]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
remove unused variable i in V_ParseDamage
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 0dd0676909fbdf4884b5ee1872049b3622e61531..d216df298086b47279959a18fbd1a1124c6277f0 100644 (file)
--- a/view.c
+++ b/view.c
@@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // view.c -- player eye positioning
 
 #include "quakedef.h"
+#include "cl_collision.h"
 
 /*
 
@@ -55,6 +56,14 @@ cvar_t       crosshair = {CVAR_SAVE, "crosshair", "0"};
 cvar_t v_centermove = {0, "v_centermove", "0.15"};
 cvar_t v_centerspeed = {0, "v_centerspeed","500"};
 
+cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"};
+
+cvar_t chase_back = {CVAR_SAVE, "chase_back", "48"};
+cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"};
+cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"};
+// GAME_GOODVSBAD2
+cvar_t chase_stevie = {0, "chase_stevie", "0"};
+
 float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
 
@@ -71,15 +80,13 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity)
        float   sign;
        float   side;
        float   value;
-       
+
        AngleVectors (angles, NULL, right, NULL);
        side = DotProduct (velocity, right);
        sign = side < 0 ? -1 : 1;
        side = fabs(side);
-       
+
        value = cl_rollangle.value;
-//     if (cl.inwater)
-//             value *= 6;
 
        if (side < cl_rollspeed.value)
                side = side * value / cl_rollspeed.value;
@@ -90,43 +97,11 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity)
 
 }
 
-static float V_CalcBob (void)
-{
-       double bob, cycle;
-
-       // LordHavoc: easy case
-       if (cl_bob.value == 0)
-               return 0;
-       if (cl_bobcycle.value == 0)
-               return 0;
-
-       // 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 = 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));
-       bob = bob*0.3 + bob*0.7*sin(cycle);
-       bob = bound(-7, bob, 4);
-       return bob;
-
-}
-
 void V_StartPitchDrift (void)
 {
-#if 1
        if (cl.laststop == cl.time)
-       {
                return;         // something else is keeping it from drifting
-       }
-#endif
+
        if (cl.nodrift || !cl.pitchvel)
        {
                cl.pitchvel = v_centerspeed.value;
@@ -155,7 +130,7 @@ Drifting is enabled when the center view key is hit, mlook is released and
 lookspring is non 0, or when
 ===============
 */
-static void V_DriftPitch (void)
+void V_DriftPitch (void)
 {
        float           delta, move;
 
@@ -192,8 +167,6 @@ static void V_DriftPitch (void)
        move = cl.frametime * cl.pitchvel;
        cl.pitchvel += cl.frametime * v_centerspeed.value;
 
-//Con_Printf ("move: %f (%f)\n", move, cl.frametime);
-
        if (delta > 0)
        {
                if (move > delta)
@@ -215,9 +188,6 @@ static void V_DriftPitch (void)
 }
 
 
-
-
-
 /*
 ==============================================================================
 
@@ -234,15 +204,17 @@ V_ParseDamage
 */
 void V_ParseDamage (void)
 {
-       int i, armor, blood;
-       vec3_t from, forward, right;
+       int armor, blood;
+       vec3_t from;
+       //vec3_t forward, right;
+       vec3_t localfrom;
        entity_t *ent;
-       float side, count;
+       //float side;
+       float count;
 
        armor = MSG_ReadByte ();
        blood = MSG_ReadByte ();
-       for (i=0 ; i<3 ; i++)
-               from[i] = MSG_ReadCoord ();
+       MSG_ReadVector(from);
 
        count = blood*0.5 + armor*0.5;
        if (count < 10)
@@ -275,23 +247,16 @@ void V_ParseDamage (void)
                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;
+       // calculate view angle kicks
+       if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+       {
+               ent = &cl_entities[cl.viewentity];
+               Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
+               VectorNormalize(localfrom);
+               v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
+               v_dmg_roll = count * localfrom[1] * v_kickroll.value;
+               v_dmg_time = v_kicktime.value;
+       }
 }
 
 static cshift_t v_cshift;
@@ -325,133 +290,6 @@ static void V_BonusFlash_f (void)
        cl.cshifts[CSHIFT_BONUS].percent = 50;
 }
 
