]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
fix a number of char types that should be int, to make them immune to
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 3645467cada6a8c572d6dc7e3622acd2d1cde6d3..72d812bb1bf9752fbf2f511862ee9fb4df15d7c4 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.
 
@@ -20,6 +20,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // view.c -- player eye positioning
 
 #include "quakedef.h"
 // view.c -- player eye positioning
 
 #include "quakedef.h"
+#include "cl_collision.h"
+
+void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
 
 /*
 
 
 /*
 
@@ -30,36 +33,54 @@ 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", "how much strafing is necessary to tilt the view"};
+cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
 
 
-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 = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
+cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
+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"};
 
 
-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 cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
+cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
+cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
+cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
 
 
-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 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"};
 
 
-cvar_t v_idlescale = {"v_idlescale", "0", false};
+cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
+cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
+cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
 
 
-cvar_t crosshair = {"crosshair", "0", true};
-cvar_t cl_crossx = {"cl_crossx", "0", false};
-cvar_t cl_crossy = {"cl_crossy", "0", false};
+cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
+cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
+cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
+cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
+cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
+cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
 
 
-//cvar_t       gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
-cvar_t gl_polyblend = {"gl_polyblend", "1", true};
+cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
 
 
-float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
+cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
+
+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)"};
+cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
+
+cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
 
 
-extern int                     in_forward, in_forward2, in_back;
+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"};
+cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
+// GAME_GOODVSBAD2
+cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
+
+cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
+cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
+
+// Prophecy camera pitchangle by Alexander "motorsep" Zubov
+cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
+
+float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
 
 /*
 
 
 /*
@@ -69,81 +90,34 @@ V_CalcRoll
 Used by view and sv_user
 ===============
 */
 Used by view and sv_user
 ===============
 */
-vec3_t forward, right, up;
-
 float V_CalcRoll (vec3_t angles, vec3_t velocity)
 {
 float V_CalcRoll (vec3_t angles, vec3_t velocity)
 {
+       vec3_t  right;
        float   sign;
        float   side;
        float   value;
        float   sign;
        float   side;
        float   value;
-       
-       AngleVectors (angles, forward, right, up);
+
+       AngleVectors (angles, NULL, right, NULL);
        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;
-       
-}
-
 
 
-/*
-===============
-V_CalcBob
+       return side*sign;
 
 
-===============
-*/
-float V_CalcBob (void)
-{
-       float   bob;
-       float   cycle;
-       
-       cycle = cl.time - (int)(cl.time/cl_bobcycle.value)*cl_bobcycle.value;
-       cycle /= cl_bobcycle.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 = 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);
-       if (bob > 4)
-               bob = 4;
-       else if (bob < -7)
-               bob = -7;
-       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;
@@ -169,7 +143,7 @@ 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)
 ===============
 */
 void V_DriftPitch (void)
@@ -189,15 +163,15 @@ void V_DriftPitch (void)
                if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
                        cl.driftmove = 0;
                else
                if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
                        cl.driftmove = 0;
                else
-                       cl.driftmove += host_frametime;
-       
+                       cl.driftmove += cl.realframetime;
+
                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)
@@ -206,10 +180,8 @@ void V_DriftPitch (void)
                return;
        }
 
                return;
        }
 
-       move = host_frametime * cl.pitchvel;
-       cl.pitchvel += host_frametime * v_centerspeed.value;
-       
-//Con_Printf ("move: %f (%f)\n", move, host_frametime);
+       move = cl.realframetime * cl.pitchvel;
+       cl.pitchvel += cl.realframetime * v_centerspeed.value;
 
        if (delta > 0)
        {
 
        if (delta > 0)
        {
@@ -232,25 +204,14 @@ void V_DriftPitch (void)
 }
 
 
 }
 
 
+/*
+==============================================================================
 
 
+                                               SCREEN FLASHES
 
 
+==============================================================================
+*/
 
 
-/*
-============================================================================== 
-                                               PALETTE 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
 
