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 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
246 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
247 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
248 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
249 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
253 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
254 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
255 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
259 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
260 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
261 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
265 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
266 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
267 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
270 // calculate view angle kicks
271 if (cl.entities[cl.viewentity].state_current.active)
273 ent = &cl.entities[cl.viewentity];
274 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
275 VectorNormalize(localfrom);
276 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
277 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
278 v_dmg_time = v_kicktime.value;
282 static cshift_t v_cshift;
289 static void V_cshift_f (void)
291 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
292 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
293 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
294 v_cshift.percent = atof(Cmd_Argv(4));
302 When you run over an item, the server sends this command
305 static void V_BonusFlash_f (void)
309 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
310 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
311 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
312 cl.cshifts[CSHIFT_BONUS].percent = 50;
313 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
315 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
317 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
318 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
319 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
321 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
323 cl.cshifts[CSHIFT_BONUS].percent = 50;
325 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
327 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
330 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
334 ==============================================================================
338 ==============================================================================
341 extern matrix4x4_t viewmodelmatrix;
343 #include "cl_collision.h"
353 static vec3_t eyeboxmins = {-16, -16, -24};
354 static vec3_t eyeboxmaxs = { 16, 16, 32};
356 float viewmodel_push_x, viewmodel_push_y;
357 void V_CalcRefdef (void)
360 float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime;
362 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
363 vec3_t camboxmins = {-3, -3, -3};
364 vec3_t camboxmaxs = {3, 3, 3};
365 // end of chase camera bounding box size for proper collisions by Alexander Zubov
369 viewmodelmatrix = identitymatrix;
370 r_refdef.view.matrix = identitymatrix;
371 if (cls.state == ca_connected && cls.signon == SIGNONS)
373 // ent is the view entity (visible when out of body)
374 ent = &cl.entities[cl.viewentity];
375 // player can look around, so take the origin from the entity,
376 // and the angles from the input system
377 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
378 VectorCopy(cl.viewangles, viewangles);
380 // calculate how much time has passed since the last V_CalcRefdef
381 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
382 cl.stairsmoothtime = cl.time;
386 v_dmg_time -= bound(0, smoothtime, 0.1);
390 // entity is a fixed camera, just copy the matrix
391 if (cls.protocol == PROTOCOL_QUAKEWORLD)
392 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);
395 r_refdef.view.matrix = ent->render.matrix;
396 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
398 viewmodelmatrix = r_refdef.view.matrix;
402 // smooth stair stepping, but only if onground and enabled
403 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
404 cl.stairsmoothz = vieworg[2];
407 if (cl.stairsmoothz < vieworg[2])
408 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
409 else if (cl.stairsmoothz > vieworg[2])
410 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
413 // apply qw weapon recoil effect (this did not work in QW)
414 // TODO: add a cvar to disable this
415 viewangles[PITCH] += cl.qw_weaponkick;
417 // apply the viewofs (even if chasecam is used)
418 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
420 if (chase_active.value)
422 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
423 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
425 camback = chase_back.value;
426 camup = chase_up.value;
427 campitch = chase_pitchangle.value;
429 AngleVectors(viewangles, forward, NULL, NULL);
431 if (chase_overhead.integer)
438 viewangles[PITCH] = 0;
439 AngleVectors(viewangles, forward, NULL, up);
440 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
441 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
442 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
443 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
446 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
447 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
449 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
450 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
452 VectorCopy(trace.endpos, vieworg);
455 // trace from first person view location to our chosen third person view location
457 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
459 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
