]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
another stack overflow fixed, this one more on the order of 300k+?
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index a8821d1b231994ff423722a4e3ca4140e4d150aa..4b46ffc44709a28701bda82d9b45979eb0dfacf5 100644 (file)
--- a/view.c
+++ b/view.c
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
 
 See the GNU General Public License for more details.
 
@@ -30,39 +30,33 @@ when crossing a water boudnary.
 
 */
 
 
 */
 
-cvar_t cl_rollspeed = {"cl_rollspeed", "200"};
-cvar_t cl_rollangle = {"cl_rollangle", "2.0"};
+cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"};
+cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"};
 
 
-cvar_t cl_bob = {"cl_bob","0.02", false};
-cvar_t cl_bobcycle = {"cl_bobcycle","0.6", false};
-cvar_t cl_bobup = {"cl_bobup","0.5", false};
+cvar_t cl_bob = {0, "cl_bob","0.02"};
+cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"};
+cvar_t cl_bobup = {0, "cl_bobup","0.5"};
 
 
-cvar_t v_kicktime = {"v_kicktime", "0.5", false};
-cvar_t v_kickroll = {"v_kickroll", "0.6", false};
-cvar_t v_kickpitch = {"v_kickpitch", "0.6", false};
+cvar_t v_kicktime = {0, "v_kicktime", "0.5"};
+cvar_t v_kickroll = {0, "v_kickroll", "0.6"};
+cvar_t v_kickpitch = {0, "v_kickpitch", "0.6"};
 
 
-cvar_t v_punch = {"v_punch", "1", false};
+cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2"};
+cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5"};
+cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1"};
+cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3"};
+cvar_t v_iroll_level = {0, "v_iroll_level", "0.1"};
+cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3"};
 
 
-cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", false};
-cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", false};
-cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", false};
-cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", false};
-cvar_t v_iroll_level = {"v_iroll_level", "0.1", false};
-cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", false};
+cvar_t v_idlescale = {0, "v_idlescale", "0"};
 
 
-cvar_t v_idlescale = {"v_idlescale", "0", false};
+cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"};
 
 
-cvar_t crosshair = {"crosshair", "0", true};
-cvar_t cl_crossx = {"cl_crossx", "0", false};
-cvar_t cl_crossy = {"cl_crossy", "0", false};
-
-//cvar_t       gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
-cvar_t gl_polyblend = {"gl_polyblend", "1", true};
+cvar_t v_centermove = {0, "v_centermove", "0.15"};
+cvar_t v_centerspeed = {0, "v_centerspeed","500"};
 
 float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
 
 float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
-extern int                     in_forward, in_forward2, in_back;
-
 
 /*
 ===============
 
 /*
 ===============
@@ -82,69 +76,51 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity)
        side = DotProduct (velocity, right);
        sign = side < 0 ? -1 : 1;
        side = fabs(side);
        side = DotProduct (velocity, right);
        sign = side < 0 ? -1 : 1;
        side = fabs(side);
-       
+
        value = cl_rollangle.value;
        value = cl_rollangle.value;
-//     if (cl.inwater)
-//             value *= 6;
 
        if (side < cl_rollspeed.value)
                side = side * value / cl_rollspeed.value;
        else
                side = value;
 
        if (side < cl_rollspeed.value)
                side = side * value / cl_rollspeed.value;
        else
                side = value;
-       
+
        return side*sign;
        return side*sign;
-       
+
 }
 
 }
 
+static float V_CalcBob (void)
+{
+       double bob, cycle;
 
 
-/*
-===============
-V_CalcBob
+       // LordHavoc: easy case
+       if (cl_bob.value == 0)
+               return 0;
+       if (cl_bobcycle.value == 0)
+               return 0;
 
 
-===============
-*/
-float V_CalcBob (void)
-{
-       float   bob;
-       float   cycle;
-       
-       cycle = cl.time - (int)(cl.time/cl_bobcycle.value)*cl_bobcycle.value;
-       cycle /= cl_bobcycle.value;
+       // LordHavoc: FIXME: this code is *weird*, redesign it sometime
+       cycle = cl.time  / cl_bobcycle.value;
+       cycle -= (int) cycle;
        if (cycle < cl_bobup.value)
                cycle = M_PI * cycle / cl_bobup.value;
        else
                cycle = M_PI + M_PI*(cycle-cl_bobup.value)/(1.0 - cl_bobup.value);
 
        if (cycle < cl_bobup.value)
                cycle = M_PI * cycle / cl_bobup.value;
        else
                cycle = M_PI + M_PI*(cycle-cl_bobup.value)/(1.0 - cl_bobup.value);
 
