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fix issues with V_CalcRefdef in CSQC and stereo view
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // view.c -- player eye positioning
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "image.h"
25
26 /*
27
28 The view is allowed to move slightly from it's true position for bobbing,
29 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
30 entities sent from the server may not include everything in the pvs, especially
31 when crossing a water boudnary.
32
33 */
34
35 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
36 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
37
38 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
39 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
40 cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
41 cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
42 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
43 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
44 cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
45 cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
46 cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
47 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
48 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
49 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
50 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
51
52 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
53 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
54 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
55 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
56 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
57 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
58 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
59 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
60 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
61 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
62 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
63
64 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
65 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
66 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
67 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
68 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
69 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
70 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
71 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
72 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
73 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
74 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
75
76 cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
77
78 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
79 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
80 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
81
82 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
83 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
84 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
85 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
86 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
87 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
88
89 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
90
91 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
92
93 cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
94 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
95
96 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
97
98 cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
99
100 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
101 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
102 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
103 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
104 // GAME_GOODVSBAD2
105 cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
106
107 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
108 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
109
110 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
111 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
112
113 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
114
115
116 /*
117 ===============
118 V_CalcRoll
119
120 Used by view and sv_user
121 ===============
122 */
123 float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
124 {
125         vec3_t  right;
126         float   sign;
127         float   side;
128         float   value;
129
130         AngleVectors (angles, NULL, right, NULL);
131         side = DotProduct (velocity, right);
132         sign = side < 0 ? -1 : 1;
133         side = fabs(side);
134
135         value = cl_rollangle.value;
136
137         if (side < cl_rollspeed.value)
138                 side = side * value / cl_rollspeed.value;
139         else
140                 side = value;
141
142         return side*sign;
143
144 }
145
146 void V_StartPitchDrift (void)
147 {
148         if (cl.laststop == cl.time)
149                 return;         // something else is keeping it from drifting
150
151         if (cl.nodrift || !cl.pitchvel)
152         {
153                 cl.pitchvel = v_centerspeed.value;
154                 cl.nodrift = false;
155                 cl.driftmove = 0;
156         }
157 }
158
159 void V_StopPitchDrift (void)
160 {
161         cl.laststop = cl.time;
162         cl.nodrift = true;
163         cl.pitchvel = 0;
164 }
165
166 /*
167 ===============
168 V_DriftPitch
169
170 Moves the client pitch angle towards cl.idealpitch sent by the server.
171
172 If the user is adjusting pitch manually, either with lookup/lookdown,
173 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
174
175 Drifting is enabled when the center view key is hit, mlook is released and
176 lookspring is non 0, or when
177 ===============
178 */
179 void V_DriftPitch (void)
180 {
181         float           delta, move;
182
183         if (noclip_anglehack || !cl.onground || cls.demoplayback )
184         {
185                 cl.driftmove = 0;
186                 cl.pitchvel = 0;
187                 return;
188         }
189
190 // don't count small mouse motion
191         if (cl.nodrift)
192         {
193                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
194                         cl.driftmove = 0;
195                 else
196                         cl.driftmove += cl.realframetime;
197
198                 if ( cl.driftmove > v_centermove.value)
199                 {
200                         V_StartPitchDrift ();
201                 }
202                 return;
203         }
204
205         delta = cl.idealpitch - cl.viewangles[PITCH];
206
207         if (!delta)
208         {
209                 cl.pitchvel = 0;
210                 return;
211         }
212
213         move = cl.realframetime * cl.pitchvel;
214         cl.pitchvel += cl.realframetime * v_centerspeed.value;
215
216         if (delta > 0)
217         {
218                 if (move > delta)
219                 {
220                         cl.pitchvel = 0;
221                         move = delta;
222                 }
223                 cl.viewangles[PITCH] += move;
224         }
225         else if (delta < 0)
226         {
227                 if (move > -delta)
228                 {
229                         cl.pitchvel = 0;
230                         move = -delta;
231                 }
232                 cl.viewangles[PITCH] -= move;
