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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", "sideways view bobbing amount"};
43 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
44 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
45 cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0.1", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
46 cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","0.025", "speed of the bobfall swing"};
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 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
52 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
53 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
54 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
55 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
56 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
57 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
58 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
59 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
60 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
61 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
62
63 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
64 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
65 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
66 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
67 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
68 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
69 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
70 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
71 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
72 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
73 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
74
75 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"};
76
77 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
78 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
79 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
80
81 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
82 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
83 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
84 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
85 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
86 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
87
88 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
89
90 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
91
92 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)"};
93 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
94
95 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
96
97 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
98 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
99 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
100 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
101 // GAME_GOODVSBAD2
102 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
103
104 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
105 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
106
107 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
108 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
109
110 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
111
112
113 /*
114 ===============
115 V_CalcRoll
116
117 Used by view and sv_user
118 ===============
119 */
120 float V_CalcRoll (vec3_t angles, vec3_t velocity)
121 {
122         vec3_t  right;
123         float   sign;
124         float   side;
125         float   value;
126
127         AngleVectors (angles, NULL, right, NULL);
128         side = DotProduct (velocity, right);
129         sign = side < 0 ? -1 : 1;
130         side = fabs(side);
131
132         value = cl_rollangle.value;
133
134         if (side < cl_rollspeed.value)
135                 side = side * value / cl_rollspeed.value;
136         else
137                 side = value;
138
139         return side*sign;
140
141 }
142
143 void V_StartPitchDrift (void)
144 {
145         if (cl.laststop == cl.time)
146                 return;         // something else is keeping it from drifting
147
148         if (cl.nodrift || !cl.pitchvel)
149         {
150                 cl.pitchvel = v_centerspeed.value;
151                 cl.nodrift = false;
152                 cl.driftmove = 0;
153         }
154 }
155
156 void V_StopPitchDrift (void)
157 {
158         cl.laststop = cl.time;
159         cl.nodrift = true;
160         cl.pitchvel = 0;
161 }
162
163 /*
164 ===============
165 V_DriftPitch
166
167 Moves the client pitch angle towards cl.idealpitch sent by the server.
168
169 If the user is adjusting pitch manually, either with lookup/lookdown,
170 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
171
172 Drifting is enabled when the center view key is hit, mlook is released and
173 lookspring is non 0, or when
174 ===============
175 */
176 void V_DriftPitch (void)
177 {
178         float           delta, move;
179
180         if (noclip_anglehack || !cl.onground || cls.demoplayback )
181         {
182                 cl.driftmove = 0;
183                 cl.pitchvel = 0;
184                 return;
185         }
186
187 // don't count small mouse motion
188         if (cl.nodrift)
189         {
190                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
191                         cl.driftmove = 0;
192                 else
193                         cl.driftmove += cl.realframetime;
194
195                 if ( cl.driftmove > v_centermove.value)
196                 {
197                         V_StartPitchDrift ();
198                 }
199                 return;
200         }
201
202         delta = cl.idealpitch - cl.viewangles[PITCH];
203
204         if (!delta)
205         {
206                 cl.pitchvel = 0;
207                 return;
208         }
209
210         move = cl.realframetime * cl.pitchvel;
211         cl.pitchvel += cl.realframetime * v_centerspeed.value;
212
213         if (delta > 0)
214         {
215                 if (move > delta)
216                 {
217                         cl.pitchvel = 0;
218                         move = delta;
219                 }
220                 cl.viewangles[PITCH] += move;
221         }
222         else if (delta < 0)
223         {
224                 if (move > -delta)
225                 {
226                         cl.pitchvel = 0;
227                         move = -delta;
228                 }
229                 cl.viewangles[PITCH] -= move;
230         }
231 }
232
233
234 /*
235 ==============================================================================
236
237                                                 SCREEN FLASHES
238
239 ==============================================================================
240 */
241
242
243 /*
244 ===============
245 V_ParseDamage
246 ===============
247 */
248 void V_ParseDamage (void)
249 {
250         int armor, blood;
251         vec3_t from;
252         //vec3_t forward, right;
253         vec3_t localfrom;
254         entity_t *ent;
255         //float side;
256         float count;
257
258         armor = MSG_ReadByte ();
259         blood = MSG_ReadByte ();
260         MSG_ReadVector(from, cls.protocol);
261
262         // Send the Dmg Globals to CSQC
263         CL_VM_UpdateDmgGlobals(blood, armor, from);
264
265         count = blood*0.5 + armor*0.5;
266         if (count < 10)
267                 count = 10;
268
269         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
270
271         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
272         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
273         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
274                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
275         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
276                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
277
278         if (armor > blood)
279         {
280                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
281                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
282                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
283         }
284         else if (armor)
285         {
