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fteqw/engine/client/view.c
Spoike 9dbf5b5837 changed to not load gamecode from quake paths, to avoid issues with buggy quakeworld clients that will freely download stuff from anywhere (not sure what to do about ktx, but it can be reenabled with a cvar).
image_width is now only set by a single function.
tweaked scancode inputs slightly. added support for printscreen binds.
changed the way gamma works. glsl gamma now used when running windows, or hardware gamma is not available. removed gl_contrast+gl_brightness.
q2 gamecode support no longer has a system componant. this means that ports only need the generic stuff.
misc tweaks to the d3d11 renderer.
added brief descriptions to many builtins. need to add comments to constants, globals, and fields too, somehow.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4355 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-05-11 14:02:55 +00:00

1602 lines
39 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
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.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// view.c -- player eye positioning
#include "quakedef.h"
#include "winquake.h"
#include <ctype.h> // for isdigit();
cvar_t ffov = SCVAR("ffov", "0");
/*
The view is allowed to move slightly from it's true position for bobbing,
but if it exceeds 8 pixels linear distance (spherical, not box), the list of
entities sent from the server may not include everything in the pvs, especially
when crossing a water boudnary.
*/
#ifdef SIDEVIEWS
cvar_t vsec_enabled[SIDEVIEWS] = {SCVAR("v2_enabled", "2"), SCVAR("v3_enabled", "0"), SCVAR("v4_enabled", "0"), SCVAR("v5_enabled", "0")};
cvar_t vsec_x[SIDEVIEWS] = {SCVAR("v2_x", "0"), SCVAR("v3_x", "0.25"), SCVAR("v4_x", "0.5"), SCVAR("v5_x", "0.75")};
cvar_t vsec_y[SIDEVIEWS] = {SCVAR("v2_y", "0"), SCVAR("v3_y", "0"), SCVAR("v4_y", "0"), SCVAR("v5_y", "0")};
cvar_t vsec_scalex[SIDEVIEWS] = {SCVAR("v2_scalex", "0.25"), SCVAR("v3_scalex", "0.25"), SCVAR("v4_scalex", "0.25"), SCVAR("v5_scalex", "0.25")};
cvar_t vsec_scaley[SIDEVIEWS] = {SCVAR("v2_scaley", "0.25"), SCVAR("v3_scaley", "0.25"), SCVAR("v4_scaley", "0.25"), SCVAR("v5_scaley", "0.25")};
cvar_t vsec_yaw[SIDEVIEWS] = {SCVAR("v2_yaw", "180"), SCVAR("v3_yaw", "90"), SCVAR("v4_yaw", "270"), SCVAR("v5_yaw", "0")};
#endif
cvar_t cl_rollspeed = SCVAR("cl_rollspeed", "200");
cvar_t cl_rollangle = SCVAR("cl_rollangle", "2.0");
cvar_t v_deathtilt = SCVAR("v_deathtilt", "1");
cvar_t cl_bob = SCVAR("cl_bob","0.02");
cvar_t cl_bobcycle = SCVAR("cl_bobcycle","0.6");
cvar_t cl_bobup = SCVAR("cl_bobup","0.5");
cvar_t v_kicktime = SCVAR("v_kicktime", "0.5");
cvar_t v_kickroll = SCVAR("v_kickroll", "0.6");
cvar_t v_kickpitch = SCVAR("v_kickpitch", "0.6");
cvar_t v_iyaw_cycle = SCVAR("v_iyaw_cycle", "2");
cvar_t v_iroll_cycle = SCVAR("v_iroll_cycle", "0.5");
cvar_t v_ipitch_cycle = SCVAR("v_ipitch_cycle", "1");
cvar_t v_iyaw_level = SCVAR("v_iyaw_level", "0.3");
cvar_t v_iroll_level = SCVAR("v_iroll_level", "0.1");
cvar_t v_ipitch_level = SCVAR("v_ipitch_level", "0.3");
cvar_t v_idlescale = SCVAR("v_idlescale", "0");
cvar_t crosshair = SCVARF("crosshair", "1", CVAR_ARCHIVE);
cvar_t crosshaircolor = SCVARF("crosshaircolor", "255 255 255", CVAR_ARCHIVE);
cvar_t crosshairsize = SCVARF("crosshairsize", "8", CVAR_ARCHIVE);
cvar_t cl_crossx = SCVARF("cl_crossx", "0", CVAR_ARCHIVE);
cvar_t cl_crossy = SCVARF("cl_crossy", "0", CVAR_ARCHIVE);
cvar_t crosshaircorrect = SCVARF("crosshaircorrect", "0", CVAR_SEMICHEAT);
cvar_t crosshairimage = SCVAR("crosshairimage", "");
cvar_t crosshairalpha = SCVAR("crosshairalpha", "1");
cvar_t gl_cshiftpercent = SCVAR("gl_cshiftpercent", "100");
cvar_t gl_cshiftenabled = CVARF("gl_polyblend", "1", CVAR_ARCHIVE);
cvar_t v_bonusflash = SCVAR("v_bonusflash", "1");
cvar_t v_contentblend = SCVARF("v_contentblend", "1", CVAR_ARCHIVE);
cvar_t v_damagecshift = SCVAR("v_damagecshift", "1");
cvar_t v_quadcshift = SCVAR("v_quadcshift", "1");
cvar_t v_suitcshift = SCVAR("v_suitcshift", "1");
cvar_t v_ringcshift = SCVAR("v_ringcshift", "1");
cvar_t v_pentcshift = SCVAR("v_pentcshift", "1");
cvar_t v_gunkick = SCVAR("v_gunkick", "0");
cvar_t v_gunkick_q2 = SCVAR("v_gunkick_q2", "1");
cvar_t v_viewheight = SCVAR("v_viewheight", "0");
cvar_t v_projectionmode = SCVAR("v_projectionmode", "0");
cvar_t scr_autoid = SCVAR("scr_autoid", "1");
extern cvar_t cl_chasecam;
