2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // view.c -- player eye positioning
23 #include "cl_collision.h"
25 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
29 The view is allowed to move slightly from it's true position for bobbing,
30 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
31 entities sent from the server may not include everything in the pvs, especially
32 when crossing a water boudnary.
36 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
37 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
39 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
40 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
41 cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
43 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
44 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
45 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
46 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
48 cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
50 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
51 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
52 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
54 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
55 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
56 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
57 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
58 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
59 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
61 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
63 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
65 cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
66 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
68 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
70 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
71 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
72 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
73 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
75 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
77 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
78 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
80 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
81 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
83 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
90 Used by view and sv_user
93 float V_CalcRoll (vec3_t angles, vec3_t velocity)
100 AngleVectors (angles, NULL, right, NULL);
101 side = DotProduct (velocity, right);
102 sign = side < 0 ? -1 : 1;
105 value = cl_rollangle.value;
107 if (side < cl_rollspeed.value)
108 side = side * value / cl_rollspeed.value;
116 void V_StartPitchDrift (void)
118 if (cl.laststop == cl.time)
119 return; // something else is keeping it from drifting
121 if (cl.nodrift || !cl.pitchvel)
123 cl.pitchvel = v_centerspeed.value;
129 void V_StopPitchDrift (void)
131 cl.laststop = cl.time;
140 Moves the client pitch angle towards cl.idealpitch sent by the server.
142 If the user is adjusting pitch manually, either with lookup/lookdown,
143 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
145 Drifting is enabled when the center view key is hit, mlook is released and
146 lookspring is non 0, or when
149 void V_DriftPitch (void)
153 if (noclip_anglehack || !cl.onground || cls.demoplayback )
160 // don't count small mouse motion
163 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
166 cl.driftmove += cl.realframetime;
168 if ( cl.driftmove > v_centermove.value)
170 V_StartPitchDrift ();
175 delta = cl.idealpitch - cl.viewangles[PITCH];
183 move = cl.realframetime * cl.pitchvel;
184 cl.pitchvel += cl.realframetime * v_centerspeed.value;
193 cl.viewangles[PITCH] += move;
202 cl.viewangles[PITCH] -= move;
208 ==============================================================================
212 ==============================================================================
221 void V_ParseDamage (void)
225 //vec3_t forward, right;
231 armor = MSG_ReadByte ();
232 blood = MSG_ReadByte ();
233 MSG_ReadVector(from, cls.protocol);
235 // Send the Dmg Globals to CSQC
236 CL_VM_UpdateDmgGlobals(blood, armor, from);
238 count = blood*0.5 + armor*0.5;
242 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
244 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
245 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
246 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
247 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
248 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
252 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
253 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
254 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
258 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
259 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
260 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
264 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
265 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
266 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
269 // calculate view angle kicks
270 if (cl.entities[cl.viewentity].state_current.active)
272 ent = &cl.entities[cl.viewentity];
273 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
274 VectorNormalize(localfrom);
275 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
276 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
277 v_dmg_time = v_kicktime.value;
281 static cshift_t v_cshift;
288 static void V_cshift_f (void)
290 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
291 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
292 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
293 v_cshift.percent = atof(Cmd_Argv(4));
301 When you run over an item, the server sends this command
304 static void V_BonusFlash_f (void)
306 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
307 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
