]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
Add GL_ExtensionSupported in vid_null.c because vid_shared.c relies on
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index b1e2a98df4927b83ca338ab9a23c4a23ae427c8b..77aed899ddce7e8223e09196b83b2b7cd6ec060e 100644 (file)
--- a/view.c
+++ b/view.c
@@ -21,6 +21,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 #include "cl_collision.h"
+#include "image.h"
 
 /*
 
@@ -31,38 +32,113 @@ when crossing a water boudnary.
 
 */
 
-cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"};
-cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"};
-
-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 = {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_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_idlescale = {0, "v_idlescale", "0"};
-
-cvar_t crosshair = {CVAR_SAVE, "crosshair", "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 = {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 cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
+cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
+cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
+cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
+cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
+cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
+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 cl_bob_limit = {CVAR_SAVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"};
+cvar_t cl_bob_limit_heightcheck = {CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"};
+cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
+cvar_t cl_bob_velocity_limit = {CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
+
+cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
+cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
+cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
+cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
+cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
+cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
+cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
+cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
+cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
+cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
+
+cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
+cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
+cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
+cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
+cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
+cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
+cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
+cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
+cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
+cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
+cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
+
+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_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 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 v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
+
+cvar_t v_isometric = {0, "v_isometric", "0", "changes view to isometric (non-perspective)"};
+cvar_t v_isometric_verticalfov = { 0, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"};
+cvar_t v_isometric_xx = {0, "v_isometric_xx", "1", "camera matrix"};
+cvar_t v_isometric_xy = {0, "v_isometric_xy", "0", "camera matrix"};
+cvar_t v_isometric_xz = {0, "v_isometric_xz", "0", "camera matrix"};
+cvar_t v_isometric_yx = {0, "v_isometric_yx", "0", "camera matrix"};
+cvar_t v_isometric_yy = {0, "v_isometric_yy", "1", "camera matrix"};
+cvar_t v_isometric_yz = {0, "v_isometric_yz", "0", "camera matrix"};
+cvar_t v_isometric_zx = {0, "v_isometric_zx", "0", "camera matrix"};
+cvar_t v_isometric_zy = {0, "v_isometric_zy", "0", "camera matrix"};
+cvar_t v_isometric_zz = {0, "v_isometric_zz", "1", "camera matrix"};
+cvar_t v_isometric_tx = {0, "v_isometric_tx", "0", "camera position (player-relative)"};
+cvar_t v_isometric_ty = {0, "v_isometric_ty", "0", "camera position (player-relative)"};
+cvar_t v_isometric_tz = {0, "v_isometric_tz", "0", "camera position (player-relative)"};
+cvar_t v_isometric_rot_pitch = {0, "v_isometric_rot_pitch", "60", "camera rotation"};
+cvar_t v_isometric_rot_yaw = {0, "v_isometric_rot_yaw", "135", "camera rotation"};
+cvar_t v_isometric_rot_roll = {0, "v_isometric_rot_roll", "0", "camera rotation"};
+cvar_t v_isometric_relx = {0, "v_isometric_relx", "0", "camera position*forward"};
+cvar_t v_isometric_rely = {0, "v_isometric_rely", "0", "camera position*left"};
+cvar_t v_isometric_relz = {0, "v_isometric_relz", "0", "camera position*up"};
+cvar_t v_isometric_flipcullface = {0, "v_isometric_flipcullface", "0", "flips the backface culling"};
+cvar_t v_isometric_locked_orientation = {0, "v_isometric_locked_orientation", "1", "camera rotation is fixed"};
+cvar_t v_isometric_usevieworiginculling = {0, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"};
+
+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"};
+
+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"};
+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", "(GOODVSBAD2 only) chase cam view from above"};
 
-cvar_t v_centermove = {0, "v_centermove", "0.15"};
-cvar_t v_centerspeed = {0, "v_centerspeed","500"};
+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"};
 
-cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"};
+// Prophecy camera pitchangle by Alexander "motorsep" Zubov
+cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
 
