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Make the sideways bobbing speed-based. Not ready but should be safe to use and test.
[xonotic/darkplaces.git] / view.c
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
43 cvar_t cl_bob_side = {CVAR_SAVE, "cl_bob_side","0.02", "view bobbing amount"};
44 cvar_t cl_bobcycle_side = {CVAR_SAVE, "cl_bobcycle_side","0.6", "view bobbing speed"};
45 cvar_t cl_bobup_side = {CVAR_SAVE, "cl_bobup_side","0.5", "view bobbing adjustment that makes the sideways swing of the bob last longer"};
46
47 cvar_t cl_bobroll = {CVAR_SAVE, "cl_bobroll","0", "view rolling amount"};
48 cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.8", "view rolling speed"};
49 cvar_t cl_bobrollairtime = {CVAR_SAVE, "cl_bobrollairtime","0.05", "how fast the view rolls back when you stop touching the ground"};
50 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
51 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
52 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
53 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
54
55 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
56 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
57 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
58 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
59 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
60 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
61 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
62 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
63 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
64 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
65 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
66
67 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
68 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
69 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
70 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
71 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
72 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
73 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
74 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
75 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
76 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
77 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
78
79 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"};
80
81 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
82 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
83 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
84
85 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
86 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
87 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
88 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
89 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
90 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
91
92 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
93
94 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
95
96 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)"};
97 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
98
99 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
100
101 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
102 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
103 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
104 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
105 // GAME_GOODVSBAD2
106 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
107
108 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
109 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
110
111 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
112 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
113
114 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
115
116
117 /*
118 ===============
119 V_CalcRoll
120
121 Used by view and sv_user
122 ===============
123 */
124 float V_CalcRoll (vec3_t angles, vec3_t velocity)
125 {
126         vec3_t  right;
127         float   sign;
128         float   side;
129         float   value;
130
131         AngleVectors (angles, NULL, right, NULL);
132         side = DotProduct (velocity, right);
133         sign = side < 0 ? -1 : 1;
134         side = fabs(side);
135
136         value = cl_rollangle.value;
137
138         if (side < cl_rollspeed.value)
139                 side = side * value / cl_rollspeed.value;
140         else
141                 side = value;
142
143         return side*sign;
144
145 }
146
147 void V_StartPitchDrift (void)
148 {
149         if (cl.laststop == cl.time)
150                 return;         // something else is keeping it from drifting
151
152         if (cl.nodrift || !cl.pitchvel)
153         {
154                 cl.pitchvel = v_centerspeed.value;
155                 cl.nodrift = false;
156                 cl.driftmove = 0;
157         }
158 }
159
160 void V_StopPitchDrift (void)
161 {
162         cl.laststop = cl.time;
163         cl.nodrift = true;
164         cl.pitchvel = 0;
165 }
166
167 /*
168 ===============
169 V_DriftPitch
170
171 Moves the client pitch angle towards cl.idealpitch sent by the server.
172
173 If the user is adjusting pitch manually, either with lookup/lookdown,
174 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
175
176 Drifting is enabled when the center view key is hit, mlook is released and
177 lookspring is non 0, or when
178 ===============
179 */
180 void V_DriftPitch (void)
181 {
182         float           delta, move;
183
184         if (noclip_anglehack || !cl.onground || cls.demoplayback )
185         {
186                 cl.driftmove = 0;
187                 cl.pitchvel = 0;
188                 return;
189         }
190
191 // don't count small mouse motion
192         if (cl.nodrift)
193         {
194                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
195                         cl.driftmove = 0;
196                 else
197                         cl.driftmove += cl.realframetime;
198
199                 if ( cl.driftmove > v_centermove.value)
200                 {
201                         V_StartPitchDrift ();
202                 }
203                 return;
204         }
205
206         delta = cl.idealpitch - cl.viewangles[PITCH];
207
208         if (!delta)
209         {
210                 cl.pitchvel = 0;
211                 return;
212         }
213
214         move = cl.realframetime * cl.pitchvel;
215         cl.pitchvel += cl.realframetime * v_centerspeed.value;
216
217         if (delta > 0)
218         {
219                 if (move > delta)
220                 {
221                         cl.pitchvel = 0;
222                         move = delta;
223                 }
224                 cl.viewangles[PITCH] += move;
225         }
226         else if (delta < 0)
227         {
228                 if (move > -delta)
229                 {
230                         cl.pitchvel = 0;
231                         move = -delta;
232                 }
233                 cl.viewangles[PITCH] -= move;
234         }
235 }
236
237
238 /*
239 ==============================================================================
240
241                                                 SCREEN FLASHES
242
243 ==============================================================================
244 */
245
246
247 /*
248 ===============
249 V_ParseDamage
250 ===============
251 */
252 void V_ParseDamage (void)
253 {
254         int armor, blood;
255         vec3_t from;
256         //vec3_t forward, right;
257         vec3_t localfrom;
258         entity_t *ent;
259         //float side;
260         float count;
261
262         armor = MSG_ReadByte ();
263         blood = MSG_ReadByte ();
264         MSG_ReadVector(from, cls.protocol);
265
