]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/lib/csqcmodel/cl_player.qc
Disable cl_useenginerefdef by default so that the QC implementation is used
[xonotic/xonotic-data.pk3dir.git] / qcsrc / lib / csqcmodel / cl_player.qc
index a9d5c84c6403042ef1840dbccb33d2d2f75b1898..04a3c2b74072e5391a198224b5a33a7658672e99 100644 (file)
@@ -82,7 +82,7 @@ void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
 
        csqcplayer_predictionerroro = CSQCPlayer_GetPredictionErrorO() + o;
        csqcplayer_predictionerrorv = CSQCPlayer_GetPredictionErrorV() + v;
-       csqcplayer_predictionerrorfactor = autocvar_cl_movement_errorcompensation / ticrate;
+       csqcplayer_predictionerrorfactor = autocvar_cl_movement_errorcompensation / ((ticrate) ? ticrate : 1);
        csqcplayer_predictionerrortime = time + 1.0 / csqcplayer_predictionerrorfactor;
 }
 
@@ -208,49 +208,29 @@ bool CSQCPlayer_IsLocalPlayer(entity this)
 }
 
 float stairsmoothz;
-float autocvar_cl_stairsmoothspeed;
-float autocvar_cl_smoothviewheight;
+float autocvar_cl_stairsmoothspeed = 200;
+float autocvar_cl_smoothviewheight = 0.05;
 float smooth_prevtime;
 float viewheightavg;
-float autocvar_cl_bobfall;
-float autocvar_cl_bobfallcycle;
-float autocvar_cl_bobfallminspeed;
-float bobfall_swing;
-float bobfall_speed;
 vector CSQCPlayer_ApplySmoothing(entity this, vector v)
 {
-       if(this.csqcmodel_teleported || !IS_ONGROUND(this) || autocvar_cl_stairsmoothspeed <= 0)
+       float smoothtime = bound(0, time - smooth_prevtime, 0.1);
+       smooth_prevtime = max(smooth_prevtime, drawtime); // drawtime is the previous frame's time at this point
+
+       if(this.csqcmodel_teleported || !(this.pmove_flags & PMF_ONGROUND) || autocvar_cl_stairsmoothspeed <= 0)
                stairsmoothz = v.z;
        else
        {
-               if(v.z > stairsmoothz)
-                       v.z = stairsmoothz = bound(v.z - PHYS_STEPHEIGHT(this), stairsmoothz + frametime * autocvar_cl_stairsmoothspeed, v.z);
-               else if(v.z < stairsmoothz)
-                       v.z = stairsmoothz = bound(v.z, stairsmoothz - frametime * autocvar_cl_stairsmoothspeed, v.z + PHYS_STEPHEIGHT(this));
+               if(stairsmoothz < v.z)
+                       v.z = stairsmoothz = bound(v.z - PHYS_STEPHEIGHT(this), stairsmoothz + smoothtime * autocvar_cl_stairsmoothspeed, v.z);
+               else if(stairsmoothz > v.z)
+                       v.z = stairsmoothz = bound(v.z, stairsmoothz - smoothtime * autocvar_cl_stairsmoothspeed, v.z + PHYS_STEPHEIGHT(this));
        }
 
        float viewheight = bound(0, (time - smooth_prevtime) / max(0.0001, autocvar_cl_smoothviewheight), 1);
        viewheightavg = viewheightavg * (1 - viewheight) + this.view_ofs.z * viewheight;
        v.z += viewheightavg;
 
-       if(autocvar_cl_bobfall && autocvar_cl_bobfallcycle)
-       {
-               if(!IS_ONGROUND(this))
-               {
-                       bobfall_speed = bound(-400, this.velocity.z, 0) * bound(0, autocvar_cl_bobfall, 0.1);
-                       if(this.velocity.z < -autocvar_cl_bobfallminspeed)
-                               bobfall_swing = 1;
-                       else
-                               bobfall_swing = 0; // really?
-               }
-               else
-               {
-                       bobfall_swing = max(0, bobfall_swing - autocvar_cl_bobfallcycle * frametime);
-                       float bobfall = sin(M_PI * bobfall_swing) * bobfall_speed;
-                       v.z += bobfall;
-               }
-       }
-
        smooth_prevtime = time;
 
        return v;
@@ -260,9 +240,9 @@ bool autocvar_v_deathtilt;
 float autocvar_v_deathtiltangle;
 void CSQCPlayer_ApplyDeathTilt(entity this)
 {
-       if(!autocvar_v_deathtilt)
+       if(!this.csqcmodel_isdead || !autocvar_v_deathtilt)
                return;
-       view_angles.y = autocvar_v_deathtiltangle;
+       view_angles.z = autocvar_v_deathtiltangle;
 }
 
 float autocvar_v_idlescale;
@@ -282,14 +262,153 @@ void CSQCPlayer_ApplyIdleScaling(entity this)
        //setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
 }
 
