float autocvar_cl_bobmodel_up;
float autocvar_cl_followmodel;
-float autocvar_cl_followmodel_side_speed;
-float autocvar_cl_followmodel_side_highpass;
-float autocvar_cl_followmodel_side_highpass1;
-float autocvar_cl_followmodel_side_limit;
-float autocvar_cl_followmodel_side_lowpass;
-float autocvar_cl_followmodel_up_speed;
-float autocvar_cl_followmodel_up_highpass;
-float autocvar_cl_followmodel_up_highpass1;
-float autocvar_cl_followmodel_up_limit;
-float autocvar_cl_followmodel_up_lowpass;
+float autocvar_cl_followmodel_speed = 0.3;
+float autocvar_cl_followmodel_limit = 1000;
+float autocvar_cl_followmodel_highpass1 = 0.05;
+float autocvar_cl_followmodel_highpass = 0.05;
+float autocvar_cl_followmodel_lowpass = 0.03;
float autocvar_cl_leanmodel;
-float autocvar_cl_leanmodel_side_speed;
-float autocvar_cl_leanmodel_side_highpass;
-float autocvar_cl_leanmodel_side_highpass1;
-float autocvar_cl_leanmodel_side_lowpass;
-float autocvar_cl_leanmodel_side_limit;
-float autocvar_cl_leanmodel_up_speed;
-float autocvar_cl_leanmodel_up_highpass;
-float autocvar_cl_leanmodel_up_highpass1;
-float autocvar_cl_leanmodel_up_lowpass;
-float autocvar_cl_leanmodel_up_limit;
+float autocvar_cl_leanmodel_speed = 0.3;
+float autocvar_cl_leanmodel_limit = 1000;
+float autocvar_cl_leanmodel_highpass1 = 0.2;
+float autocvar_cl_leanmodel_highpass = 0.2;
+float autocvar_cl_leanmodel_lowpass = 0.05;
+#define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
#define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
{ \
- float __frac = bound(0, frac, 1); \
- ret = ref_store = ref_store * (1 - __frac) + (value) * __frac; \
+ ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
} MACRO_END
#define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
ret = (value) - __f; \
} MACRO_END
-#define lowpass3(value, fracx, fracy, fracz, ref_store, ref_out) MACRO_BEGIN \
+#define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
{ \
- lowpass(value.x, fracx, ref_store.x, ref_out.x); \
- lowpass(value.y, fracy, ref_store.y, ref_out.y); \
- lowpass(value.z, fracz, ref_store.z, ref_out.z); \
+ lowpass(value.x, frac, ref_store.x, ref_out.x); \
+ lowpass(value.y, frac, ref_store.y, ref_out.y); \
} MACRO_END
-#define highpass3(value, fracx, fracy, fracz, ref_store, ref_out) MACRO_BEGIN \
+#define lowpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
{ \
- highpass(value.x, fracx, ref_store.x, ref_out.x); \
- highpass(value.y, fracy, ref_store.y, ref_out.y); \
- highpass(value.z, fracz, ref_store.z, ref_out.z); \
+ lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
+ lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
} MACRO_END
-#define highpass3_limited(value, fracx, limitx, fracy, limity, fracz, limitz, ref_store, ref_out) MACRO_BEGIN \
+#define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
{ \
- highpass_limited(value.x, fracx, limitx, ref_store.x, ref_out.x); \
- highpass_limited(value.y, fracy, limity, ref_store.y, ref_out.y); \
- highpass_limited(value.z, fracz, limitz, ref_store.z, ref_out.z); \
+ highpass(value.x, frac, ref_store.x, ref_out.x); \
+ highpass(value.y, frac, ref_store.y, ref_out.y); \
+} MACRO_END
+
+#define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
+{ \
+ highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
+ highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
+} MACRO_END
+
+#define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
+{ \
+ lowpass(value.x, frac, ref_store.x, ref_out.x); \
+ lowpass(value.y, frac, ref_store.y, ref_out.y); \
+ lowpass(value.z, frac, ref_store.z, ref_out.z); \
+} MACRO_END
+
+#define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
+{ \
+ highpass(value.x, frac, ref_store.x, ref_out.x); \
+ highpass(value.y, frac, ref_store.y, ref_out.y); \
+ highpass(value.z, frac, ref_store.z, ref_out.z); \
+} MACRO_END
+
+#define highpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
+{ \
+ highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
+ highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
+ highpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
+} MACRO_END
+
+#define lowpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
+{ \
+ lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
+ lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
+ lowpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
} MACRO_END
void viewmodel_animate(entity this)
{
static float prevtime;
- float frametime = (time - prevtime) * STAT(MOVEVARS_TIMESCALE);
+ float frametime = (time - prevtime);
prevtime = time;
if (autocvar_chase_active) return;
}
oldonground = clonground;
- vector gunorg = '0 0 0', gunangles = '0 0 0';
- static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0';
bool teleported = view.csqcmodel_teleported;
- // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
- if (teleported)
+ float frac;
+ if(autocvar_cl_followmodel)
{
- // try to fix the first highpass; result is NOT
- // perfect! TODO find a better fix
+ vector gunorg = '0 0 0';
+ static vector vel_average;
+ static vector gunorg_prev = '0 0 0';
+ static vector gunorg_adjustment_highpass;
+ static vector gunorg_adjustment_lowpass;
+
+ vector vel;
+ vector forward, right = '0 0 0', up = '0 0 0';
+ MAKEVECTORS(makevectors, view_angles, forward, right, up);
+ vel.x = view.velocity * forward;
+ vel.y = view.velocity * right * -1;
+ vel.z = view.velocity * up;
+ frac = avg_factor(autocvar_cl_followmodel_highpass1);
+ lowpass3_limited(vel, frac, autocvar_cl_followmodel_limit, vel_average, gunorg);
+
+ gunorg *= -autocvar_cl_followmodel_speed * 0.042;
+
+ // 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!
