]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
Major update, been neglecting CVS for some time...
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 5b0da1ee968a8c9bf5c854f63598e274e388558e..c14f9603ff39bebfc9093b34aee54ecdfdcca608 100644 (file)
--- a/view.c
+++ b/view.c
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -742,99 +742,105 @@ void V_CalcRefdef (void)
        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
+
+       if (chase_active.value)
        {
-               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
+               VectorCopy (ent->render.origin, r_refdef.vieworg);
+               VectorCopy (cl.viewangles, r_refdef.viewangles);
+               Chase_Update ();
+               V_AddIdle ();
        }
-                                                                               
-       
-       bob = V_CalcBob ();
-       
-// refresh position
-       VectorCopy (ent->render.origin, r_refdef.vieworg);
-       r_refdef.vieworg[2] += cl.viewheight + bob;
+       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
+       //      }
 
-       // 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;
+               bob = V_CalcBob ();
 
-       if (!intimerefresh)
-               VectorCopy (cl.viewangles, r_refdef.viewangles);
-       V_CalcViewRoll ();
-       V_AddIdle ();
+       // refresh position
+               VectorCopy (ent->render.origin, r_refdef.vieworg);
+               r_refdef.vieworg[2] += cl.viewheight + 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];
+               // 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;
 
-       AngleVectors (angles, forward, NULL, NULL);
+               if (!intimerefresh)
+                       VectorCopy (cl.viewangles, r_refdef.viewangles);
+               V_CalcViewRoll ();
+               V_AddIdle ();
 
-       V_BoundOffsets ();
-               
-// set up gun position
-       VectorCopy (cl.viewangles, view->render.angles);
-       
-       CalcGunAngle ();
+       // 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];
 
-       VectorCopy (ent->render.origin, view->render.origin);
-       view->render.origin[2] += cl.viewheight;
+               AngleVectors (angles, forward, NULL, NULL);
 
-       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;
+               V_BoundOffsets ();
 
-       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 gun position
+               VectorCopy (cl.viewangles, view->render.angles);
 
-// set up the refresh position
+               CalcGunAngle ();
 
-       // 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;
+               VectorCopy (ent->render.origin, view->render.origin);
+               view->render.origin[2] += cl.viewheight;
 
-       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];
-       */
+               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
 
-// LordHavoc: origin view kick added
-       if (!intimerefresh && v_punch.value)
+       // 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)
        {
-               VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
-               VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+               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];
+               */
 
-       if (chase_active.value)
-               Chase_Update ();
+       // 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);
+               }
+       }
 }
 
 /*