]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
rewrote memory system entirely (hunk, cache, and zone are gone, memory pools replaced...
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 7d907cd20c732d66d059634c5d13e7a3a46d7c8e..5a8e7af55913760ca2c637bc2d48c3b9a6e11027 100644 (file)
--- a/view.c
+++ b/view.c
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
 
 See the GNU General Public License for more details.
 
@@ -30,35 +30,37 @@ when crossing a water boudnary.
 
 */
 
 
 */
 
-cvar_t cl_rollspeed = {"cl_rollspeed", "200"};
-cvar_t cl_rollangle = {"cl_rollangle", "2.0"};
+cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"};
+cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"};
 
 
-cvar_t cl_bob = {"cl_bob","0.02", false};
-cvar_t cl_bobcycle = {"cl_bobcycle","0.6", false};
-cvar_t cl_bobup = {"cl_bobup","0.5", false};
+cvar_t cl_bob = {0, "cl_bob","0.02"};
+cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"};
+cvar_t cl_bobup = {0, "cl_bobup","0.5"};
 
 
-cvar_t v_kicktime = {"v_kicktime", "0.5", false};
-cvar_t v_kickroll = {"v_kickroll", "0.6", false};
-cvar_t v_kickpitch = {"v_kickpitch", "0.6", false};
+cvar_t v_kicktime = {0, "v_kicktime", "0.5"};
+cvar_t v_kickroll = {0, "v_kickroll", "0.6"};
+cvar_t v_kickpitch = {0, "v_kickpitch", "0.6"};
 
 
-cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", false};
-cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", false};
-cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", false};
-cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", false};
-cvar_t v_iroll_level = {"v_iroll_level", "0.1", false};
-cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", false};
+cvar_t v_punch = {0, "v_punch", "1"};
 
 
-cvar_t v_idlescale = {"v_idlescale", "0", false};
+cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2"};
+cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5"};
+cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1"};
+cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3"};
+cvar_t v_iroll_level = {0, "v_iroll_level", "0.1"};
+cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3"};
 
 
-cvar_t crosshair = {"crosshair", "0", true};
-cvar_t cl_crossx = {"cl_crossx", "0", false};
-cvar_t cl_crossy = {"cl_crossy", "0", false};
+cvar_t v_idlescale = {0, "v_idlescale", "0"};
 
 
-cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
+cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"};
 
 
-float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
+//cvar_t       gl_cshiftpercent = {0, "gl_cshiftpercent", "100"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"};
+
+cvar_t v_centermove = {0, "v_centermove", "0.15"};
+cvar_t v_centerspeed = {0, "v_centerspeed","500"};
 
 
-extern int                     in_forward, in_forward2, in_back;
+float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
 
 /*
 
 
 /*
@@ -68,15 +70,14 @@ V_CalcRoll
 Used by view and sv_user
 ===============
 */
 Used by view and sv_user
 ===============
 */
-vec3_t forward, right, up;
-
 float V_CalcRoll (vec3_t angles, vec3_t velocity)
 {
 float V_CalcRoll (vec3_t angles, vec3_t velocity)
 {
+       vec3_t  right;
        float   sign;
        float   side;
        float   value;
        
        float   sign;
        float   side;
        float   value;
        
-       AngleVectors (angles, forward, right, up);
+       AngleVectors (angles, NULL, right, NULL);
        side = DotProduct (velocity, right);
        sign = side < 0 ? -1 : 1;
        side = fabs(side);
        side = DotProduct (velocity, right);
        sign = side < 0 ? -1 : 1;
        side = fabs(side);
@@ -89,9 +90,9 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity)
                side = side * value / cl_rollspeed.value;
        else
                side = value;
                side = side * value / cl_rollspeed.value;
        else
                side = value;
-       
+
        return side*sign;
        return side*sign;
-       
+
 }
 
 
 }
 
 
@@ -131,10 +132,6 @@ float V_CalcBob (void)
 //=============================================================================
 