float v_dmg_time[MAX_SPLITS], v_dmg_roll[MAX_SPLITS], v_dmg_pitch[MAX_SPLITS];
player_state_t *view_message;
/*
===============
V_CalcRoll
===============
*/
float V_CalcRoll (vec3_t angles, vec3_t velocity)
{
vec3_t forward, right, up;
float sign;
float side;
float value;
AngleVectors (angles, forward, right, up);
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = cl_rollangle.value;
if (side < cl_rollspeed.value)
side = side * value / cl_rollspeed.value;
else
side = value;
return side*sign;
}
/*
===============
V_CalcBob
===============
*/
float V_CalcBob (int pnum, qboolean queryold)
{
static double bobtime[MAX_SPLITS];
static double cltime[MAX_SPLITS];
static float bob[MAX_SPLITS];
float cycle;
if (cl.spectator)
return 0;
if (!cl.onground[pnum] || cl.paused)
return bob[pnum]; // just use old value
if (cl_bobcycle.value <= 0)
return 0;
bobtime[pnum] += cl.time - cltime[pnum];
cltime[pnum] = cl.time;
cycle = bobtime[pnum] - (int)(bobtime[pnum]/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 simulated velocity in the xy plane
// (don't count Z, or jumping messes it up)
bob[pnum] = sqrt(cl.playerview[pnum].simvel[0]*cl.playerview[pnum].simvel[0] + cl.playerview[pnum].simvel[1]*cl.playerview[pnum].simvel[1]) * cl_bob.value;
bob[pnum] = bob[pnum]*0.3 + bob[pnum]*0.7*sin(cycle);
if (bob[pnum] > 4)
bob[pnum] = 4;
else if (bob[pnum] < -7)
bob[pnum] = -7;
return bob[pnum];
}
//=============================================================================
cvar_t v_centermove = SCVAR("v_centermove", "0.15");
cvar_t v_centerspeed = SCVAR("v_centerspeed","500");
void V_StartPitchDrift (int pnum)
{
#if 1
if (cl.playerview[pnum].laststop == cl.time)
{
return; // something else is keeping it from drifting
}
#endif
if (cl.playerview[pnum].nodrift || !cl.playerview[pnum].pitchvel)
{
cl.playerview[pnum].pitchvel = v_centerspeed.value;
cl.playerview[pnum].nodrift = false;
cl.playerview[pnum].driftmove = 0;
}
}
void V_StopPitchDrift (int pnum)
{
cl.playerview[pnum].laststop = cl.time;
cl.playerview[pnum].nodrift = true;
cl.playerview[pnum].pitchvel = 0;
}
/*
===============
V_DriftPitch
Moves the client pitch angle towards cl.idealpitch sent by the server.
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
===============
*/
void V_DriftPitch (int pnum)
{
float delta, move;
if (!cl.onground || cls.demoplayback )
{
cl.playerview[pnum].driftmove = 0;
cl.playerview[pnum].pitchvel = 0;
return;
}
// don't count small mouse motion
if (cl.playerview[pnum].nodrift)
{
if ( fabs(cl.outframes[(cl.movesequence-1)&UPDATE_MASK].cmd[pnum].forwardmove) < 200)
cl.playerview[pnum].driftmove = 0;
else
cl.playerview[pnum].driftmove += host_frametime;
if ( cl.playerview[pnum].driftmove > v_centermove.value)
{
V_StartPitchDrift (pnum);
}
return;
}
delta = 0 - cl.playerview[pnum].viewangles[PITCH];
if (!delta)
{
cl.playerview[pnum].pitchvel = 0;
return;
}
move = host_frametime * cl.playerview[pnum].pitchvel;
cl.playerview[pnum].pitchvel += host_frametime * v_centerspeed.value;
//Con_Printf ("move: %f (%f)\n", move, host_frametime);
if (delta > 0)
{
if (move > delta)
{
cl.playerview[pnum].pitchvel = 0;
move = delta;
}
cl.playerview[pnum].viewangles[PITCH] += move;
}
else if (delta < 0)
{
if (move > -delta)
{
cl.playerview[pnum].pitchvel = 0;
move = -delta;
}
cl.playerview[pnum].viewangles[PITCH] -= move;
}
}
/*
==============================================================================
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 };
cshift_t cshift_server = { {130,80,50}, 0 };
cvar_t v_gamma = SCVARF("gamma", "0.8", CVAR_ARCHIVE|CVAR_RENDERERCALLBACK);
cvar_t v_contrast = SCVARF("contrast", "1.3", CVAR_ARCHIVE);
cvar_t v_brightness = SCVARF("brightness", "0.0", CVAR_ARCHIVE);
qbyte gammatable[256]; // palette is sent through this
unsigned short ramps[3][256];
//extern qboolean gammaworks;
float sw_blend[4]; // rgba 0.0 - 1.0
float hw_blend[4]; // rgba 0.0 - 1.0
/*
void BuildGammaTable (float g)
{
int i, inf;
if (g == 1.0)
{
for (i=0 ; i<256 ; i++)
gammatable[i] = i;
return;
}
for (i=0 ; i<256 ; i++)
{
inf = 255 * pow ( (i+0.5)/255.5 , g ) + 0.5;
if (inf < 0)
inf = 0;
if (inf > 255)
inf = 255;
gammatable[i] = inf;
}
}*/
void BuildGammaTable (float g, float c, float b)
{
int i, inf;
// g = bound (0.1, g, 3);
// c = bound (1, c, 3);
if (g == 1 && c == 1)
{
for (i = 0; i < 256; i++)
gammatable[i] = i;
return;
}
for (i = 0; i < 256; i++)
{
//the 0.5s are for rounding.