+float autocvar_cl_bob = 0;
+float autocvar_cl_bobcycle = 0.5;
+float autocvar_cl_bob_limit = 7;
+float autocvar_cl_bob_limit_heightcheck = 0;
+float autocvar_cl_bob_velocity_limit = 400;
+float autocvar_cl_bobup = 0.5;
+float autocvar_cl_bobfall = 0.05;
+float autocvar_cl_bobfallcycle = 3;
+float autocvar_cl_bobfallminspeed = 200;
+float autocvar_cl_bob2 = 0;
+float autocvar_cl_bob2cycle = 1;
+float autocvar_cl_bob2smooth = 0.05;
+float bobfall_swing;
+float bobfall_speed;
+float bob2_smooth;
+vector CSQCPlayer_ApplyBobbing(entity this, vector v)
+{
+       if(this.csqcmodel_isdead)
+               return v;
+
+       // bounded XY speed, used by several effects below
+       float bob, cycle;
+
+       // vertical view bobbing code
+       if(autocvar_cl_bob && autocvar_cl_bobcycle)
+       {
+               float bob_limit = autocvar_cl_bob_limit;
+
+               if(autocvar_cl_bob_limit_heightcheck)
+               {
+                       // use traces to determine what range the view can bob in, and scale down the bob as needed
+                       vector bob_height_check_dest = v;
+                       bob_height_check_dest.z += autocvar_cl_bob_limit * 1.1;
+                       traceline(v, bob_height_check_dest, MOVE_NOMONSTERS, NULL);
+                       float trace1fraction = trace_fraction;
+
+                       bob_height_check_dest = v;
+                       bob_height_check_dest.z += autocvar_cl_bob_limit * -0.5;
+                       traceline(v, bob_height_check_dest, MOVE_NOMONSTERS, NULL);
+                       float trace2fraction = trace_fraction;
+
+                       bob_limit *= min(trace1fraction, trace2fraction);
+               }
+
+               // LordHavoc: figured out bobup: the time at which the sin is at 180
+               // degrees (which allows lengthening or squishing the peak or valley)
+               cycle = time / autocvar_cl_bobcycle;
+               cycle -= rint(cycle);
+               if(cycle < autocvar_cl_bobup)
+                       cycle = sin(M_PI * cycle / autocvar_cl_bobup);
+               else
+                       cycle = sin(M_PI + M_PI * (cycle - autocvar_cl_bobup) / (1.0 - autocvar_cl_bobup));
+               // bob is proportional to velocity in the xy plane
+               // (don't count Z, or jumping messes it up)
+               float xyspeed = bound(0, sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y), autocvar_cl_bob_velocity_limit);
+               bob = xyspeed * autocvar_cl_bob;
+               bob = bound(0, bob, bob_limit);
+               bob = bob * 0.3 + bob * 0.7 * cycle;
+               v.z += bob;
+       }
+
+       // horizontal view bobbing code
+       if(autocvar_cl_bob2 && autocvar_cl_bob2cycle)
+       {
+               cycle = time / autocvar_cl_bob2cycle;
+               cycle -= rint(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 = autocvar_cl_bob2 * 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(IS_ONGROUND(this) && !(input_buttons & BIT(1))) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
+                       bob2_smooth = 1;
+               else
+               {
+                       if(bob2_smooth > 0)
+                               bob2_smooth -= bound(0, autocvar_cl_bob2smooth, 1);
+                       else
+                               bob2_smooth = 0;
+               }
+
+               // calculate the front and side of the player between the X and Y axes
+               makevectors(view_angles);
+               // now get the speed based on those angles. The bounds should match the same value as xyspeed's
+               float side = bound(-autocvar_cl_bob_velocity_limit, (this.velocity * v_right) * bob2_smooth, autocvar_cl_bob_velocity_limit);
+               float front = bound(-autocvar_cl_bob_velocity_limit, (this.velocity * v_forward) * bob2_smooth, autocvar_cl_bob_velocity_limit);
+               v_forward = v_forward * bob;
+               v_right = v_right * bob;
+               // 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
+               vector bob2vel;
+               bob2vel.x = side * v_forward.x + front * v_right.x + 0 * v_up.x;
+               bob2vel.y = side * v_forward.y + front * v_right.y + 0 * v_up.y;
+               bob2vel.z = side * v_forward.z + front * v_right.z + 0 * v_up.z;
+               v.x += bob2vel.x;
+               v.y += bob2vel.y;
+       }
+
+       // fall bobbing code
+       // causes the view to swing down and back up when touching the ground
+       if(autocvar_cl_bobfall && autocvar_cl_bobfallcycle)
+       {
+               if(!IS_ONGROUND(this))
+               {
+                       bobfall_speed = bound(-400, this.velocity.z, 0) * bound(0, autocvar_cl_bobfall, 0.1);
+                       if(this.velocity.z < -autocvar_cl_bobfallminspeed)
+                               bobfall_swing = 1;
+                       else
+                               bobfall_swing = 0; // really?
+               }
+               else
+               {
+                       bobfall_swing = max(0, bobfall_swing - autocvar_cl_bobfallcycle * frametime);
+                       float bobfall = sin(M_PI * bobfall_swing) * bobfall_speed;
+                       v.z += bobfall;
+               }
+       }
+
+       return v;
+}
+
+float autocvar_cl_rollangle;
+float autocvar_cl_rollspeed;
+float CSQCPlayer_CalcRoll(entity this)
+{
+       makevectors(view_angles);
+       float side = (this.velocity * v_right);
+       float sign = (side < 0) ? -1 : 1;
+       side = fabs(side);
+
+       if(side < autocvar_cl_rollspeed)
+               side = side * autocvar_cl_rollangle / autocvar_cl_rollspeed;
+       else
+               side = autocvar_cl_rollangle;
+
+       return side * sign;
+}
+
 float autocvar_chase_back;
 float autocvar_chase_up;
 bool autocvar_chase_overhead;
 float autocvar_chase_pitchangle;
 vector CSQCPlayer_ApplyChase(entity this, vector v)
 {
-       // don't need to do offset for view height here, it's done in smoothing!
-       //v += this.view_ofs;
        vector forward;
        vector chase_dest;
 