266         // Send the Dmg Globals to CSQC
267         CL_VM_UpdateDmgGlobals(blood, armor, from);
268
269         count = blood*0.5 + armor*0.5;
270         if (count < 10)
271                 count = 10;
272
273         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
274
275         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
276         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
277         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
278                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
279         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
280                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
281
282         if (armor > blood)
283         {
284                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
285                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
286                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
287         }
288         else if (armor)
289         {
290                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
291                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
292                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
293         }
294         else
295         {
296                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
297                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
298                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
299         }
300
301         // calculate view angle kicks
302         if (cl.entities[cl.viewentity].state_current.active)
303         {
304                 ent = &cl.entities[cl.viewentity];
305                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
306                 VectorNormalize(localfrom);
307                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
308                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
309                 v_dmg_time = v_kicktime.value;
310         }
311 }
312
313 static cshift_t v_cshift;
314
315 /*
316 ==================
317 V_cshift_f
318 ==================
319 */
320 static void V_cshift_f (void)
321 {
322         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
323         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
324         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
325         v_cshift.percent = atof(Cmd_Argv(4));
326 }
327
328
329 /*
330 ==================
331 V_BonusFlash_f
332
333 When you run over an item, the server sends this command
334 ==================
335 */
336 static void V_BonusFlash_f (void)
337 {
338         if(Cmd_Argc() == 1)
339         {
340                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
341                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
342                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
343                 cl.cshifts[CSHIFT_BONUS].percent = 50;
344                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
345         }
346         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
347         {
348                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
349                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
350                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
351                 if(Cmd_Argc() >= 5)
352                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
353                 else
354                         cl.cshifts[CSHIFT_BONUS].percent = 50;
355                 if(Cmd_Argc() >= 6)
356                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
357                 else
358                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
359         }
360         else
361                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
362 }
363
364 /*
365 ==============================================================================
366
367                                                 VIEW RENDERING
368
369 ==============================================================================
370 */
371
372 extern matrix4x4_t viewmodelmatrix;
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 void V_CalcRefdef (void)
432 {
433         entity_t *ent;
434         float vieworg[3], viewangles[3], smoothtime;
435         float gunorg[3], gunangles[3];
436 #if 0
437 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
438         vec3_t camboxmins = {-3, -3, -3};
439         vec3_t camboxmaxs = {3, 3, 3};
440 // end of chase camera bounding box size for proper collisions by Alexander Zubov
441 #endif
442         trace_t trace;
443         VectorClear(gunorg);
444         viewmodelmatrix = identitymatrix;
445         r_refdef.view.matrix = identitymatrix;
446         if (cls.state == ca_connected && cls.signon == SIGNONS)
447         {
448                 // ent is the view entity (visible when out of body)
449                 ent = &cl.entities[cl.viewentity];
450                 // player can look around, so take the origin from the entity,
451                 // and the angles from the input system
452                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
453                 VectorCopy(cl.viewangles, viewangles);
454
455                 // calculate how much time has passed since the last V_CalcRefdef
456                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
457                 cl.stairsmoothtime = cl.time;
458
459                 // fade damage flash
460                 if (v_dmg_time > 0)
461                         v_dmg_time -= bound(0, smoothtime, 0.1);
462
463                 if (cl.intermission)
464                 {
465                         // entity is a fixed camera, just copy the matrix
466                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
467                                 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);
468                         else
469                         {
470                                 r_refdef.view.matrix = ent->render.matrix;
471                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
472                         }
473                         viewmodelmatrix = r_refdef.view.matrix;
474                 }
475                 else
476                 {
477                         // smooth stair stepping, but only if onground and enabled
478                         if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
479                                 cl.stairsmoothz = vieworg[2];
480                         else
481                         {
482                                 if (cl.stairsmoothz < vieworg[2])
483                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
484                                 else if (cl.stairsmoothz > vieworg[2])
485                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
486                         }
487
488                         // apply qw weapon recoil effect (this did not work in QW)
489                         // TODO: add a cvar to disable this
490                         viewangles[PITCH] += cl.qw_weaponkick;
491
492                         // apply the viewofs (even if chasecam is used)
493                         vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
494
495                         if (chase_active.value)
496                         {
497                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
498                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
499
500                                 camback = chase_back.value;
501                                 camup = chase_up.value;
502                                 campitch = chase_pitchangle.value;
503
504                                 AngleVectors(viewangles, forward, NULL, NULL);