 
 //=============================================================================
 
 
-cvar_t v_centermove = {"v_centermove", "0.15", false};
-cvar_t v_centerspeed = {"v_centerspeed","500"};
-
-
 void V_StartPitchDrift (void)
 {
 #if 1
 void V_StartPitchDrift (void)
 {
 #if 1
@@ -168,7 +165,7 @@ If the user is adjusting pitch manually, either with lookup/lookdown,
 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
 
 Drifting is enabled when the center view key is hit, mlook is released and
 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
 
 Drifting is enabled when the center view key is hit, mlook is released and
-lookspring is non 0, or when 
+lookspring is non 0, or when
 ===============
 */
 void V_DriftPitch (void)
 ===============
 */
 void V_DriftPitch (void)
@@ -188,7 +185,7 @@ void V_DriftPitch (void)
                if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
                        cl.driftmove = 0;
                else
                if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
                        cl.driftmove = 0;
                else
-                       cl.driftmove += host_frametime;
+                       cl.driftmove += cl.frametime;
        
                if ( cl.driftmove > v_centermove.value)
                {
        
                if ( cl.driftmove > v_centermove.value)
                {
@@ -205,10 +202,10 @@ void V_DriftPitch (void)
                return;
        }
 
                return;
        }
 
-       move = host_frametime * cl.pitchvel;
-       cl.pitchvel += host_frametime * v_centerspeed.value;
+       move = cl.frametime * cl.pitchvel;
+       cl.pitchvel += cl.frametime * v_centerspeed.value;
        
        
-//Con_Printf ("move: %f (%f)\n", move, host_frametime);
+//Con_Printf ("move: %f (%f)\n", move, cl.frametime);
 
        if (delta > 0)
        {
 
        if (delta > 0)
        {
@@ -237,7 +234,7 @@ void V_DriftPitch (void)
 /*
 ============================================================================== 
  
 /*
 ============================================================================== 
  
-                                               PALETTE FLASHES 
+                                               SCREEN FLASHES 
  
 ============================================================================== 
 */ 
  
 ============================================================================== 
 */ 
@@ -261,7 +258,7 @@ void V_ParseDamage (void)
        int             armor, blood;
        vec3_t  from;
        int             i;
        int             armor, blood;
        vec3_t  from;
        int             i;
-       vec3_t  forward, right, up;
+       vec3_t  forward, right;
        entity_t        *ent;
        float   side;
        float   count;
        entity_t        *ent;
        float   side;
        float   count;
@@ -275,31 +272,34 @@ void V_ParseDamage (void)
        if (count < 10)
                count = 10;
 
        if (count < 10)
                count = 10;
 
-       cl.faceanimtime = cl.time + 0.2;                // but sbar face into pain frame
-
-       cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
-       if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
-               cl.cshifts[CSHIFT_DAMAGE].percent = 0;
-       if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
-               cl.cshifts[CSHIFT_DAMAGE].percent = 150;
+       cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
 
 
-       if (armor > blood)              
+       if (gl_polyblend.value)
        {
        {
-               cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
-               cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
-               cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
-       }
-       else if (armor)
-       {
-               cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
-               cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
-               cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
-       }
-       else
-       {
-               cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
-               cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
-               cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
+               cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
+               if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
+                       cl.cshifts[CSHIFT_DAMAGE].percent = 0;
+               if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
+                       cl.cshifts[CSHIFT_DAMAGE].percent = 150;
+
+               if (armor > blood)              
+               {
+                       cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
+                       cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
+                       cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
+               }
+               else if (armor)
+               {
+                       cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
+                       cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
+                       cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
+               }
+               else
+               {
+                       cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
+                       cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
+                       cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
+               }
        }
 
 //
        }
 
 //
@@ -307,10 +307,10 @@ void V_ParseDamage (void)
 //
        ent = &cl_entities[cl.viewentity];
        
 //
        ent = &cl_entities[cl.viewentity];
        
-       VectorSubtract (from, ent->origin, from);
+       VectorSubtract (from, ent->render.origin, from);
        VectorNormalize (from);
        
        VectorNormalize (from);
        