 /*
 ===============
 
 /*
 ===============
@@ -259,84 +220,78 @@ V_ParseDamage
 */
 void V_ParseDamage (void)
 {
 */
 void V_ParseDamage (void)
 {
-       int             armor, blood;
-       vec3_t  from;
-       int             i;
-       vec3_t  forward, right, up;
-       entity_t        *ent;
-       float   side;
-       float   count;
-       
+       int armor, blood;
+       vec3_t from;
+       //vec3_t forward, right;
+       vec3_t localfrom;
+       entity_t *ent;
+       //float side;
+       float count;
+
        armor = MSG_ReadByte ();
        blood = MSG_ReadByte ();
        armor = MSG_ReadByte ();
        blood = MSG_ReadByte ();
-       for (i=0 ; i<3 ; i++)
-               from[i] = MSG_ReadCoord ();
+       MSG_ReadVector(from, cls.protocol);
+
+       // Send the Dmg Globals to CSQC
+       CL_VM_UpdateDmgGlobals(blood, armor, from);
 
        count = blood*0.5 + armor*0.5;
        if (count < 10)
                count = 10;
 
 
        count = blood*0.5 + armor*0.5;
        if (count < 10)
                count = 10;
 
-       cl.faceanimtime = cl.time + 0.2;                // but 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;
+       cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
+       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];
-       
-       VectorSubtract (from, ent->origin, from);
-       VectorNormalize (from);
-       
-       AngleVectors (ent->angles, forward, right, up);
-
-       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;
+       // calculate view angle kicks
+       if (cl.entities[cl.viewentity].state_current.active)
+       {
+               ent = &cl.entities[cl.viewentity];
+               Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
+               VectorNormalize(localfrom);
+               v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
+               v_dmg_roll = count * localfrom[1] * v_kickroll.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] = atof(Cmd_Argv(1));
+       v_cshift.destcolor[1] = atof(Cmd_Argv(2));
+       v_cshift.destcolor[2] = atof(Cmd_Argv(3));
+       v_cshift.percent = atof(Cmd_Argv(4));
 }
 
 
 }
 
 
@@ -347,376 +302,46 @@ 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)
+       if(Cmd_Argc() == 1)
        {
                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;
+               cl.cshifts[CSHIFT_BONUS].alphafade = 100;
        }
        }
-}
-
-/*
-=============
-V_SetContentsColor
-
-Underwater, lava, etc each has a color shift
-=============
-*/
-void V_SetContentsColor (int contents)
-{
-       cshift_t* c;
-       c = &cl.cshifts[CSHIFT_CONTENTS]; // just to shorten the code below
-       if (!gl_polyblend.value)
-       {
-               c->percent = 0;
-               return;
-       }
-       switch (contents)
-       {
-       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;
-               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;
-               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;
-               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;
-       }
-}
-
-/*
-=============
-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;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
-               cl.cshifts[CSHIFT_POWERUP].percent = 30;
-       }
-       else if (cl.items & IT_SUIT)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
-               cl.cshifts[CSHIFT_POWERUP].percent = 20;
-       }
-       else if (cl.items & IT_INVISIBILITY)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
-               cl.cshifts[CSHIFT_POWERUP].percent = 100;
-       }
-       else if (cl.items & IT_INVULNERABILITY)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
-               cl.cshifts[CSHIFT_POWERUP].percent = 30;
-       }
-       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;
-
-       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_UpdatePalette
-=============
-*/
-void V_UpdatePalette (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 -= host_frametime*150;
-       if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
-               cl.cshifts[CSHIFT_DAMAGE].percent = 0;
-
-// drop the bonus value
-       cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*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 = host_frametime*20;
-       if (yaw > oldyaw)
-       {
-               if (oldyaw + move < yaw)
-                       yaw = oldyaw + move;
-       }
-       else
-       {
-               if (oldyaw - move > yaw)
-                       yaw = oldyaw - move;
-       }
-       
-       if (pitch > oldpitch)
+       else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
        {
        {
-               if (oldpitch + move < pitch)
-                       pitch = oldpitch + move;
+               cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
+               cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
+               cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
+               if(Cmd_Argc() >= 5)
+                       cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
+               else
+                       cl.cshifts[CSHIFT_BONUS].percent = 50;
+               if(Cmd_Argc() >= 6)
+                       cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
+               else
+                       cl.cshifts[CSHIFT_BONUS].alphafade = 100;
        }
        else
        }
        else
-       {
-               if (oldpitch - move > pitch)
-                       pitch = oldpitch - move;
-       }
-       
-       oldyaw = yaw;
-       oldpitch = pitch;
-
-       cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
-       cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
-
-       cl.viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
-       cl.viewent.angles[PITCH] -= v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
-       cl.viewent.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 reletive to entity clipping hull
-// so the view can never be inside a solid wall
-
-       if (r_refdef.vieworg[0] < ent->origin[0] - 14)
-               r_refdef.vieworg[0] = ent->origin[0] - 14;
-       else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
-               r_refdef.vieworg[0] = ent->origin[0] + 14;
-       if (r_refdef.vieworg[1] < ent->origin[1] - 14)
-               r_refdef.vieworg[1] = ent->origin[1] - 14;
-       else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
-               r_refdef.vieworg[1] = ent->origin[1] + 14;
-       if (r_refdef.vieworg[2] < ent->origin[2] - 22)
-               r_refdef.vieworg[2] = ent->origin[2] - 22;
-       else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
-               r_refdef.vieworg[2] = ent->origin[2] + 30;
+               Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
 }
 