-// bob is proportional to velocity in the xy plane
-// (don't count Z, or jumping messes it up)
+       // bob is proportional to velocity in the xy plane
+       // (don't count Z, or jumping messes it up)
 
        bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
 
        bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
-//Con_Printf ("speed: %5.1f\n", Length(cl.velocity));
        bob = bob*0.3 + bob*0.7*sin(cycle);
        bob = bob*0.3 + bob*0.7*sin(cycle);
-       if (bob > 4)
-               bob = 4;
-       else if (bob < -7)
-               bob = -7;
+       bob = bound(-7, bob, 4);
        return bob;
        return bob;
-       
-}
-
-
-//=============================================================================
-
-
-cvar_t v_centermove = {"v_centermove", "0.15", false};
-cvar_t v_centerspeed = {"v_centerspeed","500"};
 
 
+}
 
 void V_StartPitchDrift (void)
 {
 
 void V_StartPitchDrift (void)
 {
-#if 1
        if (cl.laststop == cl.time)
        if (cl.laststop == cl.time)
-       {
                return;         // something else is keeping it from drifting
                return;         // something else is keeping it from drifting
-       }
-#endif
+
        if (cl.nodrift || !cl.pitchvel)
        {
                cl.pitchvel = v_centerspeed.value;
        if (cl.nodrift || !cl.pitchvel)
        {
                cl.pitchvel = v_centerspeed.value;
@@ -170,10 +146,10 @@ If the user is adjusting pitch manually, either with lookup/lookdown,
 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
 
 Drifting is enabled when the center view key is hit, mlook is released and
 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
 
 Drifting is enabled when the center view key is hit, mlook is released and
-lookspring is non 0, or when 
+lookspring is non 0, or when
 ===============
 */
 ===============
 */
-void V_DriftPitch (void)
+static void V_DriftPitch (void)
 {
        float           delta, move;
 
 {
        float           delta, move;
 
@@ -191,14 +167,14 @@ void V_DriftPitch (void)
                        cl.driftmove = 0;
                else
                        cl.driftmove += cl.frametime;
                        cl.driftmove = 0;
                else
                        cl.driftmove += cl.frametime;
-       
+
                if ( cl.driftmove > v_centermove.value)
                {
                        V_StartPitchDrift ();
                }
                return;
        }
                if ( cl.driftmove > v_centermove.value)
                {
                        V_StartPitchDrift ();
                }
                return;
        }
-       
+
        delta = cl.idealpitch - cl.viewangles[PITCH];
 
        if (!delta)
        delta = cl.idealpitch - cl.viewangles[PITCH];
 
        if (!delta)
@@ -209,8 +185,6 @@ void V_DriftPitch (void)
 
        move = cl.frametime * cl.pitchvel;
        cl.pitchvel += cl.frametime * v_centerspeed.value;
 
        move = cl.frametime * cl.pitchvel;
        cl.pitchvel += cl.frametime * v_centerspeed.value;
-       
-//Con_Printf ("move: %f (%f)\n", move, cl.frametime);
 
        if (delta > 0)
        {
 
        if (delta > 0)
        {
@@ -233,25 +207,14 @@ void V_DriftPitch (void)
 }
 
 
 }
 
 
+/*
+==============================================================================
 
 
+                                               SCREEN FLASHES
 
 
+==============================================================================
+*/
 
 
-/*
-============================================================================== 
-                                               SCREEN FLASHES 
-============================================================================== 
-*/ 
-cshift_t       cshift_empty = { {130,80,50}, 0 };
-cshift_t       cshift_water = { {130,80,50}, 128 };
-cshift_t       cshift_slime = { {0,25,5}, 150 };
-cshift_t       cshift_lava = { {255,80,0}, 150 };
-
-byte           ramps[3][256];
-float          v_blend[4];             // rgba 0.0 - 1.0
 