inf = 255 * (pow ((i + 0.5) / 255.5 * c, g) + b) + 0.5;
if (inf < 0)
inf = 0;
else if (inf > 255)
inf = 255;
gammatable[i] = inf;
}
}
/*
=================
V_CheckGamma
=================
*/
#if defined(GLQUAKE) || defined(D3DQUAKE)
void GLV_Gamma_Callback(struct cvar_s *var, char *oldvalue)
{
BuildGammaTable (v_gamma.value, v_contrast.value, v_brightness.value);
vid.recalc_refdef = 1; // force a surface cache flush
V_UpdatePalette (true);
}
#endif
/*
===============
V_ParseDamage
===============
*/
void V_ParseDamage (int pnum)
{
int armor, blood;
vec3_t from;
int i;
vec3_t forward, right, up;
float side;
float count;
armor = MSG_ReadByte ();
blood = MSG_ReadByte ();
for (i=0 ; i<3 ; i++)
from[i] = MSG_ReadCoord ();
count = blood*0.5 + armor*0.5;
if (count < 10)
count = 10;
#ifdef ANDROID
Sys_Vibrate(count);
#endif
if (v_damagecshift.value >= 0)
count *= v_damagecshift.value;
cl.playerview[pnum].faceanimtime = cl.time + 0.2; // but sbar face into pain frame
cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
cl.cshifts[CSHIFT_DAMAGE].percent = 150;
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
//
VectorSubtract (from, cl.playerview[pnum].simorg, from);
VectorNormalize (from);
AngleVectors (cl.playerview[pnum].simangles, forward, right, up);
side = DotProduct (from, right);
v_dmg_roll[pnum] = count*side*v_kickroll.value;
side = DotProduct (from, forward);
v_dmg_pitch[pnum] = count*side*v_kickpitch.value;
v_dmg_time[pnum] = v_kicktime.value;
}
/*
==================
V_cshift_f
==================
*/
void V_cshift_f (void)
{
int r, g, b, p;
r = g = b = p = 0;
if (Cmd_Argc() >= 5)
{
r = atoi(Cmd_Argv(1));
g = atoi(Cmd_Argv(2));
b = atoi(Cmd_Argv(3));
p = atoi(Cmd_Argv(4));
}
if (Cmd_FromGamecode())
{
if (Cmd_Argc() >= 5)
{
qboolean term = false;
int i;
char *c = Cmd_Argv(4);
// malice jumbles commands into a v_cshift so this attempts to fix
while (isdigit(*c) || *c == '.')
c++;
if (*c)
{
Cbuf_AddText(c, RESTRICT_SERVER);
term = true;
}
for (i = 5; i < Cmd_Argc(); i++)
{
Cbuf_AddText(" ", RESTRICT_SERVER);
Cbuf_AddText(Cmd_Argv(i), RESTRICT_SERVER);
term = true;
}
if (term)
Cbuf_AddText("\n", RESTRICT_SERVER);
}
else if (Cmd_Argc() > 1)
Con_DPrintf("broken v_cshift from gamecode\n");
// ensure we always clear out or set for nehahra
cl.cshifts[CSHIFT_SERVER].destcolor[0] = r;
cl.cshifts[CSHIFT_SERVER].destcolor[1] = g;
cl.cshifts[CSHIFT_SERVER].destcolor[2] = b;
cl.cshifts[CSHIFT_SERVER].percent = p;
return;
}
if (Cmd_Argc() != 5 && Cmd_Argc() != 1)
{
Con_Printf("v_cshift: v_cshift <r> <g> <b> <alpha>\n");
return;
}
cshift_empty.destcolor[0] = r;
cshift_empty.destcolor[1] = g;
cshift_empty.destcolor[2] = b;
cshift_empty.percent = p;
}
/*
==================
V_BonusFlash_f
When you run over an item, the server sends this command
==================
*/
void V_BonusFlash_f (void)
{
if (v_bonusflash.value || !Cmd_FromGamecode())
{
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_bonusflash.value;
}
}
void V_DarkFlash_f (void)
{
cl.cshifts[CSHIFT_BONUS].destcolor[0] = 0;
cl.cshifts[CSHIFT_BONUS].destcolor[1] = 0;
cl.cshifts[CSHIFT_BONUS].destcolor[2] = 0;
cl.cshifts[CSHIFT_BONUS].percent = 255;
}
void V_WhiteFlash_f (void)
{
cl.cshifts[CSHIFT_BONUS].destcolor[0] = 255;
cl.cshifts[CSHIFT_BONUS].destcolor[1] = 255;
cl.cshifts[CSHIFT_BONUS].destcolor[2] = 255;
cl.cshifts[CSHIFT_BONUS].percent = 255;
}
/*
=============
V_SetContentsColor
Underwater, lava, etc each has a color shift
FIXME: Uses Q1 contents
=============
*/
void V_SetContentsColor (int contents)
{
int i;
if (contents & FTECONTENTS_LAVA)
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
else if (contents & (FTECONTENTS_SLIME | FTECONTENTS_SOLID))
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
else if (contents & FTECONTENTS_WATER)
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
else
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
cl.cshifts[CSHIFT_CONTENTS].percent *= v_contentblend.value;
if (cl.cshifts[CSHIFT_CONTENTS].percent)
{ //bound contents so it can't go negative
if (cl.cshifts[CSHIFT_CONTENTS].percent < 0)
cl.cshifts[CSHIFT_CONTENTS].percent = 0;
for (i = 0; i < 3; i++)
if (cl.cshifts[CSHIFT_CONTENTS].destcolor[0] < 0)
cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
}
}
/*
=============
V_CalcPowerupCshift
=============
*/
void V_CalcPowerupCshift (void)
{
int im = 0;
int s;
//we only have one palette, so combine the mask
for (s = 0; s < cl.splitclients; s++)
im |= cl.playerview[s].stats[STAT_ITEMS];
if (im & 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*v_quadcshift.value;
}
else if (im & 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*v_suitcshift.value;
}
else if (im & 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*v_ringcshift.value;
}
else if (im & 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*v_pentcshift.value;
}
else
cl.cshifts[CSHIFT_POWERUP].percent = 0;
if (cl.cshifts[CSHIFT_POWERUP].percent<0)
cl.cshifts[CSHIFT_POWERUP].percent=0;
}
/*
=============
V_CalcBlend
=============
*/
void V_CalcBlend (float *hw_blend)
{
extern qboolean r2d_noshadergamma;
float a2;
int j;
float *blend;
memset(hw_blend, 0, sizeof(float)*4);
memset(sw_blend, 0, sizeof(float)*4);
//don't apply it to the server, we'll blend the two later if the user has no hardware gamma (if they do have it, we use just the server specified value) This way we avoid winnt users having a cheat with flashbangs and stuff.