-       AngleVectors (ent->angles, forward, right, up);
+       AngleVectors (ent->render.angles, forward, right, NULL);
 
        side = DotProduct (from, right);
        v_dmg_roll = count*side*v_kickroll.value;
 
        side = DotProduct (from, right);
        v_dmg_roll = count*side*v_kickroll.value;
@@ -345,10 +345,13 @@ When you run over an item, the server sends this command
 */
 void V_BonusFlash_f (void)
 {
 */
 void V_BonusFlash_f (void)
 {
-       cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
-       cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
-       cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
-       cl.cshifts[CSHIFT_BONUS].percent = 50;
+       if (gl_polyblend.value)
+       {
+               cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
+               cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
+               cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
+               cl.cshifts[CSHIFT_BONUS].percent = 50;
+       }
 }
 
 /*
 }
 
 /*
@@ -362,6 +365,11 @@ void V_SetContentsColor (int contents)
 {
        cshift_t* c;
        c = &cl.cshifts[CSHIFT_CONTENTS]; // just to shorten the code below
 {
        cshift_t* c;
        c = &cl.cshifts[CSHIFT_CONTENTS]; // just to shorten the code below
+       if (!gl_polyblend.value)
+       {
+               c->percent = 0;
+               return;
+       }
        switch (contents)
        {
        case CONTENTS_EMPTY:
        switch (contents)
        {
        case CONTENTS_EMPTY:
@@ -402,6 +410,11 @@ V_CalcPowerupCshift
 */
 void V_CalcPowerupCshift (void)
 {
 */
 void V_CalcPowerupCshift (void)
 {
+       if (!gl_polyblend.value)
+       {
+               cl.cshifts[CSHIFT_POWERUP].percent = 0;
+               return;
+       }
        if (cl.items & IT_QUAD)
        {
                cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
        if (cl.items & IT_QUAD)
        {
                cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
@@ -450,11 +463,12 @@ void V_CalcBlend (void)
        b = 0;
        a = 0;
 
        b = 0;
        a = 0;
 
-       if (gl_cshiftpercent.value)
-       {
+//     if (gl_cshiftpercent.value)
+//     {
                for (j=0 ; j<NUM_CSHIFTS ; j++) 
                {
                for (j=0 ; j<NUM_CSHIFTS ; j++) 
                {
-                       a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
+//                     a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
+                       a2 = cl.cshifts[j].percent * (1.0f / 255.0f);
 
                        if (!a2)
                                continue;
 
                        if (!a2)
                                continue;
@@ -473,7 +487,7 @@ void V_CalcBlend (void)
                        g *= a2;
                        b *= a2;
                }
                        g *= a2;
                        b *= a2;
                }
-       }
+//     }
 
        v_blend[0] = bound(0, r * (1.0/255.0), 1);
        v_blend[1] = bound(0, g * (1.0/255.0), 1);
 
        v_blend[0] = bound(0, r * (1.0/255.0), 1);
        v_blend[1] = bound(0, g * (1.0/255.0), 1);
@@ -483,10 +497,10 @@ void V_CalcBlend (void)
 
 /*
 =============
 
 /*
 =============
-V_UpdatePalette
+V_UpdateBlends
 =============
 */
 =============
 */
-void V_UpdatePalette (void)
+void V_UpdateBlends (void)
 {
        int             i, j;
        qboolean        new;
 {
        int             i, j;
        qboolean        new;
@@ -494,7 +508,7 @@ void V_UpdatePalette (void)
        V_CalcPowerupCshift ();
        
        new = false;
        V_CalcPowerupCshift ();
        
        new = false;
-       
+
        for (i=0 ; i<NUM_CSHIFTS ; i++)
        {
                if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
        for (i=0 ; i<NUM_CSHIFTS ; i++)
        {
                if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
@@ -511,12 +525,12 @@ void V_UpdatePalette (void)
        }
        
 // drop the damage value
        }
        
 // drop the damage value
-       cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
+       cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
        if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
                cl.cshifts[CSHIFT_DAMAGE].percent = 0;
 
 // drop the bonus value
        if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
                cl.cshifts[CSHIFT_DAMAGE].percent = 0;
 
 // drop the bonus value
-       cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
+       cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
        if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
                cl.cshifts[CSHIFT_BONUS].percent = 0;
 
        if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
                cl.cshifts[CSHIFT_BONUS].percent = 0;
 
