]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
OPENGL_ORIENTATION -> MATRIX4x4_OPENGLORIENTATION
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index a1f14cd23f9443d5468a5f48ab9cd70b802f7b0c..16dbcf740a2f1dc70726b1e47e671589fc8e8edd 100644 (file)
--- a/view.c
+++ b/view.c
@@ -120,7 +120,7 @@ V_CalcRoll
 Used by view and sv_user
 ===============
 */
-float V_CalcRoll (vec3_t angles, vec3_t velocity)
+float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
 {
        vec3_t  right;
        float   sign;
@@ -446,6 +446,7 @@ static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fra
  *   cl.oldongrounbd
  *   cl.stairsmoothtime
  *   cl.stairsmoothz
+ *   cl.calcrefdef_prevtime
  * Extra input:
  *   cl.movecmd[0].time
  *   cl.movevars_stepheight
@@ -458,8 +459,6 @@ static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fra
  *   cl.qw_weaponkick
  *   cls.protocol
  *   cl.time
- *   cl.velocity (TODO should these be parameters?)
- *   cl.viewangles (TODO should these be parameters?)
  * Output:
  *   cl.csqc_viewanglesfromengine
  *   cl.csqc_viewmodelmatrixfromengine
@@ -468,7 +467,7 @@ static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fra
  *   viewmodelmatrix_nobob
  *   viewmodelmatrix_withbob
  */
-void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission)
+void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity)
 {
        float vieworg[3], viewangles[3], smoothtime;
        float gunorg[3], gunangles[3];
@@ -492,6 +491,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                cl.lastongroundtime = cl.movecmd[0].time;
        }
        cl.oldonground = clonground;
+       cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
 
        VectorClear(gunorg);
        viewmodelmatrix_nobob = identitymatrix;
@@ -550,7 +550,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
 
                // 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;
 
@@ -645,7 +645,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                        if (cldead && v_deathtilt.integer)
                                viewangles[ROLL] = v_deathtiltangle.value;
                        VectorAdd(viewangles, cl.punchangle, viewangles);
-                       viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+                       viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
                        if (v_dmg_time > 0)
                        {
                                viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
@@ -659,7 +659,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                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)
@@ -707,7 +707,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                VectorAdd(viewangles, gunangles, gunangles);
 
                                // bounded XY speed, used by several effects below
-                               xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
+                               xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), 400);
 
                                // vertical view bobbing code
                                if (cl_bob.value && cl_bobcycle.value)
@@ -764,8 +764,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                        // calculate the front and side of the player between the X and Y axes
                                        AngleVectors(viewangles, forward, right, up);
                                        // now get the speed based on those angles. The bounds should match the same value as xyspeed's
-                                       side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
-                                       front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
+                                       side = bound(-400, DotProduct (clvelocity, right) * cl.bob2_smooth, 400);
+                                       front = bound(-400, DotProduct (clvelocity, forward) * cl.bob2_smooth, 400);
                                        VectorScale(forward, bob, forward);
                                        VectorScale(right, bob, right);
                                        // we use side with forward and front with right, so the bobbing goes
@@ -787,8 +787,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                {
                                        if (!clonground)
                                        {
-                                               cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
-                                               if (cl.velocity[2] < -cl_bobfallminspeed.value)
+                                               cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
+                                               if (clvelocity[2] < -cl_bobfallminspeed.value)
                                                        cl.bobfall_swing = 1;
                                                else
                                                        cl.bobfall_swing = 0; // TODO really?
@@ -866,6 +866,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                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)
@@ -879,7 +881,7 @@ 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); // 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
        {