for (j=0 ; j<NUM_CSHIFTS ; j++)
{
if (j != CSHIFT_SERVER)
{
if (!gl_cshiftpercent.value || !gl_cshiftenabled.ival)
continue;
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
}
else
{
a2 = cl.cshifts[j].percent / 255.0; //don't allow modification of this one.
}
if (!a2)
continue;
if (j == CSHIFT_SERVER)
{
/*server blend always goes into sw, ALWAYS*/
blend = sw_blend;
}
else
{
if (j == CSHIFT_BONUS || j == CSHIFT_DAMAGE || gl_nohwblend.ival || r2d_noshadergamma)
blend = sw_blend;
else //powerup or contents?
blend = hw_blend;
}
blend[3] = blend[3] + a2*(1-blend[3]);
a2 = a2/blend[3];
blend[0] = blend[0]*(1-a2) + cl.cshifts[j].destcolor[0]*a2/255.0;
blend[1] = blend[1]*(1-a2) + cl.cshifts[j].destcolor[1]*a2/255.0;
blend[2] = blend[2]*(1-a2) + cl.cshifts[j].destcolor[2]*a2/255.0;
}
if (hw_blend[3] > 1)
hw_blend[3] = 1;
if (hw_blend[3] < 0)
hw_blend[3] = 0;
if (sw_blend[3] > 1)
sw_blend[3] = 1;
if (sw_blend[3] < 0)
sw_blend[3] = 0;
}
/*
=============
V_UpdatePalette
=============
*/
void V_UpdatePalette (qboolean force)
{
extern qboolean r2d_noshadergamma;
int i;
float newhw_blend[4];
int ir, ig, ib;
float ftime;
qboolean applied;
static double oldtime;
RSpeedMark();
ftime = cl.time - oldtime;
oldtime = cl.time;
if (ftime < 0)
ftime = 0;
V_CalcPowerupCshift ();
// drop the damage value
cl.cshifts[CSHIFT_DAMAGE].percent -= ftime*150;
if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
// drop the bonus value
cl.cshifts[CSHIFT_BONUS].percent -= ftime*100;
if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
cl.cshifts[CSHIFT_BONUS].percent = 0;
V_CalcBlend(newhw_blend);
if (hw_blend[0] != newhw_blend[0] || hw_blend[1] != newhw_blend[1] || hw_blend[2] != newhw_blend[2] || hw_blend[3] != newhw_blend[3] || force)
{
float r,g,b,a;
Vector4Copy(newhw_blend, hw_blend);
a = hw_blend[3];
r = 255*hw_blend[0]*a;
g = 255*hw_blend[1]*a;
b = 255*hw_blend[2]*a;
a = 1-a;
for (i=0 ; i<256 ; i++)
{
ir = i*a + r;
ig = i*a + g;
ib = i*a + b;
if (ir > 255)
ir = 255;
if (ig > 255)
ig = 255;
if (ib > 255)
ib = 255;
ramps[0][i] = gammatable[ir]<<8;
ramps[1][i] = gammatable[ig]<<8;
ramps[2][i] = gammatable[ib]<<8;
}
applied = rf->VID_ApplyGammaRamps ((unsigned short*)ramps);
if (!applied && r2d_noshadergamma)
rf->VID_ApplyGammaRamps (NULL);
r2d_noshadergamma = applied;
}
RSpeedEnd(RSPEED_PALETTEFLASHES);
}
/*
=============
V_UpdatePalette
=============
*/
void V_ClearCShifts (void)
{
int i;
for (i = 0; i < NUM_CSHIFTS; i++)
cl.cshifts[i].percent = 0;
}
/*
==============================================================================
VIEW RENDERING
==============================================================================
*/
float angledelta (float a)
{
a = anglemod(a);
if (a > 180)
a -= 360;
return a;
}
/*
==================
CalcGunAngle
==================
*/
void V_CalcGunPositionAngle (int pnum, float bob)
{
float yaw, pitch, move;
static float oldyaw = 0;
static float oldpitch = 0;
int i;
yaw = r_refdef.viewangles[YAW];
pitch = -r_refdef.viewangles[PITCH];
yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
if (yaw > 10)
yaw = 10;
if (yaw < -10)
yaw = -10;
pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
if (pitch > 10)
pitch = 10;
if (pitch < -10)
pitch = -10;
move = host_frametime*20;
if (yaw > oldyaw)
{
if (oldyaw + move < yaw)
yaw = oldyaw + move;
}
else
{
if (oldyaw - move > yaw)
yaw = oldyaw - move;
}
if (pitch > oldpitch)
{
if (oldpitch + move < pitch)
pitch = oldpitch + move;
}
else
{
if (oldpitch - move > pitch)
pitch = oldpitch - move;
}
oldyaw = yaw;
oldpitch = pitch;
cl.viewent[pnum].angles[YAW] = r_refdef.viewangles[YAW] + yaw;
cl.viewent[pnum].angles[PITCH] = r_refdef.viewangles[PITCH] + pitch;
cl.viewent[pnum].angles[YAW] = r_refdef.viewangles[YAW];
cl.viewent[pnum].angles[PITCH] = r_refdef.viewangles[PITCH];
cl.viewent[pnum].angles[ROLL] = r_refdef.viewangles[ROLL];
AngleVectors(cl.viewent[pnum].angles, cl.viewent[pnum].axis[0], cl.viewent[pnum].axis[1], cl.viewent[pnum].axis[2]);
VectorInverse(cl.viewent[pnum].axis[1]);
cl.viewent[pnum].angles[PITCH]*=-1;
VectorCopy (r_refdef.vieworg, cl.viewent[pnum].origin);
for (i=0 ; i<3 ; i++)
{
cl.viewent[pnum].origin[i] += cl.viewent[pnum].axis[0][i]*bob*0.4;
// cl.viewent[pnum].origin[i] += cl.viewent[pnum].axis[1][i]*sin(cl.time*5.5342452354235)*0.1;
