*/
-cvar_t scr_ofsx = {"scr_ofsx","0", false};
-cvar_t scr_ofsy = {"scr_ofsy","0", false};
-cvar_t scr_ofsz = {"scr_ofsz","0", false};
-
cvar_t cl_rollspeed = {"cl_rollspeed", "200"};
cvar_t cl_rollangle = {"cl_rollangle", "2.0"};
==================
*/
+extern qboolean intimerefresh;
void V_CalcRefdef (void)
{
entity_t *ent, *view;
// 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
+ if (!chase_active.value) // LordHavoc: get rid of angle problems in chase_active mode
+ {
+ 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 ();
r_refdef.vieworg[1] += 1.0/32;
r_refdef.vieworg[2] += 1.0/32;
- VectorCopy (cl.viewangles, r_refdef.viewangles);
+ if (!intimerefresh)
+ {
+ VectorCopy (cl.viewangles, r_refdef.viewangles);
+ }
V_CalcViewRoll ();
V_AddIdle ();
AngleVectors (angles, forward, right, up);
- for (i=0 ; i<3 ; i++)
- r_refdef.vieworg[i] += scr_ofsx.value*forward[i]
- + scr_ofsy.value*right[i]
- + scr_ofsz.value*up[i];
-
-
V_BoundOffsets ();
// set up gun position
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = cl.stats[STAT_WEAPONFRAME];
- view->colormap = vid.colormap;
+ view->colormap = 0; //vid.colormap;
// set up the refresh position
- VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+ if (!intimerefresh)
+ {
+ VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+ }
// smooth out stair step ups
if (cl.onground && ent->origin[2] - oldz > 0)
the entity origin, so any view position inside that will be valid
==================
*/
-extern vrect_t scr_vrect;
-
void V_RenderView (void)
{
if (con_forcedup)
return;
-// don't allow cheats in multiplayer
- if (cl.maxclients > 1)
- {
- Cvar_Set ("scr_ofsx", "0");
- Cvar_Set ("scr_ofsy", "0");
- Cvar_Set ("scr_ofsz", "0");
- }
-
if (cl.intermission)
{ // intermission / finale rendering
V_CalcIntermissionRefdef ();
V_CalcRefdef ();
}
- R_PushDlights ();
-
R_RenderView ();
}
Cvar_RegisterVariable (&cl_crossy);
Cvar_RegisterVariable (&gl_cshiftpercent);
- Cvar_RegisterVariable (&scr_ofsx);
- Cvar_RegisterVariable (&scr_ofsy);
- Cvar_RegisterVariable (&scr_ofsz);
Cvar_RegisterVariable (&cl_rollspeed);
Cvar_RegisterVariable (&cl_rollangle);
Cvar_RegisterVariable (&cl_bob);