286                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
287                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
288                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
289         }
290         else
291         {
292                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
293                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
294                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
295         }
296
297         // calculate view angle kicks
298         if (cl.entities[cl.viewentity].state_current.active)
299         {
300                 ent = &cl.entities[cl.viewentity];
301                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
302                 VectorNormalize(localfrom);
303                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
304                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
305                 v_dmg_time = v_kicktime.value;
306         }
307 }
308
309 static cshift_t v_cshift;
310
311 /*
312 ==================
313 V_cshift_f
314 ==================
315 */
316 static void V_cshift_f (void)
317 {
318         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
319         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
320         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
321         v_cshift.percent = atof(Cmd_Argv(4));
322 }
323
324
325 /*
326 ==================
327 V_BonusFlash_f
328
329 When you run over an item, the server sends this command
330 ==================
331 */
332 static void V_BonusFlash_f (void)
333 {
334         if(Cmd_Argc() == 1)
335         {
336                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
337                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
338                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
339                 cl.cshifts[CSHIFT_BONUS].percent = 50;
340                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
341         }
342         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
343         {
344                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
345                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
346                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
347                 if(Cmd_Argc() >= 5)
348                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
349                 else
350                         cl.cshifts[CSHIFT_BONUS].percent = 50;
351                 if(Cmd_Argc() >= 6)
352                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
353                 else
354                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
355         }
356         else
357                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
358 }
359
360 /*
361 ==============================================================================
362
363                                                 VIEW RENDERING
364
365 ==============================================================================
366 */
367
368 extern matrix4x4_t viewmodelmatrix;
369
370 #include "cl_collision.h"
371 #include "csprogs.h"
372
373 /*
374 ==================
375 V_CalcRefdef
376
377 ==================
378 */
379 #if 0
380 static vec3_t eyeboxmins = {-16, -16, -24};
381 static vec3_t eyeboxmaxs = { 16,  16,  32};
382 #endif
383
384 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
385 {
386         frac = bound(0, frac, 1);
387         return (*store = *store * (1 - frac) + value * frac);
388 }
389
390 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
391 {
392         lowpass(value, frac, store);
393         return (*store = bound(value - limit, *store, value + limit));
394 }
395
396 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
397 {
398         return value - lowpass(value, frac, store);
399 }
400
401 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
402 {
403         return value - lowpass_limited(value, frac, limit, store);
404 }
405
406 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
407 {
408         out[0] = lowpass(value[0], fracx, &store[0]);
409         out[1] = lowpass(value[1], fracy, &store[1]);
410         out[2] = lowpass(value[2], fracz, &store[2]);
411 }
412
413 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
414 {
415         out[0] = highpass(value[0], fracx, &store[0]);
416         out[1] = highpass(value[1], fracy, &store[1]);
417         out[2] = highpass(value[2], fracz, &store[2]);
418 }
419
420 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)
421 {
422         out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
423         out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
424         out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
425 }
426
427 void V_CalcRefdef (void)
428 {
429         entity_t *ent;
430         float vieworg[3], viewangles[3], smoothtime;
431         float gunorg[3], gunangles[3];
432 #if 0
433 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
434         vec3_t camboxmins = {-3, -3, -3};
435         vec3_t camboxmaxs = {3, 3, 3};
436 // end of chase camera bounding box size for proper collisions by Alexander Zubov
437 #endif
438         trace_t trace;
439         VectorClear(gunorg);
440         viewmodelmatrix = identitymatrix;
441         r_refdef.view.matrix = identitymatrix;
442         if (cls.state == ca_connected && cls.signon == SIGNONS)
443         {
444                 // ent is the view entity (visible when out of body)
445                 ent = &cl.entities[cl.viewentity];
446                 // player can look around, so take the origin from the entity,
447                 // and the angles from the input system
448                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
449                 VectorCopy(cl.viewangles, viewangles);
450
451                 // calculate how much time has passed since the last V_CalcRefdef
452                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
453                 cl.stairsmoothtime = cl.time;
454
455                 // fade damage flash
456                 if (v_dmg_time > 0)
457                         v_dmg_time -= bound(0, smoothtime, 0.1);
458
459                 if (cl.intermission)
460                 {
461                         // entity is a fixed camera, just copy the matrix
462                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
463                                 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);
464                         else
465                         {
466                                 r_refdef.view.matrix = ent->render.matrix;
467                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
468                         }
469                         viewmodelmatrix = r_refdef.view.matrix;
470                 }
471                 else
472                 {
473                         // smooth stair stepping, but only if onground and enabled
474                         if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
475                                 cl.stairsmoothz = vieworg[2];
476                         else
477                         {
478                                 if (cl.stairsmoothz < vieworg[2])
479                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
480                                 else if (cl.stairsmoothz > vieworg[2])
481                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
482                         }
483
484                         // apply qw weapon recoil effect (this did not work in QW)
485                         // TODO: add a cvar to disable this
486                         viewangles[PITCH] += cl.qw_weaponkick;
487
488                         // apply the viewofs (even if chasecam is used)
489                         vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
490
491                         if (chase_active.value)
492                         {
493                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
494                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
495
496                                 camback = chase_back.value;
