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Implement view bobbing and rolling
[xonotic/xonotic-data.pk3dir.git] / qcsrc / lib / csqcmodel / cl_player.qc
1 /*
2  * Copyright (c) 2011 Rudolf Polzer
3  * Copyright (c) 2015 Micah Talkiewicz
4  *
5  * Permission is hereby granted, free of charge, to any person obtaining a copy
6  * of this software and associated documentation files (the "Software"), to
7  * deal in the Software without restriction, including without limitation the
8  * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
9  * sell copies of the Software, and to permit persons to whom the Software is
10  * furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice shall be included in
13  * all copies or substantial portions of the Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 #include "cl_player.qh"
24
25 #include "cl_model.qh"
26 #include "common.qh"
27 #include "interpolate.qh"
28
29 float autocvar_cl_movement_errorcompensation = 0;
30 bool autocvar_cl_movement_intermissionrunning = false;
31
32 // engine stuff
33 float pmove_onground; // weird engine flag we shouldn't really use but have to for now
34
35 vector csqcplayer_origin, csqcplayer_velocity;
36 float csqcplayer_sequence;
37 int player_pmflags;
38 float csqcplayer_moveframe;
39 vector csqcplayer_predictionerroro;
40 vector csqcplayer_predictionerrorv;
41 float csqcplayer_predictionerrortime;
42 float csqcplayer_predictionerrorfactor;
43
44 vector CSQCPlayer_GetPredictionErrorO()
45 {
46         if (time >= csqcplayer_predictionerrortime) return '0 0 0';
47         return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
48 }
49
50 vector CSQCPlayer_GetPredictionErrorV()
51 {
52         if (time >= csqcplayer_predictionerrortime) return '0 0 0';
53         return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
54 }
55
56 void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
57 {
58         // error too big to compensate, we LIKELY hit a teleport or a
59         // jumppad, or it's a jump time disagreement that'll get fixed
60         // next frame
61
62         // FIXME we sometimes have disagreement in order of jump velocity. Do not act on them!
63         /*
64         // commented out as this one did not help
65         if(onground_diff)
66         {
67                 printf("ONGROUND MISMATCH: %d x=%v v=%v\n", onground_diff, o, v);
68                 return;
69         }
70         */
71         if(vdist(o, >, 32) || vdist(v, >, 192))
72         {
73                 //printf("TOO BIG: x=%v v=%v\n", o, v);
74                 return;
75         }
76
77         if(!autocvar_cl_movement_errorcompensation)
78         {
79                 csqcplayer_predictionerrorfactor = 0;
80                 return;
81         }
82
83         csqcplayer_predictionerroro = CSQCPlayer_GetPredictionErrorO() + o;
84         csqcplayer_predictionerrorv = CSQCPlayer_GetPredictionErrorV() + v;
85         csqcplayer_predictionerrorfactor = autocvar_cl_movement_errorcompensation / ticrate;
86         csqcplayer_predictionerrortime = time + 1.0 / csqcplayer_predictionerrorfactor;
87 }
88
89 void CSQCPlayer_Unpredict(entity this)
90 {
91         if (csqcplayer_status == CSQCPLAYERSTATUS_UNPREDICTED) return;
92         if (csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED) LOG_FATALF("Cannot unpredict in current status (%d)", csqcplayer_status);
93         this.origin = csqcplayer_origin;
94         this.velocity = csqcplayer_velocity;
95         csqcplayer_moveframe = csqcplayer_sequence + 1; // + 1 because the recieved frame has the move already done (server side)
96         this.flags = player_pmflags;
97 }
98
99 void CSQCPlayer_SetMinsMaxs(entity this)
100 {
101         if (IS_DUCKED(this) || !(this.isplayermodel & ISPLAYER_PLAYER))
102         {
103                 this.mins = PHYS_PL_CROUCH_MIN(this);
104                 this.maxs = PHYS_PL_CROUCH_MAX(this);
105                 this.view_ofs = PHYS_PL_CROUCH_VIEWOFS(this);
106         }
107         else
108         {
109                 this.mins = PHYS_PL_MIN(this);
110                 this.maxs = PHYS_PL_MAX(this);
111                 this.view_ofs = PHYS_PL_VIEWOFS(this);
112         }
113 }
114
115 void CSQCPlayer_SavePrediction(entity this)
116 {
117         player_pmflags = this.flags;
118         csqcplayer_origin = this.origin;
119         csqcplayer_velocity = this.velocity;