-/*
-=============
-V_UpdateBlends
-=============
-*/
-void V_UpdateBlends (void)
-{
-       float   r, g, b, a, a2;
-       int             j;
-
-       if (cl.worldmodel == NULL)
-       {
-               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;
-       }
-
-       // 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].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].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].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].destcolor[0] = 130;
-               cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
-               cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
-               cl.cshifts[CSHIFT_CONTENTS].percent = 128;
-       }
-
-       if (cl.items & IT_QUAD)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
-               cl.cshifts[CSHIFT_POWERUP].percent = 30;
-       }
-       else if (cl.items & IT_SUIT)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
-               cl.cshifts[CSHIFT_POWERUP].percent = 20;
-       }
-       else if (cl.items & IT_INVISIBILITY)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
-               cl.cshifts[CSHIFT_POWERUP].percent = 100;
-       }
-       else if (cl.items & IT_INVULNERABILITY)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
-               cl.cshifts[CSHIFT_POWERUP].percent = 30;
-       }
-       else
-               cl.cshifts[CSHIFT_POWERUP].percent = 0;
-
-       // LordHavoc: fixed V_CalcBlend
-       r = 0;
-       g = 0;
-       b = 0;
-       a = 0;
-
-       for (j=0 ; j<NUM_CSHIFTS ; 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
-       }
-       // saturate color (to avoid blending in black)
-       if (a)
-       {
-               a2 = 1 / a;
-               r *= a2;
-               g *= a2;
-               b *= a2;
-       }
-
-       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);
-}
-
 /*
 ==============================================================================
 
@@ -460,20 +298,9 @@ void V_UpdateBlends (void)
 ==============================================================================
 */
 
-/*
-==============
-V_AddIdle
-
-Idle swaying
-==============
-*/
-static void V_AddIdle (float idle)
-{
-       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;
-}
+extern matrix4x4_t viewmodelmatrix;
 
+#include "cl_collision.h"
 
 /*
 ==================
@@ -481,91 +308,231 @@ V_CalcRefdef
 
 ==================
 */
+extern float timerefreshangle;
 void V_CalcRefdef (void)
 {
-       entity_t        *ent, *view;
-       vec3_t          forward;
-       vec3_t          angles;
-       float           bob;
-       float           side;
-
-       if (cls.state != ca_connected || !cl.worldmodel)
-               return;
-
-       // 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;
-
-       V_DriftPitch ();
-
-       VectorCopy (ent->render.origin, r_refdef.vieworg);
-       if (!intimerefresh)
-               VectorCopy (cl.viewangles, r_refdef.viewangles);
-
-       if (cl.intermission)
-       {
-               view->render.model = NULL;
-               V_AddIdle (1);
-       }
-       else if (chase_active.value)
-       {
-               Chase_Update ();
-               V_AddIdle (v_idlescale.value);
-       }
-       else
+       static float oldz;
+       entity_t *ent;
+       float vieworg[3], viewangles[3], newz;
+       Matrix4x4_CreateIdentity(&viewmodelmatrix);
+       Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
-               side = V_CalcRoll (cl_entities[cl.viewentity].render.angles, cl.velocity);
-               r_refdef.viewangles[ROLL] += side;
-
-               if (v_dmg_time > 0)
+               // ent is the view entity (visible when out of body)
+               ent = &cl_entities[cl.viewentity];
+               if (cl.intermission)
                {
-                       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;
+                       // entity is a fixed camera, just copy the matrix
+                       Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
+                       Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
                }
+               else
+               {
+                       // player can look around, so take the origin from the entity,
+                       // and the angles from the input system
+                       Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
+                       VectorCopy(cl.viewangles, viewangles);
+
+                       // stair smoothing
+                       newz = vieworg[2];
+                       oldz -= newz;
+                       oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+                       oldz = bound(-16, oldz, 0);
+                       vieworg[2] += oldz;
+                       oldz += newz;
+
+                       if (chase_active.value)
+                       {
+                               // observing entity from third person
+                               vec_t camback, camup, dist, forward[3], stop[3], chase_dest[3], normal[3];
+
+                               camback = bound(0, chase_back.value, 128);
+                               if (chase_back.value != camback)
+                                       Cvar_SetValueQuick(&chase_back, camback);
+                               camup = bound(-48, chase_up.value, 96);
+                               if (chase_up.value != camup)
+                                       Cvar_SetValueQuick(&chase_up, camup);
+
+                               // this + 22 is to match view_ofs for compatibility with older versions
+                               camup += 22;
+
+                               if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
+                               {
+                                       // look straight down from high above
+                                       viewangles[0] = 90;
+                                       camback = 2048;
+                               }
+                               AngleVectors(viewangles, forward, NULL, NULL);
+
+                               // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
+                               dist = -camback - 8;
+                               chase_dest[0] = vieworg[0] + forward[0] * dist;
+                               chase_dest[1] = vieworg[1] + forward[1] * dist;
+                               chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
+                               CL_TraceLine(vieworg, chase_dest, stop, normal, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
+                               vieworg[0] = stop[0] + forward[0] * 8 + normal[0] * 4;
+                               vieworg[1] = stop[1] + forward[1] * 8 + normal[1] * 4;
+                               vieworg[2] = stop[2] + forward[2] * 8 + normal[2] * 4;
+                       }
+                       else
+                       {
+                               // first person view from entity
+                               // angles
+                               if (cl.stats[STAT_HEALTH] <= 0)
+                                       viewangles[ROLL] = 80;  // dead view angle
+                               VectorAdd(viewangles, cl.punchangle, viewangles);
+                               viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+                               if (v_dmg_time > 0)
+                               {
+                                       viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
+                                       viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
+                                       v_dmg_time -= cl.frametime;
+                               }
+                               // origin
+                               VectorAdd(vieworg, cl.punchvector, vieworg);
+                               vieworg[2] += cl.viewheight;
+                               if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value)
+                               {
+                                       double bob, cycle;
+                                       // LordHavoc: this code is *weird*, but not replacable (I think it
+                                       // should be done in QC on the server, but oh well, quake is quake)
+                                       // LordHavoc: figured out bobup: the time at which the sin is at 180
+                                       // degrees (which allows lengthening or squishing the peak or valley)
+                                       cycle = cl.time / cl_bobcycle.value;
+                                       cycle -= (int) cycle;
+                                       if (cycle < cl_bobup.value)
+                                               cycle = sin(M_PI * cycle / cl_bobup.value);
+                                       else
+                                               cycle = sin(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 = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
+                                       bob = bob*0.3 + bob*0.7*cycle;
+                                       vieworg[2] += bound(-7, bob, 4);
+                               }
+                       }
+                       // calculate a view matrix for rendering the scene
+                       if (v_idlescale.value)
+                               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
+                       else
+                               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
+                       // calculate a viewmodel matrix for use in view-attached entities
+                       Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
+               }
+       }
+}
 
