X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=view.c;h=fef4c4cb27611b5782ac04435590b6b95a468a85;hp=28f19b6f7df2b874b12b9230d2a161496a9f39c7;hb=cbf399e8fa61dff35420bdc717e80c2764cef759;hpb=cc27af0a62aaa14f37203c7863ea80faa8c9b777 diff --git a/view.c b/view.c index 28f19b6f..fef4c4cb 100644 --- a/view.c +++ b/view.c @@ -21,8 +21,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "cl_collision.h" - -void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin); +#include "image.h" /* @@ -39,37 +38,40 @@ cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"}; cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"}; cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"}; - +cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"}; +cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"}; +cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"}; +cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"}; +cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"}; +cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"}; cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"}; cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"}; cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"}; cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"}; -cvar_t cl_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"}; -cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "1", "gun leaning sideways speed"}; +cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"}; +cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"}; cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"}; -cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "5", "gun leaning sideways pre-highpass in 1/s"}; -cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "15", "gun leaning sideways highpass in 1/s"}; -cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"}; -cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"}; -cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "1", "gun leaning upward speed"}; -cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "25", "gun leaning upward limit"}; +cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"}; +cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"}; +cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"}; +cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"}; +cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"}; cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"}; cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"}; -cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"}; - -cvar_t cl_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"}; -cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "1", "gun following sideways speed"}; -cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "4", "gun following sideways limit"}; -cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "5", "gun following sideways pre-highpass in 1/s"}; -cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "15", "gun following sideways highpass in 1/s"}; -cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"}; -cvar_t cl_followmodel_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"}; -cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "1", "gun following upward speed"}; -cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "2", "gun following upward limit"}; -cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "5", "gun following upward pre-highpass in 1/s"}; -cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "15", "gun following upward highpass in 1/s"}; -cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"}; +cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"}; + +cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"}; +cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"}; +cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"}; +cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"}; +cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"}; +cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"}; +cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"}; +cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"}; +cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"}; +cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"}; +cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"}; cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "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"}; @@ -93,12 +95,14 @@ cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers its cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"}; +cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."