// cl.viewent[pnum].origin[i] += cl.viewent[pnum].axis[2][i]*bob*0.8;
}
// fudge position around to keep amount of weapon visible
// roughly equal with different FOV
if (scr_viewsize.value == 110)
cl.viewent[pnum].origin[2] += 1;
else if (scr_viewsize.value == 100)
cl.viewent[pnum].origin[2] += 2;
else if (scr_viewsize.value == 90)
cl.viewent[pnum].origin[2] += 1;
else if (scr_viewsize.value == 80)
cl.viewent[pnum].origin[2] += 0.5;
}
/*
==============
V_BoundOffsets
==============
*/
void V_BoundOffsets (int pnum)
{
// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall
if (r_refdef.vieworg[0] < cl.playerview[pnum].simorg[0] - 14)
r_refdef.vieworg[0] = cl.playerview[pnum].simorg[0] - 14;
else if (r_refdef.vieworg[0] > cl.playerview[pnum].simorg[0] + 14)
r_refdef.vieworg[0] = cl.playerview[pnum].simorg[0] + 14;
if (r_refdef.vieworg[1] < cl.playerview[pnum].simorg[1] - 14)
r_refdef.vieworg[1] = cl.playerview[pnum].simorg[1] - 14;
else if (r_refdef.vieworg[1] > cl.playerview[pnum].simorg[1] + 14)
r_refdef.vieworg[1] = cl.playerview[pnum].simorg[1] + 14;
if (r_refdef.vieworg[2] < cl.playerview[pnum].simorg[2] - 22)
r_refdef.vieworg[2] = cl.playerview[pnum].simorg[2] - 22;
else if (r_refdef.vieworg[2] > cl.playerview[pnum].simorg[2] + 30)
r_refdef.vieworg[2] = cl.playerview[pnum].simorg[2] + 30;
}
/*
==============
V_AddIdle
Idle swaying
==============
*/
void V_AddIdle (int pnum)
{
//defaults: for use if idlescale is locked and the var isn't.
float yaw_cycle = 2;
float roll_cycle = 0.5;
float pitch_cycle = 1;
float yaw_level = 0.3;
float roll_level = 0.1;
float pitch_level = 0.3;
if (v_iyaw_cycle.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE))
yaw_cycle = v_iyaw_cycle.value;
if (v_iroll_cycle.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE))
roll_cycle = v_iroll_cycle.value;
if (v_ipitch_cycle.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE))
pitch_cycle = v_ipitch_cycle.value;
if (v_iyaw_level.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE))
yaw_level = v_iyaw_level.value;
if (v_iroll_level.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE))
roll_level = v_iroll_level.value;
if (v_ipitch_level.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE))
pitch_level = v_ipitch_level.value;
r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*roll_cycle) * roll_level;
r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*pitch_cycle) * pitch_level;
r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*yaw_cycle) * yaw_level;
cl.viewent[pnum].angles[ROLL] -= v_idlescale.value * sin(cl.time*roll_cycle) * roll_level;
cl.viewent[pnum].angles[PITCH] -= v_idlescale.value * sin(cl.time*pitch_cycle) * pitch_level;
cl.viewent[pnum].angles[YAW] -= v_idlescale.value * sin(cl.time*yaw_cycle) * yaw_level;
}
/*
==============
V_CalcViewRoll
Roll is induced by movement and damage
==============
*/
void V_CalcViewRoll (int pnum)
{
float side;
float adjspeed;
side = V_CalcRoll (cl.playerview[pnum].simangles, cl.playerview[pnum].simvel);
adjspeed = fabs(cl_rollangle.value);
if (adjspeed<1)
adjspeed=1;
if (adjspeed>45)
adjspeed = 45;
adjspeed*=20;
if (side > cl.playerview[pnum].rollangle)
{
cl.playerview[pnum].rollangle += host_frametime * adjspeed;
if (cl.playerview[pnum].rollangle > side)
cl.playerview[pnum].rollangle = side;
}
else if (side < cl.playerview[pnum].rollangle)
{
cl.playerview[pnum].rollangle -= host_frametime * adjspeed;
if (cl.playerview[pnum].rollangle < side)
cl.playerview[pnum].rollangle = side;
}
r_refdef.viewangles[ROLL] += cl.playerview[pnum].rollangle;
if (v_dmg_time[pnum] > 0)
{
r_refdef.viewangles[ROLL] += v_dmg_time[pnum]/v_kicktime.value*v_dmg_roll[pnum];
r_refdef.viewangles[PITCH] += v_dmg_time[pnum]/v_kicktime.value*v_dmg_pitch[pnum];
v_dmg_time[pnum] -= host_frametime;
}
}
/*
==================
V_CalcIntermissionRefdef
==================
*/
void V_CalcIntermissionRefdef (int pnum)
{
entity_t *view;
float old;
// view is the weapon model
view = &cl.viewent[pnum];
VectorCopy (cl.playerview[pnum].simorg, r_refdef.vieworg);
VectorCopy (cl.playerview[pnum].simangles, r_refdef.viewangles);
view->model = NULL;
// always idle in intermission
old = v_idlescale.value;
v_idlescale.value = 1;
V_AddIdle (pnum);
v_idlescale.value = old;
}
/*
==================
V_CalcRefdef
==================
*/
void V_CalcRefdef (int pnum)