 /*
 }
 
 /*
-==============
-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;
-}
-
+==============================================================================
 
 
-/*
-==============
-V_CalcViewRoll
+                                               VIEW RENDERING
 
 
-Roll is induced by movement and damage
-==============
+==============================================================================
 */
 */
-void V_CalcViewRoll (void)
-{
-       float           side;
-               
-       side = V_CalcRoll (cl_entities[cl.viewentity].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 -= host_frametime;
-       }
-
-       if (cl.stats[STAT_HEALTH] <= 0)
-       {
-               r_refdef.viewangles[ROLL] = 80; // dead view angle
-               return;
-       }
-
-}
-
 
 
-/*
-==================
-V_CalcIntermissionRefdef
+extern matrix4x4_t viewmodelmatrix;
 
 
-==================
-*/
-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->origin, r_refdef.vieworg);
-       VectorCopy (ent->angles, r_refdef.viewangles);
-       view->model = NULL;
-
-// allways idle in intermission
-       old = v_idlescale.value;
-       v_idlescale.value = 1;
-       V_AddIdle ();
-       v_idlescale.value = old;
-}
+#include "cl_collision.h"
+#include "csprogs.h"
 
 /*
 ==================
 
 /*
 ==================
@@ -724,156 +349,364 @@ V_CalcRefdef
 
 ==================
 */
 
 ==================
 */
-extern qboolean intimerefresh;
+#if 0
+static vec3_t eyeboxmins = {-16, -16, -24};
+static vec3_t eyeboxmaxs = { 16,  16,  32};
+#endif
 void V_CalcRefdef (void)
 {
 void V_CalcRefdef (void)
 {
-       entity_t        *ent, *view;
-       int                     i;
-       vec3_t          forward, right, up;
-       vec3_t          angles;
-       float           bob;
-       static float oldz = 0;
-
-       V_DriftPitch ();
-
-// 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;
-       
-
-// 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
+       entity_t *ent;
+       float vieworg[3], gunorg[3], viewangles[3], smoothtime;
+// begin of chase camera bounding box size for proper collisions by Alexander Zubov
+       vec3_t camboxmins = {-3, -3, -3};
+       vec3_t camboxmaxs = {3, 3, 3};
+// end of chase camera bounding box size for proper collisions by Alexander Zubov
+       trace_t trace;
+       VectorClear(gunorg);
+       viewmodelmatrix = identitymatrix;
+       r_refdef.view.matrix = identitymatrix;
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
        {
-               ent->angles[YAW] = cl.viewangles[YAW];  // the model should face the view dir
-               ent->angles[PITCH] = -cl.viewangles[PITCH];     // the model should face the view dir
-       }
-                                                                               
-       
-       bob = V_CalcBob ();
-       
-// refresh position
-       VectorCopy (ent->origin, r_refdef.vieworg);
-       r_refdef.vieworg[2] += cl.viewheight + bob;
-
-// 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;
-
-       if (!intimerefresh)
-       {
-               VectorCopy (cl.viewangles, r_refdef.viewangles);
-       }
-       V_CalcViewRoll ();
-       V_AddIdle ();
-
-// offsets
-       angles[PITCH] = -ent->angles[PITCH];    // because entity pitches are
-                                                                                       //  actually backward
-       angles[YAW] = ent->angles[YAW];
-       angles[ROLL] = ent->angles[ROLL];
+               // ent is the view entity (visible when out of body)
+               ent = &cl.entities[cl.viewentity];
+               // player can look around, so take the origin from the entity,
+               // and the angles from the input system
+               Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
+               VectorCopy(cl.viewangles, viewangles);
+
+               // calculate how much time has passed since the last V_CalcRefdef
+               smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
+               cl.stairsmoothtime = cl.time;
+
+               // fade damage flash
+               if (v_dmg_time > 0)
+                       v_dmg_time -= bound(0, smoothtime, 0.1);
+
+               if (cl.intermission)
+               {
+                       // entity is a fixed camera, just copy the matrix
+                       if (cls.protocol == PROTOCOL_QUAKEWORLD)
+                               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);
+                       else
+                       {
+                               r_refdef.view.matrix = ent->render.matrix;
+                               Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
+                       }
+                       viewmodelmatrix = r_refdef.view.matrix;
+               }
+               else
+               {
+                       // smooth stair stepping, but only if onground and enabled
+                       if (!cl.onground || cl_stairsmoothspeed.value <= 0)
+                               cl.stairsmoothz = vieworg[2];
+                       else
+                       {
+                               if (cl.stairsmoothz < vieworg[2])
+                                       vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, 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);
+                       }
 
 
-       AngleVectors (angles, forward, right, up);
+                       // apply qw weapon recoil effect (this did not work in QW)
+                       // TODO: add a cvar to disable this
+                       viewangles[PITCH] += cl.qw_weaponkick;
 
 
-       V_BoundOffsets ();
-               
-// set up gun position
-       VectorCopy (cl.viewangles, view->angles);
-       
-       CalcGunAngle ();
+                       // apply the viewofs (even if chasecam is used)
+                       vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
 
 
-       VectorCopy (ent->origin, view->origin);
-       view->origin[2] += cl.viewheight;
+                       if (chase_active.value)
+                       {
+                               // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
+                               vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
 
 
-       for (i=0 ; i<3 ; i++)
-       {
-               view->origin[i] += forward[i]*bob*0.4;
-//             view->origin[i] += right[i]*bob*0.4;
-//             view->origin[i] += up[i]*bob*0.8;
-       }
-       view->origin[2] += bob;
+                               camback = chase_back.value;
+                               camup = chase_up.value;
+                               campitch = chase_pitchangle.value;
 
 
-// fudge position around to keep amount of weapon visible
-// roughly equal with different FOV
+                               AngleVectors(viewangles, forward, NULL, NULL);
 