@@ -536,7 +550,7 @@ void V_UpdatePalette (void)
 
 float angledelta (float a)
 {
 
 float angledelta (float a)
 {
-       a = anglemod(a);
+       a = ANGLEMOD(a);
        if (a > 180)
                a -= 360;
        return a;
        if (a > 180)
                a -= 360;
        return a;
@@ -548,56 +562,13 @@ CalcGunAngle
 ==================
 */
 void CalcGunAngle (void)
 ==================
 */
 void CalcGunAngle (void)
-{      
-       float   yaw, pitch, move;
-       static float oldyaw = 0;
-       static float oldpitch = 0;
-       
-       yaw = r_refdef.viewangles[YAW];
-       pitch = -r_refdef.viewangles[PITCH];
-
-       yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
-       if (yaw > 10)
-               yaw = 10;
-       if (yaw < -10)
-               yaw = -10;
-       pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
-       if (pitch > 10)
-               pitch = 10;
-       if (pitch < -10)
-               pitch = -10;
-       move = host_frametime*20;
-       if (yaw > oldyaw)
-       {
-               if (oldyaw + move < yaw)
-                       yaw = oldyaw + move;
-       }
-       else
-       {
-               if (oldyaw - move > yaw)
-                       yaw = oldyaw - move;
-       }
-       
-       if (pitch > oldpitch)
-       {
-               if (oldpitch + move < pitch)
-                       pitch = oldpitch + move;
-       }
-       else
-       {
-               if (oldpitch - move > pitch)
-                       pitch = oldpitch - move;
-       }
-       
-       oldyaw = yaw;
-       oldpitch = pitch;
-
-       cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
-       cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
+{
+       cl.viewent.render.angles[YAW] = r_refdef.viewangles[YAW];
+       cl.viewent.render.angles[PITCH] = -r_refdef.viewangles[PITCH];
 
 
-       cl.viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
-       cl.viewent.angles[PITCH] -= v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
-       cl.viewent.angles[YAW] -= v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
+       cl.viewent.render.angles[ROLL] -= v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
+       cl.viewent.render.angles[PITCH] -= v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
+       cl.viewent.render.angles[YAW] -= v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
 }
 
 /*
 }
 
 /*
@@ -611,21 +582,21 @@ void V_BoundOffsets (void)
        
        ent = &cl_entities[cl.viewentity];
 
        
        ent = &cl_entities[cl.viewentity];
 
-// absolutely bound refresh reletive to entity clipping hull
+// absolutely bound refresh relative to entity clipping hull
 // so the view can never be inside a solid wall
 
 // so the view can never be inside a solid wall
 
-       if (r_refdef.vieworg[0] < ent->origin[0] - 14)
-               r_refdef.vieworg[0] = ent->origin[0] - 14;
-       else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
-               r_refdef.vieworg[0] = ent->origin[0] + 14;
-       if (r_refdef.vieworg[1] < ent->origin[1] - 14)
-               r_refdef.vieworg[1] = ent->origin[1] - 14;
-       else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
-               r_refdef.vieworg[1] = ent->origin[1] + 14;
-       if (r_refdef.vieworg[2] < ent->origin[2] - 22)
-               r_refdef.vieworg[2] = ent->origin[2] - 22;
-       else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
-               r_refdef.vieworg[2] = ent->origin[2] + 30;
+       if (r_refdef.vieworg[0] < ent->render.origin[0] - 14)
+               r_refdef.vieworg[0] = ent->render.origin[0] - 14;
+       else if (r_refdef.vieworg[0] > ent->render.origin[0] + 14)
+               r_refdef.vieworg[0] = ent->render.origin[0] + 14;
+       if (r_refdef.vieworg[1] < ent->render.origin[1] - 14)
+               r_refdef.vieworg[1] = ent->render.origin[1] - 14;
+       else if (r_refdef.vieworg[1] > ent->render.origin[1] + 14)
+               r_refdef.vieworg[1] = ent->render.origin[1] + 14;
+       if (r_refdef.vieworg[2] < ent->render.origin[2] - 22)
+               r_refdef.vieworg[2] = ent->render.origin[2] - 22;
+       else if (r_refdef.vieworg[2] > ent->render.origin[2] + 30)
+               r_refdef.vieworg[2] = ent->render.origin[2] + 30;
 }
 