{
entity_t *view;
int i;
float bob;
float viewheight;
r_refdef.currentplayernum = pnum;
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
return;
#endif
VectorCopy(cl.fog_colour, r_refdef.gfog_rgbd);
r_refdef.gfog_rgbd[3] = cl.fog_density / 64;
// view is the weapon model (only visible from inside body)
view = &cl.viewent[pnum];
if (v_viewheight.value < -7)
bob=-7;
else if (v_viewheight.value > 4)
bob=4;
else if (v_viewheight.value)
bob=v_viewheight.value;
else
bob = V_CalcBob (pnum, false);
// refresh position from simulated origin
VectorCopy (cl.playerview[pnum].simorg, r_refdef.vieworg);
r_refdef.useperspective = true;
// 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 1/8 pixel, so add 1/16 in each axis
r_refdef.vieworg[0] += 1.0/16;
r_refdef.vieworg[1] += 1.0/16;
r_refdef.vieworg[2] += 1.0/16;
if (cl.playerview[pnum].fixangle)
{
if (cl.playerview[pnum].oldfixangle)
{
float frac, move;
if (cl.gametime <= cl.oldgametime)
frac = 1;
else
{
frac = (realtime - cl.gametimemark) / (cl.gametime - cl.oldgametime);
frac = bound(0, frac, 1);
}
for (i = 0; i < 3; i++)
{
move = cl.playerview[pnum].fixangles[i] - cl.playerview[pnum].oldfixangles[i];
if (move >= 180)
move -= 360;
if (move <= -180)
move += 360;
r_refdef.viewangles[i] = cl.playerview[pnum].oldfixangles[i] + frac * move;
}
}
else
{
VectorCopy (cl.playerview[pnum].fixangles, r_refdef.viewangles);
}
}
else
{
VectorCopy (cl.playerview[pnum].simangles, r_refdef.viewangles);
}
V_CalcViewRoll (pnum);
V_AddIdle (pnum);
viewheight = cl.viewheight[pnum];
if (viewheight == DEFAULT_VIEWHEIGHT)
{
if (view_message && view_message->flags & PF_GIB)
viewheight = 8; // gib view height
else if (view_message && view_message->flags & PF_DEAD)
viewheight = 16; // corpse view height
}
viewheight += cl.crouch[pnum];
if (cl.playerview[pnum].stats[STAT_HEALTH] < 0 && spec_track[pnum] >= 0 && v_deathtilt.value) // PF_GIB will also set PF_DEAD
{
if (!cl.spectator || !cl_chasecam.ival)
r_refdef.viewangles[ROLL] = 80*v_deathtilt.value; // dead view angle
}
else
{
// v_viewheight only affects the view if the player is alive
viewheight += bob;
}
VectorMA(r_refdef.vieworg, -viewheight, cl.playerview[pnum].gravitydir, r_refdef.vieworg);
// set up gun position
V_CalcGunPositionAngle (pnum, bob);
if (cl.playerview[pnum].stats[STAT_HEALTH] > 0 && (unsigned int)cl.playerview[pnum].stats[STAT_WEAPON] >= MAX_MODELS)
view->model = NULL;
else
view->model = cl.model_precache[cl.playerview[pnum].stats[STAT_WEAPON]];
#ifdef HLCLIENT
if (!CLHL_AnimateViewEntity(view))
#endif
view->framestate.g[FS_REG].frame[0] = cl.playerview[pnum].stats[STAT_WEAPONFRAME];
// set up the refresh position
if (v_gunkick.value)
r_refdef.viewangles[PITCH] += cl.punchangle[pnum]*v_gunkick.value;
r_refdef.time = realtime;
// smooth out stair step ups
{
extern model_t *loadmodel;
loadmodel = cl.worldmodel;
}
}
/*
=============
DropPunchAngle
=============
*/
void DropPunchAngle (int pnum)
{
if (cl.punchangle[pnum] < 0)
{
cl.punchangle[pnum] += 10*host_frametime;
if (cl.punchangle[pnum] > 0)
cl.punchangle[pnum] = 0;
}
else
{
cl.punchangle[pnum] -= 10*host_frametime;
if (cl.punchangle[pnum] < 0)
cl.punchangle[pnum] = 0;
}
}
/*
==================
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
==================
*/
extern vrect_t scr_vrect;
qboolean r_secondaryview;
#ifdef SIDEVIEWS
#ifdef PEXT_VIEW2
entity_t *CL_EntityNum(int num)
{
int i;
for (i=0 ; i<cl_numvisedicts ; i++)
{
if (cl_visedicts[i].keynum == num)
return &cl_visedicts[i];
}
return NULL;
}
#endif
#endif
float CalcFov (float fov_x, float width, float height);
void SCR_VRectForPlayer(vrect_t *vrect, int pnum)
{
float ws;
extern cvar_t r_stereo_method, r_stereo_separation;
#if MAX_SPLITS > 4
#pragma warning "Please change this function to cope with the new MAX_SPLITS value"
#endif
switch(cl.splitclients)
{
case 1:
vrect->width = scr_vrect.width;
vrect->height = scr_vrect.height;
vrect->x = scr_vrect.x;
vrect->y = scr_vrect.y;
if (scr_chatmode == 2)
{
vrect->height/=2;
vrect->y += vrect->height;
}
break;
case 2: //horizontal bands
case 3:
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL && vid.rotpixelwidth > vid.rotpixelheight * 2
&& ffov.value >= 0 /*panoramic view always stacks player views*/
)
{ //over twice as wide as high, assume dual moniter, horizontal.