233         }
234 }
235
236
237 /*
238 ==============================================================================
239
240                                                 SCREEN FLASHES
241
242 ==============================================================================
243 */
244
245
246 /*
247 ===============
248 V_ParseDamage
249 ===============
250 */
251 void V_ParseDamage (void)
252 {
253         int armor, blood;
254         vec3_t from;
255         //vec3_t forward, right;
256         vec3_t localfrom;
257         entity_t *ent;
258         //float side;
259         float count;
260
261         armor = MSG_ReadByte(&cl_message);
262         blood = MSG_ReadByte(&cl_message);
263         MSG_ReadVector(&cl_message, from, cls.protocol);
264
265         // Send the Dmg Globals to CSQC
266         CL_VM_UpdateDmgGlobals(blood, armor, from);
267
268         count = blood*0.5 + armor*0.5;
269         if (count < 10)
270                 count = 10;
271
272         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
273
274         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
275         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
276         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
277                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
278         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
279                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
280
281         if (armor > blood)
282         {
283                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
284                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
285                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
286         }
287         else if (armor)
288         {
289                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
290                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
291                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
292         }
293         else
294         {
295                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
296                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
297                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
298         }
299
300         // calculate view angle kicks
301         if (cl.entities[cl.viewentity].state_current.active)
302         {
303                 ent = &cl.entities[cl.viewentity];
304                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
305                 VectorNormalize(localfrom);
306                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
307                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
308                 v_dmg_time = v_kicktime.value;
309         }
310 }
311
312 static cshift_t v_cshift;
313
314 /*
315 ==================
316 V_cshift_f
317 ==================
318 */
319 static void V_cshift_f (void)
320 {
321         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
322         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
323         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
324         v_cshift.percent = atof(Cmd_Argv(4));
325 }
326
327
328 /*
329 ==================
330 V_BonusFlash_f
331
332 When you run over an item, the server sends this command
333 ==================
334 */
335 static void V_BonusFlash_f (void)
336 {
337         if(Cmd_Argc() == 1)
338         {
339                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
340                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
341                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
342                 cl.cshifts[CSHIFT_BONUS].percent = 50;
343                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
344         }
345         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
346         {
347                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
348                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
349                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
350                 if(Cmd_Argc() >= 5)
351                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
352                 else
353                         cl.cshifts[CSHIFT_BONUS].percent = 50;
354                 if(Cmd_Argc() >= 6)
355                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
356                 else
357                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
358         }
359         else
360                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
361 }
362
363 /*
364 ==============================================================================
365
366                                                 VIEW RENDERING
367
368 ==============================================================================
369 */
370
371 extern matrix4x4_t viewmodelmatrix_nobob;
372 extern matrix4x4_t viewmodelmatrix_withbob;
373
374 #include "cl_collision.h"
375 #include "csprogs.h"
376
377 /*
378 ==================
379 V_CalcRefdef
380
381 ==================
382 */
383 #if 0
384 static vec3_t eyeboxmins = {-16, -16, -24};
385 static vec3_t eyeboxmaxs = { 16,  16,  32};
386 #endif
387
388 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
389 {
390         frac = bound(0, frac, 1);
391         return (*store = *store * (1 - frac) + value * frac);
392 }
393
394 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
395 {
396         lowpass(value, frac, store);
397         return (*store = bound(value - limit, *store, value + limit));
398 }
399
400 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
401 {
402         return value - lowpass(value, frac, store);
403 }
404
405 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
406 {
407         return value - lowpass_limited(value, frac, limit, store);
408 }
409
410 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
411 {
412         out[0] = lowpass(value[0], fracx, &store[0]);
413         out[1] = lowpass(value[1], fracy, &store[1]);
414         out[2] = lowpass(value[2], fracz, &store[2]);
415 }
416
417 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
418 {
419         out[0] = highpass(value[0], fracx, &store[0]);
420         out[1] = highpass(value[1], fracy, &store[1]);
421         out[2] = highpass(value[2], fracz, &store[2]);
422 }
423
424 static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
425 {
426         out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
427         out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
428         out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
429 }
430
431 /*
432  * State:
433  *   cl.bob2_smooth
434  *   cl.bobfall_speed
435  *   cl.bobfall_swing
436  *   cl.gunangles_adjustment_highpass
437  *   cl.gunangles_adjustment_lowpass
438  *   cl.gunangles_highpass
439  *   cl.gunangles_prev
440  *   cl.gunorg_adjustment_highpass
441  *   cl.gunorg_adjustment_lowpass
442  *   cl.gunorg_highpass
443  *   cl.gunorg_prev
444  *   cl.hitgroundtime
445  *   cl.lastongroundtime
446  *   cl.oldongrounbd
447  *   cl.stairsmoothtime
448  *   cl.stairsmoothz
449  *   cl.calcrefdef_prevtime
450  * Extra input:
451  *   cl.movecmd[0].time
452  *   cl.movevars_stepheight
453  *   cl.movevars_timescale
454  *   cl.oldtime
455  *   cl.punchangle
456  *   cl.punchvector
457  *   cl.qw_intermission_angles
458  *   cl.qw_intermission_origin