505
506                                 if (chase_overhead.integer)
507                                 {
508 #if 1
509                                         vec3_t offset;
510                                         vec3_t bestvieworg;
511 #endif
512                                         vec3_t up;
513                                         viewangles[PITCH] = 0;
514                                         AngleVectors(viewangles, forward, NULL, up);
515                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
516                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
517                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
518                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
519 #if 0
520 #if 1
521                                         //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
522                                         trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
523 #else
524                                         //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
525                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
526 #endif
527                                         VectorCopy(trace.endpos, vieworg);
528                                         vieworg[2] -= 8;
529 #else
530                                         // trace from first person view location to our chosen third person view location
531 #if 1
532                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
533 #else
534                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
535 #endif
536                                         VectorCopy(trace.endpos, bestvieworg);
537                                         offset[2] = 0;
538                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
539                                         {
540                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
541                                                 {
542                                                         AngleVectors(viewangles, NULL, NULL, up);
543                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
544                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
545                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
546 #if 1
547                                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
548 #else
549                                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
550 #endif
551                                                         if (bestvieworg[2] > trace.endpos[2])
552                                                                 bestvieworg[2] = trace.endpos[2];
553                                                 }
554                                         }
555                                         bestvieworg[2] -= 8;
556                                         VectorCopy(bestvieworg, vieworg);
557 #endif
558                                         viewangles[PITCH] = campitch;
559                                 }
560                                 else
561                                 {
562                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
563                                         {
564                                                 // look straight down from high above
565                                                 viewangles[PITCH] = 90;
566                                                 camback = 2048;
567                                                 VectorSet(forward, 0, 0, -1);
568                                         }
569
570                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
571                                         dist = -camback - 8;
572                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
573                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
574                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
575                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
576                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
577                                 }
578                         }
579                         else
580                         {
581                                 // first person view from entity
582                                 // angles
583                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
584                                         viewangles[ROLL] = v_deathtiltangle.value;
585                                 VectorAdd(viewangles, cl.punchangle, viewangles);
586                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
587                                 if (v_dmg_time > 0)
588                                 {
589                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
590                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
591                                 }
592                                 // origin
593                                 VectorAdd(vieworg, cl.punchvector, vieworg);
594                                 if (cl.stats[STAT_HEALTH] > 0)
595                                 {
596                                         double xyspeed, bob, bobroll;
597                                         float cycle, cycle2;
598                                         vec_t frametime;
599
600                                         frametime = cl.realframetime * cl.movevars_timescale;
601
602                                         // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
603                                         if(!ent->persistent.trail_allowed) // FIXME improve this check
604                                         {
605                                                 // try to fix the first highpass; result is NOT
606                                                 // perfect! TODO find a better fix
607                                                 VectorCopy(viewangles, cl.gunangles_prev);
608                                                 VectorCopy(vieworg, cl.gunorg_prev);
609                                         }
610
611                                         // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
612                                         VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
613                                         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);
614                                         VectorCopy(vieworg, cl.gunorg_prev);
615                                         VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
616
617                                         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
618                                         VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
619                                         cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
620                                         cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
621                                         cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
622                                         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);
623                                         VectorCopy(viewangles, cl.gunangles_prev);
624                                         VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
625
626                                         // 3. calculate the RAW adjustment vectors
627                                         gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
628                                         gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