-cvar_t chase_back = {CVAR_SAVE, "chase_back", "48"};
-cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"};
-cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"};
-// GAME_GOODVSBAD2
-cvar_t chase_stevie = {0, "chase_stevie", "0"};
+cvar_t v_yshearing = {0, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
 
 float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
@@ -74,7 +150,7 @@ V_CalcRoll
 Used by view and sv_user
 ===============
 */
-float V_CalcRoll (vec3_t angles, vec3_t velocity)
+float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
 {
        vec3_t  right;
        float   sign;
@@ -147,7 +223,7 @@ void V_DriftPitch (void)
                if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
                        cl.driftmove = 0;
                else
-                       cl.driftmove += cl.frametime;
+                       cl.driftmove += cl.realframetime;
 
                if ( cl.driftmove > v_centermove.value)
                {
@@ -164,8 +240,8 @@ void V_DriftPitch (void)
                return;
        }
 
-       move = cl.frametime * cl.pitchvel;
-       cl.pitchvel += cl.frametime * v_centerspeed.value;
+       move = cl.realframetime * cl.pitchvel;
+       cl.pitchvel += cl.realframetime * v_centerspeed.value;
 
        if (delta > 0)
        {
@@ -212,9 +288,12 @@ void V_ParseDamage (void)
        //float side;
        float count;
 
-       armor = MSG_ReadByte ();
-       blood = MSG_ReadByte ();
-       MSG_ReadVector(from, cl.protocol);
+       armor = MSG_ReadByte(&cl_message);
+       blood = MSG_ReadByte(&cl_message);
+       MSG_ReadVector(&cl_message, 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)
@@ -223,6 +302,7 @@ void V_ParseDamage (void)
        cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
 
        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)
@@ -248,9 +328,9 @@ void V_ParseDamage (void)
        }
 
        // calculate view angle kicks
-       if (cl_entities[cl.viewentity].state_current.active)
+       if (cl.entities[cl.viewentity].state_current.active)
        {
-               ent = &cl_entities[cl.viewentity];
+               ent = &cl.entities[cl.viewentity];
                Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
                VectorNormalize(localfrom);
                v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
@@ -268,10 +348,10 @@ V_cshift_f
 */
 static void V_cshift_f (void)
 {
-       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));
+       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));
 }
 
 
@@ -284,10 +364,30 @@ When you run over an item, the server sends this command
 */
 static void V_BonusFlash_f (void)
 {
-       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;
+       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].alphafade = 100;
+       }
+       else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
+       {
+               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
+               Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
 }
 
 /*
@@ -298,9 +398,11 @@ static void V_BonusFlash_f (void)
 ==============================================================================
 */
 
-extern matrix4x4_t viewmodelmatrix;
+extern matrix4x4_t viewmodelmatrix_nobob;
+extern matrix4x4_t viewmodelmatrix_withbob;
 
 #include "cl_collision.h"
+#include "csprogs.h"
 