497                                 camup = chase_up.value;
498                                 campitch = chase_pitchangle.value;
499
500                                 AngleVectors(viewangles, forward, NULL, NULL);
501
502                                 if (chase_overhead.integer)
503                                 {
504 #if 1
505                                         vec3_t offset;
506                                         vec3_t bestvieworg;
507 #endif
508                                         vec3_t up;
509                                         viewangles[PITCH] = 0;
510                                         AngleVectors(viewangles, forward, NULL, up);
511                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
512                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
513                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
514                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
515 #if 0
516 #if 1
517                                         //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
518                                         trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
519 #else
520                                         //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
521                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
522 #endif
523                                         VectorCopy(trace.endpos, vieworg);
524                                         vieworg[2] -= 8;
525 #else
526                                         // trace from first person view location to our chosen third person view location
527 #if 1
528                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
529 #else
530                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
531 #endif
532                                         VectorCopy(trace.endpos, bestvieworg);
533                                         offset[2] = 0;
534                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
535                                         {
536                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
537                                                 {
538                                                         AngleVectors(viewangles, NULL, NULL, up);
539                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
540                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
541                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
542 #if 1
543                                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
544 #else
545                                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
546 #endif
547                                                         if (bestvieworg[2] > trace.endpos[2])
548                                                                 bestvieworg[2] = trace.endpos[2];
549                                                 }
550                                         }
551                                         bestvieworg[2] -= 8;
552                                         VectorCopy(bestvieworg, vieworg);
553 #endif
554                                         viewangles[PITCH] = campitch;
555                                 }
556                                 else
557                                 {
558                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
559                                         {
560                                                 // look straight down from high above
561                                                 viewangles[PITCH] = 90;
562                                                 camback = 2048;
563                                                 VectorSet(forward, 0, 0, -1);
564                                         }
565
566                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
567                                         dist = -camback - 8;
568                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
569                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
570                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
571                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
572                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
573                                 }
574                         }
575                         else
576                         {
577                                 // first person view from entity
578                                 // angles
579                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
580                                         viewangles[ROLL] = v_deathtiltangle.value;
581                                 VectorAdd(viewangles, cl.punchangle, viewangles);
582                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
583                                 if (v_dmg_time > 0)
584                                 {
585                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
586                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
587                                 }
588                                 // origin
589                                 VectorAdd(vieworg, cl.punchvector, vieworg);
590                                 if (cl.stats[STAT_HEALTH] > 0)
591                                 {
592                                         double xyspeed, bob;
593                                         float cycle;
594                                         vec_t frametime;
595
596                                         frametime = cl.realframetime * cl.movevars_timescale;
597
598                                         // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
599                                         if(!ent->persistent.trail_allowed) // FIXME improve this check
600                                         {
601                                                 // try to fix the first highpass; result is NOT
602                                                 // perfect! TODO find a better fix
603                                                 VectorCopy(viewangles, cl.gunangles_prev);
604                                                 VectorCopy(vieworg, cl.gunorg_prev);
605                                         }
606
607                                         // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
608                                         VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
609                                         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);
610                                         VectorCopy(vieworg, cl.gunorg_prev);
611                                         VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
612
613                                         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
614                                         VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
615                                         cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
616                                         cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
617                                         cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
618                                         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);
619                                         VectorCopy(viewangles, cl.gunangles_prev);
620                                         VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
621
622                                         // 3. calculate the RAW adjustment vectors
623                                         gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
624                                         gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
625                                         gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
626
627                                         gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
628                                         gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
