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.
*/
-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_punch = {"v_punch", "1", 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 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_idlescale = {0, "v_idlescale", "0"};
-cvar_t v_idlescale = {"v_idlescale", "0", false};
+cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"};
-cvar_t crosshair = {"crosshair", "0", true};
-cvar_t cl_crossx = {"cl_crossx", "0", false};
-cvar_t cl_crossy = {"cl_crossy", "0", false};
-
-//cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
-cvar_t gl_polyblend = {"gl_polyblend", "1", true};
+cvar_t v_centermove = {0, "v_centermove", "0.15"};
+cvar_t v_centerspeed = {0, "v_centerspeed","500"};
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
-extern int in_forward, in_forward2, in_back;
-
/*
===============
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
-
+
value = cl_rollangle.value;
// if (cl.inwater)
// value *= 6;
side = side * value / cl_rollspeed.value;
else
side = value;
-
+
return side*sign;
-
+
}
+static float V_CalcBob (void)
+{
+ double bob, cycle;
-/*
-===============
-V_CalcBob
+ // LordHavoc: easy case
+ if (cl_bob.value == 0)
+ return 0;
+ if (cl_bobcycle.value == 0)
+ return 0;
-===============
-*/
-float V_CalcBob (void)
-{
- float bob;
- float cycle;
-
- cycle = cl.time - (int)(cl.time/cl_bobcycle.value)*cl_bobcycle.value;
- cycle /= cl_bobcycle.value;
+ // LordHavoc: FIXME: this code is *weird*, redesign it sometime
+ cycle = cl.time / cl_bobcycle.value;
+ cycle -= (int) cycle;
if (cycle < cl_bobup.value)
cycle = M_PI * cycle / cl_bobup.value;
else
cycle = M_PI + M_PI*(cycle-cl_bobup.value)/(1.0 - cl_bobup.value);
-// bob is proportional to velocity in the xy plane
-// (don't count Z, or jumping messes it up)
+ // bob is proportional to velocity in the xy plane
+ // (don't count Z, or jumping messes it up)
bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
-//Con_Printf ("speed: %5.1f\n", Length(cl.velocity));
+ //Con_Printf ("speed: %5.1f\n", VectorLength(cl.velocity));
bob = bob*0.3 + bob*0.7*sin(cycle);
- if (bob > 4)
- bob = 4;
- else if (bob < -7)
- bob = -7;
+ bob = bound(-7, bob, 4);
return bob;
-
-}
-
-
-//=============================================================================
-
-
-cvar_t v_centermove = {"v_centermove", "0.15", false};
-cvar_t v_centerspeed = {"v_centerspeed","500"};
+}
void V_StartPitchDrift (void)
{
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)
+static void V_DriftPitch (void)
{
float delta, move;
cl.driftmove = 0;
else
cl.driftmove += cl.frametime;
-
+
if ( cl.driftmove > v_centermove.value)
{
V_StartPitchDrift ();
}
return;
}
-
+
delta = cl.idealpitch - cl.viewangles[PITCH];
if (!delta)
move = cl.frametime * cl.pitchvel;
cl.pitchvel += cl.frametime * v_centerspeed.value;
-
+
//Con_Printf ("move: %f (%f)\n", move, cl.frametime);
if (delta > 0)
/*
-==============================================================================
-
- SCREEN FLASHES
-
-==============================================================================
-*/
-
-
-cshift_t cshift_empty = { {130,80,50}, 0 };
-cshift_t cshift_water = { {130,80,50}, 128 };
-cshift_t cshift_slime = { {0,25,5}, 150 };
-cshift_t cshift_lava = { {255,80,0}, 150 };
-
-byte ramps[3][256];
-float v_blend[4]; // rgba 0.0 - 1.0
+==============================================================================
+
+ SCREEN FLASHES
+
+==============================================================================
+*/
+
/*
===============
*/
void V_ParseDamage (void)
{
- int armor, blood;
- vec3_t from;
- int i;