 /*
 ===============
 
 /*
 ===============
@@ -260,14 +223,11 @@ V_ParseDamage
 */
 void V_ParseDamage (void)
 {
 */
 void V_ParseDamage (void)
 {
-       int             armor, blood;
-       vec3_t  from;
-       int             i;
-       vec3_t  forward, right;
-       entity_t        *ent;
-       float   side;
-       float   count;
-       
+       int i, armor, blood;
+       vec3_t from, forward, right;
+       entity_t *ent;
+       float side, count;
+
        armor = MSG_ReadByte ();
        blood = MSG_ReadByte ();
        for (i=0 ; i<3 ; i++)
        armor = MSG_ReadByte ();
        blood = MSG_ReadByte ();
        for (i=0 ; i<3 ; i++)
@@ -279,65 +239,63 @@ void V_ParseDamage (void)
 
        cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
 
 
        cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
 
-       if (gl_polyblend.value)
-       {
-               cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
-               if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
-                       cl.cshifts[CSHIFT_DAMAGE].percent = 0;
-               if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
-                       cl.cshifts[CSHIFT_DAMAGE].percent = 150;
+       cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
+       if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
+               cl.cshifts[CSHIFT_DAMAGE].percent = 0;
+       if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
+               cl.cshifts[CSHIFT_DAMAGE].percent = 150;
 
 
-               if (armor > blood)              
-               {
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
-               }
-               else if (armor)
-               {
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
-               }
-               else
-               {
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
-                       cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
-               }
+       if (armor > blood)
+       {
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
+       }
+       else if (armor)
+       {
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
+       }
+       else
+       {
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
+               cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
        }
 
 //
 // calculate view angle kicks
 //
        ent = &cl_entities[cl.viewentity];
        }
 
 //
 // calculate view angle kicks
 //
        ent = &cl_entities[cl.viewentity];
-       
+
        VectorSubtract (from, ent->render.origin, from);
        VectorNormalize (from);
        VectorSubtract (from, ent->render.origin, from);
        VectorNormalize (from);
-       
+
        AngleVectors (ent->render.angles, forward, right, NULL);
 
        side = DotProduct (from, right);
        v_dmg_roll = count*side*v_kickroll.value;
        AngleVectors (ent->render.angles, forward, right, NULL);
 
        side = DotProduct (from, right);
        v_dmg_roll = count*side*v_kickroll.value;
-       
+
        side = DotProduct (from, forward);
        v_dmg_pitch = count*side*v_kickpitch.value;
 
        v_dmg_time = v_kicktime.value;
 }
 
        side = DotProduct (from, forward);
        v_dmg_pitch = count*side*v_kickpitch.value;
 
        v_dmg_time = v_kicktime.value;
 }
 
+static cshift_t v_cshift;
 
 /*
 ==================
 V_cshift_f
 ==================
 */
 
 /*
 ==================
 V_cshift_f
 ==================
 */
-void V_cshift_f (void)
+static void V_cshift_f (void)
 {
 {
-       cshift_empty.destcolor[0] = atoi(Cmd_Argv(1));
-       cshift_empty.destcolor[1] = atoi(Cmd_Argv(2));
-       cshift_empty.destcolor[2] = atoi(Cmd_Argv(3));
-       cshift_empty.percent = atoi(Cmd_Argv(4));
+       v_cshift.destcolor[0] = atoi(Cmd_Argv(1));
+       v_cshift.destcolor[1] = atoi(Cmd_Argv(2));
+       v_cshift.destcolor[2] = atoi(Cmd_Argv(3));
+       v_cshift.percent = atoi(Cmd_Argv(4));
 }
 
 
 }
 
 
@@ -348,78 +306,76 @@ V_BonusFlash_f
 When you run over an item, the server sends this command
 ==================
 */
 When you run over an item, the server sends this command
 ==================
 */
-void V_BonusFlash_f (void)
+static void V_BonusFlash_f (void)
 {
 {
-       if (gl_polyblend.value)
-       {
-               cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
-               cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
-               cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
-               cl.cshifts[CSHIFT_BONUS].percent = 50;
-       }
+       cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
+       cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
+       cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
+       cl.cshifts[CSHIFT_BONUS].percent = 50;
 }
 