120         csqcplayer_sequence = servercommandframe;
121         csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
122 }
123
124 void CSQC_ClientMovement_PlayerMove_Frame(entity this);
125
126 void CSQCPlayer_Physics(entity this)
127 {
128         if(!autocvar_cl_movement) { return; }
129
130         _Movetype_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
131
132         vector oldv_angle = this.v_angle;
133         vector oldangles = this.angles; // we need to save these, as they're abused by other code
134         this.v_angle = PHYS_INPUT_ANGLES(this);
135         this.angles = PHYS_WORLD_ANGLES(this);
136
137         CSQC_ClientMovement_PlayerMove_Frame(this);
138
139         Movetype_Physics_NoMatchTicrate(this, PHYS_INPUT_TIMELENGTH, true);
140
141         view_angles = this.v_angle;
142         input_angles = this.angles;
143         this.v_angle = oldv_angle;
144         this.angles = oldangles;
145
146         this.pmove_flags =
147                         ((IS_DUCKED(this)) ? PMF_DUCKED : 0) |
148                         ((IS_JUMP_HELD(this)) ? PMF_JUMP_HELD : 0) |
149                         ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0);
150 }
151
152 void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
153 {
154         CSQCPlayer_Unpredict(this);
155         if (apply_error)
156         {
157                 this.origin += CSQCPlayer_GetPredictionErrorO();
158                 this.velocity += CSQCPlayer_GetPredictionErrorV();
159         }
160         CSQCPlayer_SetMinsMaxs(this);
161
162         csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
163
164 #if 0
165         // we don't need this
166         // darkplaces makes servercommandframe == 0 in these cases anyway
167         if (STAT(HEALTH) <= 0)
168         {
169                 csqcplayer_moveframe = clientcommandframe;
170                 getinputstate(csqcplayer_moveframe-1);
171                 LOG_INFO("the Weird code path got hit");
172                 return;
173         }
174 #endif
175
176         if (csqcplayer_moveframe >= endframe)
177         {
178                 getinputstate(csqcplayer_moveframe - 1);
179         }
180         else
181         {
182                 do
183                 {
184                         if (!getinputstate(csqcplayer_moveframe)) break;
185                         /*if (input_timelength > 0.0005)
186                         {
187                                 if (input_timelength > 0.05)
188                                 {
189                                         input_timelength /= 2;
190                                         CSQCPlayer_Physics(this);
191                                 }
192                                 CSQCPlayer_Physics(this);
193                         }*/
194                         CSQCPlayer_Physics(this);
195                         CSQCPlayer_SetMinsMaxs(this);
196                         ++csqcplayer_moveframe;
197                 }
198                 while (csqcplayer_moveframe < endframe);
199         }
200
201         // add in anything that was applied after (for low packet rate protocols)
202         input_angles = view_angles;
203 }
204
205 bool CSQCPlayer_IsLocalPlayer(entity this)
206 {
207         return (this == csqcplayer);
208 }
209
210 float stairsmoothz;
211 float autocvar_cl_stairsmoothspeed;
212 float autocvar_cl_smoothviewheight;
213 float smooth_prevtime;
214 float viewheightavg;
215 vector CSQCPlayer_ApplySmoothing(entity this, vector v)
216 {
217         if(this.csqcmodel_teleported || !IS_ONGROUND(this) || autocvar_cl_stairsmoothspeed <= 0)
218                 stairsmoothz = v.z;
219         else
220         {
221                 if(v.z > stairsmoothz)
222                         v.z = stairsmoothz = bound(v.z - PHYS_STEPHEIGHT(this), stairsmoothz + frametime * autocvar_cl_stairsmoothspeed, v.z);
223                 else if(v.z < stairsmoothz)
224                         v.z = stairsmoothz = bound(v.z, stairsmoothz - frametime * autocvar_cl_stairsmoothspeed, v.z + PHYS_STEPHEIGHT(this));
225         }
226
227         float viewheight = bound(0, (time - smooth_prevtime) / max(0.0001, autocvar_cl_smoothviewheight), 1);
228         viewheightavg = viewheightavg * (1 - viewheight) + this.view_ofs.z * viewheight;
229         v.z += viewheightavg;
230
231         smooth_prevtime = time;
232
233         return v;
234 }
235
236 bool autocvar_v_deathtilt;
