cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
+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."};
+
cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
entity_t *ent;
float vieworg[3], viewangles[3], smoothtime;
float gunorg[3], gunangles[3];
+
+ static float viewheightavg;
+ float viewheight;
#if 0
// begin of chase camera bounding box size for proper collisions by Alexander Zubov
vec3_t camboxmins = {-3, -3, -3};
else
{
if (cl.stairsmoothz < vieworg[2])
- vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
+ vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
else if (cl.stairsmoothz > vieworg[2])
- vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
+ vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
}
// apply qw weapon recoil effect (this did not work in QW)
viewangles[PITCH] += cl.qw_weaponkick;
// apply the viewofs (even if chasecam is used)
- vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
+ // 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);
+ viewheightavg = viewheightavg * (1 - viewheight) + cl.stats[STAT_VIEWHEIGHT] * viewheight;
+ vieworg[2] += viewheightavg;
if (chase_active.value)
{
float cycle;
vec_t frametime;
- frametime = cl.realframetime * cl.movevars_timescale;
-
+ //frametime = cl.realframetime * cl.movevars_timescale;
+ frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
+
// 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
if(!ent->persistent.trail_allowed) // FIXME improve this check
{
if (cl.velocity[2] < -cl_bobfallminspeed.value)
cl.bobfall_swing = 1;
else
- cl.bobfall_swing = 0;
+ cl.bobfall_swing = 0; // TODO really?
}
else
{
- if(cl.bobfall_swing > 0)
- cl.bobfall_swing -= bound(0, cl_bobfallcycle.value * frametime, 1);
- else
- cl.bobfall_swing = 0;
+ cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
- bobfall = sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
+ bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
vieworg[2] += bobfall;
gunorg[2] += bobfall;
}
if (v_idlescale.value)
Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
else
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
// calculate a viewmodel matrix for use in view-attached entities
Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
VectorCopy(vieworg, cl.csqc_origin);
Cvar_RegisterVariable (&v_kickpitch);
Cvar_RegisterVariable (&cl_stairsmoothspeed);
+
+ Cvar_RegisterVariable (&cl_smoothviewheight);
Cvar_RegisterVariable (&chase_back);
Cvar_RegisterVariable (&chase_up);