 
+                               if (chase_overhead.integer)
+                               {
+#if 1
+                                       vec3_t offset;
+                                       vec3_t bestvieworg;
+#endif
+                                       vec3_t up;
+                                       viewangles[PITCH] = 0;
+                                       AngleVectors(viewangles, forward, NULL, up);
+                                       // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
+                                       chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
+                                       chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
+                                       chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
 #if 0
 #if 0
-       if (cl.model_precache[cl.stats[STAT_WEAPON]] && strcmp (cl.model_precache[cl.stats[STAT_WEAPON]]->name,  "progs/v_shot2.mdl"))
+                                       //trace = CL_Move(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       VectorCopy(trace.endpos, vieworg);
+                                       vieworg[2] -= 8;
+#else
+                                       // trace from first person view location to our chosen third person view location
+                                       trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       VectorCopy(trace.endpos, bestvieworg);
+                                       offset[2] = 0;
+                                       for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
+                                       {
+                                               for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
+                                               {
+                                                       AngleVectors(viewangles, NULL, NULL, up);
+                                                       chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
+                                                       chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
+                                                       chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
+                                                       trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                                       if (bestvieworg[2] > trace.endpos[2])
+                                                               bestvieworg[2] = trace.endpos[2];
+                                               }
+                                       }
+                                       bestvieworg[2] -= 8;
+                                       VectorCopy(bestvieworg, vieworg);
 #endif
 #endif
-// LordHavoc: everyone hates the gun moving around
-/*
-       if (scr_viewsize.value == 110)
-               view->origin[2] += 1;
-       else if (scr_viewsize.value == 100)
-               view->origin[2] += 2;
-       else if (scr_viewsize.value == 90)
-               view->origin[2] += 1;
-       else if (scr_viewsize.value == 80)
-               view->origin[2] += 0.5;
-*/
-
-       view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
-       view->frame = cl.stats[STAT_WEAPONFRAME];
-       view->colormap = -1; // no special coloring
-
-// set up the refresh position
-       if (!intimerefresh)
-       {
-               VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+                                       viewangles[PITCH] = campitch;
+                               }
+                               else
+                               {
+                                       if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
+                                       {
+                                               // look straight down from high above
+                                               viewangles[PITCH] = 90;
+                                               camback = 2048;
+                                               VectorSet(forward, 0, 0, -1);
+                                       }
+
+                                       // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
+                                       dist = -camback - 8;
+                                       chase_dest[0] = vieworg[0] + forward[0] * dist;
+                                       chase_dest[1] = vieworg[1] + forward[1] * dist;
+                                       chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
+                                       trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
+                               }
+                       }
+                       else
+                       {
+                               // first person view from entity
+                               // angles
+                               if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
+                                       viewangles[ROLL] = v_deathtiltangle.value;
+                               VectorAdd(viewangles, cl.punchangle, viewangles);
+                               viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
+                               if (v_dmg_time > 0)
+                               {
+                                       viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
+                                       viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