629                                         gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
630
631                                         gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
632                                         gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
633                                         gunangles[ROLL] = 0;
634
635                                         // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
636                                         //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
637                                         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);
638                                         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);
639                                         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
640                                         highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
641                                         lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
642
643                                         // 5. use the adjusted vectors
644                                         VectorAdd(vieworg, gunorg, gunorg);
645                                         VectorAdd(viewangles, gunangles, gunangles);
646
647                                         // vertical view bobbing code
648                                         xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
649                                         if (cl_bob.value && cl_bobcycle.value)
650                                         {
651                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
652                                                 // should be done in QC on the server, but oh well, quake is quake)
653                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
654                                                 // degrees (which allows lengthening or squishing the peak or valley)
655                                                 cycle = cl.time / cl_bobcycle.value;
656                                                 cycle -= (int) cycle;
657                                                 if (cycle < cl_bobup.value)
658                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
659                                                 else
660                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
661                                                 // bob is proportional to velocity in the xy plane
662                                                 // (don't count Z, or jumping messes it up)
663                                                 bob = xyspeed * cl_bob.value;
664                                                 bob = bob*0.3 + bob*0.7*cycle;
665                                                 vieworg[2] += bound(-7, bob, 4);
666                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
667                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
668                                                 // but this is not viable with the new followmodel code as that would mean
669                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
670                                                 gunorg[2] += bound(-7, bob, 4);
671                                         }
672
673                                         // horizontal bobbing code
674                                         if (cl_bob_side.value && cl_bobcycle_side.value)
675                                         {
676                                                 vec3_t bobvel;
677                                                 vec3_t forward, right, up;
678                                                 float side, front;
679                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
680                                                 // should be done in QC on the server, but oh well, quake is quake)
681                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
682                                                 // degrees (which allows lengthening or squishing the peak or valley)
683                                                 cycle = cl.time / cl_bobcycle_side.value;
684                                                 cycle -= (int) cycle;
685                                                 if (cycle < cl_bobup_side.value)
686                                                         cycle = sin(M_PI * cycle / cl_bobup_side.value);
687                                                 else
688                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup_side.value)/(1.0 - cl_bobup_side.value));
689                                                 // bob is proportional to velocity in the xy plane
690                                                 // (don't count Z, or jumping messes it up)
691                                                 bob = xyspeed * cl_bob_side.value;
692                                                 bob = bob*0.3 + bob*0.7*cycle;
693
694                                                 // now we calculate the side and front of the player, between the X and Y axis
695                                                 AngleVectors(viewangles, forward, right, up);
696                                                 // now the speed based on these angles. The division is for mathing vertical bobbing intensity
697                                                 side = DotProduct (cl.velocity, right) / 1000;
698                                                 front = DotProduct (cl.velocity, forward) / 1000;
699                                                 forward[0] *= bob;
700                                                 forward[1] *= bob;
701                                                 right[0] *= bob;
702                                                 right[1] *= bob;
703                                                 // we use side with forward and front with right so the side bobbing goes
704                                                 // to the side when we walk forward and to the front when we strafe.
705                                                 VectorMAMAM(side, forward, front, right, 0, up, bobvel);
706                                                 vieworg[0] += bobvel[0];
707                                                 vieworg[1] += bobvel[1];
708                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
709                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
710                                                 // but this is not viable with the new followmodel code as that would mean
711                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
712                                                 gunorg[0] += bobvel[0];
713                                                 gunorg[1] += bobvel[1];
714                                         }
715
716                                         // view rolling code
717                                         if (cl_bobroll.value && cl_bobrollcycle.value)
718                                         {
719                                                 cycle2 = cl.time / cl_bobrollcycle.value;
720                                                 cycle2 -= (int) cycle2;
721                                                 if (cycle2 < 0.5)
722                                                         cycle2 = sin(M_PI * cycle2 / 0.5);
723                                                 else
724                                                         cycle2 = sin(M_PI + M_PI * (cycle2-0.5)/0.5);
725
726                                                 // this value slowly decreases from 1 to 0 when we stop touching the ground.