}; + 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"}; cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"}; // GAME_GOODVSBAD2 -cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"}; +cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"}; 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"}; @@ -116,7 +120,7 @@ V_CalcRoll Used by view and sv_user =============== */ -float V_CalcRoll (vec3_t angles, vec3_t velocity) +float V_CalcRoll (const vec3_t angles, const vec3_t velocity) { vec3_t right; float sign; @@ -254,9 +258,9 @@ void V_ParseDamage (void) //float side; float count; - armor = MSG_ReadByte (); - blood = MSG_ReadByte (); - MSG_ReadVector(from, cls.protocol); + armor = MSG_ReadByte(&cl_message); + blood = MSG_ReadByte(&cl_message); + MSG_ReadVector(&cl_message, from, cls.protocol); // Send the Dmg Globals to CSQC CL_VM_UpdateDmgGlobals(blood, armor, from); @@ -364,7 +368,8 @@ static void V_BonusFlash_f (void) ============================================================================== */ -extern matrix4x4_t viewmodelmatrix; +extern matrix4x4_t viewmodelmatrix_nobob; +extern matrix4x4_t viewmodelmatrix_withbob; #include "cl_collision.h" #include "csprogs.h" @@ -423,11 +428,53 @@ static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fra out[2] = highpass_limited(value[2], fracz, limitz, &store[2]); } -void V_CalcRefdef (void) +/* + * State: + * cl.bob2_smooth + * cl.bobfall_speed + * cl.bobfall_swing + * cl.gunangles_adjustment_highpass + * cl.gunangles_adjustment_lowpass + * cl.gunangles_highpass + * cl.gunangles_prev + * cl.gunorg_adjustment_highpass + * cl.gunorg_adjustment_lowpass + * cl.gunorg_highpass + * cl.gunorg_prev + * cl.hitgroundtime + * cl.lastongroundtime + * cl.oldongrounbd + * cl.stairsmoothtime + * cl.stairsmoothz + * cl.calcrefdef_prevtime + * Extra input: + * cl.movecmd[0].time + * cl.movevars_stepheight + * cl.movevars_timescale + * cl.oldtime + * cl.punchangle + * cl.punchvector + * cl.qw_intermission_angles + * cl.qw_intermission_origin + * cl.qw_weaponkick + * cls.protocol + * cl.time + * Output: + * cl.csqc_viewanglesfromengine + * cl.csqc_viewmodelmatrixfromengine + * cl.csqc_vieworiginfromengine + * r_refdef.view.matrix + * viewmodelmatrix_nobob + * viewmodelmatrix_withbob + */ +void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity) { - entity_t *ent; float vieworg[3], viewangles[3], smoothtime; float gunorg[3], gunangles[3]; + matrix4x4_t tmpmatrix; + + static float viewheightavg; + float viewheight; #if 0 // begin of chase camera bounding box size for proper collisions by Alexander Zubov vec3_t camboxmins = {-3, -3, -3}; @@ -435,276 +482,416 @@ void V_CalcRefdef (void) // end of chase camera bounding box size for proper collisions by Alexander Zubov #endif trace_t trace; + + // react to clonground state changes (for gun bob) + if (clonground) + { + if (!cl.oldonground) + cl.hitgroundtime = cl.movecmd[0].time; + cl.lastongroundtime = cl.movecmd[0].time; + } + cl.oldonground = clonground; + cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime); + + VectorClear(gunangles); VectorClear(gunorg); - viewmodelmatrix = identitymatrix; + viewmodelmatrix_nobob = identitymatrix; + viewmodelmatrix_withbob = identitymatrix; r_refdef.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]; - // 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); - // calculate how much time has passed since the last V_CalcRefdef - smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1); - cl.stairsmoothtime = cl.time; + // player can look around, so take the origin from the entity, + // and the angles from the input system + Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg); + VectorCopy(clviewangles, viewangles); + + // calculate how much time has passed since the last V_CalcRefdef + smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1); + cl.stairsmoothtime = cl.time; - // fade damage flash - if (v_dmg_time > 0) - v_dmg_time -= bound(0, smoothtime, 0.1); + // fade damage flash + if (v_dmg_time > 0) + v_dmg_time -= bound(0, smoothtime, 0.1); - if (cl.intermission) + if (clintermission) + { + // entity is a fixed camera, just copy the matrix + if (cls.protocol == PROTOCOL_QUAKEWORLD) + Matrix4x4_CreateFromQuakeEntity(&r_refdef.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 { - // entity is a fixed camera, just copy the matrix - if (cls.protocol == PROTOCOL_QUAKEWORLD) - Matrix4x4_CreateFromQuakeEntity(&r_refdef.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_refdef.view.matrix = ent->render.matrix; - Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]); - } - viewmodelmatrix = r_refdef.view.matrix; + r_refdef.view.matrix = *entrendermatrix; + Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight); } + Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); + Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); + Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob); + + VectorCopy(vieworg, cl.csqc_vieworiginfromengine); + VectorCopy(viewangles, cl.csqc_viewanglesfromengine); + + Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix); + Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value); + } + else + { + // smooth stair stepping, but only if clonground