* cl.oldongrounbd
* cl.stairsmoothtime
* cl.stairsmoothz
+ * cl.calcrefdef_prevtime
* Extra input:
* cl.movecmd[0].time
* cl.movevars_stepheight
cl.lastongroundtime = cl.movecmd[0].time;
}
cl.oldonground = clonground;
+ cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
VectorClear(gunorg);
viewmodelmatrix_nobob = identitymatrix;
// apply the viewofs (even if chasecam is used)
// Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
- viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
+ viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
vieworg[2] += viewheightavg;
float cycle;
vec_t frametime;
- frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
+ frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
// 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
if(teleported)
Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
}
+
+ cl.calcrefdef_prevtime = cl.time;
}
void V_CalcRefdef (void)
ent = &cl.entities[cl.viewentity];
cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
- V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
+ V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
}
else
{