 /*
 =============
 }
 
 /*
 =============
-V_SetContentsColor
-
-Underwater, lava, etc each has a color shift
+V_UpdateBlends
 =============
 */
 =============
 */
-void V_SetContentsColor (int contents)
+void V_UpdateBlends (void)
 {
 {
-       cshift_t* c;
-       c = &cl.cshifts[CSHIFT_CONTENTS]; // just to shorten the code below
-       if (!gl_polyblend.value)
+       float   r, g, b, a, a2;
+       int             j;
+
+       if (cls.signon != SIGNONS)
        {
        {
-               c->percent = 0;
+               cl.cshifts[CSHIFT_DAMAGE].percent = 0;
+               cl.cshifts[CSHIFT_BONUS].percent = 0;
+               cl.cshifts[CSHIFT_CONTENTS].percent = 0;
+               cl.cshifts[CSHIFT_POWERUP].percent = 0;
+               r_refdef.viewblend[0] = 0;
+               r_refdef.viewblend[1] = 0;
+               r_refdef.viewblend[2] = 0;
+               r_refdef.viewblend[3] = 0;
                return;
        }
                return;
        }
-       switch (contents)
+
+       // drop the damage value
+       cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
+       if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
+               cl.cshifts[CSHIFT_DAMAGE].percent = 0;
+
+       // drop the bonus value
+       cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
+       if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
+               cl.cshifts[CSHIFT_BONUS].percent = 0;
+
+       // set contents color
+       switch (Mod_PointContents (r_refdef.vieworg, cl.worldmodel))
        {
        case CONTENTS_EMPTY:
        case CONTENTS_SOLID:
        {
        case CONTENTS_EMPTY:
        case CONTENTS_SOLID:
-               //cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
-               c->destcolor[0] = cshift_empty.destcolor[0];
-               c->destcolor[1] = cshift_empty.destcolor[1];
-               c->destcolor[2] = cshift_empty.destcolor[2];
-               c->percent = cshift_empty.percent;
+               cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = v_cshift.destcolor[0];
+               cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = v_cshift.destcolor[1];
+               cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = v_cshift.destcolor[2];
+               cl.cshifts[CSHIFT_CONTENTS].percent = v_cshift.percent;
                break;
        case CONTENTS_LAVA:
                break;
        case CONTENTS_LAVA:
-               //cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
-               c->destcolor[0] = cshift_lava.destcolor[0];
-               c->destcolor[1] = cshift_lava.destcolor[1];
-               c->destcolor[2] = cshift_lava.destcolor[2];
-               c->percent = cshift_lava.percent;
+               cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
+               cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+               cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+               cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
                break;
        case CONTENTS_SLIME:
                break;
        case CONTENTS_SLIME:
-               //cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
-               c->destcolor[0] = cshift_slime.destcolor[0];
-               c->destcolor[1] = cshift_slime.destcolor[1];
-               c->destcolor[2] = cshift_slime.destcolor[2];
-               c->percent = cshift_slime.percent;
+               cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+               cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
+               cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
+               cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
                break;
        default:
                break;
        default:
-               //cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
-               c->destcolor[0] = cshift_water.destcolor[0];
-               c->destcolor[1] = cshift_water.destcolor[1];
-               c->destcolor[2] = cshift_water.destcolor[2];
-               c->percent = cshift_water.percent;
+               cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
+               cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+               cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
+               cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1;
        }
        }
-}
 
 
-/*
-=============
-V_CalcPowerupCshift
-=============
-*/
-void V_CalcPowerupCshift (void)
-{
-       if (!gl_polyblend.value)
-       {
-               cl.cshifts[CSHIFT_POWERUP].percent = 0;
-               return;
-       }
        if (cl.items & IT_QUAD)
        {
                cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
        if (cl.items & IT_QUAD)
        {
                cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
@@ -450,415 +406,162 @@ void V_CalcPowerupCshift (void)
        }
        else
                cl.cshifts[CSHIFT_POWERUP].percent = 0;
        }
        else
                cl.cshifts[CSHIFT_POWERUP].percent = 0;
-}
-
-/*
-=============
-V_CalcBlend
-=============
-*/
-// LordHavoc: fixed V_CalcBlend
-void V_CalcBlend (void)
-{
-       float   r, g, b, a, a2;
-       int             j;
 
 
+       // LordHavoc: fixed V_CalcBlend
        r = 0;
        g = 0;
        b = 0;
        a = 0;
 
        r = 0;
        g = 0;
        b = 0;
        a = 0;
 