629                                         gunangles[ROLL] = 0;
630
631                                         // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
632                                         //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
633                                         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);
634                                         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);
635                                         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
636                                         highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
637                                         lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
638
639                                         // 5. use the adjusted vectors
640                                         VectorAdd(vieworg, gunorg, gunorg);
641                                         VectorAdd(viewangles, gunangles, gunangles);
642
643                                         // bounded XY speed, used by several effects below
644                                         xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
645
646                                         // vertical view bobbing code
647                                         if (cl_bob.value && cl_bobcycle.value)
648                                         {
649                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
650                                                 // should be done in QC on the server, but oh well, quake is quake)
651                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
652                                                 // degrees (which allows lengthening or squishing the peak or valley)
653                                                 cycle = cl.time / cl_bobcycle.value;
654                                                 cycle -= (int) cycle;
655                                                 if (cycle < cl_bobup.value)
656                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
657                                                 else
658                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
659                                                 // bob is proportional to velocity in the xy plane
660                                                 // (don't count Z, or jumping messes it up)
661                                                 bob = xyspeed * bound(0, cl_bob.value, 0.05);
662                                                 bob = bob*0.3 + bob*0.7*cycle;
663                                                 vieworg[2] += bob;
664                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
665                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
666                                                 // but this is not viable with the new followmodel code as that would mean
667                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
668                                                 gunorg[2] += bob;
669                                         }
670
671                                         // horizontal view bobbing code
672                                         if (cl_bob2.value && cl_bob2cycle.value)
673                                         {
674                                                 vec3_t bob2vel;
675                                                 vec3_t forward, right, up;
676                                                 float side, front;
677
678                                                 cycle = cl.time / cl_bob2cycle.value;
679                                                 cycle -= (int) cycle;
680                                                 if (cycle < 0.5)
681                                                         cycle = sin(M_PI * cycle / 0.5);
682                                                 else
683                                                         cycle = sin(M_PI + M_PI * (cycle-0.5)/0.5);
684                                                 bob = bound(0, cl_bob2.value, 0.05) * 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                                                 // calculate the front and side of the player between the X and Y axes
699                                                 AngleVectors(viewangles, forward, right, up);
700                                                 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
701                                                 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
702                                                 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
703                                                 VectorScale(forward, bob, forward);
704                                                 VectorScale(right, bob, right);
705                                                 // we use side with forward and front with right, so the bobbing goes
706                                                 // to the side when we walk forward and to the front when we strafe
707                                                 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
708                                                 vieworg[0] += bob2vel[0];
709                                                 vieworg[1] += bob2vel[1];
710                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
711                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
712                                                 // but this is not viable with the new followmodel code as that would mean
713                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
714                                                 gunorg[0] += bob2vel[0];
715                                                 gunorg[1] += bob2vel[1];
716                                         }
717
718                                         // fall bobbing code
719                                         // causes the view to swing down and back up when touching the ground
720                                         if (cl_bobfall.value && cl_bobfallcycle.value)
721                                         {
722                                                 if (!cl.onground)
723                                                 {
724                                                         cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
725                                                         cl.bobfall_swing = 1;
726                                                 }
727                                                 else
728                                                 {
729                                                         if(cl.bobfall_swing > 0)
730                                                                 cl.bobfall_swing -= bound(0, cl_bobfallcycle.value, 1);
731                                                         else
732                                                                 cl.bobfall_swing = 0;
733
734                                                         vieworg[2] += sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
735                                                         gunorg[2] += sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
736                                                 }
737                                         }
738
739                                         // gun model bobbing code
740                                         if (cl_bob.value || cl_bob2.value)
741                                         if (cl_bobmodel.value)
742                                         {
743                                                 // calculate for swinging gun model
744                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
745                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
746                                                 // for the most part, but for some reason when you go through a message trigger or
747                                                 // pick up an item or anything like that it will momentarily jolt the gun.