459  *   cl.qw_weaponkick
460  *   cls.protocol
461  *   cl.time
462  * Output:
463  *   cl.csqc_viewanglesfromengine
464  *   cl.csqc_viewmodelmatrixfromengine
465  *   cl.csqc_vieworiginfromengine
466  *   r_refdef.view.matrix
467  *   viewmodelmatrix_nobob
468  *   viewmodelmatrix_withbob
469  */
470 void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity)
471 {
472         float vieworg[3], viewangles[3], smoothtime;
473         float gunorg[3], gunangles[3];
474         matrix4x4_t tmpmatrix;
475         
476         static float viewheightavg;
477         float viewheight;       
478 #if 0
479 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
480         vec3_t camboxmins = {-3, -3, -3};
481         vec3_t camboxmaxs = {3, 3, 3};
482 // end of chase camera bounding box size for proper collisions by Alexander Zubov
483 #endif
484         trace_t trace;
485
486         // react to clonground state changes (for gun bob)
487         if (clonground)
488         {
489                 if (!cl.oldonground)
490                         cl.hitgroundtime = cl.movecmd[0].time;
491                 cl.lastongroundtime = cl.movecmd[0].time;
492         }
493         cl.oldonground = clonground;
494         cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
495
496         VectorClear(gunorg);
497         viewmodelmatrix_nobob = identitymatrix;
498         viewmodelmatrix_withbob = identitymatrix;
499         r_refdef.view.matrix = identitymatrix;
500
501         // player can look around, so take the origin from the entity,
502         // and the angles from the input system
503         Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
504         VectorCopy(clviewangles, viewangles);
505
506         // calculate how much time has passed since the last V_CalcRefdef
507         smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
508         cl.stairsmoothtime = cl.time;
509
510         // fade damage flash
511         if (v_dmg_time > 0)
512                 v_dmg_time -= bound(0, smoothtime, 0.1);
513
514         if (clintermission)
515         {
516                 // entity is a fixed camera, just copy the matrix
517                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
518                         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);
519                 else
520                 {
521                         r_refdef.view.matrix = *entrendermatrix;
522                         Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
523                 }
524                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
525                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
526                 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
527
528                 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
529                 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
530
531                 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
532                 Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
533         }
534         else
535         {
536                 // smooth stair stepping, but only if clonground and enabled
537                 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
538                         cl.stairsmoothz = vieworg[2];
539                 else
540                 {
541                         if (cl.stairsmoothz < vieworg[2])
542                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
543                         else if (cl.stairsmoothz > vieworg[2])
544                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
545                 }
546
547                 // apply qw weapon recoil effect (this did not work in QW)
548                 // TODO: add a cvar to disable this
549                 viewangles[PITCH] += cl.qw_weaponkick;
550
551                 // apply the viewofs (even if chasecam is used)
552                 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
553                 viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
554                 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
555                 vieworg[2] += viewheightavg;
556
557                 if (chase_active.value)
558                 {
559                         // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
560                         vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
561
562                         camback = chase_back.value;
563                         camup = chase_up.value;
564                         campitch = chase_pitchangle.value;
565
566                         AngleVectors(viewangles, forward, NULL, NULL);
567
568                         if (chase_overhead.integer)
569                         {
570 #if 1
571                                 vec3_t offset;
572                                 vec3_t bestvieworg;
573 #endif
574                                 vec3_t up;
575                                 viewangles[PITCH] = 0;
576                                 AngleVectors(viewangles, forward, NULL, up);
577                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
578                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
579                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
580                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
581 #if 0
582 #if 1
583                                 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
584                                 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
585 #else
586                                 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
587                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
588 #endif
589                                 VectorCopy(trace.endpos, vieworg);
590                                 vieworg[2] -= 8;
591 #else
592                                 // trace from first person view location to our chosen third person view location
593 #if 1
594                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
595 #else
596                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
597 #endif
598                                 VectorCopy(trace.endpos, bestvieworg);
599                                 offset[2] = 0;
600                                 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
601                                 {
602                                         for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
603                                         {
604                                                 AngleVectors(viewangles, NULL, NULL, up);
605                                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
606                                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
607                                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
608 #if 1
609                                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
610 #else
611                                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
612 #endif
613                                                 if (bestvieworg[2] > trace.endpos[2])
614                                                         bestvieworg[2] = trace.endpos[2];
615                                         }
616                                 }