-//     if (gl_cshiftpercent.value)
-//     {
-               for (j=0 ; j<NUM_CSHIFTS ; j++) 
-               {
-//                     a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
-                       a2 = cl.cshifts[j].percent * (1.0f / 255.0f);
-
-                       if (!a2)
-                               continue;
-                       if (a2 > 1)
-                               a2 = 1;
-                       r += (cl.cshifts[j].destcolor[0]-r) * a2;
-                       g += (cl.cshifts[j].destcolor[1]-g) * a2;
-                       b += (cl.cshifts[j].destcolor[2]-b) * a2;
-                       a = 1 - (1 - a) * (1 - a2); // correct alpha multiply...  took a while to find it on the web
-               }
-               // saturate color (to avoid blending in black)
-               if (a)
-               {
-                       a2 = 1 / a;
-                       r *= a2;
-                       g *= a2;
-                       b *= a2;
-               }
-//     }
-
-       v_blend[0] = bound(0, r * (1.0/255.0), 1);
-       v_blend[1] = bound(0, g * (1.0/255.0), 1);
-       v_blend[2] = bound(0, b * (1.0/255.0), 1);
-       v_blend[3] = bound(0, a              , 1);
-}
-
-/*
-=============
-V_UpdateBlends
-=============
-*/
-void V_UpdateBlends (void)
-{
-       int             i, j;
-       qboolean        new;
-
-       V_CalcPowerupCshift ();
-       
-       new = false;
-       
-       for (i=0 ; i<NUM_CSHIFTS ; i++)
-       {
-               if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
-               {
-                       new = true;
-                       cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
-               }
-               for (j=0 ; j<3 ; j++)
-                       if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
-                       {
-                               new = true;
-                               cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
-                       }
-       }
-       
-// drop the damage value
-       cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
-       if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
-               cl.cshifts[CSHIFT_DAMAGE].percent = 0;
-
-// drop the bonus value
-       cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
-       if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
-               cl.cshifts[CSHIFT_BONUS].percent = 0;
-
-       if (!new)
-               return;
-
-       V_CalcBlend ();
-}
-
-/* 
-============================================================================== 
-                                               VIEW RENDERING 
-============================================================================== 
-*/ 
-
-float angledelta (float a)
-{
-       a = ANGLEMOD(a);
-       if (a > 180)
-               a -= 360;
-       return a;
-}
-
-/*
-==================
-CalcGunAngle
-==================
-*/
-void CalcGunAngle (void)
-{      
-       /*
-       float   yaw, pitch, move;
-       static float oldyaw = 0;
-       static float oldpitch = 0;
-       
-       yaw = r_refdef.viewangles[YAW];
-       pitch = -r_refdef.viewangles[PITCH];
-
-       yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
-       if (yaw > 10)
-               yaw = 10;
-       if (yaw < -10)
-               yaw = -10;
-       pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
-       if (pitch > 10)
-               pitch = 10;
-       if (pitch < -10)
-               pitch = -10;
-       move = cl.frametime*20;
-       if (yaw > oldyaw)
-       {
-               if (oldyaw + move < yaw)
-                       yaw = oldyaw + move;
-       }
-       else
-       {
-               if (oldyaw - move > yaw)
-                       yaw = oldyaw - move;
-       }
-       
-       if (pitch > oldpitch)
+       for (j=0 ; j<NUM_CSHIFTS ; j++)
        {
        {
-               if (oldpitch + move < pitch)
-                       pitch = oldpitch + move;
+               a2 = cl.cshifts[j].percent * (1.0f / 255.0f);
+
+               if (a2 < 0)
+                       continue;
+               if (a2 > 1)
+                       a2 = 1;
+               r += (cl.cshifts[j].destcolor[0]-r) * a2;
+               g += (cl.cshifts[j].destcolor[1]-g) * a2;
+               b += (cl.cshifts[j].destcolor[2]-b) * a2;
+               a = 1 - (1 - a) * (1 - a2); // correct alpha multiply...  took a while to find it on the web
        }
        }
-       else
+       // saturate color (to avoid blending in black)
+       if (a)
        {
        {
-               if (oldpitch - move > pitch)
-                       pitch = oldpitch - move;
+               a2 = 1 / a;
+               r *= a2;
+               g *= a2;
+               b *= a2;
        }
        }
-       
-       oldyaw = yaw;
-       oldpitch = pitch;
-
-       cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
-       cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
-       */
-       cl.viewent.render.angles[YAW] = r_refdef.viewangles[YAW];
-       cl.viewent.render.angles[PITCH] = -r_refdef.viewangles[PITCH];
-
-       cl.viewent.render.angles[ROLL] -= v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
-       cl.viewent.render.angles[PITCH] -= v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
-       cl.viewent.render.angles[YAW] -= v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
-}
 