308 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
309 cl.cshifts[CSHIFT_BONUS].percent = 50;
313 ==============================================================================
317 ==============================================================================
320 extern matrix4x4_t viewmodelmatrix;
322 #include "cl_collision.h"
332 static vec3_t eyeboxmins = {-16, -16, -24};
333 static vec3_t eyeboxmaxs = { 16, 16, 32};
335 void V_CalcRefdef (void)
338 float vieworg[3], gunorg[3], viewangles[3], smoothtime;
339 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
340 vec3_t camboxmins = {0, 0, 0};
341 vec3_t camboxmaxs = {0, 0, 0};
342 // end of chase camera bounding box size for proper collisions by Alexander Zubov
345 viewmodelmatrix = identitymatrix;
346 r_refdef.view.matrix = identitymatrix;
347 if (cls.state == ca_connected && cls.signon == SIGNONS)
349 // ent is the view entity (visible when out of body)
350 ent = &cl.entities[cl.viewentity];
351 // player can look around, so take the origin from the entity,
352 // and the angles from the input system
353 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
354 VectorCopy(cl.viewangles, viewangles);
356 // calculate how much time has passed since the last V_CalcRefdef
357 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
358 cl.stairsmoothtime = cl.time;
362 v_dmg_time -= bound(0, smoothtime, 0.1);
366 // entity is a fixed camera, just copy the matrix
367 if (cls.protocol == PROTOCOL_QUAKEWORLD)
368 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
371 r_refdef.view.matrix = ent->render.matrix;
372 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
374 viewmodelmatrix = r_refdef.view.matrix;
378 // smooth stair stepping, but only if onground and enabled
379 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
380 cl.stairsmoothz = vieworg[2];
383 if (cl.stairsmoothz < vieworg[2])
384 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
385 else if (cl.stairsmoothz > vieworg[2])
386 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
389 // apply qw weapon recoil effect (this did not work in QW)
390 // TODO: add a cvar to disable this
391 viewangles[PITCH] += cl.qw_weaponkick;
393 if (chase_active.value)
395 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
396 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
398 camback = chase_back.value;
399 camup = chase_up.value;
400 campitch = chase_pitchangle.value;
402 // this + 22 is to match view_ofs for compatibility with older versions
405 AngleVectors(viewangles, forward, NULL, NULL);
407 if (chase_overhead.integer)
414 viewangles[PITCH] = 0;
415 AngleVectors(viewangles, forward, NULL, up);
416 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
417 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
418 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
419 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
421 //trace = CL_Move(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
422 trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
423 VectorCopy(trace.endpos, vieworg);
426 trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
427 VectorCopy(trace.endpos, bestvieworg);
429 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
431 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
433 AngleVectors(viewangles, NULL, NULL, up);
434 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
435 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
436 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
437 trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
438 if (bestvieworg[2] > trace.endpos[2])
439 bestvieworg[2] = trace.endpos[2];
443 VectorCopy(bestvieworg, vieworg);
445 viewangles[PITCH] = campitch;
449 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
451 // look straight down from high above
452 viewangles[PITCH] = 90;
454 VectorSet(forward, 0, 0, -1);
457 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
459 chase_dest[0] = vieworg[0] + forward[0] * dist;
460 chase_dest[1] = vieworg[1] + forward[1] * dist;
461 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
462 trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
463 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
468 // first person view from entity
470 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
471 viewangles[ROLL] = v_deathtiltangle.value;
472 VectorAdd(viewangles, cl.punchangle, viewangles);
473 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
476 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
477 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
480 VectorAdd(vieworg, cl.punchvector, vieworg);
481 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
482 if (cl.stats[STAT_HEALTH] > 0)
486 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
487 if (cl_bob.value && cl_bobcycle.value)
490 // LordHavoc: this code is *weird*, but not replacable (I think it
491 // should be done in QC on the server, but oh well, quake is quake)
492 // LordHavoc: figured out bobup: the time at which the sin is at 180
493 // degrees (which allows lengthening or squishing the peak or valley)
494 cycle = cl.time / cl_bobcycle.value;
495 cycle -= (int) cycle;
496 if (cycle < cl_bobup.value)
497 cycle = sin(M_PI * cycle / cl_bobup.value);
499 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
500 // bob is proportional to velocity in the xy plane
501 // (don't count Z, or jumping messes it up)
502 bob = xyspeed * cl_bob.value;
503 bob = bob*0.3 + bob*0.7*cycle;
504 vieworg[2] += bound(-7, bob, 4);
507 VectorCopy(vieworg, gunorg);
509 if (cl_bob.value && cl_bobmodel.value)
511 // calculate for swinging gun model
512 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
513 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
514 // for the most part, but for some reason when you go through a message trigger or
515 // pick up an item or anything like that it will momentarily jolt the gun.