237 float autocvar_v_deathtiltangle;
238 void CSQCPlayer_ApplyDeathTilt(entity this)
239 {
240         if(!IS_DEAD(this) || !autocvar_v_deathtilt)
241                 return;
242         view_angles.y = autocvar_v_deathtiltangle;
243 }
244
245 float autocvar_v_idlescale;
246 float autocvar_v_ipitch_cycle;
247 float autocvar_v_iyaw_cycle;
248 float autocvar_v_iroll_cycle;
249 float autocvar_v_ipitch_level;
250 float autocvar_v_iyaw_level;
251 float autocvar_v_iroll_level;
252 void CSQCPlayer_ApplyIdleScaling(entity this)
253 {
254         if(!autocvar_v_idlescale)
255                 return;
256         view_angles.x += autocvar_v_idlescale * sin(time * autocvar_v_ipitch_cycle) * autocvar_v_ipitch_level;
257         view_angles.y += autocvar_v_idlescale * sin(time * autocvar_v_iyaw_cycle) * autocvar_v_iyaw_level;
258         view_angles.z += autocvar_v_idlescale * sin(time * autocvar_v_iroll_cycle) * autocvar_v_iroll_level;
259         //setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
260 }
261
262 float autocvar_cl_bob;
263 float autocvar_cl_bobcycle;
264 float autocvar_cl_bob_limit;
265 float autocvar_cl_bob_limit_heightcheck;
266 float autocvar_cl_bob_velocity_limit;
267 float autocvar_cl_bobup;
268 float autocvar_cl_bobfall;
269 float autocvar_cl_bobfallcycle;
270 float autocvar_cl_bobfallminspeed;
271 float autocvar_cl_bob2;
272 float autocvar_cl_bob2cycle;
273 float autocvar_cl_bob2smooth;
274 float bobfall_swing;
275 float bobfall_speed;
276 float bob2_smooth;
277 vector CSQCPlayer_ApplyBobbing(entity this, vector v)
278 {
279         if(IS_DEAD(this))
280                 return v;
281
282         // bounded XY speed, used by several effects below
283         float xyspeed = bound(0, sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y), autocvar_cl_bob_velocity_limit);
284         float bob, cycle;
285
286         // vertical view bobbing code
287         if(autocvar_cl_bob && autocvar_cl_bobcycle)
288         {
289                 float bob_limit = autocvar_cl_bob_limit;
290
291                 if(autocvar_cl_bob_limit_heightcheck)
292                 {
293                         // use traces to determine what range the view can bob in, and scale down the bob as needed
294                         vector bob_height_check_dest = v;
295                         bob_height_check_dest.z += autocvar_cl_bob_limit * 1.1;
296                         traceline(v, bob_height_check_dest, MOVE_NOMONSTERS, NULL);
297                         float trace1fraction = trace_fraction;
298
299                         bob_height_check_dest = v;
300                         bob_height_check_dest.z += autocvar_cl_bob_limit * -0.5;
301                         traceline(v, bob_height_check_dest, MOVE_NOMONSTERS, NULL);
302                         float trace2fraction = trace_fraction;
303
304                         bob_limit *= min(trace1fraction, trace2fraction);
305                 }
306
307                 // LordHavoc: figured out bobup: the time at which the sin is at 180
308                 // degrees (which allows lengthening or squishing the peak or valley)
309                 cycle = time / autocvar_cl_bobcycle;
310                 cycle -= rint(cycle);
311                 if(cycle < autocvar_cl_bobup)
312                         cycle = sin(M_PI * cycle / autocvar_cl_bobup);
313                 else
314                         cycle = sin(M_PI + M_PI * (cycle - autocvar_cl_bobup) / (1.0 - autocvar_cl_bobup));
315                 // bob is proportional to velocity in the xy plane
316                 // (don't count Z, or jumping messes it up)
317                 bob = xyspeed * autocvar_cl_bob;
318                 bob = bound(0, bob, bob_limit);
319                 bob = bob * 0.3 + bob * 0.7 * cycle;
320                 v.z += bob;
321         }
322
323         // horizontal view bobbing code
324         if(autocvar_cl_bob2 && autocvar_cl_bob2cycle)
325         {
326                 cycle = time / autocvar_cl_bob2cycle;
327                 cycle -= rint(cycle);
328                 if(cycle < 0.5)
329                         cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
330                 else
331                         cycle = cos(M_PI + M_PI * (cycle - 0.5) / 0.5);
332                 bob = autocvar_cl_bob2 * cycle;
333
334                 // this value slowly decreases from 1 to 0 when we stop touching the ground.