+                               }
+                               // origin
+                               VectorAdd(vieworg, cl.punchvector, vieworg);
+                               if (cl.stats[STAT_HEALTH] > 0)
+                               {
+                                       double xyspeed, bob;
+
+                                       xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
+                                       if (cl_bob.value && cl_bobcycle.value)
+                                       {
+                                               float cycle;
+                                               // LordHavoc: this code is *weird*, but not replacable (I think it
+                                               // should be done in QC on the server, but oh well, quake is quake)
+                                               // LordHavoc: figured out bobup: the time at which the sin is at 180
+                                               // degrees (which allows lengthening or squishing the peak or valley)
+                                               cycle = cl.time / cl_bobcycle.value;
+                                               cycle -= (int) cycle;
+                                               if (cycle < cl_bobup.value)
+                                                       cycle = sin(M_PI * cycle / cl_bobup.value);
+                                               else
+                                                       cycle = sin(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 = xyspeed * cl_bob.value;
+                                               bob = bob*0.3 + bob*0.7*cycle;
+                                               vieworg[2] += bound(-7, bob, 4);
+                                       }
+
+                                       VectorCopy(vieworg, gunorg);
+
+                                       if (cl_bob.value && cl_bobmodel.value)
+                                       {
+                                               // calculate for swinging gun model
+                                               // the gun bobs when running on the ground, but doesn't bob when you're in the air.
+                                               // Sajt: I tried to smooth out the transitions between bob and no bob, which works
+                                               // for the most part, but for some reason when you go through a message trigger or
+                                               // pick up an item or anything like that it will momentarily jolt the gun.
+                                               vec3_t forward, right, up;
+                                               float bspeed;
+                                               float s;
+                                               float t;
+
+                                               s = cl.time * cl_bobmodel_speed.value;
+                                               if (cl.onground)
+                                               {
+                                                       if (cl.time - cl.hitgroundtime < 0.2)
+                                                       {
+                                                               // just hit the ground, speed the bob back up over the next 0.2 seconds
+                                                               t = cl.time - cl.hitgroundtime;
+                                                               t = bound(0, t, 0.2);
+                                                               t *= 5;
+                                                       }
+                                                       else
+                                                               t = 1;
+                                               }
+                                               else
+                                               {
+                                                       // recently left the ground, slow the bob down over the next 0.2 seconds
+                                                       t = cl.time - cl.lastongroundtime;
+                                                       t = 0.2 - bound(0, t, 0.2);
+                                                       t *= 5;
+                                               }
+
+                                               bspeed = bound (0, xyspeed, 400) * 0.01f;
+                                               AngleVectors (viewangles, forward, right, up);
+                                               bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
+                                               VectorMA (gunorg, bob, right, gunorg);
+                                               bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
+                                               VectorMA (gunorg, bob, up, gunorg);
+                                       }
+                               }
+                       }
+                       // calculate a view matrix for rendering the scene
+                       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);
+                       // calculate a viewmodel matrix for use in view-attached entities
+                       Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
+                       VectorCopy(vieworg, cl.csqc_origin);
+                       VectorCopy(viewangles, cl.csqc_angles);
+               }
        }
        }
+}
 
