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.
*/
-cvar_t cl_rollspeed = {"cl_rollspeed", "200"};
-cvar_t cl_rollangle = {"cl_rollangle", "2.0"};
+cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"};
+cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"};
-cvar_t cl_bob = {"cl_bob","0.02", false};
-cvar_t cl_bobcycle = {"cl_bobcycle","0.6", false};
-cvar_t cl_bobup = {"cl_bobup","0.5", false};
+cvar_t cl_bob = {0, "cl_bob","0.02"};
+cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"};
+cvar_t cl_bobup = {0, "cl_bobup","0.5"};
-cvar_t v_kicktime = {"v_kicktime", "0.5", false};
-cvar_t v_kickroll = {"v_kickroll", "0.6", false};
-cvar_t v_kickpitch = {"v_kickpitch", "0.6", false};
+cvar_t v_kicktime = {0, "v_kicktime", "0.5"};
+cvar_t v_kickroll = {0, "v_kickroll", "0.6"};
+cvar_t v_kickpitch = {0, "v_kickpitch", "0.6"};
-cvar_t v_punch = {"v_punch", "1", false};
+cvar_t v_punch = {0, "v_punch", "1"};
-cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", false};
-cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", false};
-cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", false};
-cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", false};
-cvar_t v_iroll_level = {"v_iroll_level", "0.1", false};
-cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", false};
+cvar_t v_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 = {"v_idlescale", "0", false};
+cvar_t v_idlescale = {0, "v_idlescale", "0"};
-cvar_t crosshair = {"crosshair", "0", true};
-cvar_t cl_crossx = {"cl_crossx", "0", false};
-cvar_t cl_crossy = {"cl_crossy", "0", false};
+cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"};
-//cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
-cvar_t gl_polyblend = {"gl_polyblend", "1", true};
+//cvar_t gl_cshiftpercent = {0, "gl_cshiftpercent", "100"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"};
-float v_dmg_time, v_dmg_roll, v_dmg_pitch;
+cvar_t v_centermove = {0, "v_centermove", "0.15"};
+cvar_t v_centerspeed = {0, "v_centerspeed","500"};
-extern int in_forward, in_forward2, in_back;
+float v_dmg_time, v_dmg_roll, v_dmg_pitch;
/*
side = side * value / cl_rollspeed.value;
else
side = value;
-
+
return side*sign;
-
+
}
//=============================================================================
-cvar_t v_centermove = {"v_centermove", "0.15", false};
-cvar_t v_centerspeed = {"v_centerspeed","500"};
-
-
void V_StartPitchDrift (void)
{
#if 1
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)
//
ent = &cl_entities[cl.viewentity];
- VectorSubtract (from, ent->origin, from);
+ VectorSubtract (from, ent->render.origin, from);
VectorNormalize (from);
- AngleVectors (ent->angles, forward, right, NULL);
+ AngleVectors (ent->render.angles, forward, right, NULL);
side = DotProduct (from, right);
v_dmg_roll = count*side*v_kickroll.value;
V_CalcPowerupCshift ();
new = false;
-
+
for (i=0 ; i<NUM_CSHIFTS ; i++)
{
if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
float angledelta (float a)
{
- a = anglemod(a);
+ a = ANGLEMOD(a);
if (a > 180)
a -= 360;
return a;
if (oldyaw - move > yaw)
yaw = oldyaw - move;
}
-
+
if (pitch > oldpitch)
{
if (oldpitch + move < pitch)
cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
*/
- cl.viewent.angles[YAW] = r_refdef.viewangles[YAW];
- cl.viewent.angles[PITCH] = -r_refdef.viewangles[PITCH];
+ cl.viewent.render.angles[YAW] = r_refdef.viewangles[YAW];
+ cl.viewent.render.angles[PITCH] = -r_refdef.viewangles[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;
+ cl.viewent.render.angles[ROLL] -= v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
+ cl.viewent.render.angles[PITCH] -= v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
+ cl.viewent.render.angles[YAW] -= v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
}
/*
ent = &cl_entities[cl.viewentity];
-// absolutely bound refresh reletive to entity clipping hull
+// absolutely bound refresh relative 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;
+ if (r_refdef.vieworg[0] < ent->render.origin[0] - 14)
+ r_refdef.vieworg[0] = ent->render.origin[0] - 14;
+ else if (r_refdef.vieworg[0] > ent->render.origin[0] + 14)
+ r_refdef.vieworg[0] = ent->render.origin[0] + 14;
+ if (r_refdef.vieworg[1] < ent->render.origin[1] - 14)
+ r_refdef.vieworg[1] = ent->render.origin[1] - 14;
+ else if (r_refdef.vieworg[1] > ent->render.origin[1] + 14)
+ r_refdef.vieworg[1] = ent->render.origin[1] + 14;
+ if (r_refdef.vieworg[2] < ent->render.origin[2] - 22)
+ r_refdef.vieworg[2] = ent->render.origin[2] - 22;
+ else if (r_refdef.vieworg[2] > ent->render.origin[2] + 30)
+ r_refdef.vieworg[2] = ent->render.origin[2] + 30;
}
/*
{
float side;
- side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity);
+ side = V_CalcRoll (cl_entities[cl.viewentity].render.angles, cl.velocity);
r_refdef.viewangles[ROLL] += side;
if (v_dmg_time > 0)
// 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;
+ VectorCopy (ent->render.origin, r_refdef.vieworg);
+ VectorCopy (ent->render.angles, r_refdef.viewangles);
+ view->render.model = NULL;
// always idle in intermission
old = v_idlescale.value;
==================
*/
-extern qboolean intimerefresh;
void V_CalcRefdef (void)
{
entity_t *ent, *view;
vec3_t forward;
vec3_t angles;
float bob;
- static float oldz = 0;
+// static float oldz = 0;
V_DriftPitch ();
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
- {
- 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)
+
+ if (chase_active.value)
{
+ VectorCopy (ent->render.origin, r_refdef.vieworg);
VectorCopy (cl.viewangles, r_refdef.viewangles);
+ Chase_Update ();
+ V_AddIdle ();
}
- V_CalcViewRoll ();
- V_AddIdle ();
+ else
+ {
+ // transform the view offset by the model's matrix to get the offset from model origin for the view
+ // if (!chase_active.value) // LordHavoc: get rid of angle problems in chase_active mode
+ // {
+ // ent->render.angles[YAW] = cl.viewangles[YAW]; // the model should face the view dir
+ // ent->render.angles[PITCH] = -cl.viewangles[PITCH]; // the model should face the view dir
+ // }
-// offsets
- angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are
- // actually backward
- angles[YAW] = ent->angles[YAW];
- angles[ROLL] = ent->angles[ROLL];
+ bob = V_CalcBob ();
- AngleVectors (angles, forward, NULL, NULL);
+ // refresh position
+ VectorCopy (ent->render.origin, r_refdef.vieworg);
+ r_refdef.vieworg[2] += cl.viewheight + bob;
- V_BoundOffsets ();
-
-// set up gun position
- VectorCopy (cl.viewangles, view->angles);
-
- CalcGunAngle ();
+ // LordHavoc: the protocol has changed... so this is an obsolete approach
+ // never let it sit exactly on a node line, because a water plane can
+ // dissapear when viewed with the eye exactly on it.