 
-/*
-==============
-V_BoundOffsets
-==============
-*/
-void V_BoundOffsets (void)
-{
-       entity_t        *ent;
-       
-       ent = &cl_entities[cl.viewentity];
-
-// absolutely bound refresh relative to entity clipping hull
-// so the view can never be inside a solid wall
-
-       if (r_refdef.vieworg[0] < ent->render.origin[0] - 14)
-               r_refdef.vieworg[0] = ent->render.origin[0] - 14;
-       else if (r_refdef.vieworg[0] > ent->render.origin[0] + 14)
-               r_refdef.vieworg[0] = ent->render.origin[0] + 14;
-       if (r_refdef.vieworg[1] < ent->render.origin[1] - 14)
-               r_refdef.vieworg[1] = ent->render.origin[1] - 14;
-       else if (r_refdef.vieworg[1] > ent->render.origin[1] + 14)
-               r_refdef.vieworg[1] = ent->render.origin[1] + 14;
-       if (r_refdef.vieworg[2] < ent->render.origin[2] - 22)
-               r_refdef.vieworg[2] = ent->render.origin[2] - 22;
-       else if (r_refdef.vieworg[2] > ent->render.origin[2] + 30)
-               r_refdef.vieworg[2] = ent->render.origin[2] + 30;
+       r_refdef.viewblend[0] = bound(0, r * (1.0/255.0), 1);
+       r_refdef.viewblend[1] = bound(0, g * (1.0/255.0), 1);
+       r_refdef.viewblend[2] = bound(0, b * (1.0/255.0), 1);
+       r_refdef.viewblend[3] = bound(0, a              , 1);
 }
 
 /*
 }
 
 /*
-==============
-V_AddIdle
+==============================================================================
 
 
-Idle swaying
-==============
-*/
-void V_AddIdle (void)
-{
-       r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
-       r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
-       r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
-}
+                                               VIEW RENDERING
 
 
+==============================================================================
+*/
 
 /*
 ==============
 
 /*
 ==============
-V_CalcViewRoll
+V_AddIdle
 
 
-Roll is induced by movement and damage
+Idle swaying
 ==============
 */
 ==============
 */
-void V_CalcViewRoll (void)
+static void V_AddIdle (float idle)
 {
 {
-       float           side;
-               
-       side = V_CalcRoll (cl_entities[cl.viewentity].render.angles, cl.velocity);
-       r_refdef.viewangles[ROLL] += side;
-
-       if (v_dmg_time > 0)
-       {
-               r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
-               r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
-               v_dmg_time -= cl.frametime;
-       }
-
-       if (cl.stats[STAT_HEALTH] <= 0)
-       {
-               r_refdef.viewangles[ROLL] = 80; // dead view angle
-               return;
-       }
-
+       r_refdef.viewangles[ROLL] += idle * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
+       r_refdef.viewangles[PITCH] += idle * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
+       r_refdef.viewangles[YAW] += idle * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
 }
 
 
 }
 
 
-/*
-==================
-V_CalcIntermissionRefdef
-
-==================
-*/
-void V_CalcIntermissionRefdef (void)
-{
-       entity_t        *ent, *view;
-       float           old;
-
-// ent is the player model (visible when out of body)
-       ent = &cl_entities[cl.viewentity];
-// view is the weapon model (only visible from inside body)
-       view = &cl.viewent;
-
-       VectorCopy (ent->render.origin, r_refdef.vieworg);
-       VectorCopy (ent->render.angles, r_refdef.viewangles);
-       view->render.model = NULL;
-
-// always idle in intermission
-       old = v_idlescale.value;
-       v_idlescale.value = 1;
-       V_AddIdle ();
-       v_idlescale.value = old;
-}
-
 /*
 ==================
 V_CalcRefdef
 
 ==================
 */
 /*
 ==================
 V_CalcRefdef
 
 ==================
 */
-extern qboolean intimerefresh;
 void V_CalcRefdef (void)
 {
        entity_t        *ent, *view;
 void V_CalcRefdef (void)
 {
        entity_t        *ent, *view;
-       int                     i;
        vec3_t          forward;
        vec3_t          angles;
        float           bob;
        vec3_t          forward;
        vec3_t          angles;
        float           bob;
-//     static float oldz = 0;
+       float           side;
 
 
-       V_DriftPitch ();
+       if (cls.state != ca_connected || cls.signon != SIGNONS)
+               return;
 
 
-// ent is the player model (visible when out of body)
+       // ent is the player model (visible when out of body)
        ent = &cl_entities[cl.viewentity];
        ent = &cl_entities[cl.viewentity];
-// view is the weapon model (only visible from inside body)
+       // view is the weapon model (only visible from inside body)
        view = &cl.viewent;
        view = &cl.viewent;
-       
 