617                                 bestvieworg[2] -= 8;
618                                 VectorCopy(bestvieworg, vieworg);
619 #endif
620                                 viewangles[PITCH] = campitch;
621                         }
622                         else
623                         {
624                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
625                                 {
626                                         // look straight down from high above
627                                         viewangles[PITCH] = 90;
628                                         camback = 2048;
629                                         VectorSet(forward, 0, 0, -1);
630                                 }
631
632                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
633                                 dist = -camback - 8;
634                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
635                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
636                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
637                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
638                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
639                         }
640                 }
641                 else
642                 {
643                         // first person view from entity
644                         // angles
645                         if (cldead && v_deathtilt.integer)
646                                 viewangles[ROLL] = v_deathtiltangle.value;
647                         VectorAdd(viewangles, cl.punchangle, viewangles);
648                         viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
649                         if (v_dmg_time > 0)
650                         {
651                                 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
652                                 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
653                         }
654                         // origin
655                         VectorAdd(vieworg, cl.punchvector, vieworg);
656                         if (!cldead)
657                         {
658                                 double xyspeed, bob, bobfall;
659                                 float cycle;
660                                 vec_t frametime;
661
662                                 frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
663
664                                 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
665                                 if(teleported)
666                                 {
667                                         // try to fix the first highpass; result is NOT
668                                         // perfect! TODO find a better fix
669                                         VectorCopy(viewangles, cl.gunangles_prev);
670                                         VectorCopy(vieworg, cl.gunorg_prev);
671                                 }
672
673                                 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
674                                 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
675                                 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);
676                                 VectorCopy(vieworg, cl.gunorg_prev);
677                                 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
678
679                                 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
680                                 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
681                                 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
682                                 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
683                                 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
684                                 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);
685                                 VectorCopy(viewangles, cl.gunangles_prev);
686                                 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
687
688                                 // 3. calculate the RAW adjustment vectors
689                                 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
690                                 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
691                                 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
692
693                                 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
694                                 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
695                                 gunangles[ROLL] = 0;
696
697                                 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
698                                 //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
699                                 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);
700                                 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);
701                                 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
702                                 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
703                                 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
704
705                                 // 5. use the adjusted vectors
706                                 VectorAdd(vieworg, gunorg, gunorg);
707                                 VectorAdd(viewangles, gunangles, gunangles);
708
709                                 // bounded XY speed, used by several effects below
710                                 xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), 400);
711
712                                 // vertical view bobbing code
713                                 if (cl_bob.value && cl_bobcycle.value)
714                                 {
715                                         // LordHavoc: this code is *weird*, but not replacable (I think it
716                                         // should be done in QC on the server, but oh well, quake is quake)
717                                         // LordHavoc: figured out bobup: the time at which the sin is at 180
718                                         // degrees (which allows lengthening or squishing the peak or valley)
719                                         cycle = cl.time / cl_bobcycle.value;
720                                         cycle -= (int) cycle;
721                                         if (cycle < cl_bobup.value)
722                                                 cycle = sin(M_PI * cycle / cl_bobup.value);
723                                         else
724                                                 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
725                                         // bob is proportional to velocity in the xy plane
726                                         // (don't count Z, or jumping messes it up)
727                                         bob = xyspeed * bound(0, cl_bob.value, 0.05);
728                                         bob = bob*0.3 + bob*0.7*cycle;
729                                         vieworg[2] += bob;
730                                         // we also need to adjust gunorg, or this appears like pushing the gun!