-               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);
+void V_FadeViewFlashs(void)
+{
+       // 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;
+}
 
-               bob = V_CalcBob ();
+void V_CalcViewBlend(void)
+{
+       float a2;
+       int j;
+       r_refdef.viewblend[0] = 0;
+       r_refdef.viewblend[1] = 0;
+       r_refdef.viewblend[2] = 0;
+       r_refdef.viewblend[3] = 0;
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
+       {
+               // set contents color
+               switch (CL_PointQ1Contents(r_vieworigin))
+               {
+               case CONTENTS_EMPTY:
+               case CONTENTS_SOLID:
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].percent = 0;
+                       break;
+               case CONTENTS_LAVA:
+                       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 >> 1;
+                       break;
+               case CONTENTS_SLIME:
+                       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 >> 1;
+                       break;
+               default:
+                       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 >> 1;
+               }
 
-               r_refdef.vieworg[2] += cl.viewheight + bob;
+               if (gamemode != GAME_TRANSFUSION)
+               {
+                       if (cl.items & IT_QUAD)
+                       {
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
+                               cl.cshifts[CSHIFT_POWERUP].percent = 30;
+                       }
+                       else if (cl.items & IT_SUIT)
+                       {
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].percent = 20;
+                       }
+                       else if (cl.items & IT_INVISIBILITY)
+                       {
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
+                               cl.cshifts[CSHIFT_POWERUP].percent = 100;
+                       }
+                       else if (cl.items & IT_INVULNERABILITY)
+                       {
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].percent = 30;
+                       }
+                       else
+                               cl.cshifts[CSHIFT_POWERUP].percent = 0;
+               }
 
-               // set up gun
-               view->state_current.modelindex = cl.stats[STAT_WEAPON];
-               view->state_current.frame = cl.stats[STAT_WEAPONFRAME];
-               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;
+               cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
+               cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
+               cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
+               cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
 
-               // LordHavoc: origin view kick added
-               if (!intimerefresh)
+               // LordHavoc: fixed V_CalcBlend
+               for (j = 0;j < NUM_CSHIFTS;j++)
+               {
+                       a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
+                       if (a2 > 0)
+                       {
+                               VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
+                               r_refdef.viewblend[3] = 1 - (1 - r_refdef.viewblend[3]) * (1 - a2); // correct alpha multiply...  took a while to find it on the web
+                       }
+               }
+               // saturate color (to avoid blending in black)
+               if (r_refdef.viewblend[3])
                {
-                       VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
-                       VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+                       a2 = 1 / r_refdef.viewblend[3];
+                       VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
                }
 
-               // copy to refdef
-               r_refdef.viewent = view->render;
+               r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
+               r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
+               r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
+               r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3]                , 1.0f);
        }
 }
 
@@ -604,6 +571,13 @@ void V_Init (void)
        Cvar_RegisterVariable (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
        Cvar_RegisterVariable (&v_kickpitch);
-}
 
+       Cvar_RegisterVariable (&cl_stairsmoothspeed);
+
+       Cvar_RegisterVariable (&chase_back);
+       Cvar_RegisterVariable (&chase_up);
+       Cvar_RegisterVariable (&chase_active);
+       if (gamemode == GAME_GOODVSBAD2)
+               Cvar_RegisterVariable (&chase_stevie);
+}