 
-// smooth out stair step ups
-if (cl.onground && ent->origin[2] - oldz > 0)
+void V_FadeViewFlashs(void)
 {
 {
-       float steptime;
-       
-       steptime = cl.time - cl.oldtime;
-       if (steptime < 0)
-//FIXME                I_Error ("steptime < 0");
-               steptime = 0;
-
-       oldz += steptime * 80;
-       if (oldz > ent->origin[2])
-               oldz = ent->origin[2];
-       if (ent->origin[2] - oldz > 12)
-               oldz = ent->origin[2] - 12;
-       r_refdef.vieworg[2] += oldz - ent->origin[2];
-       view->origin[2] += oldz - ent->origin[2];
+       // don't flash if time steps backwards
+       if (cl.time <= cl.oldtime)
+               return;
+       // drop the damage value
+       cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
+       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)*cl.cshifts[CSHIFT_BONUS].alphafade;
+       if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
+               cl.cshifts[CSHIFT_BONUS].percent = 0;
 }
 }
-else
-       oldz = ent->origin[2];
 
 
-       if (chase_active.value)
-               Chase_Update ();
-}
+void V_CalcViewBlend(void)
+{
+       float a2;
+       int j;
+       r_refdef.viewblend[0] = 0;
+       r_refdef.viewblend[1] = 0;
+       r_refdef.viewblend[2] = 0;
+       r_refdef.viewblend[3] = 0;
+       r_refdef.frustumscale_x = 1;
+       r_refdef.frustumscale_y = 1;
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
+       {
+               // set contents color
+               int supercontents;
+               vec3_t vieworigin;
+               Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
+               supercontents = CL_PointSuperContents(vieworigin);
+               if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
+               {
+                       r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
+                       r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
+                       if (supercontents & SUPERCONTENTS_LAVA)
+                       {
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+                       }
+                       else if (supercontents & SUPERCONTENTS_SLIME)
+                       {
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
+                       }
+                       else
+                       {
+                               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 = 150 * 0.5;
+               }
+               else
+               {
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].percent = 0;
+               }
 