748                                                 vec3_t forward, right, up;
749                                                 float bspeed;
750                                                 float s;
751                                                 float t;
752
753                                                 s = cl.time * cl_bobmodel_speed.value;
754                                                 if (cl.onground)
755                                                 {
756                                                         if (cl.time - cl.hitgroundtime < 0.2)
757                                                         {
758                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
759                                                                 t = cl.time - cl.hitgroundtime;
760                                                                 t = bound(0, t, 0.2);
761                                                                 t *= 5;
762                                                         }
763                                                         else
764                                                                 t = 1;
765                                                 }
766                                                 else
767                                                 {
768                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
769                                                         t = cl.time - cl.lastongroundtime;
770                                                         t = 0.2 - bound(0, t, 0.2);
771                                                         t *= 5;
772                                                 }
773
774                                                 bspeed = xyspeed * 0.01f;
775                                                 AngleVectors (gunangles, forward, right, up);
776                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
777                                                 VectorMA (gunorg, bob, right, gunorg);
778                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
779                                                 VectorMA (gunorg, bob, up, gunorg);
780                                         }
781                                 }
782                         }
783                         // calculate a view matrix for rendering the scene
784                         if (v_idlescale.value)
785                                 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);
786                         else
787                                 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);
788                         // calculate a viewmodel matrix for use in view-attached entities
789                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
790                         VectorCopy(vieworg, cl.csqc_origin);
791                         VectorCopy(viewangles, cl.csqc_angles);
792                 }
793         }
794 }
795
796 void V_FadeViewFlashs(void)
797 {
798         // don't flash if time steps backwards
799         if (cl.time <= cl.oldtime)
800                 return;
801         // drop the damage value
802         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
803         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
804                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
805         // drop the bonus value
806         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
807         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
808                 cl.cshifts[CSHIFT_BONUS].percent = 0;
809 }
810
811 void V_CalcViewBlend(void)
812 {
813         float a2;
814         int j;
815         r_refdef.viewblend[0] = 0;
816         r_refdef.viewblend[1] = 0;
817         r_refdef.viewblend[2] = 0;
818         r_refdef.viewblend[3] = 0;
819         r_refdef.frustumscale_x = 1;
820         r_refdef.frustumscale_y = 1;
821         if (cls.state == ca_connected && cls.signon == SIGNONS)
822         {
823                 // set contents color
824                 int supercontents;
825                 vec3_t vieworigin;
826                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
827                 supercontents = CL_PointSuperContents(vieworigin);
828                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
829                 {
830                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
831                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
832                         if (supercontents & SUPERCONTENTS_LAVA)
833                         {
834                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
835                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
836                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
837                         }
838                         else if (supercontents & SUPERCONTENTS_SLIME)
839                         {
840                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
841                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
842                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
843                         }
844                         else
845                         {
846                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
847                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
848                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
849                         }
850                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
851                 }
852                 else
853                 {
854                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
855                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
856                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
857                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
858                 }
859
860                 if (gamemode != GAME_TRANSFUSION)
861                 {
862                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
863                         {
864                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
865                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
866                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
867                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
868                         }
869                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
870                         {
871                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
872                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
873                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
874                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
875                         }
876                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
877                         {
878                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
879                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
880                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
881                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
882                         }
883                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
884                         {
885                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
886                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
887                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
888                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
889                         }
890                         else
891                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
892                 }
893
894                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
895                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
896                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
897                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
898
899                 // LordHavoc: fixed V_CalcBlend
900                 for (j = 0;j < NUM_CSHIFTS;j++)
901                 {
902                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
903                         if (a2 > 0)
904                         {
905                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
906                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
907                         }
908                 }
909                 // saturate color (to avoid blending in black)
910                 if (r_refdef.viewblend[3])
911                 {
912                         a2 = 1 / r_refdef.viewblend[3];
913                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
914                 }
915                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
916                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
917                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
918                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
919                 
920                 // Samual: Ugly hack, I know. But it's the best we can do since
921                 // there is no way to detect client states from the engine.
