]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
Get client velocity from cl.velocity rather than cl.movement_velocity for bob, this...
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index b1e2a98df4927b83ca338ab9a23c4a23ae427c8b..bc02ec6ad1e088460e549b33a71e611228438c4c 100644 (file)
--- a/view.c
+++ b/view.c
@@ -38,6 +38,11 @@ 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 cl_bobmodel = {0, "cl_bobmodel", "1"};
+cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05"};
+cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02"};
+cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7"};
+
 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"};
@@ -64,6 +69,8 @@ cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"};
 // GAME_GOODVSBAD2
 cvar_t chase_stevie = {0, "chase_stevie", "0"};
 
+cvar_t v_deathtilt = {0, "v_deathtilt", "1"};
+
 float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
 
@@ -312,7 +319,7 @@ void V_CalcRefdef (void)
 {
        static float oldz;
        entity_t *ent;
-       float vieworg[3], viewangles[3];
+       float vieworg[3], gunorg[3], viewangles[3];
        trace_t trace;
        Matrix4x4_CreateIdentity(&viewmodelmatrix);
        Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
@@ -335,6 +342,14 @@ void V_CalcRefdef (void)
                        Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
                        VectorCopy(cl.viewangles, viewangles);
 
+                       if (cl.onground)
+                       {
+                               if (!cl.oldonground)
+                                       cl.hitgroundtime = cl.time;
+                               cl.lastongroundtime = cl.time;
+                       }
+                       cl.oldonground = cl.onground;
+
                        // stair smoothing
                        //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
                        if (cl.onground && oldz < vieworg[2])
@@ -385,10 +400,10 @@ void V_CalcRefdef (void)
                        {
                                // first person view from entity
                                // angles
-                               if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM)
+                               if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
                                        viewangles[ROLL] = 80;  // dead view angle
                                VectorAdd(viewangles, cl.punchangle, viewangles);
-                               viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+                               viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
                                if (v_dmg_time > 0)
                                {
                                        viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
@@ -398,24 +413,73 @@ void V_CalcRefdef (void)
                                // origin
                                VectorAdd(vieworg, cl.punchvector, vieworg);
                                vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
-                               if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value)
+                               if (cl.stats[STAT_HEALTH] > 0)
                                {
-                                       double bob, cycle;
-                                       // LordHavoc: this code is *weird*, but not replacable (I think it
-                                       // should be done in QC on the server, but oh well, quake is quake)
-                                       // LordHavoc: figured out bobup: the time at which the sin is at 180
-                                       // degrees (which allows lengthening or squishing the peak or valley)
-                                       cycle = cl.time / cl_bobcycle.value;
-                                       cycle -= (int) cycle;
-                                       if (cycle < cl_bobup.value)
-                                               cycle = sin(M_PI * cycle / cl_bobup.value);
-                                       else
-                                               cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
-                                       // bob is proportional to velocity in the xy plane
-                                       // (don't count Z, or jumping messes it up)
-                                       bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
-                                       bob = bob*0.3 + bob*0.7*cycle;
-                                       vieworg[2] += bound(-7, bob, 4);
+                                       double xyspeed, bob;
+
+                                       xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
+                                       if (cl_bob.value && cl_bobcycle.value)
+                                       {
+                                               float cycle;
+                                               // LordHavoc: this code is *weird*, but not replacable (I think it
+                                               // should be done in QC on the server, but oh well, quake is quake)
+                                               // LordHavoc: figured out bobup: the time at which the sin is at 180
+                                               // degrees (which allows lengthening or squishing the peak or valley)
+                                               cycle = cl.time / cl_bobcycle.value;
+                                               cycle -= (int) cycle;
+                                               if (cycle < cl_bobup.value)
+                                                       cycle = sin(M_PI * cycle / cl_bobup.value);
+                                               else
+                                                       cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
+                                               // bob is proportional to velocity in the xy plane
+                                               // (don't count Z, or jumping messes it up)
+                                               bob = xyspeed * cl_bob.value;
+                                               bob = bob*0.3 + bob*0.7*cycle;
+                                               vieworg[2] += bound(-7, bob, 4);
+                                       }
+
+                                       VectorCopy(vieworg, gunorg);
+
+                                       if (cl_bobmodel.value)
+                                       {
+                                               // calculate for swinging gun model
+                                               // the gun bobs when running on the ground, but doesn't bob when you're in the air.
+                                               // Sajt: I tried to smooth out the transitions between bob and no bob, which works
+                                               // for the most part, but for some reason when you go through a message trigger or
+                                               // pick up an item or anything like that it will momentarily jolt the gun.
+                                               vec3_t forward, right, up;
+                                               float bspeed;
+                                               float s;
+                                               float t;
+
+                                               s = cl.time * cl_bobmodel_speed.value;
+                                               if (cl.onground)
+                                               {
+                                                       if (cl.time - cl.hitgroundtime < 0.2)
+                                                       {
+                                                               // just hit the ground, speed the bob back up over the next 0.2 seconds
+                                                               t = cl.time - cl.hitgroundtime;
+                                                               t = bound(0, t, 0.2);
+                                                               t *= 5;
+                                                       }
+                                                       else
+                                                               t = 1;
+                                               }
+                                               else
+                                               {
+                                                       // recently left the ground, slow the bob down over the next 0.2 seconds
+                                                       t = cl.time - cl.lastongroundtime;
+                                                       t = 0.2 - bound(0, t, 0.2);
+                                                       t *= 5;
+                                               }
+
+                                               bspeed = bound (0, xyspeed, 400) * 0.01f;
+                                               AngleVectors (viewangles, forward, right, up);
+                                               bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
+                                               VectorMA (gunorg, bob, right, gunorg);
+                                               bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
+                                               VectorMA (gunorg, bob, up, gunorg);
+                                       }
                                }
                        }
                        // calculate a view matrix for rendering the scene
@@ -424,7 +488,7 @@ void V_CalcRefdef (void)
                        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);
+                       Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
                }
        }
 }
@@ -584,6 +648,10 @@ void V_Init (void)
        Cvar_RegisterVariable (&cl_bob);
        Cvar_RegisterVariable (&cl_bobcycle);
        Cvar_RegisterVariable (&cl_bobup);
+       Cvar_RegisterVariable (&cl_bobmodel);
+       Cvar_RegisterVariable (&cl_bobmodel_side);
+       Cvar_RegisterVariable (&cl_bobmodel_up);
+       Cvar_RegisterVariable (&cl_bobmodel_speed);
 
        Cvar_RegisterVariable (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
@@ -596,5 +664,7 @@ void V_Init (void)
        Cvar_RegisterVariable (&chase_active);
        if (gamemode == GAME_GOODVSBAD2)
                Cvar_RegisterVariable (&chase_stevie);
+
+       Cvar_RegisterVariable (&v_deathtilt);
 }