vrect->width = vid.width/cl.splitclients;
vrect->height = vid.height;
vrect->x = 0 + vrect->width*pnum;
vrect->y = 0;
}
else
#endif
{
//stack them vertically
vrect->width = vid.width;
vrect->height = vid.height/cl.splitclients;
vrect->x = 0;
vrect->y = 0 + vrect->height*pnum;
}
break;
case 4: //4 squares
vrect->width = vid.width/2;
vrect->height = vid.height/2;
vrect->x = (pnum&1) * vrect->width;
vrect->y = (pnum&2)/2 * vrect->height;
break;
default:
Sys_Error("cl.splitclients is invalid.");
}
r_refdef.fov_x = scr_fov.value;
if (cl.playerview[pnum].stats[STAT_VIEWZOOM])
r_refdef.fov_x *= cl.playerview[pnum].stats[STAT_VIEWZOOM]/255.0f;
ws = 1;
if (r_stereo_method.ival == 5 && r_stereo_separation.value)
ws = 0.5;
if (ws*vrect->width < (vrect->height*640)/432)
{
r_refdef.fov_y = CalcFov(r_refdef.fov_x, (ws*vrect->width*vid.pixelwidth)/vid.width, (vrect->height*vid.pixelheight)/vid.height);
// r_refdef.fov_x = CalcFov(r_refdef.fov_y, 432, 640);
}
else
{
r_refdef.fov_y = CalcFov(r_refdef.fov_x, 640, 432);
r_refdef.fov_x = CalcFov(r_refdef.fov_y, vrect->height, vrect->width*ws);
}
}
void Draw_ExpandedString(int x, int y, conchar_t *str);
extern vec3_t nametagorg[MAX_CLIENTS];
extern qboolean nametagseen[MAX_CLIENTS];
void R_DrawNameTags(void)
{
conchar_t buffer[256];
int i;
int len;
vec3_t center;
vec3_t tagcenter;
if (!cl.spectator && !cls.demoplayback)
return;
if (!scr_autoid.ival)
return;
if (cls.state != ca_active || !cl.validsequence)
return;
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
void GL_Set2D (qboolean flipped);
GL_Set2D(false);
}
#endif
for (i = 0; i < MAX_CLIENTS; i++)
{
if (!nametagseen[i])
continue;
if (i == cl.playernum[r_refdef.currentplayernum])
continue; // Don't draw tag for the local player
if (cl.players[i].spectator)
continue;
if (i == Cam_TrackNum(r_refdef.currentplayernum))
continue;
if (TP_IsPlayerVisible(nametagorg[i]))
{
VectorCopy(nametagorg[i], tagcenter);
tagcenter[2] += 32;
if (!Matrix4x4_CM_Project(tagcenter, center, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y))
continue;
len = COM_ParseFunString(CON_WHITEMASK, cl.players[i].name, buffer, sizeof(buffer), false) - buffer;
Draw_ExpandedString(center[0]*r_refdef.vrect.width+r_refdef.vrect.x - len*4, (1-center[1])*r_refdef.vrect.height+r_refdef.vrect.y, buffer);
}
}
}
void R2D_PolyBlend (void);
void V_RenderPlayerViews(int plnum)
{
int oldnuments;
int oldstris;
#ifdef SIDEVIEWS
int viewnum;
#endif
SCR_VRectForPlayer(&r_refdef.vrect, plnum);
// cl.simangles[plnum][ROLL] = 0; // FIXME @@@
DropPunchAngle (plnum);
if (cl.intermission)
{ // intermission / finale rendering
V_CalcIntermissionRefdef (plnum);
}
else
{
V_DriftPitch (plnum);
V_CalcRefdef (plnum);
}
oldnuments = cl_numvisedicts;
oldstris = cl_numstris;
CL_LinkViewModel ();
Cam_SelfTrack(plnum);
R_RenderView ();
R2D_PolyBlend ();
R_DrawNameTags();
cl_numvisedicts = oldnuments;
cl_numstris = oldstris;
if (scr_chatmode == 2)
{
extern vec3_t desired_position[MAX_SPLITS];
vec3_t dir;
r_refdef.vrect.y -= r_refdef.vrect.height;
vid.recalc_refdef=true;
r_secondaryview = 2;
VectorSubtract(r_refdef.vieworg, desired_position[plnum], dir);
VectorAngles(dir, NULL, r_refdef.viewangles);
r_refdef.viewangles[0] = -r_refdef.viewangles[0]; //flip the pitch. :(
VectorCopy(desired_position[plnum], r_refdef.vieworg);
R_RenderView ();
vid.recalc_refdef=true;
}
#ifdef SIDEVIEWS
/* //adjust main view height to strip off the rearviews at the top
if (vsecwidth >= 1)
{
r_refdef.vrect.y -= vsecheight;
r_refdef.vrect.height += vsecheight;