727                                                 // The cycle is later multiplied with it so the view smooths back to normal
728                                                 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
729                                                         cl.bobroll_airtime = 1;
730                                                 else
731                                                 {
732                                                         if(cl.bobroll_airtime > 0)
733                                                                 cl.bobroll_airtime -= bound(0, cl_bobrollairtime.value, 1);
734                                                         else
735                                                                 cl.bobroll_airtime = 0;
736                                                 }
737
738                                                 cycle2 *= cl_bobroll.value * cl.bobroll_airtime;
739                                                 bobroll = bound(0, xyspeed, sv_maxspeed.value) * cycle2;
740                                                 viewangles[2] += bound(-45, bobroll, 45);
741                                         }
742
743                                         // gun model bobbing code
744                                         if (cl_bob.value && cl_bobmodel.value)
745                                         {
746                                                 // calculate for swinging gun model
747                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
748                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
749                                                 // for the most part, but for some reason when you go through a message trigger or
750                                                 // pick up an item or anything like that it will momentarily jolt the gun.
751                                                 vec3_t forward, right, up;
752                                                 float bspeed;
753                                                 float s;
754                                                 float t;
755
756                                                 s = cl.time * cl_bobmodel_speed.value;
757                                                 if (cl.onground)
758                                                 {
759                                                         if (cl.time - cl.hitgroundtime < 0.2)
760                                                         {
761                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
762                                                                 t = cl.time - cl.hitgroundtime;
763                                                                 t = bound(0, t, 0.2);
764                                                                 t *= 5;
765                                                         }
766                                                         else
767                                                                 t = 1;
768                                                 }
769                                                 else
770                                                 {
771                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
772                                                         t = cl.time - cl.lastongroundtime;
773                                                         t = 0.2 - bound(0, t, 0.2);
774                                                         t *= 5;
775                                                 }
776
777                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
778                                                 AngleVectors (gunangles, forward, right, up);
779                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
780                                                 VectorMA (gunorg, bob, right, gunorg);
781                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
782                                                 VectorMA (gunorg, bob, up, gunorg);
783                                         }
784                                 }
785                         }
786                         // calculate a view matrix for rendering the scene
787                         if (v_idlescale.value)
788                                 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);
789                         else
790                                 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);
791                         // calculate a viewmodel matrix for use in view-attached entities
792                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
793                         VectorCopy(vieworg, cl.csqc_origin);
794                         VectorCopy(viewangles, cl.csqc_angles);
795                 }
796         }
797 }
798
799 void V_FadeViewFlashs(void)
800 {
801         // don't flash if time steps backwards
802         if (cl.time <= cl.oldtime)
803                 return;
804         // drop the damage value
805         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
806         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
807                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
808         // drop the bonus value
809         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
810         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
811                 cl.cshifts[CSHIFT_BONUS].percent = 0;
812 }
813
814 void V_CalcViewBlend(void)
815 {
816         float a2;
817         int j;
818         r_refdef.viewblend[0] = 0;
819         r_refdef.viewblend[1] = 0;
820         r_refdef.viewblend[2] = 0;
821         r_refdef.viewblend[3] = 0;
822         r_refdef.frustumscale_x = 1;
823         r_refdef.frustumscale_y = 1;
824         if (cls.state == ca_connected && cls.signon == SIGNONS)
825         {
826                 // set contents color
827                 int supercontents;
828                 vec3_t vieworigin;
829                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
830                 supercontents = CL_PointSuperContents(vieworigin);
831                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
832                 {
833                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
834                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
835                         if (supercontents & SUPERCONTENTS_LAVA)
836                         {
837                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
838                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
839                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
840                         }
841                         else if (supercontents & SUPERCONTENTS_SLIME)
842                         {
843                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
844                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
845                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
846                         }
847                         else
848                         {
849                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
850                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
851                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
852                         }
853                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
854                 }
855                 else
856                 {
857                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
858                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
859                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
860                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
861                 }
862
863                 if (gamemode != GAME_TRANSFUSION)
864                 {
865                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
866                         {
867                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
868                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
869                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
870                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
871                         }
872                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
873                         {
874                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
875                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
876                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
877                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
878                         }
879                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
880                         {
881                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
882                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
883                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
884                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
885                         }
886                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
887                         {
888                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
889                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
890                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
891                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
892                         }
893                         else
894                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
895                 }
896
897                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
898                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
899                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
900                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
901
902                 // LordHavoc: fixed V_CalcBlend
903                 for (j = 0;j < NUM_CSHIFTS;j++)
904                 {
905                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
906                         if (a2 > 0)
907                         {
908                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
909                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
910                         }
911                 }
912                 // saturate color (to avoid blending in black)
913                 if (r_refdef.viewblend[3])
914                 {
915                         a2 = 1 / r_refdef.viewblend[3];
916                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
917                 }
918                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
919                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
920                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
921                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
922                 
923                 // Samual: Ugly hack, I know. But it's the best we can do since
924                 // there is no way to detect client states from the engine.
