]> 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 3645467cada6a8c572d6dc7e3622acd2d1cde6d3..d216df298086b47279959a18fbd1a1124c6277f0 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
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -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"
 
 /*
 
@@ -30,36 +31,40 @@ 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_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_idlescale = {"v_idlescale", "0", false};
+cvar_t v_idlescale = {0, "v_idlescale", "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 crosshair = {CVAR_SAVE, "crosshair", "0"};
 
-//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;
+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"};
 
-extern int                     in_forward, in_forward2, in_back;
+float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
 
 /*
@@ -69,81 +74,34 @@ V_CalcRoll
 Used by view and sv_user
 ===============
 */
-vec3_t forward, right, up;
-
 float V_CalcRoll (vec3_t angles, vec3_t velocity)
 {
+       vec3_t  right;
        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);
-       
+
        value = cl_rollangle.value;
-//     if (cl.inwater)
-//             value *= 6;
 
        if (side < cl_rollspeed.value)
                side = side * value / cl_rollspeed.value;
        else
                side = value;
-       
-       return side*sign;
-       
-}
 
+       return side*sign;
 
-/*
-===============
-V_CalcBob
-
-===============
-*/
-float V_CalcBob (void)
-{
-       float   bob;
-       float   cycle;
-       
-       cycle = cl.time - (int)(cl.time/cl_bobcycle.value)*cl_bobcycle.value;
-       cycle /= cl_bobcycle.value;
-       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);
-       if (bob > 4)
-               bob = 4;
-       else if (bob < -7)
-               bob = -7;
-       return bob;
-       
 }
 
-
-//=============================================================================
-
-
-cvar_t v_centermove = {"v_centermove", "0.15", false};
-cvar_t v_centerspeed = {"v_centerspeed","500"};
-
-
 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;
@@ -169,7 +127,7 @@ 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
-lookspring is non 0, or when 
+lookspring is non 0, or when
 ===============
 */
 void V_DriftPitch (void)
@@ -189,15 +147,15 @@ void V_DriftPitch (void)
                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)
                {
                        V_StartPitchDrift ();
                }
                return;
        }
-       
+
        delta = cl.idealpitch - cl.viewangles[PITCH];
 
        if (!delta)
@@ -206,10 +164,8 @@ void V_DriftPitch (void)
                return;
        }
 
-       move = host_frametime * cl.pitchvel;
-       cl.pitchvel += host_frametime * v_centerspeed.value;
-       
-//Con_Printf ("move: %f (%f)\n", move, host_frametime);
+       move = cl.frametime * cl.pitchvel;
+       cl.pitchvel += cl.frametime * v_centerspeed.value;
 
        if (delta > 0)
        {
@@ -232,25 +188,14 @@ void V_DriftPitch (void)
 }
 
 
+/*
+==============================================================================
 
+                                               SCREEN FLASHES
 
+==============================================================================
+*/
 
-/*
-============================================================================== 
-                                               PALETTE 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
 
 /*
 ===============
@@ -259,84 +204,74 @@ V_ParseDamage
 */
 void V_ParseDamage (void)
 {
-       int             armor, blood;
-       vec3_t  from;
-       int             i;
-       vec3_t  forward, right, up;
-       entity_t        *ent;
-       float   side;
-       float   count;
-       
+       int armor, blood;
+       vec3_t from;
+       //vec3_t forward, right;
+       vec3_t localfrom;
+       entity_t *ent;
+       //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)
                count = 10;
 
-       cl.faceanimtime = cl.time + 0.2;                // but sbar face into pain frame
+       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->origin, from);
-       VectorNormalize (from);
-       
-       AngleVectors (ent->angles, forward, right, up);
-
-       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;
 
 /*
 ==================
 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));
 }
 
 
@@ -347,533 +282,258 @@ V_BonusFlash_f
 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
-=============
-*/
-void V_SetContentsColor (int contents)
-{
-       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:
-       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;
-               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;
-               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;
-               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;
-       }
-}
+==============================================================================
 
-/*
-=============
-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;
-               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;
-}
+                                               VIEW RENDERING
 
-/*
-=============
-V_CalcBlend
-=============
+==============================================================================
 */
-// LordHavoc: fixed V_CalcBlend
-void V_CalcBlend (void)
-{
-       float   r, g, b, a, a2;
-       int             j;
 
-       r = 0;
-       g = 0;
-       b = 0;
-       a = 0;
+extern matrix4x4_t viewmodelmatrix;
 