- vec3_t forward, right;
- entity_t *ent;
- float side;
- float count;
-
+ int i, armor, blood;
+ vec3_t from, forward, right;
+ entity_t *ent;
+ float side, count;
+
armor = MSG_ReadByte ();
blood = MSG_ReadByte ();
for (i=0 ; i<3 ; i++)
cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
- if (gl_polyblend.value)
- {
- 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.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;
- }
+ 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;
}
//
// calculate view angle kicks
//
ent = &cl_entities[cl.viewentity];
-
+
VectorSubtract (from, ent->render.origin, from);
VectorNormalize (from);
-
+
AngleVectors (ent->render.angles, forward, right, NULL);
side = DotProduct (from, right);
v_dmg_roll = count*side*v_kickroll.value;
-
+
side = DotProduct (from, forward);
v_dmg_pitch = count*side*v_kickpitch.value;
v_dmg_time = v_kicktime.value;
}
+static cshift_t v_cshift;
/*
==================
V_cshift_f
==================
*/
-void V_cshift_f (void)
+static void V_cshift_f (void)
{
- cshift_empty.destcolor[0] = atoi(Cmd_Argv(1));
- cshift_empty.destcolor[1] = atoi(Cmd_Argv(2));
- cshift_empty.destcolor[2] = atoi(Cmd_Argv(3));
- cshift_empty.percent = atoi(Cmd_Argv(4));
+ v_cshift.destcolor[0] = atoi(Cmd_Argv(1));
+ v_cshift.destcolor[1] = atoi(Cmd_Argv(2));
+ v_cshift.destcolor[2] = atoi(Cmd_Argv(3));
+ v_cshift.percent = atoi(Cmd_Argv(4));
}
When you run over an item, the server sends this command
==================
*/
-void V_BonusFlash_f (void)
+static void V_BonusFlash_f (void)
{
- 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;
- }
+ 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;
}
/*
=============
-V_SetContentsColor
-
-Underwater, lava, etc each has a color shift
+V_UpdateBlends
=============
*/
-void V_SetContentsColor (int contents)
+void V_UpdateBlends (void)
{
- cshift_t* c;
- c = &cl.cshifts[CSHIFT_CONTENTS]; // just to shorten the code below
- if (!gl_polyblend.value)
+ float r, g, b, a, a2;
+ int j;
+
+ if (cl.worldmodel == NULL)
{
- c->percent = 0;
+ cl.cshifts[CSHIFT_DAMAGE].percent = 0;
+ cl.cshifts[CSHIFT_BONUS].percent = 0;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 0;
+ cl.cshifts[CSHIFT_POWERUP].percent = 0;
+ r_refdef.viewblend[0] = 0;
+ r_refdef.viewblend[1] = 0;
+ r_refdef.viewblend[2] = 0;
+ r_refdef.viewblend[3] = 0;
return;
}
- switch (contents)
+
+ // drop the damage value
+ 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
+ cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
+ if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
+ cl.cshifts[CSHIFT_BONUS].percent = 0;
+
+ // set contents color
+ switch (Mod_PointInLeaf (r_refdef.vieworg, cl.worldmodel)->contents)
{
case CONTENTS_EMPTY:
case CONTENTS_SOLID:
- //cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
- c->destcolor[0] = cshift_empty.destcolor[0];
- c->destcolor[1] = cshift_empty.destcolor[1];
- c->destcolor[2] = cshift_empty.destcolor[2];
- c->percent = cshift_empty.percent;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = v_cshift.destcolor[0];
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = v_cshift.destcolor[1];
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = v_cshift.destcolor[2];
+ cl.cshifts[CSHIFT_CONTENTS].percent = v_cshift.percent;
break;
case CONTENTS_LAVA:
- //cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
- c->destcolor[0] = cshift_lava.destcolor[0];
- c->destcolor[1] = cshift_lava.destcolor[1];
- c->destcolor[2] = cshift_lava.destcolor[2];
- c->percent = cshift_lava.percent;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 150;
break;
case CONTENTS_SLIME:
- //cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
- c->destcolor[0] = cshift_slime.destcolor[0];
- c->destcolor[1] = cshift_slime.destcolor[1];
- c->destcolor[2] = cshift_slime.destcolor[2];
- c->percent = cshift_slime.percent;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 150;
break;
default:
- //cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
- c->destcolor[0] = cshift_water.destcolor[0];
- c->destcolor[1] = cshift_water.destcolor[1];
- c->destcolor[2] = cshift_water.destcolor[2];
- c->percent = cshift_water.percent;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 128;
}
-}
-/*
-=============
-V_CalcPowerupCshift
-=============
-*/
-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;
}
else
cl.cshifts[CSHIFT_POWERUP].percent = 0;
-}
-
-/*
-=============
-V_CalcBlend
-=============
-*/
-// LordHavoc: fixed V_CalcBlend
-void V_CalcBlend (void)
-{
- float r, g, b, a, a2;
- int j;
+ // LordHavoc: fixed V_CalcBlend
r = 0;
g = 0;
b = 0;
a = 0;
-// if (gl_cshiftpercent.value)
-// {
- for (j=0 ; j<NUM_CSHIFTS ; j++)
- {
-// 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 > 1)
- a2 = 1;
- r += (cl.cshifts[j].destcolor[0]-r) * a2;
- g += (cl.cshifts[j].destcolor[1]-g) * a2;
- b += (cl.cshifts[j].destcolor[2]-b) * a2;
- a = 1 - (1 - a) * (1 - a2); // correct alpha multiply... took a while to find it on the web
- }
- // saturate color (to avoid blending in black)
- if (a)
- {
- a2 = 1 / a;
- r *= 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[2] = bound(0, b * (1.0/255.0), 1);
- v_blend[3] = bound(0, a , 1);
-}
-
-/*
-=============
-V_UpdateBlends
-=============
-*/
-void V_UpdateBlends (void)
-{
- int i, j;
- qboolean new;
-
- V_CalcPowerupCshift ();
-
- new = false;
-
- for (i=0 ; i<NUM_CSHIFTS ; i++)
+ for (j=0 ; j<NUM_CSHIFTS ; j++)
{
- if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
- {
- new = true;
- cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
- }
- for (j=0 ; j<3 ; j++)
- if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
- {
- new = true;
- cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
- }
+ a2 = cl.cshifts[j].percent * (1.0f / 255.0f);
+
+ if (a2 < 0)
+ continue;
+ if (a2 > 1)
+ a2 = 1;
+ r += (cl.cshifts[j].destcolor[0]-r) * a2;
+ g += (cl.cshifts[j].destcolor[1]-g) * a2;
+ b += (cl.cshifts[j].destcolor[2]-b) * a2;
+ a = 1 - (1 - a) * (1 - a2); // correct alpha multiply... took a while to find it on the web
}
-
-// drop the damage value
- 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
- cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
- if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
- cl.cshifts[CSHIFT_BONUS].percent = 0;
-
- if (!new)
- return;
-
- V_CalcBlend ();
-}
-
-/*
-==============================================================================
-
- VIEW RENDERING
-
-==============================================================================
-*/
-
-float angledelta (float a)
-{
- a = ANGLEMOD(a);
- if (a > 180)
- a -= 360;
- return a;
-}
-
-/*
-==================
-CalcGunAngle
-==================
-*/
-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 = cl.frametime*20;
- if (yaw > oldyaw)
- {
- if (oldyaw + move < yaw)
- yaw = oldyaw + move;
- }
- else
+ // saturate color (to avoid blending in black)
+ if (a)
{
- if (oldyaw - move > yaw)
- yaw = oldyaw - move;
+ a2 = 1 / a;
+ r *= a2;
+ g *= a2;
+ b *= a2;
}
-
- 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.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;
-}
-/*
-==============
-V_BoundOffsets
-==============
-*/
-void V_BoundOffsets (void)
-{
- entity_t *ent;
-
- ent = &cl_entities[cl.viewentity];
-