 /*
 }
 
 /*
@@ -654,14 +625,14 @@ void V_CalcViewRoll (void)
 {
        float           side;
                
 {
        float           side;
                
-       side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity);
+       side = V_CalcRoll (cl_entities[cl.viewentity].render.angles, cl.velocity);
        r_refdef.viewangles[ROLL] += side;
 
        if (v_dmg_time > 0)
        {
                r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
                r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
        r_refdef.viewangles[ROLL] += side;
 
        if (v_dmg_time > 0)
        {
                r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
                r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
-               v_dmg_time -= host_frametime;
+               v_dmg_time -= cl.frametime;
        }
 
        if (cl.stats[STAT_HEALTH] <= 0)
        }
 
        if (cl.stats[STAT_HEALTH] <= 0)
@@ -689,11 +660,11 @@ void V_CalcIntermissionRefdef (void)
 // view is the weapon model (only visible from inside body)
        view = &cl.viewent;
 
 // view is the weapon model (only visible from inside body)
        view = &cl.viewent;
 
-       VectorCopy (ent->origin, r_refdef.vieworg);
-       VectorCopy (ent->angles, r_refdef.viewangles);
-       view->model = NULL;
+       VectorCopy (ent->render.origin, r_refdef.vieworg);
+       VectorCopy (ent->render.angles, r_refdef.viewangles);
+       view->render.model = NULL;
 
 
-// allways idle in intermission
+// always idle in intermission
        old = v_idlescale.value;
        v_idlescale.value = 1;
        V_AddIdle ();
        old = v_idlescale.value;
        v_idlescale.value = 1;
        V_AddIdle ();
@@ -710,10 +681,10 @@ void V_CalcRefdef (void)
 {
        entity_t        *ent, *view;
        int                     i;
 {
        entity_t        *ent, *view;
        int                     i;
-       vec3_t          forward, right, up;
+       vec3_t          forward;
        vec3_t          angles;
        float           bob;
        vec3_t          angles;
        float           bob;
-       static float oldz = 0;
+//     static float oldz = 0;
 
        V_DriftPitch ();
 
 
        V_DriftPitch ();
 
@@ -721,105 +692,110 @@ void V_CalcRefdef (void)
        ent = &cl_entities[cl.viewentity];
 // view is the weapon model (only visible from inside body)
        view = &cl.viewent;
        ent = &cl_entities[cl.viewentity];
 // view is the weapon model (only visible from inside body)
        view = &cl.viewent;
-       
 
 
-// transform the view offset by the model's matrix to get the offset from
-// model origin for the view
-       ent->angles[YAW] = cl.viewangles[YAW];  // the model should face the view dir
-       ent->angles[PITCH] = -cl.viewangles[PITCH];     // the model should face the view dir
-                                                                               
-       
-       bob = V_CalcBob ();
-       
-// refresh position
-       VectorCopy (ent->origin, r_refdef.vieworg);
-       r_refdef.vieworg[2] += cl.viewheight + bob;
-
-// never let it sit exactly on a node line, because a water plane can
-// dissapear when viewed with the eye exactly on it.
-// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
-       r_refdef.vieworg[0] += 1.0/32;
-       r_refdef.vieworg[1] += 1.0/32;
-       r_refdef.vieworg[2] += 1.0/32;
-
-       VectorCopy (cl.viewangles, r_refdef.viewangles);
-       V_CalcViewRoll ();
-       V_AddIdle ();
 