731                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
732                                         // but this is not viable with the new followmodel code as that would mean
733                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
734                                         gunorg[2] += bob;
735                                 }
736
737                                 // horizontal view bobbing code
738                                 if (cl_bob2.value && cl_bob2cycle.value)
739                                 {
740                                         vec3_t bob2vel;
741                                         vec3_t forward, right, up;
742                                         float side, front;
743
744                                         cycle = cl.time / cl_bob2cycle.value;
745                                         cycle -= (int) cycle;
746                                         if (cycle < 0.5)
747                                                 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
748                                         else
749                                                 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
750                                         bob = bound(0, cl_bob2.value, 0.05) * cycle;
751
752                                         // this value slowly decreases from 1 to 0 when we stop touching the ground.
753                                         // The cycle is later multiplied with it so the view smooths back to normal
754                                         if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
755                                                 cl.bob2_smooth = 1;
756                                         else
757                                         {
758                                                 if(cl.bob2_smooth > 0)
759                                                         cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
760                                                 else
761                                                         cl.bob2_smooth = 0;
762                                         }
763
764                                         // calculate the front and side of the player between the X and Y axes
765                                         AngleVectors(viewangles, forward, right, up);
766                                         // now get the speed based on those angles. The bounds should match the same value as xyspeed's
767                                         side = bound(-400, DotProduct (clvelocity, right) * cl.bob2_smooth, 400);
768                                         front = bound(-400, DotProduct (clvelocity, forward) * cl.bob2_smooth, 400);
769                                         VectorScale(forward, bob, forward);
770                                         VectorScale(right, bob, right);
771                                         // we use side with forward and front with right, so the bobbing goes
772                                         // to the side when we walk forward and to the front when we strafe
773                                         VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
774                                         vieworg[0] += bob2vel[0];
775                                         vieworg[1] += bob2vel[1];
776                                         // we also need to adjust gunorg, or this appears like pushing the gun!
777                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
778                                         // but this is not viable with the new followmodel code as that would mean
779                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
780                                         gunorg[0] += bob2vel[0];
781                                         gunorg[1] += bob2vel[1];
782                                 }
783
784                                 // fall bobbing code
785                                 // causes the view to swing down and back up when touching the ground
786                                 if (cl_bobfall.value && cl_bobfallcycle.value)
787                                 {
788                                         if (!clonground)
789                                         {
790                                                 cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
791                                                 if (clvelocity[2] < -cl_bobfallminspeed.value)
792                                                         cl.bobfall_swing = 1;
793                                                 else
794                                                         cl.bobfall_swing = 0; // TODO really?
795                                         }
796                                         else
797                                         {
798                                                 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
799
800                                                 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
801                                                 vieworg[2] += bobfall;
802                                                 gunorg[2] += bobfall;
803                                         }
804                                 }
805
806                                 // gun model bobbing code
807                                 if (cl_bobmodel.value)
808                                 {
809                                         // calculate for swinging gun model
810                                         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
811                                         // Sajt: I tried to smooth out the transitions between bob and no bob, which works
812                                         // for the most part, but for some reason when you go through a message trigger or
813                                         // pick up an item or anything like that it will momentarily jolt the gun.