-// absolutely bound refresh relative to entity clipping hull
-// so the view can never be inside a solid wall
-
- 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;
+ r_refdef.viewblend[0] = bound(0, r * (1.0/255.0), 1);
+ r_refdef.viewblend[1] = bound(0, g * (1.0/255.0), 1);
+ r_refdef.viewblend[2] = bound(0, b * (1.0/255.0), 1);
+ r_refdef.viewblend[3] = bound(0, a , 1);
}
/*
-==============
-V_AddIdle
+==============================================================================
-Idle swaying
-==============
-*/
-void V_AddIdle (void)
-{
- r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
- r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
- r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
-}
+ VIEW RENDERING
+==============================================================================
+*/
/*
==============
-V_CalcViewRoll
+V_AddIdle
-Roll is induced by movement and damage
+Idle swaying
==============
*/
-void V_CalcViewRoll (void)
+static void V_AddIdle (float idle)
{
- float side;
-
- 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;
- v_dmg_time -= cl.frametime;
- }
-
- if (cl.stats[STAT_HEALTH] <= 0)
- {
- r_refdef.viewangles[ROLL] = 80; // dead view angle
- return;
- }
-
+ r_refdef.viewangles[ROLL] += idle * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
+ r_refdef.viewangles[PITCH] += idle * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
+ r_refdef.viewangles[YAW] += idle * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
}
-/*
-==================
-V_CalcIntermissionRefdef
-
-==================
-*/
-void V_CalcIntermissionRefdef (void)
-{
- entity_t *ent, *view;
- float old;
-
-// ent is the player model (visible when out of body)
- ent = &cl_entities[cl.viewentity];
-// view is the weapon model (only visible from inside body)
- view = &cl.viewent;
-
- VectorCopy (ent->render.origin, r_refdef.vieworg);
- VectorCopy (ent->render.angles, r_refdef.viewangles);
- view->render.model = NULL;
-
-// always idle in intermission
- old = v_idlescale.value;
- v_idlescale.value = 1;
- V_AddIdle ();
- v_idlescale.value = old;
-}
-
/*
==================
V_CalcRefdef
==================
*/
-extern qboolean intimerefresh;
void V_CalcRefdef (void)
{
entity_t *ent, *view;
- int i;
vec3_t forward;
vec3_t angles;
float bob;
- static float oldz = 0;
+ float side;
- V_DriftPitch ();
+ if (cls.state != ca_connected || !cl.worldmodel)
+ return;
-// ent is the player model (visible when out of body)
+ // ent is the player model (visible when out of body)
ent = &cl_entities[cl.viewentity];
-// view is the weapon model (only visible from inside body)
+ // 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
- 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
- }
-
-
- bob = V_CalcBob ();
-
-// refresh position
- VectorCopy (ent->render.origin, r_refdef.vieworg);
- r_refdef.vieworg[2] += cl.viewheight + bob;
-
- // 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;
+ V_DriftPitch ();
+ VectorCopy (cl.viewentorigin, r_refdef.vieworg);
if (!intimerefresh)
VectorCopy (cl.viewangles, r_refdef.viewangles);
- V_CalcViewRoll ();
- V_AddIdle ();
-
-// 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];
-
- AngleVectors (angles, forward, NULL, NULL);
- V_BoundOffsets ();
-
-// set up gun position
- VectorCopy (cl.viewangles, view->render.angles);
-
- CalcGunAngle ();
-
- VectorCopy (ent->render.origin, view->render.origin);
- view->render.origin[2] += cl.viewheight;
-
- for (i=0 ; i<3 ; i++)
+ if (cl.intermission)
{
- view->render.origin[i] += forward[i]*bob*0.4;
-// view->origin[i] += right[i]*bob*0.4;
-// view->origin[i] += up[i]*bob*0.8;