 
-// offsets
-       angles[PITCH] = -ent->angles[PITCH];    // because entity pitches are
-                                                                                       //  actually backward
-       angles[YAW] = ent->angles[YAW];
-       angles[ROLL] = ent->angles[ROLL];
+       if (chase_active.value)
+       {
+               VectorCopy (ent->render.origin, r_refdef.vieworg);
+               VectorCopy (cl.viewangles, r_refdef.viewangles);
+               Chase_Update ();
+               V_AddIdle ();
+       }
+       else
+       {
+       // transform the view offset by the model's matrix to get the offset from model origin for the view
+       //      if (!chase_active.value) // LordHavoc: get rid of angle problems in chase_active mode
+       //      {
+       //              ent->render.angles[YAW] = cl.viewangles[YAW];   // the model should face the view dir
+       //              ent->render.angles[PITCH] = -cl.viewangles[PITCH];      // the model should face the view dir
+       //      }
 
 
-       AngleVectors (angles, forward, right, up);
+               bob = V_CalcBob ();
 
 
-       V_BoundOffsets ();
-               
-// set up gun position
-       VectorCopy (cl.viewangles, view->angles);
-       
-       CalcGunAngle ();
+       // refresh position
+               VectorCopy (ent->render.origin, r_refdef.vieworg);
+               r_refdef.vieworg[2] += cl.viewheight + bob;
 
 
-       VectorCopy (ent->origin, view->origin);
-       view->origin[2] += cl.viewheight;
+               // LordHavoc: the protocol has changed...  so this is an obsolete approach
+       // never let it sit exactly on a node line, because a water plane can
+       // dissapear when viewed with the eye exactly on it.
+       // the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
+       //      r_refdef.vieworg[0] += 1.0/32;
+       //      r_refdef.vieworg[1] += 1.0/32;
+       //      r_refdef.vieworg[2] += 1.0/32;
 
 
-       for (i=0 ; i<3 ; i++)
-       {
-               view->origin[i] += forward[i]*bob*0.4;
-//             view->origin[i] += right[i]*bob*0.4;
-//             view->origin[i] += up[i]*bob*0.8;
-       }
-       view->origin[2] += bob;
+               if (!intimerefresh)
+                       VectorCopy (cl.viewangles, r_refdef.viewangles);
+               V_CalcViewRoll ();
+               V_AddIdle ();
 
 
-// fudge position around to keep amount of weapon visible
-// roughly equal with different FOV
+       // offsets
+               angles[PITCH] = -ent->render.angles[PITCH];     // because entity pitches are actually backward
+               angles[YAW] = ent->render.angles[YAW];
+               angles[ROLL] = ent->render.angles[ROLL];
 
 
-#if 0
-       if (cl.model_precache[cl.stats[STAT_WEAPON]] && strcmp (cl.model_precache[cl.stats[STAT_WEAPON]]->name,  "progs/v_shot2.mdl"))
-#endif
-// LordHavoc: everyone hates the gun moving around
-/*
-       if (scr_viewsize.value == 110)
-               view->origin[2] += 1;
-       else if (scr_viewsize.value == 100)
-               view->origin[2] += 2;
-       else if (scr_viewsize.value == 90)
-               view->origin[2] += 1;
-       else if (scr_viewsize.value == 80)
-               view->origin[2] += 0.5;
-*/
+               AngleVectors (angles, forward, NULL, NULL);
 
 
-       view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
-       view->frame = cl.stats[STAT_WEAPONFRAME];
-       view->colormap = 0; //vid.colormap;
+               V_BoundOffsets ();
 
 
-// set up the refresh position
-       VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+       // set up gun position
+               VectorCopy (ent->render.origin, view->render.origin);
+               view->render.origin[2] += cl.viewheight;
+               VectorCopy (cl.viewangles, view->render.angles);
 
 
-// smooth out stair step ups
-if (cl.onground && ent->origin[2] - oldz > 0)
-{
-       float steptime;
-       
-       steptime = cl.time - cl.oldtime;
-       if (steptime < 0)
-//FIXME                I_Error ("steptime < 0");
-               steptime = 0;
-
-       oldz += steptime * 80;
-       if (oldz > ent->origin[2])
-               oldz = ent->origin[2];
-       if (ent->origin[2] - oldz > 12)
-               oldz = ent->origin[2] - 12;
-       r_refdef.vieworg[2] += oldz - ent->origin[2];
-       view->origin[2] += oldz - ent->origin[2];
-}
-else
-       oldz = ent->origin[2];
+               CalcGunAngle ();
 