 
-// transform the view offset by the model's matrix to get the offset from model origin for the view
-       if (!chase_active.value) // LordHavoc: get rid of angle problems in chase_active mode
-       {
-               ent->render.angles[YAW] = cl.viewangles[YAW];   // the model should face the view dir
-               ent->render.angles[PITCH] = -cl.viewangles[PITCH];      // the model should face the view dir
-       }
-                                                                               
-       
-       bob = V_CalcBob ();
-       
-// refresh position
-       VectorCopy (ent->render.origin, r_refdef.vieworg);
-       r_refdef.vieworg[2] += cl.viewheight + bob;
-
-       // LordHavoc: the protocol has changed...  so this is an obsolete approach
-// never let it sit exactly on a node line, because a water plane can
-// dissapear when viewed with the eye exactly on it.
-// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
-//     r_refdef.vieworg[0] += 1.0/32;
-//     r_refdef.vieworg[1] += 1.0/32;
-//     r_refdef.vieworg[2] += 1.0/32;
+       V_DriftPitch ();
 
 
+       VectorCopy (cl.viewentorigin, r_refdef.vieworg);
        if (!intimerefresh)
                VectorCopy (cl.viewangles, r_refdef.viewangles);
        if (!intimerefresh)
                VectorCopy (cl.viewangles, r_refdef.viewangles);
-       V_CalcViewRoll ();
-       V_AddIdle ();
-
-// offsets
-       angles[PITCH] = -ent->render.angles[PITCH];     // because entity pitches are actually backward
-       angles[YAW] = ent->render.angles[YAW];
-       angles[ROLL] = ent->render.angles[ROLL];
-
-       AngleVectors (angles, forward, NULL, NULL);
-
-       V_BoundOffsets ();
-               
-// set up gun position
-       VectorCopy (cl.viewangles, view->render.angles);
-       
-       CalcGunAngle ();
-
-       VectorCopy (ent->render.origin, view->render.origin);
-       view->render.origin[2] += cl.viewheight;
 
 
-       for (i=0 ; i<3 ; i++)
+       if (cl.intermission)
+       {
+               view->render.model = NULL;
+               VectorCopy (ent->render.angles, r_refdef.viewangles);
+               V_AddIdle (1);
+       }
+       else if (chase_active.value)
        {
        {
-               view->render.origin[i] += forward[i]*bob*0.4;
-//             view->render.origin[i] += right[i]*bob*0.4;
-//             view->render.origin[i] += up[i]*bob*0.8;
+               r_refdef.vieworg[2] += cl.viewheight;
+               Chase_Update ();
+               V_AddIdle (v_idlescale.value);
        }
        }
-       view->render.origin[2] += bob;
+       else
+       {
+               side = V_CalcRoll (cl_entities[cl.viewentity].render.angles, cl.velocity);
+               r_refdef.viewangles[ROLL] += side;
 
 
-       view->render.model = cl.model_precache[cl.stats[STAT_WEAPON]];
-       view->render.frame = cl.stats[STAT_WEAPONFRAME];
-       view->render.colormap = -1; // no special coloring
+               if (v_dmg_time > 0)
+               {
+                       r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
+                       r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
+                       v_dmg_time -= cl.frametime;
+               }
 
 
-// set up the refresh position
+               if (cl.stats[STAT_HEALTH] <= 0)
+                       r_refdef.viewangles[ROLL] = 80; // dead view angle
 
 
-       // LordHavoc: this never looked all that good to begin with...
-       /*
-// smooth out stair step ups
-if (cl.onground && ent->render.origin[2] - oldz > 0)
-{
-       float steptime;
-       
-       steptime = cl.time - cl.oldtime;
-       if (steptime < 0)
-//FIXME                I_Error ("steptime < 0");
-               steptime = 0;
-
-       oldz += steptime * 80;
-       if (oldz > ent->render.origin[2])
-               oldz = ent->render.origin[2];
-       if (ent->render.origin[2] - oldz > 12)
-               oldz = ent->render.origin[2] - 12;
-       r_refdef.vieworg[2] += oldz - ent->render.origin[2];
-       view->render.origin[2] += oldz - ent->render.origin[2];
-}
-else
-       oldz = ent->render.origin[2];
-       */
+               V_AddIdle (v_idlescale.value);
 
 
-// LordHavoc: origin view kick added
-       if (!intimerefresh && v_punch.value)
-       {
-               VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
-               VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
-       }
+               // offsets
+               angles[PITCH] = -ent->render.angles[PITCH];     // because entity pitches are actually backward
+               angles[YAW] = ent->render.angles[YAW];
+               angles[ROLL] = ent->render.angles[ROLL];
 
