346                 if(Cmd_Argc() >= 5)
347                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
348                 else
349                         cl.cshifts[CSHIFT_BONUS].percent = 50;
350                 if(Cmd_Argc() >= 6)
351                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
352                 else
353                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
354         }
355         else
356                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
357 }
358
359 /*
360 ==============================================================================
361
362                                                 VIEW RENDERING
363
364 ==============================================================================
365 */
366
367 extern matrix4x4_t viewmodelmatrix;
368
369 #include "cl_collision.h"
370 #include "csprogs.h"
371
372 /*
373 ==================
374 V_CalcRefdef
375
376 ==================
377 */
378 #if 0
379 static vec3_t eyeboxmins = {-16, -16, -24};
380 static vec3_t eyeboxmaxs = { 16,  16,  32};
381 #endif
382
383 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
384 {
385         frac = bound(0, frac, 1);
386         return (*store = *store * (1 - frac) + value * frac);
387 }
388
389 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
390 {
391         lowpass(value, frac, store);
392         return (*store = bound(value - limit, *store, value + limit));
393 }
394
395 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
396 {
397         return value - lowpass(value, frac, store);
398 }
399
400 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
401 {
402         return value - lowpass_limited(value, frac, limit, store);
403 }
404
405 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
406 {
407         out[0] = lowpass(value[0], fracx, &store[0]);
408         out[1] = lowpass(value[1], fracy, &store[1]);
409         out[2] = lowpass(value[2], fracz, &store[2]);
410 }
411
412 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
413 {
414         out[0] = highpass(value[0], fracx, &store[0]);
415         out[1] = highpass(value[1], fracy, &store[1]);
416         out[2] = highpass(value[2], fracz, &store[2]);
417 }
418
419 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)
420 {
421         out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
422         out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
423         out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
424 }
425
426 void V_CalcRefdef (void)
427 {
428         entity_t *ent;
429         float vieworg[3], viewangles[3], smoothtime;
430         float gunorg[3], gunangles[3];
431 #if 0
432 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
433         vec3_t camboxmins = {-3, -3, -3};
434         vec3_t camboxmaxs = {3, 3, 3};
435 // end of chase camera bounding box size for proper collisions by Alexander Zubov
436 #endif
437         trace_t trace;
438         VectorClear(gunorg);
439         viewmodelmatrix = identitymatrix;
440         r_refdef.view.matrix = identitymatrix;
441         if (cls.state == ca_connected && cls.signon == SIGNONS)
442         {
443                 // ent is the view entity (visible when out of body)
444                 ent = &cl.entities[cl.viewentity];
445                 // player can look around, so take the origin from the entity,
446                 // and the angles from the input system
447                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
448                 VectorCopy(cl.viewangles, viewangles);
449
450                 // calculate how much time has passed since the last V_CalcRefdef
451                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
452                 cl.stairsmoothtime = cl.time;
453
454                 // fade damage flash
455                 if (v_dmg_time > 0)
456                         v_dmg_time -= bound(0, smoothtime, 0.1);
457
458                 if (cl.intermission)
459                 {
460                         // entity is a fixed camera, just copy the matrix
461                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
462                                 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);
463                         else
464                         {
465                                 r_refdef.view.matrix = ent->render.matrix;
466                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
467                         }
468                         viewmodelmatrix = r_refdef.view.matrix;
469                 }
470                 else
471                 {
472                         // smooth stair stepping, but only if onground and enabled
473                         if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
474                                 cl.stairsmoothz = vieworg[2];
475                         else
476                         {
477                                 if (cl.stairsmoothz < vieworg[2])
478                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
479                                 else if (cl.stairsmoothz > vieworg[2])
480                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
481                         }
482
483                         // apply qw weapon recoil effect (this did not work in QW)
484                         // TODO: add a cvar to disable this
485                         viewangles[PITCH] += cl.qw_weaponkick;
486
487                         // apply the viewofs (even if chasecam is used)
488                         vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
489
490                         if (chase_active.value)
491                         {
492                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
493                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
494
495                                 camback = chase_back.value;
496                                 camup = chase_up.value;
497                                 campitch = chase_pitchangle.value;
498
499                                 AngleVectors(viewangles, forward, NULL, NULL);
500
501                                 if (chase_overhead.integer)
502                                 {
503 #if 1
504                                         vec3_t offset;
505                                         vec3_t bestvieworg;
506 #endif
507                                         vec3_t up;
508                                         viewangles[PITCH] = 0;
509                                         AngleVectors(viewangles, forward, NULL, up);
510                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
511                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
512                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
513                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
514 #if 0
515 #if 1
516                                         //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
517                                         trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
518 #else
519                                         //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
520                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
521 #endif
522                                         VectorCopy(trace.endpos, vieworg);
523                                         vieworg[2] -= 8;
524 #else
525                                         // trace from first person view location to our chosen third person view location
526 #if 1
527                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
528 #else
529                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
530 #endif
531                                         VectorCopy(trace.endpos, bestvieworg);
532                                         offset[2] = 0;
533                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
534                                         {
535                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
536                                                 {
537                                                         AngleVectors(viewangles, NULL, NULL, up);
538                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
539                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
540                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
541 #if 1
542                                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
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                                                         if (bestvieworg[2] > trace.endpos[2])
547                                                                 bestvieworg[2] = trace.endpos[2];
548                                                 }
549                                         }
550                                         bestvieworg[2] -= 8;
551                                         VectorCopy(bestvieworg, vieworg);
552 #endif
553                                         viewangles[PITCH] = campitch;
554                                 }
555                                 else
556                                 {
557                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