 /*
 ==================
@@ -308,99 +410,375 @@ V_CalcRefdef
 
 ==================
 */
-void V_CalcRefdef (void)
+#if 0
+static vec3_t eyeboxmins = {-16, -16, -24};
+static vec3_t eyeboxmaxs = { 16,  16,  32};
+#endif
+
+static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
 {
-       static float oldz;
-       entity_t *ent;
-       float vieworg[3], viewangles[3];
+       frac = bound(0, frac, 1);
+       return (*store = *store * (1 - frac) + value * frac);
+}
+
+static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
+{
+       lowpass(value, frac, store);
+       return (*store = bound(value - limit, *store, value + limit));
+}
+
+static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
+{
+       return value - lowpass(value, frac, store);
+}
+
+static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
+{
+       return value - lowpass_limited(value, frac, limit, store);
+}
+
+static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
+{
+       out[0] = lowpass(value[0], fracx, &store[0]);
+       out[1] = lowpass(value[1], fracy, &store[1]);
+       out[2] = lowpass(value[2], fracz, &store[2]);
+}
+
+static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
+{
+       out[0] = highpass(value[0], fracx, &store[0]);
+       out[1] = highpass(value[1], fracy, &store[1]);
+       out[2] = highpass(value[2], fracz, &store[2]);
+}
+
+static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
+{
+       out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
+       out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
+       out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
+}
+
+/*
+ * State:
+ *   cl.bob2_smooth
+ *   cl.bobfall_speed
+ *   cl.bobfall_swing
+ *   cl.gunangles_adjustment_highpass
+ *   cl.gunangles_adjustment_lowpass
+ *   cl.gunangles_highpass
+ *   cl.gunangles_prev
+ *   cl.gunorg_adjustment_highpass
+ *   cl.gunorg_adjustment_lowpass
+ *   cl.gunorg_highpass
+ *   cl.gunorg_prev
+ *   cl.hitgroundtime
+ *   cl.lastongroundtime
+ *   cl.oldongrounbd
+ *   cl.stairsmoothtime
+ *   cl.stairsmoothz
+ *   cl.calcrefdef_prevtime
+ * Extra input:
+ *   cl.movecmd[0].time
+ *   cl.movevars_stepheight
+ *   cl.movevars_timescale
+ *   cl.oldtime
+ *   cl.punchangle
+ *   cl.punchvector
+ *   cl.qw_intermission_angles
+ *   cl.qw_intermission_origin
+ *   cl.qw_weaponkick
+ *   cls.protocol
+ *   cl.time
+ * Output:
+ *   cl.csqc_viewanglesfromengine
+ *   cl.csqc_viewmodelmatrixfromengine
+ *   cl.csqc_vieworiginfromengine
+ *   r_refdef.view.matrix
+ *   viewmodelmatrix_nobob
+ *   viewmodelmatrix_withbob
+ */
+void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity)
+{
+       float vieworg[3], viewangles[3], smoothtime;
+       float gunorg[3], gunangles[3];
+       matrix4x4_t tmpmatrix;
+       
+       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};
+       vec3_t camboxmaxs = {3, 3, 3};
+// end of chase camera bounding box size for proper collisions by Alexander Zubov
+#endif
        trace_t trace;
-       Matrix4x4_CreateIdentity(&viewmodelmatrix);
-       Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
-       if (cls.state == ca_connected && cls.signon == SIGNONS)
+
+       // react to clonground state changes (for gun bob)
+       if (clonground)
        {
-               // ent is the view entity (visible when out of body)
-               ent = &cl_entities[cl.viewentity];
-               if (cl.intermission)
+               if (!cl.oldonground)
+                       cl.hitgroundtime = cl.movecmd[0].time;
+               cl.lastongroundtime = cl.movecmd[0].time;
+       }
+       cl.oldonground = clonground;
+       cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
+
+       VectorClear(gunangles);
+       VectorClear(gunorg);
+       viewmodelmatrix_nobob = identitymatrix;
+       viewmodelmatrix_withbob = identitymatrix;
+       r_refdef.view.matrix = identitymatrix;
+
+       // player can look around, so take the origin from the entity,
+       // and the angles from the input system
+       Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
+       VectorCopy(clviewangles, 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 (clintermission)
+       {
+               // 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
                {
-                       // entity is a fixed camera, just copy the matrix
-                       Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
-                       Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
-                       r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
-                       viewmodelmatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
+                       r_refdef.view.matrix = *entrendermatrix;
+                       Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
                }
+               if (v_yshearing.value > 0)
+                       Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
+               Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
+               Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
+               Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
+
+               VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
+               VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
+
+               Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
+               Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
+       }
+       else
+       {
+               // smooth stair stepping, but only if clonground and enabled
+               if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
+                       cl.stairsmoothz = vieworg[2];
                else
                {
-                       // 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);
-
-                       // stair smoothing
-                       //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
-                       if (cl.onground && oldz < vieworg[2])
-                       {
-                               oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
-                               oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
-                       }
-                       else if (cl.onground && oldz > vieworg[2])
-                       {
-                               oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
-                               oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
-                       }
-                       else
-                               oldz = vieworg[2];
+                       if (cl.stairsmoothz < 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] + cl.movevars_stepheight);
+               }
 
-                       if (chase_active.value)
-                       {
-                               // observing entity from third person
-                               vec_t camback, camup, dist, forward[3], chase_dest[3];
+               // apply qw weapon recoil effect (this did not work in QW)
+               // TODO: add a cvar to disable this
+               viewangles[PITCH] += cl.qw_weaponkick;
+
+               // apply the viewofs (even if chasecam is used)
+               // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
+               viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
+               viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
+               vieworg[2] += viewheightavg;
 