 
-       if (chase_active.value)
-               Chase_Update ();
+               for (i=0 ; i<3 ; i++)
+               {
+                       view->render.origin[i] += forward[i]*bob*0.4;
+       //              view->render.origin[i] += right[i]*bob*0.4;
+       //              view->render.origin[i] += up[i]*bob*0.8;
+               }
+               view->render.origin[2] += bob;
+
+               // FIXME: this setup code is somewhat evil (CL_LerpUpdate should be private)
+               CL_LerpUpdate(view, cl.stats[STAT_WEAPONFRAME], cl.stats[STAT_WEAPON]);
+
+               view->render.model = cl.model_precache[cl.stats[STAT_WEAPON]];
+               view->render.frame = cl.stats[STAT_WEAPONFRAME];
+               view->render.colormap = -1; // no special coloring
+               view->render.alpha = ent->render.alpha; // LordHavoc: if the player is transparent, so is the gun
+               view->render.effects = ent->render.effects;
+               view->render.scale = 1;
+
+       // set up the refresh position
+
+               // LordHavoc: this never looked all that good to begin with...
+               /*
+       // smooth out stair step ups
+       if (cl.onground && ent->render.origin[2] - oldz > 0)
+       {
+               float steptime;
+
+               steptime = cl.time - cl.oldtime;
+               if (steptime < 0)
+       //FIXME         I_Error ("steptime < 0");
+                       steptime = 0;
+
+               oldz += steptime * 80;
+               if (oldz > ent->render.origin[2])
+                       oldz = ent->render.origin[2];
+               if (ent->render.origin[2] - oldz > 12)
+                       oldz = ent->render.origin[2] - 12;
+               r_refdef.vieworg[2] += oldz - ent->render.origin[2];
+               view->render.origin[2] += oldz - ent->render.origin[2];
+       }
+       else
+               oldz = ent->render.origin[2];
+               */
+
+       // LordHavoc: origin view kick added
+               if (!intimerefresh && v_punch.value)
+               {
+                       VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+                       VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+               }
+       }
 }
 
 /*
 }
 
 /*
@@ -832,20 +808,13 @@ the entity origin, so any view position inside that will be valid
 */
 void V_RenderView (void)
 {
 */
 void V_RenderView (void)
 {
-       if (con_forcedup)
+       if (scr_con_current >= vid.conheight)
                return;
 
        if (cl.intermission)
                return;
 
        if (cl.intermission)
-       {       // intermission / finale rendering
                V_CalcIntermissionRefdef ();    
                V_CalcIntermissionRefdef ();    
-       }
        else
        else
-       {
-               if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
-                       V_CalcRefdef ();
-       }
-
-       R_PushDlights ();
+               V_CalcRefdef ();
 
        R_RenderView ();
 }
 
        R_RenderView ();
 }
@@ -875,9 +844,8 @@ void V_Init (void)
 
        Cvar_RegisterVariable (&v_idlescale);
        Cvar_RegisterVariable (&crosshair);
 
        Cvar_RegisterVariable (&v_idlescale);
        Cvar_RegisterVariable (&crosshair);
-       Cvar_RegisterVariable (&cl_crossx);
-       Cvar_RegisterVariable (&cl_crossy);
-       Cvar_RegisterVariable (&gl_cshiftpercent);
+//     Cvar_RegisterVariable (&gl_cshiftpercent);
+       Cvar_RegisterVariable (&gl_polyblend);
 
        Cvar_RegisterVariable (&cl_rollspeed);
        Cvar_RegisterVariable (&cl_rollangle);
 
        Cvar_RegisterVariable (&cl_rollspeed);
        Cvar_RegisterVariable (&cl_rollangle);
@@ -888,6 +856,8 @@ void V_Init (void)
        Cvar_RegisterVariable (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
        Cvar_RegisterVariable (&v_kickpitch);   
        Cvar_RegisterVariable (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
        Cvar_RegisterVariable (&v_kickpitch);   
+
+       Cvar_RegisterVariable (&v_punch);
 }
 
 
 }