fixed stair smoothing code so it no longer jitters when riding lifts
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 19 Feb 2007 09:08:16 +0000 (09:08 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 19 Feb 2007 09:08:16 +0000 (09:08 +0000)
added support for cl_stairsmoothspeed 0 as a means of disabling stair smoothing

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6869 d7cf8633-e32d-0410-b094-e92efae38249

cl_main.c
client.h
view.c

index 927f7ef..693caeb 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -866,7 +866,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
        }
 
        // movement lerp
        }
 
        // movement lerp
-       // if it's the player entity, update according to client movement
+       // if it's the predicted player entity, update according to client movement
        if (e == cl.entities + cl.playerentity && cl.movement_predicted)
        {
                lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
        if (e == cl.entities + cl.playerentity && cl.movement_predicted)
        {
                lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
@@ -1625,8 +1625,6 @@ CL_ReadFromServer
 Read all incoming data from the server
 ===============
 */
 Read all incoming data from the server
 ===============
 */
-extern void CL_StairSmoothing(void);//view.c
-
 int CL_ReadFromServer(void)
 {
        CL_ReadDemoMessage();
 int CL_ReadFromServer(void)
 {
        CL_ReadDemoMessage();
@@ -1655,8 +1653,6 @@ int CL_ReadFromServer(void)
                CL_RelinkLightFlashes();
                CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
 
                CL_RelinkLightFlashes();
                CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
 
-               CL_StairSmoothing();
-
                // move particles
                CL_MoveParticles();
                R_MoveExplosions();
                // move particles
                CL_MoveParticles();
                R_MoveExplosions();
index 297b5d6..f53943d 100644 (file)
--- a/client.h
+++ b/client.h
@@ -662,7 +662,8 @@ typedef struct client_state_s
        // use pain anim frame if cl.time < this
        float faceanimtime;
        // for stair smoothing
        // use pain anim frame if cl.time < this
        float faceanimtime;
        // for stair smoothing
-       float stairoffset;
+       float stairsmoothz;
+       double stairsmoothtime;
 
        // color shifts for damage, powerups
        cshift_t cshifts[NUM_CSHIFTS];
 
        // color shifts for damage, powerups
        cshift_t cshifts[NUM_CSHIFTS];
diff --git a/view.c b/view.c
index 91e0dc0..97ba015 100644 (file)
--- a/view.c
+++ b/view.c
@@ -315,41 +315,14 @@ extern matrix4x4_t viewmodelmatrix;
 
 /*
 ==================
 
 /*
 ==================
-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;
-}
-
-/*
-==================
 V_CalcRefdef
 
 ==================
 */
 void V_CalcRefdef (void)
 {
 V_CalcRefdef
 
 ==================
 */
 void V_CalcRefdef (void)
 {
-       static float oldz;
        entity_t *ent;
        entity_t *ent;
-       float vieworg[3], gunorg[3], viewangles[3];
+       float vieworg[3], gunorg[3], viewangles[3], smoothtime;
        trace_t trace;
        VectorClear(gunorg);
        viewmodelmatrix = identitymatrix;
        trace_t trace;
        VectorClear(gunorg);
        viewmodelmatrix = identitymatrix;
@@ -363,16 +336,13 @@ void V_CalcRefdef (void)
                Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
                VectorCopy(cl.viewangles, viewangles);
 
                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];
+               // 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);
 
                if (cl.intermission)
                {
 
                if (cl.intermission)
                {
@@ -388,13 +358,21 @@ void V_CalcRefdef (void)
                }
                else
                {
                }
                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);
+                       }
+
                        // 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;
 
-                       // bias by stair smoothing offset
-                       vieworg[2] += cl.stairoffset;
-
                        if (chase_active.value)
                        {
                                // observing entity from third person
                        if (chase_active.value)
                        {
                                // observing entity from third person