-                               camback = bound(0, chase_back.value, 128);
-                               if (chase_back.value != camback)
-                                       Cvar_SetValueQuick(&chase_back, camback);
-                               camup = bound(-48, chase_up.value, 96);
-                               if (chase_up.value != camup)
-                                       Cvar_SetValueQuick(&chase_up, camup);
+               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];
 
-                               // this + 22 is to match view_ofs for compatibility with older versions
-                               camup += 22;
+                       camback = chase_back.value;
+                       camup = chase_up.value;
+                       campitch = chase_pitchangle.value;
 
+                       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 1
+                               //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
+                               trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
+#else
+                               //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
+                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
+#endif
+                               VectorCopy(trace.endpos, vieworg);
+                               vieworg[2] -= 8;
+#else
+                               // trace from first person view location to our chosen third person view location
+#if 1
+                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
+#else
+                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
+#endif
+                               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];
+#if 1
+                                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
+#else
+                                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
+#endif
+                                               if (bestvieworg[2] > trace.endpos[2])
+                                                       bestvieworg[2] = trace.endpos[2];
+                                       }
+                               }
+                               bestvieworg[2] -= 8;
+                               VectorCopy(bestvieworg, vieworg);
+#endif
+                               viewangles[PITCH] = campitch;
+                       }
+                       else
+                       {
                                if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
                                {
                                        // look straight down from high above
-                                       viewangles[0] = 90;
+                                       viewangles[PITCH] = 90;
                                        camback = 2048;
+                                       VectorSet(forward, 0, 0, -1);
                                }
-                               AngleVectors(viewangles, forward, NULL, NULL);
 