814                                         vec3_t forward, right, up;
815                                         float bspeed;
816                                         float s;
817                                         float t;
818
819                                         s = cl.time * cl_bobmodel_speed.value;
820                                         if (clonground)
821                                         {
822                                                 if (cl.time - cl.hitgroundtime < 0.2)
823                                                 {
824                                                         // just hit the ground, speed the bob back up over the next 0.2 seconds
825                                                         t = cl.time - cl.hitgroundtime;
826                                                         t = bound(0, t, 0.2);
827                                                         t *= 5;
828                                                 }
829                                                 else
830                                                         t = 1;
831                                         }
832                                         else
833                                         {
834                                                 // recently left the ground, slow the bob down over the next 0.2 seconds
835                                                 t = cl.time - cl.lastongroundtime;
836                                                 t = 0.2 - bound(0, t, 0.2);
837                                                 t *= 5;
838                                         }
839
840                                         bspeed = xyspeed * 0.01f;
841                                         AngleVectors (gunangles, forward, right, up);
842                                         bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
843                                         VectorMA (gunorg, bob, right, gunorg);
844                                         bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
845                                         VectorMA (gunorg, bob, up, gunorg);
846                                 }
847                         }
848                 }
849                 // calculate a view matrix for rendering the scene
850                 if (v_idlescale.value)
851                 {
852                         viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
853                         viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
854                         viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
855                 }
856                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
857
858                 // calculate a viewmodel matrix for use in view-attached entities
859                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
860                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
861
862                 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
863                 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
864                 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
865
866                 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
867                 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
868         }
869 }
870
871 void V_CalcRefdef (void)
872 {
873         entity_t *ent;
874         qboolean cldead;
875
876         if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
877         {
878                 // ent is the view entity (visible when out of body)
879                 ent = &cl.entities[cl.viewentity];
880
881                 cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
882                 V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
883         }
884         else
885         {
886                 viewmodelmatrix_nobob = identitymatrix;
887                 viewmodelmatrix_withbob = identitymatrix;
888                 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
889                 r_refdef.view.matrix = identitymatrix;
890                 VectorClear(cl.csqc_vieworiginfromengine);
891                 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
892         }
893 }
894
895 void V_FadeViewFlashs(void)
896 {
897         // don't flash if time steps backwards
898         if (cl.time <= cl.oldtime)
899                 return;
900         // drop the damage value
901         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
902         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
903                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
904         // drop the bonus value
905         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
906         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
907                 cl.cshifts[CSHIFT_BONUS].percent = 0;
908 }
909
910 void V_CalcViewBlend(void)
911 {
912         float a2;
913         int j;
914         r_refdef.viewblend[0] = 0;
915         r_refdef.viewblend[1] = 0;
916         r_refdef.viewblend[2] = 0;
917         r_refdef.viewblend[3] = 0;
918         r_refdef.frustumscale_x = 1;
919         r_refdef.frustumscale_y = 1;
920         if (cls.state == ca_connected && cls.signon == SIGNONS)
921         {
922                 // set contents color
923                 int supercontents;
924                 vec3_t vieworigin;
925                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
926                 supercontents = CL_PointSuperContents(vieworigin);
927                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
928                 {
929                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
930                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
931                         if (supercontents & SUPERCONTENTS_LAVA)
932                         {
933                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
934                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
935                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
936                         }
937                         else if (supercontents & SUPERCONTENTS_SLIME)
938                         {
939                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
940                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
941                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
942                         }
943                         else
944                         {
945                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
946                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
947                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
948                         }
949                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
950                 }
951                 else
952                 {
953                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
954                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
955                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
956                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
957                 }
958
959                 if (gamemode != GAME_TRANSFUSION)
960                 {
961                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
962                         {
963                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
964                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
965                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
966                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
967                         }
968                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
969                         {
970                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
971                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
972                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
973                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
974                         }
975                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
976                         {
977                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
978                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
979                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
980                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
981                         }
982                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
983                         {
984                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
985                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
986                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
987                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
988                         }
989                         else
990                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
991                 }
992
993                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
994                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
995                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
996                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
997
998                 // LordHavoc: fixed V_CalcBlend
999                 for (j = 0;j < NUM_CSHIFTS;j++)
1000                 {
1001                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
1002                         if (a2 > 0)
1003                         {
1004                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
1005                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
1006                         }
1007                 }
1008                 // saturate color (to avoid blending in black)
1009                 if (r_refdef.viewblend[3])
1010                 {
1011                         a2 = 1 / r_refdef.viewblend[3];
1012                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
1013                 }
1014                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
1015                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
1016                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
1017                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
1018                 if (vid.sRGB3D)
1019                 {
1020                         r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
1021                         r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
1022                         r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
1023                 }
1024                 else
1025                 {
1026                         r_refdef.viewblend[0] *= (1.0f/256.0f);
1027                         r_refdef.viewblend[1] *= (1.0f/256.0f);
1028                         r_refdef.viewblend[2] *= (1.0f/256.0f);
1029                 }
1030                 
1031                 // Samual: Ugly hack, I know. But it's the best we can do since
1032                 // there is no way to detect client states from the engine.