+ frac = avg_factor(autocvar_cl_followmodel_highpass);
+ highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
+ frac = avg_factor(autocvar_cl_followmodel_lowpass);
+ lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
+
+ this.origin += gunorg;
+ }
+
+ if(autocvar_cl_leanmodel)
+ {
+ vector gunangles = '0 0 0';
+ static vector gunangles_prev = '0 0 0';
+ static vector gunangles_highpass = '0 0 0';
+ static vector gunangles_adjustment_highpass;
+ static vector gunangles_adjustment_lowpass;
+
+ if (teleported)
+ gunangles_prev = view_angles;
+
+ // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+ gunangles_highpass += gunangles_prev;
+ PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
+ YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
+ ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
+ frac = avg_factor(autocvar_cl_leanmodel_highpass1);
+ highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
gunangles_prev = view_angles;
- gunorg_prev = view_origin;
- }
-
- static vector gunorg_highpass = '0 0 0';
-
- // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
- gunorg_highpass += gunorg_prev;
- highpass3_limited(view_origin,
- frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
- frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
- frametime * autocvar_cl_followmodel_up_highpass1, autocvar_cl_followmodel_up_limit,
- gunorg_highpass, gunorg);
- gunorg_prev = view_origin;
- gunorg_highpass -= gunorg_prev;
-
- static vector gunangles_highpass = '0 0 0';
-
- // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
- gunangles_highpass += gunangles_prev;
- PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
- YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
- ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
- highpass3_limited(view_angles,
- frametime * autocvar_cl_leanmodel_up_highpass1, autocvar_cl_leanmodel_up_limit,
- frametime * autocvar_cl_leanmodel_side_highpass1, autocvar_cl_leanmodel_side_limit,
- 0, 0,
- gunangles_highpass, gunangles);
- gunangles_prev = view_angles;
- gunangles_highpass -= gunangles_prev;
-
- // 3. calculate the RAW adjustment vectors
- gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
- gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
- gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_up_speed : 0);
-
- PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_up_speed : 0);
- YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_side_speed : 0);
- ROLL(gunangles) = 0;
-
- static vector gunorg_adjustment_highpass;
- static vector gunorg_adjustment_lowpass;
- static vector gunangles_adjustment_highpass;
- static vector gunangles_adjustment_lowpass;
-
- // 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 * autocvar_cl_followmodel_side_highpass,
- frametime * autocvar_cl_followmodel_side_highpass,
- frametime * autocvar_cl_followmodel_up_highpass,
- gunorg_adjustment_highpass, gunorg);
- lowpass3(gunorg,
- frametime * autocvar_cl_followmodel_side_lowpass,
- frametime * autocvar_cl_followmodel_side_lowpass,
- frametime * autocvar_cl_followmodel_up_lowpass,
- gunorg_adjustment_lowpass, gunorg);
- // we assume here: PITCH = 0, YAW = 1, ROLL = 2
- highpass3(gunangles,
- frametime * autocvar_cl_leanmodel_up_highpass,
- frametime * autocvar_cl_leanmodel_side_highpass,
- 0,
- gunangles_adjustment_highpass, gunangles);
- lowpass3(gunangles,
- frametime * autocvar_cl_leanmodel_up_lowpass,
- frametime * autocvar_cl_leanmodel_side_lowpass,
- 0,
- gunangles_adjustment_lowpass, gunangles);
+ gunangles_highpass -= gunangles_prev;
+
+ PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
+ YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
+
+ // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+ frac = avg_factor(autocvar_cl_leanmodel_highpass);
+ highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
+ frac = avg_factor(autocvar_cl_leanmodel_lowpass);
+ lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
+
+ gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
+ this.angles += gunangles;
+ }
+
float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
// vertical view bobbing code
// 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.