922                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
923                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
924                 {
925                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
926                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
927                 }
928                 else
929                         cl.deathfade = 0.0f;
930
931                 if(cl.deathfade > 0)
932                 {
933                         float a;
934                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
935                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
936                         if(a > 0)
937                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
938                         r_refdef.viewblend[3] = a;
939                 }
940         }
941 }
942
943 //============================================================================
944
945 /*
946 =============
947 V_Init
948 =============
949 */
950 void V_Init (void)
951 {
952         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
953         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");
954         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
955
956         Cvar_RegisterVariable (&v_centermove);
957         Cvar_RegisterVariable (&v_centerspeed);
958
959         Cvar_RegisterVariable (&v_iyaw_cycle);
960         Cvar_RegisterVariable (&v_iroll_cycle);
961         Cvar_RegisterVariable (&v_ipitch_cycle);
962         Cvar_RegisterVariable (&v_iyaw_level);
963         Cvar_RegisterVariable (&v_iroll_level);
964         Cvar_RegisterVariable (&v_ipitch_level);
965
966         Cvar_RegisterVariable (&v_idlescale);
967         Cvar_RegisterVariable (&crosshair);
968
969         Cvar_RegisterVariable (&cl_rollspeed);
970         Cvar_RegisterVariable (&cl_rollangle);
971         Cvar_RegisterVariable (&cl_bob);
972         Cvar_RegisterVariable (&cl_bobcycle);
973         Cvar_RegisterVariable (&cl_bobup);
974         Cvar_RegisterVariable (&cl_bob2);
975         Cvar_RegisterVariable (&cl_bob2cycle);
976         Cvar_RegisterVariable (&cl_bob2smooth);
977         Cvar_RegisterVariable (&cl_bobfall);
978         Cvar_RegisterVariable (&cl_bobfallcycle);
979         Cvar_RegisterVariable (&cl_bobmodel);
980         Cvar_RegisterVariable (&cl_bobmodel_side);
981         Cvar_RegisterVariable (&cl_bobmodel_up);
982         Cvar_RegisterVariable (&cl_bobmodel_speed);
983
984         Cvar_RegisterVariable (&cl_leanmodel);
985         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
986         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
987         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
988         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
989         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
990         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
991         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
992         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
993         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
994         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
995
996         Cvar_RegisterVariable (&cl_followmodel);
997         Cvar_RegisterVariable (&cl_followmodel_side_speed);
998         Cvar_RegisterVariable (&cl_followmodel_side_limit);
999         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1000         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1001         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1002         Cvar_RegisterVariable (&cl_followmodel_up_speed);
1003         Cvar_RegisterVariable (&cl_followmodel_up_limit);
1004         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1005         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1006         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1007
1008         Cvar_RegisterVariable (&cl_viewmodel_scale);
1009
1010         Cvar_RegisterVariable (&v_kicktime);
1011         Cvar_RegisterVariable (&v_kickroll);
1012         Cvar_RegisterVariable (&v_kickpitch);
1013
1014         Cvar_RegisterVariable (&cl_stairsmoothspeed);
1015
1016         Cvar_RegisterVariable (&chase_back);
1017         Cvar_RegisterVariable (&chase_up);
1018         Cvar_RegisterVariable (&chase_active);
1019         Cvar_RegisterVariable (&chase_overhead);
1020         Cvar_RegisterVariable (&chase_pitchangle);
1021         if (gamemode == GAME_GOODVSBAD2)
1022                 Cvar_RegisterVariable (&chase_stevie);
1023
1024         Cvar_RegisterVariable (&v_deathtilt);
1025         Cvar_RegisterVariable (&v_deathtiltangle);
1026 }
1027