558                                         {
559                                                 // look straight down from high above
560                                                 viewangles[PITCH] = 90;
561                                                 camback = 2048;
562                                                 VectorSet(forward, 0, 0, -1);
563                                         }
564
565                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
566                                         dist = -camback - 8;
567                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
568                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
569                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
570                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
571                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
572                                 }
573                         }
574                         else
575                         {
576                                 // first person view from entity
577                                 // angles
578                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
579                                         viewangles[ROLL] = v_deathtiltangle.value;
580                                 VectorAdd(viewangles, cl.punchangle, viewangles);
581                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
582                                 if (v_dmg_time > 0)
583                                 {
584                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
585                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
586                                 }
587                                 // origin
588                                 VectorAdd(vieworg, cl.punchvector, vieworg);
589                                 if (cl.stats[STAT_HEALTH] > 0)
590                                 {
591                                         double xyspeed, bob;
592                                         float cycle;
593                                         vec_t frametime;
594
595                                         frametime = cl.realframetime * cl.movevars_timescale;
596
597                                         // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
598                                         if(!ent->persistent.trail_allowed) // FIXME improve this check
599                                         {
600                                                 // try to fix the first highpass; result is NOT
601                                                 // perfect! TODO find a better fix
602                                                 VectorCopy(viewangles, cl.gunangles_prev);
603                                                 VectorCopy(vieworg, cl.gunorg_prev);
604                                         }
605
606                                         // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
607                                         VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
608                                         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);
609                                         VectorCopy(vieworg, cl.gunorg_prev);
610                                         VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
611
612                                         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
613                                         VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
614                                         cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
615                                         cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
616                                         cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
617                                         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);
618                                         VectorCopy(viewangles, cl.gunangles_prev);
619                                         VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
620
621                                         // 3. calculate the RAW adjustment vectors
622                                         gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
623                                         gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
624                                         gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
625
626                                         gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
627                                         gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
628                                         gunangles[ROLL] = 0;
629
630                                         // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
631                                         //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
632                                         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);
633                                         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);
634                                         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
635                                         highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
636                                         lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
637
638                                         // 5. use the adjusted vectors
639                                         VectorAdd(vieworg, gunorg, gunorg);
640                                         VectorAdd(viewangles, gunangles, gunangles);
641
642                                         // vertical view bobbing code
643                                         xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
644                                         if (cl_bob.value && cl_bobcycle.value)
645                                         {
646                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
647                                                 // should be done in QC on the server, but oh well, quake is quake)
648                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
649                                                 // degrees (which allows lengthening or squishing the peak or valley)
650                                                 cycle = cl.time / cl_bobcycle.value;
651                                                 cycle -= (int) cycle;
652                                                 if (cycle < cl_bobup.value)
653                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
654                                                 else
655                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
656                                                 // bob is proportional to velocity in the xy plane
657                                                 // (don't count Z, or jumping messes it up)
658                                                 bob = xyspeed * cl_bob.value;
659                                                 bob = bob*0.3 + bob*0.7*cycle;
660                                                 vieworg[2] += bound(-8, bob, 10);
661                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
662                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
663                                                 // but this is not viable with the new followmodel code as that would mean
664                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
665                                                 gunorg[2] += bound(-8, bob, 10);
666                                         }
667
668                                         // horizontal view bobbing code
669                                         if (cl_bob2.value && cl_bob2cycle.value)
670                                         {
671                                                 vec3_t bobvel;
672                                                 vec3_t forward, right, up;
673                                                 float side, front;
674
675                                                 cycle = cl.time / cl_bob2cycle.value;
676                                                 cycle -= (int) cycle;
677                                                 if (cycle < cl_bob2up.value)
678                                                         cycle = sin(M_PI * cycle / cl_bob2up.value);
679                                                 else
680                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bob2up.value)/(1.0 - cl_bob2up.value));
681                                                 // bob is proportional to velocity in the xy plane
682                                                 // (don't count Z, or jumping messes it up)
683                                                 bob = xyspeed * cl_bob2.value;
684                                                 bob = bob*0.3 + bob*0.7*cycle;
685
686                                                 // this value slowly decreases from 1 to 0 when we stop touching the ground.