                                // 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_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
+                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
                                VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
                        }
-                       else
+               }
+               else
+               {
+                       // first person view from entity
+                       // angles
+                       if (cldead && v_deathtilt.integer)
+                               viewangles[ROLL] = v_deathtiltangle.value;
+                       VectorAdd(viewangles, cl.punchangle, viewangles);
+                       viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
+                       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 (!cldead)
                        {
-                               // first person view from entity
-                               // angles
-                               if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM)
-                                       viewangles[ROLL] = 80;  // dead view angle
-                               VectorAdd(viewangles, cl.punchangle, viewangles);
-                               viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
-                               if (v_dmg_time > 0)
+                               double xyspeed, bob, bobfall;
+                               double cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
+                               vec_t frametime;
+
+                               frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
+
+                               if(cl_followmodel.integer || cl_leanmodel.integer)
                                {
-                                       viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
-                                       viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
-                                       v_dmg_time -= cl.frametime;
+                                       // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
+                                       if(teleported)
+                                       {
+                                               // try to fix the first highpass; result is NOT
+                                               // perfect! TODO find a better fix
+                                               VectorCopy(viewangles, cl.gunangles_prev);
+                                               VectorCopy(vieworg, cl.gunorg_prev);
+                                       }
+
+                                       // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
+                                       VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+                                       highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
+                                       VectorCopy(vieworg, cl.gunorg_prev);
+                                       VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+
+                                       // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+                                       VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+                                       cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
+                                       cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
+                                       cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
+                                       highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
+                                       VectorCopy(viewangles, cl.gunangles_prev);
+                                       VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+
+                                       // 3. calculate the RAW adjustment vectors
+                                       gunorg[0] *= -cl_followmodel_side_speed.value;
+                                       gunorg[1] *= -cl_followmodel_side_speed.value;
+                                       gunorg[2] *= -cl_followmodel_up_speed.value;
+
+                                       gunangles[PITCH] *= -cl_leanmodel_up_speed.value;
+                                       gunangles[YAW] *= -cl_leanmodel_side_speed.value;
+                                       gunangles[ROLL] = 0;
+
+                                       // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+                                       //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+                                       highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
+                                       lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
+                                       // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+                                       highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
+                                       lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
+
+                                       // 5. use the adjusted vectors
+                                       VectorAdd(vieworg, gunorg, gunorg);
+                                       VectorAdd(viewangles, gunangles, gunangles);
                                }
-                               // origin
-                               VectorAdd(vieworg, cl.punchvector, vieworg);
-                               vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
-                               if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value)
+                               else
                                {
-                                       double bob, cycle;
+                                       // Just initialize gunorg/gunangles.
+                                       VectorCopy(vieworg, gunorg);
+                                       VectorCopy(viewangles, gunangles);
+                               }
+
+                               // bounded XY speed, used by several effects below
+                               xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value);
+
+                               // vertical view bobbing code
+                               if (cl_bob.value && cl_bobcycle.value)
+                               {
+                                       float bob_limit = cl_bob_limit.value;
+
+                                       if (cl_bob_limit_heightcheck.integer)
+                                       {
+                                               // use traces to determine what range the view can bob in, and scale down the bob as needed
+                                               float trace1fraction;
+                                               float trace2fraction;
+                                               vec3_t bob_height_check_dest;
+
+                                               // these multipliers are expanded a bit (the actual bob sin range is from -0.4 to 1.0) to reduce nearclip issues, especially on water surfaces
+                                               bob_height_check_dest[0] = vieworg[0];
+                                               bob_height_check_dest[1] = vieworg[1];
+                                               bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f;
+                                               trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
+                                               trace1fraction = trace.fraction;
+
+                                               bob_height_check_dest[0] = vieworg[0];
+                                               bob_height_check_dest[1] = vieworg[1];
+                                               bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f;
+                                               trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
