X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=view.c;h=91e0dc0db6b62df840d52e85fc5f9f194bdc7575;hp=edb23b986c18ba4a6387dc6877dd17542ad09696;hb=16742571f9a7d696a654668febdc10b4f4affd57;hpb=452858bbdaf67f5e1a13486f0abb24baffe7ea20 diff --git a/view.c b/view.c index edb23b98..91e0dc0d 100644 --- a/view.c +++ b/view.c @@ -31,38 +31,48 @@ when crossing a water boudnary. */ -cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"}; -cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"}; +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"}; -cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"}; -cvar_t cl_bobup = {0, "cl_bobup","0.5"}; +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 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 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 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 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_idlescale = {0, "v_idlescale", "0"}; +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"}; -cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"}; +cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"}; +cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"}; +cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"}; +cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"}; +cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"}; +cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"}; -cvar_t v_centermove = {0, "v_centermove", "0.15"}; -cvar_t v_centerspeed = {0, "v_centerspeed","500"}; +cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"}; -cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"}; +cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"}; -cvar_t chase_back = {CVAR_SAVE, "chase_back", "48"}; -cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"}; -cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"}; +cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"}; +cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"}; + +cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"}; + +cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"}; +cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"}; +cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"}; // GAME_GOODVSBAD2 -cvar_t chase_stevie = {0, "chase_stevie", "0"}; +cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"}; + +cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"}; +cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"}; float v_dmg_time, v_dmg_roll, v_dmg_pitch; @@ -147,7 +157,7 @@ void V_DriftPitch (void) if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value) cl.driftmove = 0; else - cl.driftmove += cl.frametime; + cl.driftmove += cl.realframetime; if ( cl.driftmove > v_centermove.value) { @@ -164,8 +174,8 @@ void V_DriftPitch (void) return; } - move = cl.frametime * cl.pitchvel; - cl.pitchvel += cl.frametime * v_centerspeed.value; + move = cl.realframetime * cl.pitchvel; + cl.pitchvel += cl.realframetime * v_centerspeed.value; if (delta > 0) { @@ -204,7 +214,7 @@ V_ParseDamage */ void V_ParseDamage (void) { - int i, armor, blood; + int armor, blood; vec3_t from; //vec3_t forward, right; vec3_t localfrom; @@ -214,8 +224,7 @@ void V_ParseDamage (void) armor = MSG_ReadByte (); blood = MSG_ReadByte (); - for (i=0 ; i<3 ; i++) - from[i] = MSG_ReadCoord (); + MSG_ReadVector(from, cls.protocol); count = blood*0.5 + armor*0.5; if (count < 10) @@ -249,9 +258,9 @@ void V_ParseDamage (void) } // calculate view angle kicks - if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active) + if (cl.entities[cl.viewentity].state_current.active) { - ent = &cl_entities[cl.viewentity]; + ent = &cl.entities[cl.viewentity]; Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom); VectorNormalize(localfrom); v_dmg_pitch = count * localfrom[0] * v_kickpitch.value; @@ -269,10 +278,10 @@ V_cshift_f */ static void V_cshift_f (void) { - v_cshift.destcolor[0] = atoi(Cmd_Argv(1)); - v_cshift.destcolor[1] = atoi(Cmd_Argv(2)); - v_cshift.destcolor[2] = atoi(Cmd_Argv(3)); - v_cshift.percent = atoi(Cmd_Argv(4)); + v_cshift.destcolor[0] = atof(Cmd_Argv(1)); + v_cshift.destcolor[1] = atof(Cmd_Argv(2)); + v_cshift.destcolor[2] = atof(Cmd_Argv(3)); + v_cshift.percent = atof(Cmd_Argv(4)); } @@ -302,6 +311,33 @@ static void V_BonusFlash_f (void) 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; +} /* ================== @@ -309,43 +345,60 @@ V_CalcRefdef ================== */ -extern float timerefreshangle; void V_CalcRefdef (void) { static float oldz; entity_t *ent; - float vieworg[3], viewangles[3], newz; - Matrix4x4_CreateIdentity(&viewmodelmatrix); - Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix); + float vieworg[3], gunorg[3], viewangles[3]; + trace_t trace; + VectorClear(gunorg); + viewmodelmatrix = identitymatrix; + r_view.matrix = identitymatrix; if (cls.state == ca_connected && cls.signon == SIGNONS) { // ent is the view entity (visible when out of body) - ent = &cl_entities[cl.viewentity]; + ent = &cl.entities[cl.viewentity]; + // player can look around, so take the origin from the entity, + // and the angles from the input system + 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]); + if (cl.onground) + { + cl.stairoffset -= vieworg[2] - oldz; + cl.stairoffset = bound(-16, cl.stairoffset, 16); + } + else + cl.stairoffset = 0; + oldz = vieworg[2]; + if (cl.intermission) { // entity is a fixed camera, just copy the matrix - Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix); - Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix); + if (cls.protocol == PROTOCOL_QUAKEWORLD) + Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1); + else + { + r_view.matrix = ent->render.matrix; + Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]); + } + viewmodelmatrix = r_view.matrix; } else { - // player can look around, so take the origin from the entity, - // and the angles from the input system - Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg); - VectorCopy(cl.viewangles, viewangles); - - // stair smoothing - newz = vieworg[2]; - oldz -= newz; - oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value; - oldz = bound(-16, oldz, 0); - vieworg[2] += oldz; - oldz += newz; + // 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 - vec_t camback, camup, dist, forward[3], stop[3], chase_dest[3], normal[3]; + vec_t camback, camup, dist, forward[3], chase_dest[3]; camback = bound(0, chase_back.value, 128); if (chase_back.value != camback) @@ -370,61 +423,112 @@ 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; - CL_TraceLine(vieworg, chase_dest, stop, normal, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY); - vieworg[0] = stop[0] + forward[0] * 8 + normal[0] * 4; - vieworg[1] = stop[1] + forward[1] * 8 + normal[1] * 4; - vieworg[2] = stop[2] + forward[2] * 8 + normal[2] * 4; + 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 { // first person view from entity // angles - if (cl.stats[STAT_HEALTH] <= 0) - viewangles[ROLL] = 80; // dead view angle + if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer) + viewangles[ROLL] = v_deathtiltangle.value; 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; viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch; - v_dmg_time -= cl.frametime; } // origin VectorAdd(vieworg, cl.punchvector, vieworg); - vieworg[2] += cl.viewheight; - if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value) + vieworg[2] += cl.stats[STAT_VIEWHEIGHT]; + 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.