461 VectorCopy(trace.endpos, bestvieworg);
463 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
465 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
467 AngleVectors(viewangles, NULL, NULL, up);
468 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
469 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
470 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
472 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
474 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
476 if (bestvieworg[2] > trace.endpos[2])
477 bestvieworg[2] = trace.endpos[2];
481 VectorCopy(bestvieworg, vieworg);
483 viewangles[PITCH] = campitch;
487 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
489 // look straight down from high above
490 viewangles[PITCH] = 90;
492 VectorSet(forward, 0, 0, -1);
495 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
497 chase_dest[0] = vieworg[0] + forward[0] * dist;
498 chase_dest[1] = vieworg[1] + forward[1] * dist;
499 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
500 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
501 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
506 // first person view from entity
508 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
509 viewangles[ROLL] = v_deathtiltangle.value;
510 VectorAdd(viewangles, cl.punchangle, viewangles);
511 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
514 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
515 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
518 VectorAdd(vieworg, cl.punchvector, vieworg);
519 if (cl.stats[STAT_HEALTH] > 0)
523 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
524 if (cl_bob.value && cl_bobcycle.value)
527 // LordHavoc: this code is *weird*, but not replacable (I think it
528 // should be done in QC on the server, but oh well, quake is quake)
529 // LordHavoc: figured out bobup: the time at which the sin is at 180
530 // degrees (which allows lengthening or squishing the peak or valley)
531 cycle = cl.time / cl_bobcycle.value;
532 cycle -= (int) cycle;
533 if (cycle < cl_bobup.value)
534 cycle = sin(M_PI * cycle / cl_bobup.value);
536 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
537 // bob is proportional to velocity in the xy plane
538 // (don't count Z, or jumping messes it up)
539 bob = xyspeed * cl_bob.value;
540 bob = bob*0.3 + bob*0.7*cycle;
541 vieworg[2] += bound(-7, bob, 4);
544 VectorCopy(vieworg, gunorg);
546 if (cl_bob.value && cl_bobmodel.value)
548 // calculate for swinging gun model
549 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
550 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
551 // for the most part, but for some reason when you go through a message trigger or
552 // pick up an item or anything like that it will momentarily jolt the gun.
553 vec3_t forward, right, up;
558 s = cl.time * cl_bobmodel_speed.value;
561 if (cl.time - cl.hitgroundtime < 0.2)
563 // just hit the ground, speed the bob back up over the next 0.2 seconds
564 t = cl.time - cl.hitgroundtime;
565 t = bound(0, t, 0.2);
573 // recently left the ground, slow the bob down over the next 0.2 seconds
574 t = cl.time - cl.lastongroundtime;
575 t = 0.2 - bound(0, t, 0.2);
579 bspeed = bound (0, xyspeed, 400) * 0.01f;
580 AngleVectors (gunangles, forward, right, up);
581 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
582 VectorMA (gunorg, bob, right, gunorg);
583 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
584 VectorMA (gunorg, bob, up, gunorg);
587 // gun model leaning code
589 // TODO 1 (done): Fix bug where model does a 360* turn when YAW jumps around the 0 - 360 rotation border
590 // TODO 2: Implement limits (weapon model must not lean past a certain limit)
591 // TODO 3: Cvar everything once the first TODOs are ready
593 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
594 if(cl.viewangles[YAW] - viewmodel_push_y >= 180)
595 viewmodel_push_y += 360;
596 if(viewmodel_push_y - cl.viewangles[YAW] >= 180)
597 viewmodel_push_y -= 360;
599 if(cl.viewangles[PITCH] - viewmodel_push_x >= 180)
600 viewmodel_push_x += 360;
601 if(viewmodel_push_x - cl.viewangles[PITCH] >= 180)
602 viewmodel_push_x -= 360;
604 if(viewmodel_push_x < cl.viewangles[PITCH])
605 viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * 0.01;
606 else if(viewmodel_push_x > cl.viewangles[PITCH])
607 viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * 0.01;
609 if(viewmodel_push_y < cl.viewangles[YAW])
610 viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * 0.01;
611 else if(viewmodel_push_y > cl.viewangles[YAW])
612 viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * 0.01;
614 VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
616 // void AnglesFromVectors (vec3_t angles, const vec3_t forward, const vec3_t up, qboolean flippitch);
619 // calculate a view matrix for rendering the scene
620 if (v_idlescale.value)
621 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);
623 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);
624 // calculate a viewmodel matrix for use in view-attached entities
625 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
626 VectorCopy(vieworg, cl.csqc_origin);
627 VectorCopy(viewangles, cl.csqc_angles);
632 void V_FadeViewFlashs(void)
634 // don't flash if time steps backwards
635 if (cl.time <= cl.oldtime)
637 // drop the damage value
638 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
639 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
640 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
641 // drop the bonus value
642 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
643 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
644 cl.cshifts[CSHIFT_BONUS].percent = 0;
647 void V_CalcViewBlend(void)
651 r_refdef.viewblend[0] = 0;