and enabled + if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported) + cl.stairsmoothz = vieworg[2]; else { - // smooth stair stepping, but only if onground and enabled - if (!cl.onground || cl_stairsmoothspeed.value <= 0) - cl.stairsmoothz = vieworg[2]; - else - { - if (cl.stairsmoothz < vieworg[2]) - vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]); - else if (cl.stairsmoothz > vieworg[2]) - vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16); - } + if (cl.stairsmoothz < vieworg[2]) + vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]); + else if (cl.stairsmoothz > vieworg[2]) + vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight); + } - // apply qw weapon recoil effect (this did not work in QW) - // TODO: add a cvar to disable this - viewangles[PITCH] += cl.qw_weaponkick; + // apply qw weapon recoil effect (this did not work in QW) + // TODO: add a cvar to disable this + viewangles[PITCH] += cl.qw_weaponkick; - // apply the viewofs (even if chasecam is used) - vieworg[2] += cl.stats[STAT_VIEWHEIGHT]; + // apply the viewofs (even if chasecam is used) + // Samual: Lets add smoothing for this too so that things like crouching are done with a transition. + viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1); + viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight; + vieworg[2] += viewheightavg; - if (chase_active.value) - { - // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov - vec_t camback, camup, dist, campitch, forward[3], chase_dest[3]; + if (chase_active.value) + { + // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov + vec_t camback, camup, dist, campitch, forward[3], chase_dest[3]; - camback = chase_back.value; - camup = chase_up.value; - campitch = chase_pitchangle.value; + camback = chase_back.value; + camup = chase_up.value; + campitch = chase_pitchangle.value; - AngleVectors(viewangles, forward, NULL, NULL); + AngleVectors(viewangles, forward, NULL, NULL); - if (chase_overhead.integer) - { + if (chase_overhead.integer) + { #if 1 - vec3_t offset; - vec3_t bestvieworg; + vec3_t offset; + vec3_t bestvieworg; #endif - vec3_t up; - viewangles[PITCH] = 0; - AngleVectors(viewangles, forward, NULL, up); - // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range) - chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup; - chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup; - chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup; + vec3_t up; + viewangles[PITCH] = 0; + AngleVectors(viewangles, forward, NULL, up); + // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range) + chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup; + chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup; + chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup; #if 0 #if 1 - //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); - trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); #else - //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); #endif - VectorCopy(trace.endpos, vieworg); - vieworg[2] -= 8; + VectorCopy(trace.endpos, vieworg); + vieworg[2] -= 8; #else - // trace from first person view location to our chosen third person view location + // trace from first person view location to our chosen third person view location #if 1 - trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true); #else - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false); #endif - VectorCopy(trace.endpos, bestvieworg); - offset[2] = 0; - for (offset[0] = -16;offset[0] <= 16;offset[0] += 8) + VectorCopy(trace.endpos, bestvieworg); + offset[2] = 0; + for (offset[0] = -16;offset[0] <= 16;offset[0] += 8) + { + for (offset[1] = -16;offset[1] <= 16;offset[1] += 8) { - for (offset[1] = -16;offset[1] <= 16;offset[1] += 8) - { - AngleVectors(viewangles, NULL, NULL, up); - chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0]; - chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1]; - chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2]; + AngleVectors(viewangles, NULL, NULL, up); + chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0]; + chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1]; + chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2]; #if 1 - trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true); #else - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false); #endif - if (bestvieworg[2] > trace.endpos[2]) - bestvieworg[2] = trace.endpos[2]; - } + if (bestvieworg[2] > trace.endpos[2]) + bestvieworg[2] = trace.endpos[2]; } - bestvieworg[2] -= 8; - VectorCopy(bestvieworg, vieworg); -#endif - viewangles[PITCH] = campitch; } - else + bestvieworg[2] -= 8; + VectorCopy(bestvieworg, vieworg); +#endif + viewangles[PITCH] = campitch; + } + else + { + if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer) { - if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer) - { - // look straight down from high above - viewangles[PITCH] = 90; - camback = 