335                 // The cycle is later multiplied with it so the view smooths back to normal
336                 if(IS_ONGROUND(this) && !(input_buttons & BIT(1))) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
337                         bob2_smooth = 1;
338                 else
339                 {
340                         if(bob2_smooth > 0)
341                                 bob2_smooth -= bound(0, autocvar_cl_bob2smooth, 1);
342                         else
343                                 bob2_smooth = 0;
344                 }
345
346                 // calculate the front and side of the player between the X and Y axes
347                 makevectors(view_angles);
348                 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
349                 float side = bound(-autocvar_cl_bob_velocity_limit, (this.velocity * v_right) * bob2_smooth, autocvar_cl_bob_velocity_limit);
350                 float front = bound(-autocvar_cl_bob_velocity_limit, (this.velocity * v_forward) * bob2_smooth, autocvar_cl_bob_velocity_limit);
351                 v_forward = v_forward * bob;
352                 v_right = v_right * bob;
353                 // we use side with forward and front with right, so the bobbing goes
354                 // to the side when we walk forward and to the front when we strafe
355                 vector bob2vel;
356                 bob2vel.x = side * v_forward.x + front * v_right.x + 0 * v_up.x;
357                 bob2vel.y = side * v_forward.y + front * v_right.y + 0 * v_up.y;
358                 bob2vel.z = side * v_forward.z + front * v_right.z + 0 * v_up.z;
359                 v.x += bob2vel.x;
360                 v.y += bob2vel.y;
361         }
362
363         // fall bobbing code
364         // causes the view to swing down and back up when touching the ground
365         if(autocvar_cl_bobfall && autocvar_cl_bobfallcycle)
366         {
367                 if(!IS_ONGROUND(this))
368                 {
369                         bobfall_speed = bound(-400, this.velocity.z, 0) * bound(0, autocvar_cl_bobfall, 0.1);
370                         if(this.velocity.z < -autocvar_cl_bobfallminspeed)
371                                 bobfall_swing = 1;
372                         else
373                                 bobfall_swing = 0; // really?
374                 }
375                 else
376                 {
377                         bobfall_swing = max(0, bobfall_swing - autocvar_cl_bobfallcycle * frametime);
378                         float bobfall = sin(M_PI * bobfall_swing) * bobfall_speed;
379                         v.z += bobfall;
380                 }
381         }
382
383         return v;
384 }
385
386 float autocvar_cl_rollangle;
387 float autocvar_cl_rollspeed;
388 float CSQCPlayer_CalcRoll(entity this)
389 {
390         makevectors(view_angles);
391         float side = (this.velocity * v_right);
392         float sign = (side < 0) ? -1 : 1;
393         side = fabs(side);
394
395         if(side < autocvar_cl_rollspeed)
396                 side = side * autocvar_cl_rollangle / autocvar_cl_rollspeed;
397         else
398                 side = autocvar_cl_rollangle;
399
400         return side * sign;
401 }
402
403 float autocvar_chase_back;
404 float autocvar_chase_up;
405 bool autocvar_chase_overhead;
406 float autocvar_chase_pitchangle;
407 vector CSQCPlayer_ApplyChase(entity this, vector v)
408 {
409         // don't need to do offset for view height here, it's done in smoothing!
