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_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 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"};
void CL_StairSmoothing (void)
{
if (v_dmg_time > 0)
- v_dmg_time -= (cl.time - cl.oldtime);
+ v_dmg_time -= bound(0, cl.time - cl.oldtime, 0.1);
// stair smoothing
if (cl.onground && cl.stairoffset < 0)
{
- cl.stairoffset += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+ 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 -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+ cl.stairoffset -= bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
cl.stairoffset = bound(0, cl.stairoffset, 16);
}
else
entity_t *ent;
float vieworg[3], gunorg[3], viewangles[3];
trace_t trace;
- if(csqc_loaded)
- return;
VectorClear(gunorg);
viewmodelmatrix = identitymatrix;
r_view.matrix = identitymatrix;
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\n", cl.onground, oldz, vieworg[2]);
+ //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);
else
{
r_view.matrix = ent->render.matrix;
- r_view.matrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
+ Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
}
viewmodelmatrix = r_view.matrix;
}
else
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], 0.3);
+ 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);
}
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;
if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
Cvar_RegisterVariable (&cl_bobmodel_up);
Cvar_RegisterVariable (&cl_bobmodel_speed);
+ Cvar_RegisterVariable (&cl_viewmodel_scale);
+
Cvar_RegisterVariable (&v_kicktime);
Cvar_RegisterVariable (&v_kickroll);
Cvar_RegisterVariable (&v_kickpitch);