2048; - VectorSet(forward, 0, 0, -1); - } - - // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range) - dist = -camback - 8; - 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; - trace = CL_TraceLine(vieworg, 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); + // look straight down from high above + viewangles[PITCH] = 90; + camback = 2048; + VectorSet(forward, 0, 0, -1); } + + // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range) + dist = -camback - 8; + 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; + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true); + VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg); } - else + } + else + { + // first person view from entity + // angles + if (cldead && v_deathtilt.integer) + viewangles[ROLL] = v_deathtiltangle.value; + VectorAdd(viewangles, cl.punchangle, viewangles); + viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity); + 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; + } + // origin + VectorAdd(vieworg, cl.punchvector, vieworg); + if (!cldead) { - // first person view from entity - // angles - 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.movement_velocity); - if (v_dmg_time > 0) + double xyspeed, bob, bobfall; + float cycle; + vec_t frametime; + + frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale; + + // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then + if(teleported) { - viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll; - viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch; + // try to fix the first highpass; result is NOT + // perfect! TODO find a better fix + VectorCopy(viewangles, cl.gunangles_prev); + VectorCopy(vieworg, cl.gunorg_prev); } - // origin - VectorAdd(vieworg, cl.punchvector, vieworg); - if (cl.stats[STAT_HEALTH] > 0) + + // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity" + VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass); + highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg); + VectorCopy(vieworg, cl.gunorg_prev); + VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass); + + // in the highpass, we _store_ the DIFFERENCE to the actual view angles... + VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass); + cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5); + cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5); + cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5); + highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles); + VectorCopy(viewangles, cl.gunangles_prev); + VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass); + + // 3. calculate the RAW adjustment vectors + gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0); + gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0); + gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0); + + gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0); + gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0); + gunangles[ROLL] = 0; + + // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!) + // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector! + highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg); + lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg); + // we assume here: PITCH = 0, YAW = 1, ROLL = 2 + highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles); + lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles); + + // 5. use the adjusted vectors + VectorAdd(vieworg, gunorg, gunorg); + VectorAdd(viewangles, gunangles, gunangles); + + // bounded XY speed, used by several effects below + xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), 400); + + // vertical view bobbing code + if (cl_bob.value && cl_bobcycle.value) { - double xyspeed, bob; - vec_t frametime; - - frametime = cl.realframetime * cl.movevars_timescale; - - // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then - if(!ent->persistent.trail_allowed) // FIXME improve this check - frametime = 0; - - // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity" - highpass3_limited(cl.movement_origin, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg); - cl.gunangles_highpass[PITCH] += 360 * floor((cl.viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5); - cl.gunangles_highpass[YAW] += 360 * floor((cl.viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5); - cl.gunangles_highpass[ROLL] += 360 * floor((cl.viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5); - highpass3_limited(cl.viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles); - - // 3. calculate the RAW adjustment vectors - gunorg[0] *= (cl_followmodel_side.value ? -cl_followmodel_side_speed.value : 0); - gunorg[1] *= (cl_followmodel_side.value ? -cl_followmodel_side_speed.value : 0); - gunorg[2] *= (cl_followmodel_up.value ? -cl_followmodel_up_speed.value : 0); - - gunangles[PITCH] *= (cl_leanmodel_up.value ? -cl_leanmodel_up_speed.value : 0); - gunangles[YAW] *= (cl_leanmodel_side.value ? -cl_leanmodel_side_speed.value : 0); - gunangles[ROLL] = 0; - - // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!) - // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector! - highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg); - lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg); - // we assume here: PITCH = 0, YAW = 1, ROLL = 2 - highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles); - lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles); - - // 5. use the adjusted vectors - VectorAdd(vieworg, gunorg, gunorg); - VectorAdd(cl.viewangles, gunangles, gunangles); - - // view bobbing code - 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) + // 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 * bound(0, cl_bob.value, 0.05); + bob = bob*0.3 + bob*0.7*cycle; + vieworg[2] += bob; + // we also need to adjust gunorg, or this appears like pushing the gun! + // In the old code, this was applied to vieworg BEFORE copying to gunorg, + // but this is not viable with the new followmodel code as that would mean + // that followmodel would work on the munged-by-bob vieworg and do feedback + gunorg[2] += bob; + } + + // horizontal view bobbing code + if (cl_bob2.value && cl_bob2cycle.value) + { + vec3_t bob2vel; + vec3_t forward, right, up; + float side, front; + + cycle = cl.time / cl_bob2cycle.value; + cycle -= (int) cycle; + if (cycle < 0.5) + cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin + else + cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5); + bob = bound(0, cl_bob2.value, 0.05) * cycle; + + // this value slowly decreases from 1 to 0 when we stop touching the ground. + // The cycle is later multiplied with it so the view smooths back to normal + if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping + cl.bob2_smooth = 1; + else { - 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); + if(cl.bob2_smooth > 0) + cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1); 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); - // we also need to adjust gunorg, or this appears like pushing the gun! - // In the old code, this was applied to vieworg BEFORE copying to gunorg, - // but this is not viable with the new followmodel code as that would mean - // that followmodel would work on the munged-by-bob vieworg and do feedback - gunorg[2] += bound(-7, bob, 4); + cl.bob2_smooth = 0; } - // gun model bobbing code - if (cl_bob.value && cl_bobmodel.value) + // calculate the front and side of the player between the X and Y axes + AngleVectors(viewangles, forward, right, up); + // now get the speed based on those angles. The bounds should match the same value as xyspeed's + side = bound(-400, DotProduct (clvelocity, right) * cl.bob2_smooth, 400); + front = bound(-400, DotProduct (clvelocity, forward) * cl.bob2_smooth, 400); + VectorScale(forward, bob, forward); + VectorScale(right, bob, right); + // we use side with forward and front with right, so the bobbing goes + // to the side when we walk forward and to the front when we strafe + VectorMAMAM(side, forward, front, right, 0, up, bob2vel); + vieworg[0] += bob2vel[0]; + vieworg[1] += bob2vel[1]; + // we also need to adjust gunorg, or this appears like pushing the gun! + // In the old code, this was applied to vieworg BEFORE copying to gunorg, + // but this is not viable with the new followmodel code as that would mean + // that followmodel would work on the munged-by-bob vieworg and do feedback + gunorg[0] += bob2vel[0]; + gunorg[1] += bob2vel[1]; + } + + // fall bobbing code + // causes the view to swing down and back up when touching the ground + if (cl_bobfall.value && cl_bobfallcycle.value) + { + if (!clonground) { - // 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; - } + cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1); + if (clvelocity[2] < -cl_bobfallminspeed.value) + cl.bobfall_swing = 1; else + cl.bobfall_swing = 0; // TODO really? + } + else + { + cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime); + + bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed; + vieworg[2] += bobfall; + gunorg[2] += bobfall; + } + } + + // gun model bobbing code + 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 (clonground) + { + if (cl.time - cl.hitgroundtime < 0.2) { - // 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); + // 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; } - - bspeed = bound (0, xyspeed, 400) * 0.01f; - AngleVectors (gunangles, forward, right, up); - bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t; - VectorMA (gunorg, bob, right, gunorg); - bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t; - VectorMA (gunorg, bob, up, gunorg); + 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 = xyspeed * 0.01f; + AngleVectors (gunangles, forward, right, up); + bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t; + VectorMA (gunorg, bob, right, gunorg); + bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.