+ view->render.model = NULL;
+ VectorCopy (ent->render.angles, r_refdef.viewangles);
+ V_AddIdle (1);
}
- view->render.origin[2] += bob;
-
-// fudge position around to keep amount of weapon visible
-// roughly equal with different FOV
-
- view->render.model = cl.model_precache[cl.stats[STAT_WEAPON]];
- view->render.frame = cl.stats[STAT_WEAPONFRAME];
- view->render.colormap = -1; // no special coloring
-
-// set up the refresh position
- if (!intimerefresh)
- if (v_punch.value)
+ else if (chase_active.value)
{
- VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
- }
-
-// 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
- VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
-
- if (chase_active.value)
+ r_refdef.vieworg[2] += cl.viewheight;
Chase_Update ();
-}
-
-/*
-==================
-V_RenderView
-
-The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
-the entity origin, so any view position inside that will be valid
-==================
-*/
-void V_RenderView (void)
-{
- if (con_forcedup)
- return;
-
- if (cl.intermission)
- { // intermission / finale rendering
- V_CalcIntermissionRefdef ();
+ V_AddIdle (v_idlescale.value);
}
else
{
- if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
- V_CalcRefdef ();
- }
+ 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;
+ v_dmg_time -= cl.frametime;
+ }
- R_RenderView ();
+ if (cl.stats[STAT_HEALTH] <= 0)
+ r_refdef.viewangles[ROLL] = 80; // dead view angle
+
+ V_AddIdle (v_idlescale.value);
+
+ // 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];
+
+ AngleVectors (angles, forward, NULL, NULL);
+
+ bob = V_CalcBob ();
+
+ r_refdef.vieworg[2] += cl.viewheight + bob;
+
+ // set up gun
+ view->state_current.modelindex = cl.stats[STAT_WEAPON];
+ view->state_current.frame = cl.stats[STAT_WEAPONFRAME];
+ VectorCopy(r_refdef.vieworg, view->render.origin);
+ //view->render.origin[0] = ent->render.origin[0] + bob * 0.4 * forward[0];
+ //view->render.origin[1] = ent->render.origin[1] + bob * 0.4 * forward[1];
+ //view->render.origin[2] = ent->render.origin[2] + bob * 0.4 * forward[2] + cl.viewheight + bob;
+ view->render.angles[PITCH] = -r_refdef.viewangles[PITCH] - v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
+ view->render.angles[YAW] = r_refdef.viewangles[YAW] - v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
+ view->render.angles[ROLL] = r_refdef.viewangles[ROLL] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
+ // FIXME: this setup code is somewhat evil (CL_LerpUpdate should be private?)
+ CL_LerpUpdate(view);
+ 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 = 1.0 / 3.0;
+
+ // LordHavoc: origin view kick added
+ if (!intimerefresh)
+ {
+ VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+ VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+ }
+
+ // copy to refdef
+ r_refdef.viewent = view->render;
+ }
}
//============================================================================
*/
void V_Init (void)
{
- Cmd_AddCommand ("v_cshift", V_cshift_f);
+ Cmd_AddCommand ("v_cshift", V_cshift_f);
Cmd_AddCommand ("bf", V_BonusFlash_f);
Cmd_AddCommand ("centerview", V_StartPitchDrift);
Cvar_RegisterVariable (&v_idlescale);
Cvar_RegisterVariable (&crosshair);
- Cvar_RegisterVariable (&cl_crossx);
- Cvar_RegisterVariable (&cl_crossy);
-// Cvar_RegisterVariable (&gl_cshiftpercent);
- Cvar_RegisterVariable (&gl_polyblend);
Cvar_RegisterVariable (&cl_rollspeed);
Cvar_RegisterVariable (&cl_rollangle);
Cvar_RegisterVariable (&v_kicktime);
Cvar_RegisterVariable (&v_kickroll);
- Cvar_RegisterVariable (&v_kickpitch);
-
- Cvar_RegisterVariable (&v_punch);
+ Cvar_RegisterVariable (&v_kickpitch);
}