687                                                 // The cycle is later multiplied with it so the view smooths back to normal
688                                                 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
689                                                         cl.bob2_smooth = 1;
690                                                 else
691                                                 {
692                                                         if(cl.bob2_smooth > 0)
693                                                                 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
694                                                         else
695                                                                 cl.bob2_smooth = 0;
696                                                 }
697
698                                                 // now we calculate the side and front of the player, between the X and Y axis
699                                                 AngleVectors(viewangles, forward, right, up);
700                                                 // now the speed based on these angles. The division is for mathing vertical bobbing intensity
701                                                 side = DotProduct (cl.velocity, right) / 1000 * cl.bob2_smooth;
702                                                 front = DotProduct (cl.velocity, forward) / 1000 * cl.bob2_smooth;
703                                                 forward[0] *= bob;
704                                                 forward[1] *= bob;
705                                                 right[0] *= bob;
706                                                 right[1] *= bob;
707                                                 // we use side with forward and front with right so the side bobbing goes
708                                                 // to the side when we walk forward and to the front when we strafe.
709                                                 VectorMAMAM(side, forward, front, right, 0, up, bobvel);
710                                                 vieworg[0] += bound(-8, bobvel[0], 8);
711                                                 vieworg[1] += bound(-8, bobvel[1], 8);
712                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
713                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
714                                                 // but this is not viable with the new followmodel code as that would mean
715                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
716                                                 gunorg[0] += bound(-8, bobvel[0], 8);
717                                                 gunorg[1] += bound(-8, bobvel[1], 8);
718                                         }
719
720                                         // gun model bobbing code
721                                         if (cl_bob.value && cl_bobmodel.value)
722                                         {
723                                                 // calculate for swinging gun model
724                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
725                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
726                                                 // for the most part, but for some reason when you go through a message trigger or
727                                                 // pick up an item or anything like that it will momentarily jolt the gun.
728                                                 vec3_t forward, right, up;
729                                                 float bspeed;
730                                                 float s;
731                                                 float t;
732
733                                                 s = cl.time * cl_bobmodel_speed.value;
734                                                 if (cl.onground)
735                                                 {
736                                                         if (cl.time - cl.hitgroundtime < 0.2)
737                                                         {
738                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
739                                                                 t = cl.time - cl.hitgroundtime;
740                                                                 t = bound(0, t, 0.2);
741                                                                 t *= 5;
742                                                         }
743                                                         else
744                                                                 t = 1;
745                                                 }
746                                                 else
747                                                 {
748                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
749                                                         t = cl.time - cl.lastongroundtime;
750                                                         t = 0.2 - bound(0, t, 0.2);
751                                                         t *= 5;
752                                                 }
753
754                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
755                                                 AngleVectors (gunangles, forward, right, up);
756                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
757                                                 VectorMA (gunorg, bob, right, gunorg);
758                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
759                                                 VectorMA (gunorg, bob, up, gunorg);
760                                         }
761                                 }
762                         }
763                         // calculate a view matrix for rendering the scene
764                         if (v_idlescale.value)
765                                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.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);
766                         else
767                                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.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);
768                         // calculate a viewmodel matrix for use in view-attached entities
769                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
770                         VectorCopy(vieworg, cl.csqc_origin);
771                         VectorCopy(viewangles, cl.csqc_angles);
772                 }
773         }
774 }
775
776 void V_FadeViewFlashs(void)
777 {
778         // don't flash if time steps backwards
779         if (cl.time <= cl.oldtime)
780                 return;
781         // drop the damage value
782         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
783         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
784                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
785         // drop the bonus value
786         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
787         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
788                 cl.cshifts[CSHIFT_BONUS].percent = 0;
789 }
790
791 void V_CalcViewBlend(void)
792 {
793         float a2;
794         int j;
795         r_refdef.viewblend[0] = 0;
796         r_refdef.viewblend[1] = 0;
797         r_refdef.viewblend[2] = 0;
798         r_refdef.viewblend[3] = 0;
799         r_refdef.frustumscale_x = 1;
800         r_refdef.frustumscale_y = 1;
801         if (cls.state == ca_connected && cls.signon == SIGNONS)
802         {
803                 // set contents color
804                 int supercontents;
805                 vec3_t vieworigin;
806                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
807                 supercontents = CL_PointSuperContents(vieworigin);
808                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
809                 {
810                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
811                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
812                         if (supercontents & SUPERCONTENTS_LAVA)
813                         {
814                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
815                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
816                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
817                         }
818                         else if (supercontents & SUPERCONTENTS_SLIME)
819                         {
820                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
821                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
822                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
823                         }
824                         else
825                         {
826                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
827                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
828                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
829                         }
830                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
831                 }
832                 else
833                 {
834                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
835                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
836                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
837                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
838                 }
839
840                 if (gamemode != GAME_TRANSFUSION)
841                 {
842                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
843                         {
844                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
845                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
846                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
847                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
848                         }
849                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
850                         {
851                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
852                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
853                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
854                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
855                         }
856                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
857                         {
858                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
859                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
860                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
861                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
862                         }
863                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
864                         {
865                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
866                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
867                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
868                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
869                         }
870                         else
871                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
872                 }
873
874                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
875                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
876                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
877                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
878
879                 // LordHavoc: fixed V_CalcBlend
880                 for (j = 0;j < NUM_CSHIFTS;j++)
881                 {
882                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
883                         if (a2 > 0)
884                         {
885                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
886                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
887                         }
888                 }
889                 // saturate color (to avoid blending in black)
890                 if (r_refdef.viewblend[3])
891                 {
892                         a2 = 1 / r_refdef.viewblend[3];
893                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
894                 }
895                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
896                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
897                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
898                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
899                 
900                 // Samual: Ugly hack, I know. But it's the best we can do since
901                 // there is no way to detect client states from the engine.