 
-       if (chase_active.value)
-               Chase_Update ();
-}
+               AngleVectors (angles, forward, NULL, NULL);
 
 
-/*
-==================
-V_RenderView
+               bob = V_CalcBob ();
 
 
-The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
-the entity origin, so any view position inside that will be valid
-==================
-*/
-void V_RenderView (void)
-{
-       if (con_forcedup)
-               return;
+               r_refdef.vieworg[2] += cl.viewheight + bob;
 
 
-       if (cl.intermission)
-               V_CalcIntermissionRefdef ();    
-       else
-               V_CalcRefdef ();
+               // LordHavoc: origin view kick added
+               if (!intimerefresh)
+               {
+                       VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+                       VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+               }
 
 
-       R_RenderView ();
+               // set up gun
+               // (FIXME! this should be in cl_main.c with the other linking code, not view.c!)
+               view->state_current.modelindex = cl.stats[STAT_WEAPON];
+               view->state_current.frame = cl.stats[STAT_WEAPONFRAME];
+               VectorCopy(r_refdef.vieworg, view->render.origin);
+               //view->render.origin[0] = ent->render.origin[0] + bob * 0.4 * forward[0];
+               //view->render.origin[1] = ent->render.origin[1] + bob * 0.4 * forward[1];
+               //view->render.origin[2] = ent->render.origin[2] + bob * 0.4 * forward[2] + cl.viewheight + bob;
+               view->render.angles[PITCH] = -r_refdef.viewangles[PITCH] - v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
+               view->render.angles[YAW] = r_refdef.viewangles[YAW] - v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
+               view->render.angles[ROLL] = r_refdef.viewangles[ROLL] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
+               // FIXME: this setup code is somewhat evil (CL_LerpUpdate should be private?)
+               CL_LerpUpdate(view);
+               CL_BoundingBoxForEntity(&view->render);
+               view->render.colormap = -1; // no special coloring
+               view->render.alpha = ent->render.alpha; // LordHavoc: if the player is transparent, so is the gun
+               view->render.effects = ent->render.effects;
+               view->render.scale = 1.0 / 3.0;
+
+               // link into render entities list
+               if (r_refdef.numentities < r_refdef.maxentities && r_drawviewmodel.integer && !chase_active.integer && !envmap && r_drawentities.integer && !(cl.items & IT_INVISIBILITY) && cl.stats[STAT_HEALTH] > 0 && view->render.model != NULL)
+                       r_refdef.entities[r_refdef.numentities++] = &view->render;
+       }
 }
 
 //============================================================================
 }
 
 //============================================================================
@@ -870,7 +573,7 @@ V_Init
 */
 void V_Init (void)
 {
 */
 void V_Init (void)
 {
-       Cmd_AddCommand ("v_cshift", V_cshift_f);        
+       Cmd_AddCommand ("v_cshift", V_cshift_f);
        Cmd_AddCommand ("bf", V_BonusFlash_f);
        Cmd_AddCommand ("centerview", V_StartPitchDrift);
 
        Cmd_AddCommand ("bf", V_BonusFlash_f);
        Cmd_AddCommand ("centerview", V_StartPitchDrift);
 
@@ -886,10 +589,6 @@ void V_Init (void)
 
        Cvar_RegisterVariable (&v_idlescale);
        Cvar_RegisterVariable (&crosshair);
 
        Cvar_RegisterVariable (&v_idlescale);
        Cvar_RegisterVariable (&crosshair);
-       Cvar_RegisterVariable (&cl_crossx);
-       Cvar_RegisterVariable (&cl_crossy);
-//     Cvar_RegisterVariable (&gl_cshiftpercent);
-       Cvar_RegisterVariable (&gl_polyblend);
 
        Cvar_RegisterVariable (&cl_rollspeed);
        Cvar_RegisterVariable (&cl_rollangle);
 
        Cvar_RegisterVariable (&cl_rollspeed);
        Cvar_RegisterVariable (&cl_rollangle);
@@ -899,9 +598,6 @@ void V_Init (void)
 
        Cvar_RegisterVariable (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
 
        Cvar_RegisterVariable (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
-       Cvar_RegisterVariable (&v_kickpitch);   
-
-       Cvar_RegisterVariable (&v_punch);
+       Cvar_RegisterVariable (&v_kickpitch);
 }
 
 }
 
-