+                                               trace2fraction = trace.fraction;
+
+                                               bob_limit *= min(trace1fraction, trace2fraction);
+                                       }
+
                                        // 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
@@ -413,30 +791,253 @@ void V_CalcRefdef (void)
                                                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 = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
+                                       bob = xyspeed * cl_bob.value;
+                                       bob = bound(0, bob, bob_limit);
                                        bob = bob*0.3 + bob*0.7*cycle;
-                                       vieworg[2] += bound(-7, bob, 4);
+                                       vieworg[2] += bob;
+                                       // we also need to adjust gunorg, or this appears like pushing the gun!
+                                       // In the old code, this was applied to vieworg BEFORE copying to gunorg,
+                                       // but this is not viable with the new followmodel code as that would mean
+                                       // that followmodel would work on the munged-by-bob vieworg and do feedback
+                                       gunorg[2] += bob;
+                               }
+
+                               // horizontal view bobbing code
+                               if (cl_bob2.value && cl_bob2cycle.value)
+                               {
+                                       vec3_t bob2vel;
+                                       vec3_t forward, right, up;
+                                       float side, front;
+
+                                       cycle = cl.time / cl_bob2cycle.value;
+                                       cycle -= (int) cycle;
+                                       if (cycle < 0.5)
+                                               cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
+                                       else
+                                               cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
+                                       bob = cl_bob2.value * cycle;
+
+                                       // this value slowly decreases from 1 to 0 when we stop touching the ground.
+                                       // The cycle is later multiplied with it so the view smooths back to normal
+                                       if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
+                                               cl.bob2_smooth = 1;
+                                       else
+                                       {
+                                               if(cl.bob2_smooth > 0)
+                                                       cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
+                                               else
+                                                       cl.bob2_smooth = 0;
+                                       }
+
+                                       // calculate the front and side of the player between the X and Y axes
+                                       AngleVectors(viewangles, forward, right, up);
+                                       // now get the speed based on those angles. The bounds should match the same value as xyspeed's
+                                       side = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value);
+                                       front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value);
+                                       VectorScale(forward, bob, forward);
+                                       VectorScale(right, bob, right);
+                                       // we use side with forward and front with right, so the bobbing goes
+                                       // to the side when we walk forward and to the front when we strafe
+                                       VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
+                                       vieworg[0] += bob2vel[0];
+                                       vieworg[1] += bob2vel[1];
+                                       // we also need to adjust gunorg, or this appears like pushing the gun!
+                                       // In the old code, this was applied to vieworg BEFORE copying to gunorg,
+                                       // but this is not viable with the new followmodel code as that would mean
+                                       // that followmodel would work on the munged-by-bob vieworg and do feedback
+                                       gunorg[0] += bob2vel[0];
+                                       gunorg[1] += bob2vel[1];
+                               }
+
+                               // fall bobbing code
+                               // causes the view to swing down and back up when touching the ground
+                               if (cl_bobfall.value && cl_bobfallcycle.value)
+                               {
+                                       if (!clonground)
+                                       {
+                                               cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
+                                               if (clvelocity[2] < -cl_bobfallminspeed.value)
+                                                       cl.bobfall_swing = 1;
+                                               else
+                                                       cl.bobfall_swing = 0; // TODO really?
+                                       }
+                                       else
+                                       {
+                                               cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
+
+                                               bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
+                                               vieworg[2] += bobfall;
+                                               gunorg[2] += bobfall;
+                                       }
+                               }
+
+                               // gun model bobbing code
+                               if (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 (clonground)
+                                       {
+                                               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 = xyspeed * 0.01f;
+                                       AngleVectors (gunangles, 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.viewentitymatrix, 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.viewentitymatrix, 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, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
                }
+               // calculate a view matrix for rendering the scene
+               if (v_idlescale.value)
+               {
+                       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;
+               }
+               Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
+               if (v_yshearing.value > 0)
+                       Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
+
+               // calculate a viewmodel matrix for use in view-attached entities
+               Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
+               Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
+
+               Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
+               if (v_yshearing.value > 0)
+                       Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value);
+
+               VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
+               VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
+
+               Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
+               Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
        }
+
+       cl.calcrefdef_prevtime = cl.time;
 }
 