410         //v += this.view_ofs;
411         vector forward;
412         vector chase_dest;
413
414         if(autocvar_chase_overhead)
415         {
416                 view_angles.x = 0;
417                 makevectors(view_angles);
418                 forward = v_forward;
419                 vector up = v_up;
420                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
421                 chase_dest.x = v.x - forward.x * autocvar_chase_back + up.x * autocvar_chase_up;
422                 chase_dest.y = v.y - forward.y * autocvar_chase_back + up.y * autocvar_chase_up;
423                 chase_dest.z = v.z - forward.z * autocvar_chase_back + up.z * autocvar_chase_up;
424
425                 // trace from first person view location to our chosen third person view location
426                 traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
427
428                 vector bestvieworg = trace_endpos;
429                 vector offset = '0 0 0';
430                 for(offset.x = -16; offset.x <= 16; offset.x += 8)
431                 {
432                         for(offset.y = -16; offset.y <= 16; offset.y += 8)
433                         {
434                                 makevectors(view_angles);
435                                 up = v_up;
436                                 chase_dest.x = v.x - forward.x * autocvar_chase_back + up.x * autocvar_chase_up + offset.x;
437                                 chase_dest.y = v.y - forward.y * autocvar_chase_back + up.y * autocvar_chase_up + offset.y;
438                                 chase_dest.z = v.z - forward.z * autocvar_chase_back + up.z * autocvar_chase_up + offset.z;
439                                 traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
440                                 if(bestvieworg.z > trace_endpos.z)
441                                         bestvieworg.z = trace_endpos.z;
442                         }
443                 }
444                 bestvieworg.z -= 8;
445                 v = bestvieworg;
446
447                 view_angles.x = autocvar_chase_pitchangle;
448                 //setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
449         }
450         else
451         {
452                 makevectors(view_angles);
453                 forward = v_forward;
454                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
455                 float cdist = -autocvar_chase_back - 8;
456                 chase_dest.x = v.x + forward.x * cdist;
457                 chase_dest.y = v.y + forward.y * cdist;
458                 chase_dest.z = v.z + forward.z * cdist + autocvar_chase_up;
459                 traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
460                 v.x = 1 * trace_endpos.x + 8 * forward.x + 4 * trace_plane_normal.x;
461                 v.y = 1 * trace_endpos.y + 8 * forward.y + 4 * trace_plane_normal.y;
462                 v.z = 1 * trace_endpos.z + 8 * forward.z + 4 * trace_plane_normal.z;
463         }
464
465 #if 0
466         tracebox(v, '-4 -4 -4', '4 4 4', v - v_forward * autocvar_chase_back, MOVE_NORMAL, this);
467         v = trace_endpos;
468         tracebox(v, '-4 -4 -4', '4 4 4', v + v_up * autocvar_chase_up, MOVE_NORMAL, this);
469         v = trace_endpos;
470 #endif
471         return v;
472 }
473
474 bool autocvar_cl_useenginerefdef;
475
476 /** Called once per CSQC_UpdateView() */
477 void CSQCPlayer_SetCamera()
478 {
479         vector v0 = ((intermission && !autocvar_cl_movement_intermissionrunning) ? '0 0 0' : pmove_vel); // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
480         float vh = PHYS_VIEWHEIGHT(NULL);
481         vector pl_viewofs = PHYS_PL_VIEWOFS(NULL);
482         vector pl_viewofs_crouch = PHYS_PL_CROUCH_VIEWOFS(NULL);
483         entity e = csqcplayer;
484         if (e)
485         {
486                 if (servercommandframe == 0 || clientcommandframe == 0)
487                 {
488                         InterpolateOrigin_Do(e);
489                         e.view_ofs = '0 0 1' * vh;
490
491                         // get crouch state from the server
492                         if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
493                         else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
494
495                         // get onground state from the server
496                         e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
497
498                         CSQCPlayer_SetMinsMaxs(e);
499
500                         // override it back just in case
501                         e.view_ofs = '0 0 1' * vh;
502
503                         // set velocity
504                         e.velocity = v0;
505                 }
506                 else
507                 {
508                         int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
509                         InterpolateOrigin_Do(e);
510                         e.iflags = flg;
511
512                         if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