 
-/*
-==================
-V_RenderView
+               if (gamemode != GAME_TRANSFUSION)
+               {
+                       if (cl.stats[STAT_ITEMS] & IT_QUAD)
+                       {
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
+                               cl.cshifts[CSHIFT_POWERUP].percent = 30;
+                       }
+                       else if (cl.stats[STAT_ITEMS] & IT_SUIT)
+                       {
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].percent = 20;
+                       }
+                       else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
+                       {
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
+                               cl.cshifts[CSHIFT_POWERUP].percent = 100;
+                       }
+                       else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
+                       {
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].percent = 30;
+                       }
+                       else
+                               cl.cshifts[CSHIFT_POWERUP].percent = 0;
+               }
 
 
-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;
+               cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
+               cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
+               cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
+               cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
 
 
-       if (cl.intermission)
-       {       // intermission / finale rendering
-               V_CalcIntermissionRefdef ();    
-       }
-       else
-       {
-               if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
-                       V_CalcRefdef ();
-       }
+               // LordHavoc: fixed V_CalcBlend
+               for (j = 0;j < NUM_CSHIFTS;j++)
+               {
+                       a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
+                       if (a2 > 0)
+                       {
+                               VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
+                               r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
+                       }
+               }
+               // saturate color (to avoid blending in black)
+               if (r_refdef.viewblend[3])
+               {
+                       a2 = 1 / r_refdef.viewblend[3];
+                       VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
+               }
 
 
-       R_RenderView ();
+               r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
+               r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
+               r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
+               r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
+       }
 }
 
 //============================================================================
 }
 
 //============================================================================
@@ -885,9 +718,9 @@ V_Init
 */
 void V_Init (void)
 {
 */
 void V_Init (void)
 {
-       Cmd_AddCommand ("v_cshift", V_cshift_f);        
-       Cmd_AddCommand ("bf", V_BonusFlash_f);
-       Cmd_AddCommand ("centerview", V_StartPitchDrift);
+       Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
+       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");
+       Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
 
        Cvar_RegisterVariable (&v_centermove);
        Cvar_RegisterVariable (&v_centerspeed);
 
        Cvar_RegisterVariable (&v_centermove);
        Cvar_RegisterVariable (&v_centerspeed);
@@ -901,20 +734,34 @@ 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_bob);
        Cvar_RegisterVariable (&cl_bobcycle);
        Cvar_RegisterVariable (&cl_bobup);
 
        Cvar_RegisterVariable (&cl_rollspeed);
        Cvar_RegisterVariable (&cl_rollangle);
        Cvar_RegisterVariable (&cl_bob);
        Cvar_RegisterVariable (&cl_bobcycle);
        Cvar_RegisterVariable (&cl_bobup);
+       Cvar_RegisterVariable (&cl_bobmodel);
+       Cvar_RegisterVariable (&cl_bobmodel_side);
+       Cvar_RegisterVariable (&cl_bobmodel_up);
+       Cvar_RegisterVariable (&cl_bobmodel_speed);
+
+       Cvar_RegisterVariable (&cl_viewmodel_scale);
 
        Cvar_RegisterVariable (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
 
        Cvar_RegisterVariable (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
-       Cvar_RegisterVariable (&v_kickpitch);   
-}
+       Cvar_RegisterVariable (&v_kickpitch);
 
 
+       Cvar_RegisterVariable (&cl_stairsmoothspeed);
+
+       Cvar_RegisterVariable (&chase_back);
+       Cvar_RegisterVariable (&chase_up);
+       Cvar_RegisterVariable (&chase_active);
+       Cvar_RegisterVariable (&chase_overhead);
+       Cvar_RegisterVariable (&chase_pitchangle);
+       if (gamemode == GAME_GOODVSBAD2)
+               Cvar_RegisterVariable (&chase_stevie);
+
+       Cvar_RegisterVariable (&v_deathtilt);
+       Cvar_RegisterVariable (&v_deathtiltangle);
+}