+ // the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
+ // r_refdef.vieworg[0] += 1.0/32;
+ // r_refdef.vieworg[1] += 1.0/32;
+ // r_refdef.vieworg[2] += 1.0/32;
- VectorCopy (ent->origin, view->origin);
- view->origin[2] += cl.viewheight;
+ if (!intimerefresh)
+ VectorCopy (cl.viewangles, r_refdef.viewangles);
+ V_CalcViewRoll ();
+ V_AddIdle ();
- 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;
+ // offsets
+ angles[PITCH] = -ent->render.angles[PITCH]; // because entity pitches are actually backward
+ angles[YAW] = ent->render.angles[YAW];
+ angles[ROLL] = ent->render.angles[ROLL];
-// fudge position around to keep amount of weapon visible
-// roughly equal with different FOV
+ AngleVectors (angles, forward, NULL, NULL);
- view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
- view->frame = cl.stats[STAT_WEAPONFRAME];
- view->colormap = -1; // no special coloring
+ V_BoundOffsets ();
-// set up the refresh position
- if (!intimerefresh)
- if (v_punch.value)
- {
- VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
- }
+ // set up gun position
+ VectorCopy (cl.viewangles, view->render.angles);
-// smooth out stair step ups
-if (cl.onground && ent->origin[2] - oldz > 0)
-{
- float steptime;
-
- steptime = cl.time - cl.oldtime;
- if (steptime < 0)
-//FIXME I_Error ("steptime < 0");
- steptime = 0;
-
- oldz += steptime * 80;
- if (oldz > ent->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];
-}
-else
- oldz = ent->origin[2];
+ CalcGunAngle ();
-// LordHavoc: origin view kick
- VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+ VectorCopy (ent->render.origin, view->render.origin);
+ view->render.origin[2] += cl.viewheight;
- if (chase_active.value)
- Chase_Update ();
+ for (i=0 ; i<3 ; i++)
+ {
+ view->render.origin[i] += forward[i]*bob*0.4;
+ // view->render.origin[i] += right[i]*bob*0.4;
+ // view->render.origin[i] += up[i]*bob*0.8;
+ }
+ view->render.origin[2] += bob;
+
+ view->render.model = cl.model_precache[cl.stats[STAT_WEAPON]];
+ view->render.frame = cl.stats[STAT_WEAPONFRAME];
+ view->render.colormap = -1; // no special coloring
+
+ // set up the refresh position
+
+ // LordHavoc: this never looked all that good to begin with...
+ /*
+ // smooth out stair step ups
+ if (cl.onground && ent->render.origin[2] - oldz > 0)
+ {
+ float steptime;
+
+ steptime = cl.time - cl.oldtime;
+ if (steptime < 0)
+ //FIXME I_Error ("steptime < 0");
+ steptime = 0;
+
+ oldz += steptime * 80;
+ if (oldz > ent->render.origin[2])
+ oldz = ent->render.origin[2];
+ if (ent->render.origin[2] - oldz > 12)
+ oldz = ent->render.origin[2] - 12;
+ r_refdef.vieworg[2] += oldz - ent->render.origin[2];
+ view->render.origin[2] += oldz - ent->render.origin[2];
+ }
+ else
+ oldz = ent->render.origin[2];
+ */
+
+ // LordHavoc: origin view kick added
+ if (!intimerefresh && v_punch.value)
+ {
+ VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+ VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+ }
+ }
}
/*
return;
if (cl.intermission)
- { // intermission / finale rendering
V_CalcIntermissionRefdef ();
- }
else
- {
- if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
- V_CalcRefdef ();
- }
+ V_CalcRefdef ();
R_RenderView ();
}
Cvar_RegisterVariable (&v_idlescale);
Cvar_RegisterVariable (&crosshair);
- Cvar_RegisterVariable (&cl_crossx);
- Cvar_RegisterVariable (&cl_crossy);
// Cvar_RegisterVariable (&gl_cshiftpercent);
Cvar_RegisterVariable (&gl_polyblend);