]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/lib/csqcmodel/cl_player.qc
Add some missing parenthesis
[xonotic/xonotic-data.pk3dir.git] / qcsrc / lib / csqcmodel / cl_player.qc
index b20a04cd4ed3bee048c23570fe7b2f5caed6159a..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;
 }
 
@@ -208,20 +208,23 @@ 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;
 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);
@@ -237,9 +240,9 @@ bool autocvar_v_deathtilt;
 float autocvar_v_deathtiltangle;
 void CSQCPlayer_ApplyDeathTilt(entity this)
 {
-       if(!IS_DEAD(this) || !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;
@@ -259,28 +262,27 @@ void CSQCPlayer_ApplyIdleScaling(entity this)
        //setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
 }
 
-float autocvar_cl_bob;
-float autocvar_cl_bobcycle;
-float autocvar_cl_bob_limit;
-float autocvar_cl_bob_limit_heightcheck;
-float autocvar_cl_bob_velocity_limit;
-float autocvar_cl_bobup;
-float autocvar_cl_bobfall;
-float autocvar_cl_bobfallcycle;
-float autocvar_cl_bobfallminspeed;
-float autocvar_cl_bob2;
-float autocvar_cl_bob2cycle;
-float autocvar_cl_bob2smooth;
+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(IS_DEAD(this))
+       if(this.csqcmodel_isdead)
                return v;
 
        // bounded XY speed, used by several effects below
-       float xyspeed = bound(0, sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y), autocvar_cl_bob_velocity_limit);
        float bob, cycle;
 
        // vertical view bobbing code
@@ -314,6 +316,7 @@ vector CSQCPlayer_ApplyBobbing(entity this, vector v)
                        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;
@@ -406,8 +409,6 @@ 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;
 
@@ -471,7 +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()
@@ -563,24 +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
-                       {
-                               // angles
-                               CSQCPlayer_ApplyDeathTilt(view);
-                               view_angles = view_angles + view_punchangle;
-                               view_angles.z += CSQCPlayer_CalcRoll(view);
-                               // TODO? we don't have damage time accessible here
-                               // origin
-                               vieworg = vieworg + view_punchvector;
-                               vieworg = CSQCPlayer_ApplyBobbing(view, vieworg);
-                               CSQCPlayer_ApplyIdleScaling(view);
-                       }
-                       setproperty(VF_ORIGIN, vieworg);
-                       setproperty(VF_ANGLES, view_angles);
+                       CSQCPlayer_CalcRefdef(view);
                }
                        
        }