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.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.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], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value); - VectorCopy(vieworg, cl.csqc_origin); - VectorCopy(viewangles, cl.csqc_angles); } + // calculate a view matrix for rendering the scene + if (v_idlescale.value) + { + 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; + } + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1); + + // calculate a viewmodel matrix for use in view-attached entities + Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); + Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); + + Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value); + VectorCopy(vieworg, cl.csqc_vieworiginfromengine); + VectorCopy(viewangles, cl.csqc_viewanglesfromengine); + + Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix); + Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob); + } + + cl.calcrefdef_prevtime = cl.time; +} + +void V_CalcRefdef (void) +{ + entity_t *ent; + qboolean cldead; + + if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity]) + { + // ent is the view entity (visible when out of body) + ent = &cl.entities[cl.viewentity]; + + cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342); + V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed + } + else + { + viewmodelmatrix_nobob = identitymatrix; + viewmodelmatrix_withbob = identitymatrix; + cl.csqc_viewmodelmatrixfromengine = identitymatrix; + r_refdef.view.matrix = identitymatrix; + VectorClear(cl.csqc_vieworiginfromengine); + VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine); } } @@ -827,10 +1014,22 @@ void V_CalcViewBlend(void) a2 = 1 / r_refdef.viewblend[3]; VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend); } - 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[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f); + r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f); + r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f); r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f); + if (vid.sRGB3D) + { + r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]); + r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]); + r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]); + } + else + { + r_refdef.viewblend[0] *= (1.0f/256.0f); + r_refdef.viewblend[1] *= (1.0f/256.0f); + r_refdef.viewblend[2] *= (1.0f/256.0f); + } // Samual: Ugly hack, I know. But it's the best we can do since // there is no way to detect client states from the engine. @@ -886,31 +1085,35 @@ void V_Init (void) Cvar_RegisterVariable (&cl_bob); Cvar_RegisterVariable (&cl_bobcycle); Cvar_RegisterVariable (&cl_bobup); + Cvar_RegisterVariable (&cl_bob2); + Cvar_RegisterVariable (&cl_bob2cycle); + Cvar_RegisterVariable (&cl_bob2smooth); + Cvar_RegisterVariable (&cl_bobfall); + Cvar_RegisterVariable (&cl_bobfallcycle); + Cvar_RegisterVariable (&cl_bobfallminspeed); Cvar_RegisterVariable (&cl_bobmodel); Cvar_RegisterVariable (&cl_bobmodel_side); Cvar_RegisterVariable (&cl_bobmodel_up); Cvar_RegisterVariable (&cl_bobmodel_speed); - Cvar_RegisterVariable (&cl_leanmodel_side); + Cvar_RegisterVariable (&cl_leanmodel); Cvar_RegisterVariable (&cl_leanmodel_side_speed); Cvar_RegisterVariable (&cl_leanmodel_side_limit); Cvar_RegisterVariable (&cl_leanmodel_side_highpass1); Cvar_RegisterVariable (&cl_leanmodel_side_lowpass); Cvar_RegisterVariable (&cl_leanmodel_side_highpass); - Cvar_RegisterVariable (&cl_leanmodel_up); Cvar_RegisterVariable (&cl_leanmodel_up_speed); Cvar_RegisterVariable (&cl_leanmodel_up_limit); Cvar_RegisterVariable (&cl_leanmodel_up_highpass1); Cvar_RegisterVariable (&cl_leanmodel_up_lowpass); Cvar_RegisterVariable (&cl_leanmodel_up_highpass); - Cvar_RegisterVariable (&cl_followmodel_side); + Cvar_RegisterVariable (&cl_followmodel); Cvar_RegisterVariable (&cl_followmodel_side_speed); Cvar_RegisterVariable (&cl_followmodel_side_limit); Cvar_RegisterVariable (&cl_followmodel_side_highpass1); Cvar_RegisterVariable (&cl_followmodel_side_lowpass); Cvar_RegisterVariable (&cl_followmodel_side_highpass); - Cvar_RegisterVariable (&cl_followmodel_up); Cvar_RegisterVariable (&cl_followmodel_up_speed); Cvar_RegisterVariable (&cl_followmodel_up_limit); Cvar_RegisterVariable (&cl_followmodel_up_highpass1); @@ -924,14 +1127,15 @@ void V_Init (void) Cvar_RegisterVariable (&v_kickpitch); Cvar_RegisterVariable (&cl_stairsmoothspeed); + + Cvar_RegisterVariable (&cl_smoothviewheight); Cvar_RegisterVariable (&chase_back); Cvar_RegisterVariable (&chase_up); Cvar_RegisterVariable (&chase_active); Cvar_RegisterVariable (&chase_overhead); Cvar_RegisterVariable (&chase_pitchangle); - if (gamemode == GAME_GOODVSBAD2) - Cvar_RegisterVariable (&chase_stevie); + Cvar_RegisterVariable (&chase_stevie); Cvar_RegisterVariable (&v_deathtilt); Cvar_RegisterVariable (&v_deathtiltangle);