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_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 if (v_idlescale.value) - Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); + Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); 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); + 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, 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], 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) @@ -443,67 +547,85 @@ void V_CalcViewBlend(void) r_refdef.viewblend[1] = 0; r_refdef.viewblend[2] = 0; r_refdef.viewblend[3] = 0; - if (cls.state == ca_connected && cls.signon == SIGNONS) + r_refdef.frustumscale_x = 1; + r_refdef.frustumscale_y = 1; + if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0) { // set contents color - switch (CL_PointQ1Contents(r_vieworigin)) - { - case CONTENTS_EMPTY: - case CONTENTS_SOLID: - cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = v_cshift.destcolor[0]; - cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = v_cshift.destcolor[1]; - cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = v_cshift.destcolor[2]; - cl.cshifts[CSHIFT_CONTENTS].percent = v_cshift.percent; - break; - case CONTENTS_LAVA: - cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255; - cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80; - cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0; - cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1; - break; - case CONTENTS_SLIME: - cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0; - cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25; - cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5; - cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1; - break; - default: - cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130; - cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80; - cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50; - cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1; - } - - if (cl.items & IT_QUAD) - { - cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; - cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0; - cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255; - cl.cshifts[CSHIFT_POWERUP].percent = 30; - } - else if (cl.items & IT_SUIT) + int supercontents; + vec3_t vieworigin; + Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin); + supercontents = CL_PointSuperContents(vieworigin); + if (supercontents & SUPERCONTENTS_LIQUIDSMASK) { - cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; - cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; - cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; - cl.cshifts[CSHIFT_POWERUP].percent = 20; + r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value); + r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value); + if (supercontents & SUPERCONTENTS_LAVA) + { + cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255; + cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80; + cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0; + } + else if (supercontents & SUPERCONTENTS_SLIME) + { + cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0; + cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25; + cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5; + } + else + { + cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130; + cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80; + cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50; + } + cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5; } - else if (cl.items & IT_INVISIBILITY) + else { - cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100; - cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100; - cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100; - cl.cshifts[CSHIFT_POWERUP].percent = 100; + cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0; + cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0; + cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0; + cl.cshifts[CSHIFT_CONTENTS].percent = 0; } - else if (cl.items & IT_INVULNERABILITY) + + if (gamemode != GAME_TRANSFUSION) { - cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255; - cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; - cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; - cl.cshifts[CSHIFT_POWERUP].percent = 30; + if (cl.stats[STAT_ITEMS] & IT_QUAD) + { + cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; + cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0; + cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255; + cl.cshifts[CSHIFT_POWERUP].percent = 30; + } + else if (cl.stats[STAT_ITEMS] & IT_SUIT) + { + cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; + cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; + cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; + cl.cshifts[CSHIFT_POWERUP].percent = 20; + } + else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) + { + cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100; + cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100; + cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100; + cl.cshifts[CSHIFT_POWERUP].percent = 100; + } + else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) + { + cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255; + cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; + cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; + cl.cshifts[CSHIFT_POWERUP].percent = 30; + } + else + cl.cshifts[CSHIFT_POWERUP].percent = 0; } - else - cl.cshifts[CSHIFT_POWERUP].percent = 0; + + cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0]; + cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1]; + cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2]; + cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent; // LordHavoc: fixed V_CalcBlend for (j = 0;j < NUM_CSHIFTS;j++) @@ -512,7 +634,7 @@ void V_CalcViewBlend(void) if (a2 > 0) { VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend); - r_refdef.viewblend[3] = 1 - (1 - r_refdef.viewblend[3]) * (1 - a2); // correct alpha multiply... took a while to find it on the web + r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web } } // saturate color (to avoid blending in black) @@ -525,7 +647,7 @@ void V_CalcViewBlend(void) r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f); r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f); r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f); - r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] , 1.0f); + r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f); } } @@ -538,9 +660,9 @@ V_Init */ void V_Init (void) { - Cmd_AddCommand ("v_cshift", V_cshift_f); - Cmd_AddCommand ("bf", V_BonusFlash_f); - Cmd_AddCommand ("centerview", V_StartPitchDrift); + Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view"); + Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)"); + Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)"); Cvar_RegisterVariable (&v_centermove); Cvar_RegisterVariable (&v_centerspeed); @@ -560,6 +682,12 @@ 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 (&cl_viewmodel_scale); Cvar_RegisterVariable (&v_kicktime); Cvar_RegisterVariable (&v_kickroll); @@ -572,5 +700,8 @@ void V_Init (void) Cvar_RegisterVariable (&chase_active); if (gamemode == GAME_GOODVSBAD2) Cvar_RegisterVariable (&chase_stevie); + + Cvar_RegisterVariable (&v_deathtilt); + Cvar_RegisterVariable (&v_deathtiltangle); }