]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
send input for every client frame in singleplayer
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 4d0de9c8a770c55b9d158b0d5185075a96eca868..8cbdc5f7289b81385f5f91e212333fa00b0e85de 100644 (file)
--- a/view.c
+++ b/view.c
@@ -34,16 +34,16 @@ when crossing a water boudnary.
 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 = {0, "cl_bob","0.02", "view bobbing amount"};
-cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6", "view bobbing speed"};
-cvar_t cl_bobup = {0, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
+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_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
-cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"};
-cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"};
-cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7", "gun bobbing speed"};
+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_viewmodel_scale = {0, "cl_viewmodel_scale", "0.3", "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 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"};
@@ -313,32 +313,6 @@ extern matrix4x4_t viewmodelmatrix;
 #include "cl_collision.h"
 #include "csprogs.h"
 
-/*
-==================
-CL_StairSmoothing
-
-==================
-*/
-void CL_StairSmoothing (void)
-{
-       if (v_dmg_time > 0)
-               v_dmg_time -= bound(0, cl.time - cl.oldtime, 0.1);
-
-       // stair smoothing
-       if (cl.onground && cl.stairoffset < 0)
-       {
-               cl.stairoffset += bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
-               cl.stairoffset = bound(-16, cl.stairoffset, 0);
-       }
-       else if (cl.onground && cl.stairoffset > 0)
-       {
-               cl.stairoffset -= bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
-               cl.stairoffset = bound(0, cl.stairoffset, 16);
-       }
-       else
-               cl.stairoffset = 0;
-}
-
 /*
 ==================
 V_CalcRefdef
@@ -347,12 +321,9 @@ V_CalcRefdef
 */
 void V_CalcRefdef (void)
 {
-       static float oldz;
        entity_t *ent;
-       float vieworg[3], gunorg[3], viewangles[3];
+       float vieworg[3], gunorg[3], viewangles[3], smoothtime;
        trace_t trace;
-       if(csqc_loaded)
-               return;
        VectorClear(gunorg);
        viewmodelmatrix = identitymatrix;
        r_view.matrix = identitymatrix;
@@ -365,27 +336,14 @@ void V_CalcRefdef (void)
                Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
                VectorCopy(cl.viewangles, viewangles);
 
-               // update the stairoffset if the player entity has gone up or down without leaving the ground
-               //Con_Printf("cl.onground %i oldz %f newz %f vel %f %f %f\n", cl.onground, oldz, vieworg[2], cl.movement_velocity[0], cl.movement_velocity[1], cl.movement_velocity[2]);
-               cl.stairoffset -= vieworg[2] - oldz;
-               oldz = vieworg[2];
-               cl.stairoffset = bound(-16, cl.stairoffset, 16);
+               // 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);
 
-               // interpolate the angles if playing a demo or spectating someone
-               if (cls.demoplayback || cl.fixangle[0])
-               {
-                       int i;
-                       float frac = bound(0, (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]), 1);
-                       for (i = 0;i < 3;i++)
-                       {
-                               float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
-                               if (d > 180)
-                                       d -= 360;
-                               else if (d < -180)
-                                       d += 360;
-                               viewangles[i] = cl.mviewangles[1][i] + frac * d;
-                       }
-               }
                if (cl.intermission)
                {
                        // entity is a fixed camera, just copy the matrix
@@ -400,13 +358,21 @@ void V_CalcRefdef (void)
                }
                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);
+                       }
+
                        // apply qw weapon recoil effect (this did not work in QW)
                        // TODO: add a cvar to disable this
                        viewangles[PITCH] += cl.qw_weaponkick;
 
-                       // bias by stair smoothing offset
-                       vieworg[2] += cl.stairoffset;
-
                        if (chase_active.value)
                        {
                                // observing entity from third person
@@ -435,7 +401,7 @@ void V_CalcRefdef (void)
                                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_BODY | SUPERCONTENTS_SKY, false);
+                               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
@@ -481,7 +447,7 @@ void V_CalcRefdef (void)
 
                                        VectorCopy(vieworg, gunorg);
 
-                                       if (cl_bobmodel.value)
+                                       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.
@@ -516,9 +482,9 @@ void V_CalcRefdef (void)
 
                                                bspeed = bound (0, xyspeed, 400) * 0.01f;
                                                AngleVectors (viewangles, forward, right, up);
-                                               bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
+                                               bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
                                                VectorMA (gunorg, bob, right, gunorg);
-                                               bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
+                                               bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
                                                VectorMA (gunorg, bob, up, gunorg);
                                        }
                                }
@@ -530,8 +496,8 @@ void V_CalcRefdef (void)
                                Matrix4x4_CreateFromQuakeEntity(&r_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, csqc_origin);
-                       VectorCopy(viewangles, csqc_angles);
+                       VectorCopy(vieworg, cl.csqc_origin);
+                       VectorCopy(viewangles, cl.csqc_angles);
                }
        }
 }