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