1033                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
1034                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
1035                 {
1036                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
1037                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
1038                 }
1039                 else
1040                         cl.deathfade = 0.0f;
1041
1042                 if(cl.deathfade > 0)
1043                 {
1044                         float a;
1045                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1046                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1047                         if(a > 0)
1048                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1049                         r_refdef.viewblend[3] = a;
1050                 }
1051         }
1052 }
1053
1054 //============================================================================
1055
1056 /*
1057 =============
1058 V_Init
1059 =============
1060 */
1061 void V_Init (void)
1062 {
1063         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
1064         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");
1065         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
1066
1067         Cvar_RegisterVariable (&v_centermove);
1068         Cvar_RegisterVariable (&v_centerspeed);
1069
1070         Cvar_RegisterVariable (&v_iyaw_cycle);
1071         Cvar_RegisterVariable (&v_iroll_cycle);
1072         Cvar_RegisterVariable (&v_ipitch_cycle);
1073         Cvar_RegisterVariable (&v_iyaw_level);
1074         Cvar_RegisterVariable (&v_iroll_level);
1075         Cvar_RegisterVariable (&v_ipitch_level);
1076
1077         Cvar_RegisterVariable (&v_idlescale);
1078         Cvar_RegisterVariable (&crosshair);
1079
1080         Cvar_RegisterVariable (&cl_rollspeed);
1081         Cvar_RegisterVariable (&cl_rollangle);
1082         Cvar_RegisterVariable (&cl_bob);
1083         Cvar_RegisterVariable (&cl_bobcycle);
1084         Cvar_RegisterVariable (&cl_bobup);
1085         Cvar_RegisterVariable (&cl_bob2);
1086         Cvar_RegisterVariable (&cl_bob2cycle);
1087         Cvar_RegisterVariable (&cl_bob2smooth);
1088         Cvar_RegisterVariable (&cl_bobfall);
1089         Cvar_RegisterVariable (&cl_bobfallcycle);
1090         Cvar_RegisterVariable (&cl_bobfallminspeed);
1091         Cvar_RegisterVariable (&cl_bobmodel);
1092         Cvar_RegisterVariable (&cl_bobmodel_side);
1093         Cvar_RegisterVariable (&cl_bobmodel_up);
1094         Cvar_RegisterVariable (&cl_bobmodel_speed);
1095
1096         Cvar_RegisterVariable (&cl_leanmodel);
1097         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1098         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1099         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1100         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1101         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1102         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1103         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1104         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1105         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1106         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1107
1108         Cvar_RegisterVariable (&cl_followmodel);
1109         Cvar_RegisterVariable (&cl_followmodel_side_speed);
1110         Cvar_RegisterVariable (&cl_followmodel_side_limit);
1111         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1112         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1113         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1114         Cvar_RegisterVariable (&cl_followmodel_up_speed);
1115         Cvar_RegisterVariable (&cl_followmodel_up_limit);
1116         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1117         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1118         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1119
1120         Cvar_RegisterVariable (&cl_viewmodel_scale);
1121
1122         Cvar_RegisterVariable (&v_kicktime);
1123         Cvar_RegisterVariable (&v_kickroll);
1124         Cvar_RegisterVariable (&v_kickpitch);
1125
1126         Cvar_RegisterVariable (&cl_stairsmoothspeed);
1127         
1128         Cvar_RegisterVariable (&cl_smoothviewheight);
1129
1130         Cvar_RegisterVariable (&chase_back);
1131         Cvar_RegisterVariable (&chase_up);
1132         Cvar_RegisterVariable (&chase_active);
1133         Cvar_RegisterVariable (&chase_overhead);
1134         Cvar_RegisterVariable (&chase_pitchangle);
1135         Cvar_RegisterVariable (&chase_stevie);
1136
1137         Cvar_RegisterVariable (&v_deathtilt);
1138         Cvar_RegisterVariable (&v_deathtiltangle);
1139 }
1140