- vector forward, right = '0 0 0', up = '0 0 0';
float bspeed;
float t = 1;
float s = time * autocvar_cl_bobmodel_speed;
t *= 5;
}
bspeed = xyspeed * 0.01;
- MAKEVECTORS(makevectors, view_angles, forward, right, up);
- float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
- gunorg += bobr * right;
- float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
- gunorg += bobu * up;
- }
- vector v = rotate(gunorg, YAW(view_angles) * DEG2RAD); // rotate world coordinates to relative ones
- v.z = gunorg.z;
- this.origin += v;
- gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
- this.angles += gunangles;
+ vector gunorg = '0 0 0';
+ gunorg.y += bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
+ gunorg.z += bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
+
+ this.origin += gunorg;
+ }
}
.vector viewmodel_origin, viewmodel_angles;
if (invehicle) a = -1;
else if (wasinvehicle) a = 1;
wasinvehicle = invehicle;
- int c = stof(getplayerkeyvalue(current_player, "colors"));
- vector g;
Weapon wep = activeweapon;
- if (!(g = wep.wr_glow(wep))) g = colormapPaletteColor(c & 0x0F, true) * 2;
+ int c = stof(getplayerkeyvalue(current_player, "colors"));
+ vector g = weaponentity_glowmod(wep, c);
entity me = CSQCModel_server2csqc(player_localentnum - 1);
int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
| EF_NODEPTHTEST)
e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
e.glowmod = g;
e.csqcmodel_effects = fx;
- WITH(entity, self, e, CSQCModel_Effects_Apply());
+ CSQCModel_Effects_Apply(e);
}
{
static string name_last;
float eventchase_current_distance;
float eventchase_running;
-bool WantEventchase()
-{SELFPARAM();
+bool WantEventchase(entity this)
+{
if(autocvar_cl_orthoview)
return false;
if(intermission)
return true;
- if(self.viewloc)
+ if(this.viewloc)
return true;
if(spectatee_status >= 0)
{
if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
return true;
- if(MUTATOR_CALLHOOK(WantEventchase, self))
+ if(MUTATOR_CALLHOOK(WantEventchase, this))
return true;
if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
return true;
if(autocvar_cl_eventchase_death == 2)
{
// don't stop eventchase once it's started (even if velocity changes afterwards)
- if(self.velocity == '0 0 0' || eventchase_running)
+ if(this.velocity == '0 0 0' || eventchase_running)
return true;
}
else return true;
{
if(hud != HUD_BUMBLEBEE_GUN)
{
- Vehicle info = get_vehicleinfo(hud);
+ Vehicle info = Vehicles_from(hud);
info.vr_crosshair(info);
}
}
{SELFPARAM();
static float rainbow_last_flicker;
static vector rainbow_prev_color;
- entity e = self;
+ entity e = this;
float f, i, j;
vector v;
if(!scoreboard_active && !camera_active && intermission != 2 &&
else
view_quality = 1;
- button_attack2 = PHYS_INPUT_BUTTON_ATCK2(self);
- button_zoom = PHYS_INPUT_BUTTON_ZOOM(self);
+ button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
+ button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
vf_size = getpropertyvec(VF_SIZE);
vf_min = getpropertyvec(VF_MIN);
{
if(hud != HUD_BUMBLEBEE_GUN)
{
- Vehicle info = get_vehicleinfo(hud);
+ Vehicle info = Vehicles_from(hud);
vehicle_viewdist = info.height;
vehicle_viewofs = info.view_ofs;
}
if(!gen)
ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
}
- if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
+ if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
{
eventchase_running = true;
+ entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
+ if(!local_player)
+ local_player = self; // fall back!
+
// make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
if(ons_roundlost) { current_view_origin = gen.origin; }
WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
// If the boxtrace fails, revert back to line tracing.
- if(!self.viewloc)
+ if(!local_player.viewloc)
if(trace_startsolid)
{
eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
}
else { setproperty(VF_ORIGIN, trace_endpos); }
- if(!self.viewloc)
+ if(!local_player.viewloc)
setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
}
else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
mousepos = mousepos*0.5 + getmousepos();
*/
- FOREACH_ENTITY(it.draw, LAMBDA(WITH(entity, self, it, it.draw(it))));
+ FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
renderscene();
} else */
// draw 2D entities
- FOREACH_ENTITY(it.draw2d, LAMBDA(WITH(entity, self, it, it.draw2d(it))));
+ FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
Draw_ShowNames_All();
Debug_Draw();