+void V_CalcRefdef (void)
+{
+       entity_t *ent;
+       qboolean cldead;
+
+       if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
+       {
+               // ent is the view entity (visible when out of body)
+               ent = &cl.entities[cl.viewentity];
+
+               cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
+               V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
+       }
+       else
+       {
+               viewmodelmatrix_nobob = identitymatrix;
+               viewmodelmatrix_withbob = identitymatrix;
+               cl.csqc_viewmodelmatrixfromengine = identitymatrix;
+               r_refdef.view.matrix = identitymatrix;
+               VectorClear(cl.csqc_vieworiginfromengine);
+               VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
+       }
+}
+
+void V_MakeViewIsometric(void)
+{
+       // when using isometric view to play normal games we have to rotate the camera to make the Ortho matrix do the right thing (forward as up the screen, etc)
+       matrix4x4_t relative;
+       matrix4x4_t modifiedview;
+       matrix4x4_t modify;
+       vec3_t forward, left, up, org;
+       float t[4][4];
+
+       r_refdef.view.useperspective = false;
+       r_refdef.view.usevieworiginculling = !r_trippy.value && v_isometric_usevieworiginculling.integer;
+       r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom;
+       r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
+       r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
+       r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
+       r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView
+       r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView
+
+       t[0][0] = v_isometric_xx.value;
+       t[0][1] = v_isometric_xy.value;
+       t[0][2] = v_isometric_xz.value;
+       t[0][3] = 0.0f;
+       t[1][0] = v_isometric_yx.value;
+       t[1][1] = v_isometric_yy.value;
+       t[1][2] = v_isometric_yz.value;
+       t[1][3] = 0.0f;
+       t[2][0] = v_isometric_zx.value;
+       t[2][1] = v_isometric_zy.value;
+       t[2][2] = v_isometric_zz.value;
+       t[2][3] = 0.0f;
+       t[3][0] = 0.0f;
+       t[3][1] = 0.0f;
+       t[3][2] = 0.0f;
+       t[3][3] = 1.0f;
+       Matrix4x4_FromArrayFloatGL(&modify, t[0]);
+
+       // if the orientation is locked, extract the origin and create just a translate matrix to start with
+       if (v_isometric_locked_orientation.integer)
+       {
+               vec3_t vx, vy, vz, origin;
+               Matrix4x4_ToVectors(&r_refdef.view.matrix, vx, vy, vz, origin);
+               Matrix4x4_CreateTranslate(&r_refdef.view.matrix, origin[0], origin[1], origin[2]);
+       }
+
+       Matrix4x4_Concat(&modifiedview, &r_refdef.view.matrix, &modify);
+       Matrix4x4_CreateFromQuakeEntity(&relative, v_isometric_tx.value, v_isometric_ty.value, v_isometric_tz.value, v_isometric_rot_pitch.value, v_isometric_rot_yaw.value, v_isometric_rot_roll.value, 1.0f);
+       Matrix4x4_Concat(&r_refdef.view.matrix, &modifiedview, &relative);
+       Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, org);
+       VectorMAMAMAM(1.0f, org, v_isometric_relx.value, forward, v_isometric_rely.value, left, v_isometric_relz.value, up, org);
+       Matrix4x4_FromVectors(&r_refdef.view.matrix, forward, left, up, org);
+
+       if (v_isometric_flipcullface.integer)
+       {
+               int a = r_refdef.view.cullface_front;
+               r_refdef.view.cullface_front = r_refdef.view.cullface_back;
+               r_refdef.view.cullface_back = a;
+       }
+}
+
+
 void V_FadeViewFlashs(void)
 {
+       // 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)*150;
+       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)*100;
+       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;
 }
@@ -449,19 +1050,19 @@ void V_CalcViewBlend(void)
        r_refdef.viewblend[1] = 0;
        r_refdef.viewblend[2] = 0;
        r_refdef.viewblend[3] = 0;
-       r_refdef.fovscale_x = cl.viewzoom;
-       r_refdef.fovscale_y = cl.viewzoom;
-       if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 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.viewentitymatrix, vieworigin);
+               Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
                supercontents = CL_PointSuperContents(vieworigin);
                if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
                {
-                       r_refdef.fovscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
-                       r_refdef.fovscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
+                       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;
@@ -480,7 +1081,7 @@ void V_CalcViewBlend(void)
                                cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
                                cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
                        }
-                       cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
+                       cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
                }
                else
                {
@@ -545,11 +1146,43 @@ void V_CalcViewBlend(void)
                        a2 = 1 / r_refdef.viewblend[3];
                        VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
                }
-
-               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[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
+               r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
+               r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
                r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
+               if (vid.sRGB3D)
+               {
+                       r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
+                       r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
+                       r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
+               }
+               else
+               {
+                       r_refdef.viewblend[0] *= (1.0f/256.0f);
+                       r_refdef.viewblend[1] *= (1.0f/256.0f);
+                       r_refdef.viewblend[2] *= (1.0f/256.0f);
+               }
+               
+               // Samual: Ugly hack, I know. But it's the best we can do since
+               // there is no way to detect client states from the engine.
+               if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
+                       cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
+               {
+                       cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
+                       cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
+               }
+               else
+                       cl.deathfade = 0.0f;
+
+               if(cl.deathfade > 0)
+               {
+                       float a;
+                       float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
+                       a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
+                       if(a > 0)
+                               VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
+                       r_refdef.viewblend[3] = a;
+               }
        }
 }
 