652 r_refdef.viewblend[1] = 0;
653 r_refdef.viewblend[2] = 0;
654 r_refdef.viewblend[3] = 0;
655 r_refdef.frustumscale_x = 1;
656 r_refdef.frustumscale_y = 1;
657 if (cls.state == ca_connected && cls.signon == SIGNONS)
659 // set contents color
662 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
663 supercontents = CL_PointSuperContents(vieworigin);
664 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
666 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
667 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
668 if (supercontents & SUPERCONTENTS_LAVA)
670 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
671 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
672 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
674 else if (supercontents & SUPERCONTENTS_SLIME)
676 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
677 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
678 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
682 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
683 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
684 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
686 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
690 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
691 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
692 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
693 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
696 if (gamemode != GAME_TRANSFUSION)
698 if (cl.stats[STAT_ITEMS] & IT_QUAD)
700 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
701 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
702 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
703 cl.cshifts[CSHIFT_POWERUP].percent = 30;
705 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
707 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
708 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
709 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
710 cl.cshifts[CSHIFT_POWERUP].percent = 20;
712 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
714 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
715 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
716 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
717 cl.cshifts[CSHIFT_POWERUP].percent = 100;
719 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
721 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
722 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
723 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
724 cl.cshifts[CSHIFT_POWERUP].percent = 30;
727 cl.cshifts[CSHIFT_POWERUP].percent = 0;
730 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
731 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
732 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
733 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
735 // LordHavoc: fixed V_CalcBlend
736 for (j = 0;j < NUM_CSHIFTS;j++)
738 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
741 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
742 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
745 // saturate color (to avoid blending in black)
746 if (r_refdef.viewblend[3])
748 a2 = 1 / r_refdef.viewblend[3];
749 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
751 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
752 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
753 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
754 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
756 // Samual: Ugly hack, I know. But it's the best we can do since
757 // there is no way to detect client states from the engine.
758 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
759 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
761 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
762 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
770 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
771 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
773 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
774 r_refdef.viewblend[3] = a;
779 //============================================================================
788 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
789 Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks");
790 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
792 Cvar_RegisterVariable (&v_centermove);
793 Cvar_RegisterVariable (&v_centerspeed);
795 Cvar_RegisterVariable (&v_iyaw_cycle);
796 Cvar_RegisterVariable (&v_iroll_cycle);
797 Cvar_RegisterVariable (&v_ipitch_cycle);
798 Cvar_RegisterVariable (&v_iyaw_level);
799 Cvar_RegisterVariable (&v_iroll_level);
800 Cvar_RegisterVariable (&v_ipitch_level);
802 Cvar_RegisterVariable (&v_idlescale);
803 Cvar_RegisterVariable (&crosshair);
805 Cvar_RegisterVariable (&cl_rollspeed);
806 Cvar_RegisterVariable (&cl_rollangle);
807 Cvar_RegisterVariable (&cl_bob);
808 Cvar_RegisterVariable (&cl_bobcycle);
809 Cvar_RegisterVariable (&cl_bobup);
810 Cvar_RegisterVariable (&cl_bobmodel);
811 Cvar_RegisterVariable (&cl_bobmodel_side);
812 Cvar_RegisterVariable (&cl_bobmodel_up);
813 Cvar_RegisterVariable (&cl_bobmodel_speed);
815 Cvar_RegisterVariable (&cl_viewmodel_scale);
817 Cvar_RegisterVariable (&v_kicktime);
818 Cvar_RegisterVariable (&v_kickroll);
819 Cvar_RegisterVariable (&v_kickpitch);
821 Cvar_RegisterVariable (&cl_stairsmoothspeed);
823 Cvar_RegisterVariable (&chase_back);
824 Cvar_RegisterVariable (&chase_up);
825 Cvar_RegisterVariable (&chase_active);
826 Cvar_RegisterVariable (&chase_overhead);
827 Cvar_RegisterVariable (&chase_pitchangle);
828 if (gamemode == GAME_GOODVSBAD2)
829 Cvar_RegisterVariable (&chase_stevie);
831 Cvar_RegisterVariable (&v_deathtilt);
832 Cvar_RegisterVariable (&v_deathtiltangle);