513                         {
514                                 vector o = e.origin;
515                                 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
516                                 CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
517                                 CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - IS_ONGROUND(e));
518                                 e.origin = o;
519                                 e.velocity = v0;
520
521                                 // get crouch state from the server
522                                 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
523                                 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
524
525                                 // get onground state from the server
526                                 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
527
528                                 CSQCPlayer_SavePrediction(e);
529                         }
530                         CSQCPlayer_PredictTo(e, clientcommandframe + 1, true);
531
532 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
533                         // get crouch state from the server (LAG)
534                         if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
535                         else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
536 #endif
537                         CSQCPlayer_SetMinsMaxs(e);
538
539                         e.angles_y = input_angles.y;
540                 }
541
542                 // relink
543                 setorigin(e, e.origin);
544         }
545
546         const entity view = CSQCModel_server2csqc(player_localentnum - 1);
547         if (view)
548         {
549                 if (view != csqcplayer)
550                 {
551                         InterpolateOrigin_Do(view);
552                         view.view_ofs = '0 0 1' * vh;
553                 }
554                 if(autocvar_cl_useenginerefdef)
555                 {
556                         int refdefflags = 0;
557                         if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
558                         if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
559                         // note: these two only work in WIP2, but are harmless in WIP1
560                         if (PHYS_HEALTH(NULL) <= 0 && PHYS_HEALTH(NULL) != -666 && PHYS_HEALTH(NULL) != -2342) refdefflags |= REFDEFFLAG_DEAD;
561                         if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
562                         V_CalcRefdef(view, refdefflags); // TODO? uses .health stat in the engine when this isn't called here, may be broken!
563                 }
564                 else
565                 {
566                         vector vieworg = view.origin;
567                         vieworg = CSQCPlayer_ApplySmoothing(view, vieworg);
568                         if(autocvar_chase_active)
569                                 vieworg = CSQCPlayer_ApplyChase(view, vieworg);
570                         else
571                         {
572                                 // angles
573                                 CSQCPlayer_ApplyDeathTilt(view);
574                                 view_angles = view_angles + view_punchangle;
575                                 view_angles.z += CSQCPlayer_CalcRoll(view);
576                                 // TODO? we don't have damage time accessible here
577                                 // origin
578                                 vieworg = vieworg + view_punchvector;
579                                 vieworg = CSQCPlayer_ApplyBobbing(view, vieworg);
580                                 CSQCPlayer_ApplyIdleScaling(view);
581                         }
582                         setproperty(VF_ORIGIN, vieworg);
583                         setproperty(VF_ANGLES, view_angles);
584                 }
585                         
586         }
587         else
588         {
589                 // FIXME by CSQC spec we have to do this:
590                 // but it breaks chase cam
591                 /*
592                 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh);
593                 setproperty(VF_ANGLES, view_angles);
594                 */
595         }
596         CSQCPLAYER_HOOK_POSTCAMERASETUP();
597 }
598
599 void CSQCPlayer_Remove(entity this)
600 {
601         csqcplayer = NULL;
602         cvar_settemp("cl_movement_replay", "1");
603 }
604
605 bool CSQCPlayer_PreUpdate(entity this)
606 {
607         if (this != csqcplayer) return false;
608         if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this);
609         return true;
610 }
611
612 bool CSQCPlayer_PostUpdate(entity this)
613 {
614         if (this.entnum != player_localnum + 1) return false;
615         csqcplayer = this;
616         csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
617         cvar_settemp("cl_movement_replay", "0");
618         this.entremove = CSQCPlayer_Remove;
619         return true;
620 }