@@ -562,9 +1195,9 @@ V_Init
 */
 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);
@@ -576,6 +1209,30 @@ void V_Init (void)
        Cvar_RegisterVariable (&v_iroll_level);
        Cvar_RegisterVariable (&v_ipitch_level);
 
+       Cvar_RegisterVariable(&v_isometric);
+       Cvar_RegisterVariable(&v_isometric_verticalfov);
+       Cvar_RegisterVariable(&v_isometric_xx);
+       Cvar_RegisterVariable(&v_isometric_xy);
+       Cvar_RegisterVariable(&v_isometric_xz);
+       Cvar_RegisterVariable(&v_isometric_yx);
+       Cvar_RegisterVariable(&v_isometric_yy);
+       Cvar_RegisterVariable(&v_isometric_yz);
+       Cvar_RegisterVariable(&v_isometric_zx);
+       Cvar_RegisterVariable(&v_isometric_zy);
+       Cvar_RegisterVariable(&v_isometric_zz);
+       Cvar_RegisterVariable(&v_isometric_tx);
+       Cvar_RegisterVariable(&v_isometric_ty);
+       Cvar_RegisterVariable(&v_isometric_tz);
+       Cvar_RegisterVariable(&v_isometric_rot_pitch);
+       Cvar_RegisterVariable(&v_isometric_rot_yaw);
+       Cvar_RegisterVariable(&v_isometric_rot_roll);
+       Cvar_RegisterVariable(&v_isometric_relx);
+       Cvar_RegisterVariable(&v_isometric_rely);
+       Cvar_RegisterVariable(&v_isometric_relz);
+       Cvar_RegisterVariable(&v_isometric_flipcullface);
+       Cvar_RegisterVariable(&v_isometric_locked_orientation);
+       Cvar_RegisterVariable(&v_isometric_usevieworiginculling);
+
        Cvar_RegisterVariable (&v_idlescale);
        Cvar_RegisterVariable (&crosshair);
 
@@ -584,17 +1241,65 @@ void V_Init (void)
        Cvar_RegisterVariable (&cl_bob);
        Cvar_RegisterVariable (&cl_bobcycle);
        Cvar_RegisterVariable (&cl_bobup);
+       Cvar_RegisterVariable (&cl_bob2);
+       Cvar_RegisterVariable (&cl_bob2cycle);
+       Cvar_RegisterVariable (&cl_bob2smooth);
+       Cvar_RegisterVariable (&cl_bobfall);
+       Cvar_RegisterVariable (&cl_bobfallcycle);
+       Cvar_RegisterVariable (&cl_bobfallminspeed);
+       Cvar_RegisterVariable (&cl_bobmodel);
+       Cvar_RegisterVariable (&cl_bobmodel_side);
+       Cvar_RegisterVariable (&cl_bobmodel_up);
+       Cvar_RegisterVariable (&cl_bobmodel_speed);
+       Cvar_RegisterVariable (&cl_bob_limit);
+       Cvar_RegisterVariable (&cl_bob_limit_heightcheck);
+       Cvar_RegisterVariable (&cl_bob_limit_heightcheck_dontcrosswatersurface);
+       Cvar_RegisterVariable (&cl_bob_velocity_limit);
+
+       Cvar_RegisterVariable (&cl_leanmodel);
+       Cvar_RegisterVariable (&cl_leanmodel_side_speed);
+       Cvar_RegisterVariable (&cl_leanmodel_side_limit);
+       Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
+       Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
+       Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
+       Cvar_RegisterVariable (&cl_leanmodel_up_speed);
+       Cvar_RegisterVariable (&cl_leanmodel_up_limit);
+       Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
+       Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
+       Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
+
+       Cvar_RegisterVariable (&cl_followmodel);
+       Cvar_RegisterVariable (&cl_followmodel_side_speed);
+       Cvar_RegisterVariable (&cl_followmodel_side_limit);
+       Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
+       Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
+       Cvar_RegisterVariable (&cl_followmodel_side_highpass);
+       Cvar_RegisterVariable (&cl_followmodel_up_speed);
+       Cvar_RegisterVariable (&cl_followmodel_up_limit);
+       Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
+       Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
+       Cvar_RegisterVariable (&cl_followmodel_up_highpass);
+
+       Cvar_RegisterVariable (&cl_viewmodel_scale);
 
        Cvar_RegisterVariable (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
        Cvar_RegisterVariable (&v_kickpitch);
 
        Cvar_RegisterVariable (&cl_stairsmoothspeed);
+       
+       Cvar_RegisterVariable (&cl_smoothviewheight);
 
        Cvar_RegisterVariable (&chase_back);
        Cvar_RegisterVariable (&chase_up);
        Cvar_RegisterVariable (&chase_active);
-       if (gamemode == GAME_GOODVSBAD2)
-               Cvar_RegisterVariable (&chase_stevie);
+       Cvar_RegisterVariable (&chase_overhead);
+       Cvar_RegisterVariable (&chase_pitchangle);
+       Cvar_RegisterVariable (&chase_stevie);
+
+       Cvar_RegisterVariable (&v_deathtilt);
+       Cvar_RegisterVariable (&v_deathtiltangle);
+
+       Cvar_RegisterVariable (&v_yshearing);
 }