-//     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);
-}
+#include "cl_collision.h"
 
 /*
-=============
-V_UpdatePalette
-=============
+==================
+V_CalcRefdef
+
+==================
 */
-void V_UpdatePalette (void)
+extern float timerefreshangle;
+void V_CalcRefdef (void)
 {
-       int             i, j;
-       qboolean        new;
-
-       V_CalcPowerupCshift ();
-       
-       new = false;
-       
-       for (i=0 ; i<NUM_CSHIFTS ; i++)
+       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)
        {
-               if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
+               // ent is the view entity (visible when out of body)
+               ent = &cl_entities[cl.viewentity];
+               if (cl.intermission)
                {
-                       new = true;
-                       cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
+                       // entity is a fixed camera, just copy the matrix
+                       Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
+                       Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
                }
-               for (j=0 ; j<3 ; j++)
-                       if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
+               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
                        {
-                               new = true;
-                               cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
+                               // 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);
+               }
        }
-       
-// drop the damage value
-       cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
+}
+
+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 -= host_frametime*100;
+       // 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)
+void V_CalcViewBlend(void)
 {
-       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 = host_frametime*20;
-       if (yaw > oldyaw)
-       {
-               if (oldyaw + move < yaw)
-                       yaw = oldyaw + move;
-       }
-       else
-       {
-               if (oldyaw - move > yaw)
-                       yaw = oldyaw - move;
-       }
-       
-       if (pitch > oldpitch)
+       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)
        {
-               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.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;
-}
-
-/*
-==============
-V_BoundOffsets
-==============
-*/
-void V_BoundOffsets (void)
-{
-       entity_t        *ent;
-       
-       ent = &cl_entities[cl.viewentity];
-
-// absolutely bound refresh reletive to entity clipping hull
-// 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;
-}
-
-/*
-==============
-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;
-}
-
-
-/*
-==============
-V_CalcViewRoll
-
-Roll is induced by movement and damage
-==============
-*/
-void V_CalcViewRoll (void)
-{
-       float           side;
-               
-       side = V_CalcRoll (cl_entities[cl.viewentity].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 -= host_frametime;
-       }
-
-       if (cl.stats[STAT_HEALTH] <= 0)
-       {
-               r_refdef.viewangles[ROLL] = 80; // dead view angle
-               return;
-       }
-
-}
-
-
-/*
-==================
-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->origin, r_refdef.vieworg);
-       VectorCopy (ent->angles, r_refdef.viewangles);
-       view->model = NULL;
-
-// allways 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, right, up;
-       vec3_t          angles;
-       float           bob;
-       static float oldz = 0;
-
-       V_DriftPitch ();
-
-// 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;
-       
-
-// 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->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;
-
-       if (!intimerefresh)
-       {
-               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];
-
-       AngleVectors (angles, forward, right, up);
-
-       V_BoundOffsets ();
-               
-// set up gun position
-       VectorCopy (cl.viewangles, view->angles);
-       
-       CalcGunAngle ();
-
-       VectorCopy (ent->origin, view->origin);
-       view->origin[2] += cl.viewheight;
-
-       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;
-
-// fudge position around to keep amount of weapon visible
-// roughly equal with different FOV
-
-#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;
-*/
-
-       view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
-       view->frame = cl.stats[STAT_WEAPONFRAME];
-       view->colormap = -1; // no special coloring
-
-// set up the refresh position
-       if (!intimerefresh)
-       {
-               VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
-       }
-
-// 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];
+               // 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;
+               }
 
-       if (chase_active.value)
-               Chase_Update ();
-}
+               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;
+               }
 
-/*
-==================
-V_RenderView
+               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;
 
-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;
+               // 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])
+               {
+                       a2 = 1 / r_refdef.viewblend[3];
+                       VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
+               }
 
-       if (cl.intermission)
-       {       // intermission / finale rendering
-               V_CalcIntermissionRefdef ();    
+               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);
        }
-       else
-       {
-               if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
-                       V_CalcRefdef ();
-       }
-
-       R_RenderView ();
 }
 
 //============================================================================
@@ -885,7 +545,7 @@ V_Init
 */
 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);
 
@@ -901,10 +561,6 @@ void V_Init (void)
 
        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);
@@ -914,7 +570,14 @@ void V_Init (void)
 
        Cvar_RegisterVariable (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
-       Cvar_RegisterVariable (&v_kickpitch);   
-}
+       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);
+}