@@ -353,7 +472,37 @@ vector CSQCPlayer_ApplyChase(entity this, vector v)
        return v;
 }
 
-bool autocvar_cl_useenginerefdef;
+void CSQCPlayer_CalcRefdef(entity this)
+{
+       vector vieworg = this.origin;
+       if(intermission)
+       {
+               // just update view offset, don't need to do anything else
+               vieworg.z += this.view_ofs.z;
+       }
+       else
+       {
+               vieworg = CSQCPlayer_ApplySmoothing(this, vieworg);
+               if(autocvar_chase_active)
+                       vieworg = CSQCPlayer_ApplyChase(this, vieworg);
+               else
+               {
+                       // angles
+                       CSQCPlayer_ApplyDeathTilt(this);
+                       view_angles = view_angles + view_punchangle;
+                       view_angles.z += CSQCPlayer_CalcRoll(this);
+                       // TODO? we don't have damage time accessible here
+                       // origin
+                       vieworg = vieworg + view_punchvector;
+                       vieworg = CSQCPlayer_ApplyBobbing(this, vieworg);
+               }
+               CSQCPlayer_ApplyIdleScaling(this);
+       }
+       setproperty(VF_ORIGIN, vieworg);
+       setproperty(VF_ANGLES, view_angles);
+}
+
+bool autocvar_cl_useenginerefdef = false;
 
 /** Called once per CSQC_UpdateView() */
 void CSQCPlayer_SetCamera()
@@ -445,15 +594,7 @@ void CSQCPlayer_SetCamera()
                }
                else
                {
-                       vector vieworg = view.origin;
-                       vieworg = CSQCPlayer_ApplySmoothing(view, vieworg);
-                       if(autocvar_chase_active)
-                               vieworg = CSQCPlayer_ApplyChase(view, vieworg);
-                       else if(IS_DEAD(view))
-                               CSQCPlayer_ApplyDeathTilt(view);
-                       CSQCPlayer_ApplyIdleScaling(view);
-                       setproperty(VF_ORIGIN, vieworg);
-                       setproperty(VF_ANGLES, view_angles);
+                       CSQCPlayer_CalcRefdef(view);
                }
                        
        }