925                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
926                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
927                 {
928                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
929                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
930                 }
931                 else
932                         cl.deathfade = 0.0f;
933
934                 if(cl.deathfade > 0)
935                 {
936                         float a;
937                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
938                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
939                         if(a > 0)
940                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
941                         r_refdef.viewblend[3] = a;
942                 }
943         }
944 }
945
946 //============================================================================
947
948 /*
949 =============
950 V_Init
951 =============
952 */
953 void V_Init (void)
954 {
955         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
956         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");
957         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
958
959         Cvar_RegisterVariable (&v_centermove);
960         Cvar_RegisterVariable (&v_centerspeed);
961
962         Cvar_RegisterVariable (&v_iyaw_cycle);
963         Cvar_RegisterVariable (&v_iroll_cycle);
964         Cvar_RegisterVariable (&v_ipitch_cycle);
965         Cvar_RegisterVariable (&v_iyaw_level);
966         Cvar_RegisterVariable (&v_iroll_level);
967         Cvar_RegisterVariable (&v_ipitch_level);
968
969         Cvar_RegisterVariable (&v_idlescale);
970         Cvar_RegisterVariable (&crosshair);
971
972         Cvar_RegisterVariable (&cl_rollspeed);
973         Cvar_RegisterVariable (&cl_rollangle);
974         Cvar_RegisterVariable (&cl_bob);
975         Cvar_RegisterVariable (&cl_bobcycle);
976         Cvar_RegisterVariable (&cl_bobup);
977
978         Cvar_RegisterVariable (&cl_bob_side);
979         Cvar_RegisterVariable (&cl_bobcycle_side);
980         Cvar_RegisterVariable (&cl_bobup_side);
981
982         Cvar_RegisterVariable (&cl_bobroll);
983         Cvar_RegisterVariable (&cl_bobrollcycle);
984         Cvar_RegisterVariable (&cl_bobrollairtime);
985         Cvar_RegisterVariable (&cl_bobmodel);
986         Cvar_RegisterVariable (&cl_bobmodel_side);
987         Cvar_RegisterVariable (&cl_bobmodel_up);
988         Cvar_RegisterVariable (&cl_bobmodel_speed);
989
990         Cvar_RegisterVariable (&cl_leanmodel);
991         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
992         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
993         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
994         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
995         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
996         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
997         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
998         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
999         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1000         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1001
1002         Cvar_RegisterVariable (&cl_followmodel);
1003         Cvar_RegisterVariable (&cl_followmodel_side_speed);
1004         Cvar_RegisterVariable (&cl_followmodel_side_limit);
1005         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1006         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1007         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1008         Cvar_RegisterVariable (&cl_followmodel_up_speed);
1009         Cvar_RegisterVariable (&cl_followmodel_up_limit);
1010         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1011         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1012         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1013
1014         Cvar_RegisterVariable (&cl_viewmodel_scale);
1015
1016         Cvar_RegisterVariable (&v_kicktime);
1017         Cvar_RegisterVariable (&v_kickroll);
1018         Cvar_RegisterVariable (&v_kickpitch);
1019
1020         Cvar_RegisterVariable (&cl_stairsmoothspeed);
1021
1022         Cvar_RegisterVariable (&chase_back);
1023         Cvar_RegisterVariable (&chase_up);
1024         Cvar_RegisterVariable (&chase_active);
1025         Cvar_RegisterVariable (&chase_overhead);
1026         Cvar_RegisterVariable (&chase_pitchangle);
1027         if (gamemode == GAME_GOODVSBAD2)
1028                 Cvar_RegisterVariable (&chase_stevie);
1029
1030         Cvar_RegisterVariable (&v_deathtilt);
1031         Cvar_RegisterVariable (&v_deathtiltangle);
1032 }
1033