902                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
903                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
904                 {
905                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
906                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
907                 }
908                 else
909                         cl.deathfade = 0.0f;
910
911                 if(cl.deathfade > 0)
912                 {
913                         float a;
914                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
915                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
916                         if(a > 0)
917                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
918                         r_refdef.viewblend[3] = a;
919                 }
920         }
921 }
922
923 //============================================================================
924
925 /*
926 =============
927 V_Init
928 =============
929 */
930 void V_Init (void)
931 {
932         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
933         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");
934         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
935
936         Cvar_RegisterVariable (&v_centermove);
937         Cvar_RegisterVariable (&v_centerspeed);
938
939         Cvar_RegisterVariable (&v_iyaw_cycle);
940         Cvar_RegisterVariable (&v_iroll_cycle);
941         Cvar_RegisterVariable (&v_ipitch_cycle);
942         Cvar_RegisterVariable (&v_iyaw_level);
943         Cvar_RegisterVariable (&v_iroll_level);
944         Cvar_RegisterVariable (&v_ipitch_level);
945
946         Cvar_RegisterVariable (&v_idlescale);
947         Cvar_RegisterVariable (&crosshair);
948
949         Cvar_RegisterVariable (&cl_rollspeed);
950         Cvar_RegisterVariable (&cl_rollangle);
951         Cvar_RegisterVariable (&cl_bob);
952         Cvar_RegisterVariable (&cl_bobcycle);
953         Cvar_RegisterVariable (&cl_bobup);
954         Cvar_RegisterVariable (&cl_bob2);
955         Cvar_RegisterVariable (&cl_bob2cycle);
956         Cvar_RegisterVariable (&cl_bob2up);
957         Cvar_RegisterVariable (&cl_bob2smooth);
958         Cvar_RegisterVariable (&cl_bobmodel);
959         Cvar_RegisterVariable (&cl_bobmodel_side);
960         Cvar_RegisterVariable (&cl_bobmodel_up);
961         Cvar_RegisterVariable (&cl_bobmodel_speed);
962
963         Cvar_RegisterVariable (&cl_leanmodel);
964         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
965         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
966         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
967         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
968         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
969         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
970         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
971         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
972         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
973         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
974
975         Cvar_RegisterVariable (&cl_followmodel);
976         Cvar_RegisterVariable (&cl_followmodel_side_speed);
977         Cvar_RegisterVariable (&cl_followmodel_side_limit);
978         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
979         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
980         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
981         Cvar_RegisterVariable (&cl_followmodel_up_speed);
982         Cvar_RegisterVariable (&cl_followmodel_up_limit);
983         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
984         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
985         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
986
987         Cvar_RegisterVariable (&cl_viewmodel_scale);
988
989         Cvar_RegisterVariable (&v_kicktime);
990         Cvar_RegisterVariable (&v_kickroll);
991         Cvar_RegisterVariable (&v_kickpitch);
992
993         Cvar_RegisterVariable (&cl_stairsmoothspeed);
994
995         Cvar_RegisterVariable (&chase_back);
996         Cvar_RegisterVariable (&chase_up);
997         Cvar_RegisterVariable (&chase_active);
998         Cvar_RegisterVariable (&chase_overhead);
999         Cvar_RegisterVariable (&chase_pitchangle);
1000         if (gamemode == GAME_GOODVSBAD2)
1001                 Cvar_RegisterVariable (&chase_stevie);
1002
1003         Cvar_RegisterVariable (&v_deathtilt);
1004         Cvar_RegisterVariable (&v_deathtiltangle);
1005 }
1006