516 vec3_t forward, right, up;
521 s = cl.time * cl_bobmodel_speed.value;
524 if (cl.time - cl.hitgroundtime < 0.2)
526 // just hit the ground, speed the bob back up over the next 0.2 seconds
527 t = cl.time - cl.hitgroundtime;
528 t = bound(0, t, 0.2);
536 // recently left the ground, slow the bob down over the next 0.2 seconds
537 t = cl.time - cl.lastongroundtime;
538 t = 0.2 - bound(0, t, 0.2);
542 bspeed = bound (0, xyspeed, 400) * 0.01f;
543 AngleVectors (viewangles, forward, right, up);
544 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
545 VectorMA (gunorg, bob, right, gunorg);
546 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
547 VectorMA (gunorg, bob, up, gunorg);
551 // calculate a view matrix for rendering the scene
552 if (v_idlescale.value)
553 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
555 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
556 // calculate a viewmodel matrix for use in view-attached entities
557 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
558 VectorCopy(vieworg, cl.csqc_origin);
559 VectorCopy(viewangles, cl.csqc_angles);
564 void V_FadeViewFlashs(void)
566 // don't flash if time steps backwards
567 if (cl.time <= cl.oldtime)
569 // drop the damage value
570 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
571 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
572 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
573 // drop the bonus value
574 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
575 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
576 cl.cshifts[CSHIFT_BONUS].percent = 0;
579 void V_CalcViewBlend(void)
583 r_refdef.viewblend[0] = 0;
584 r_refdef.viewblend[1] = 0;
585 r_refdef.viewblend[2] = 0;
586 r_refdef.viewblend[3] = 0;
587 r_refdef.frustumscale_x = 1;
588 r_refdef.frustumscale_y = 1;
589 if (cls.state == ca_connected && cls.signon == SIGNONS)
591 // set contents color
594 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
595 supercontents = CL_PointSuperContents(vieworigin);
596 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
598 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
599 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
600 if (supercontents & SUPERCONTENTS_LAVA)
602 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
603 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
604 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
606 else if (supercontents & SUPERCONTENTS_SLIME)
608 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
609 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
610 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
614 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
615 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
616 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
618 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
622 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
623 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
624 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
625 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
628 if (gamemode != GAME_TRANSFUSION)
630 if (cl.stats[STAT_ITEMS] & IT_QUAD)
632 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
633 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
634 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
635 cl.cshifts[CSHIFT_POWERUP].percent = 30;
637 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
639 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
640 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
641 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
642 cl.cshifts[CSHIFT_POWERUP].percent = 20;
644 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
646 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
647 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
648 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
649 cl.cshifts[CSHIFT_POWERUP].percent = 100;
651 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
653 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
654 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
655 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
656 cl.cshifts[CSHIFT_POWERUP].percent = 30;
659 cl.cshifts[CSHIFT_POWERUP].percent = 0;
662 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
663 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
664 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
665 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
667 // LordHavoc: fixed V_CalcBlend
668 for (j = 0;j < NUM_CSHIFTS;j++)
670 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
673 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
674 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
677 // saturate color (to avoid blending in black)
678 if (r_refdef.viewblend[3])
680 a2 = 1 / r_refdef.viewblend[3];
681 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
684 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
685 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
686 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
687 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
691 //============================================================================
700 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
701 Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
702 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
704 Cvar_RegisterVariable (&v_centermove);
705 Cvar_RegisterVariable (&v_centerspeed);
707 Cvar_RegisterVariable (&v_iyaw_cycle);
708 Cvar_RegisterVariable (&v_iroll_cycle);
709 Cvar_RegisterVariable (&v_ipitch_cycle);
710 Cvar_RegisterVariable (&v_iyaw_level);
711 Cvar_RegisterVariable (&v_iroll_level);
712 Cvar_RegisterVariable (&v_ipitch_level);
714 Cvar_RegisterVariable (&v_idlescale);
715 Cvar_RegisterVariable (&crosshair);
717 Cvar_RegisterVariable (&cl_rollspeed);
718 Cvar_RegisterVariable (&cl_rollangle);
719 Cvar_RegisterVariable (&cl_bob);
720 Cvar_RegisterVariable (&cl_bobcycle);
721 Cvar_RegisterVariable (&cl_bobup);
722 Cvar_RegisterVariable (&cl_bobmodel);
723 Cvar_RegisterVariable (&cl_bobmodel_side);
724 Cvar_RegisterVariable (&cl_bobmodel_up);
725 Cvar_RegisterVariable (&cl_bobmodel_speed);
727 Cvar_RegisterVariable (&cl_viewmodel_scale);
729 Cvar_RegisterVariable (&v_kicktime);
730 Cvar_RegisterVariable (&v_kickroll);
731 Cvar_RegisterVariable (&v_kickpitch);
733 Cvar_RegisterVariable (&cl_stairsmoothspeed);
735 Cvar_RegisterVariable (&chase_back);
736 Cvar_RegisterVariable (&chase_up);
737 Cvar_RegisterVariable (&chase_active);
738 Cvar_RegisterVariable (&chase_overhead);
739 Cvar_RegisterVariable (&chase_pitchangle);
740 if (gamemode == GAME_GOODVSBAD2)
741 Cvar_RegisterVariable (&chase_stevie);
743 Cvar_RegisterVariable (&v_deathtilt);
744 Cvar_RegisterVariable (&v_deathtiltangle);