}
*/
for (viewnum = 0; viewnum < SIDEVIEWS; viewnum++)
if (vsec_scalex[viewnum].value>0&&vsec_scaley[viewnum].value>0
&& ((vsec_enabled[viewnum].value && vsec_enabled[viewnum].value != 2 && cls.allow_rearview) //rearview if v2_enabled = 1 and not 2
|| (vsec_enabled[viewnum].value && cl.playerview[plnum].stats[STAT_VIEW2]&&viewnum==0))) //v2 enabled if v2_enabled is non-zero
{
vrect_t oldrect;
vec3_t oldangles;
vec3_t oldposition;
// int oldviewent;
struct entity_s *e;
float ofx;
float ofy;
vid.recalc_refdef=true;
r_secondaryview = true;
if (vsec_x[viewnum].value < 0)
vsec_x[viewnum].value = 0;
if (vsec_y[viewnum].value < 0)
vsec_y[viewnum].value = 0;
if (vsec_scalex[viewnum].value+vsec_x[viewnum].value > 1)
continue;
if (vsec_scaley[viewnum].value+vsec_y[viewnum].value > 1)
continue;
oldrect = r_refdef.vrect;
memcpy(oldangles, r_refdef.viewangles, sizeof(vec3_t));
memcpy(oldposition, r_refdef.vieworg, sizeof(vec3_t));
ofx = r_refdef.fov_x;
ofy = r_refdef.fov_y;
r_refdef.vrect.x += r_refdef.vrect.width*vsec_x[viewnum].value;
r_refdef.vrect.y += r_refdef.vrect.height*vsec_y[viewnum].value;
r_refdef.vrect.width *= vsec_scalex[viewnum].value;
r_refdef.vrect.height *= vsec_scaley[viewnum].value;
#ifdef PEXT_VIEW2
//secondary view entity.
e=NULL;
if (viewnum==0&&cl.playerview[plnum].stats[STAT_VIEW2])
{
e = CL_EntityNum (cl.playerview[plnum].stats[STAT_VIEW2]);
}
if (e)
{
memcpy(r_refdef.viewangles, e->angles, sizeof(vec3_t));
memcpy(r_refdef.vieworg, e->origin, sizeof(vec3_t));
// cl.viewentity = cl.viewentity2;
r_refdef.vieworg[0]=r_refdef.vieworg[0];//*s+(1-s)*e->lerporigin[0];
r_refdef.vieworg[1]=r_refdef.vieworg[1];//*s+(1-s)*e->lerporigin[1];
r_refdef.vieworg[2]=r_refdef.vieworg[2];//*s+(1-s)*e->lerporigin[2];
r_refdef.viewangles[0]=e->angles[0];//*s+(1-s)*e->msg_angles[1][0];
r_refdef.viewangles[1]=e->angles[1];//*s+(1-s)*e->msg_angles[1][1];
r_refdef.viewangles[2]=e->angles[2];//*s+(1-s)*e->msg_angles[1][2];
r_refdef.viewangles[PITCH] *= -1;
r_refdef.externalview = true; //show the player
R_RenderView ();
// r_framecount = old_framecount;
}
else
#endif
{
//rotate the view, keeping pitch and roll.
r_refdef.viewangles[YAW] += vsec_yaw[viewnum].value;
r_refdef.viewangles[ROLL] += sin(vsec_yaw[viewnum].value / 180 * 3.14) * r_refdef.viewangles[PITCH];
r_refdef.viewangles[PITCH] *= -cos((vsec_yaw[viewnum].value / 180 * 3.14)+3.14);
if (vsec_enabled[viewnum].value!=2)
{
R_RenderView ();
}
}
r_refdef.vrect = oldrect;
memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t));
memcpy(r_refdef.vieworg, oldposition, sizeof(vec3_t));
r_refdef.fov_x = ofx;
r_refdef.fov_y = ofy;
vid.recalc_refdef=true;
}
#endif
r_refdef.externalview = false;
}
void V_RenderView (void)
{
int viewnum;
R_LessenStains();
if (cls.state != ca_active)
return;
if (r_worldentity.model)
{
RSpeedMark();
CL_AllowIndependantSendCmd(false);
CL_TransitionEntities();
CL_PredictMove ();
// build a refresh entity list
CL_EmitEntities ();
CL_AllowIndependantSendCmd(true);
RSpeedEnd(RSPEED_LINKENTITIES);
}
R_PushDlights ();
r_secondaryview = 0;
for (viewnum = 0; viewnum < cl.splitclients; viewnum++)
{
V_RenderPlayerViews(viewnum);
}
}
//============================================================================
/*
=============
V_Init
=============
*/
void V_Init (void)
{
#define VIEWVARS "View variables"
#ifdef SIDEVIEWS
int i;
#endif
Cmd_AddCommand ("v_cshift", V_cshift_f);
Cmd_AddCommand ("bf", V_BonusFlash_f);
Cmd_AddCommand ("df", V_DarkFlash_f);
Cmd_AddCommand ("wf", V_WhiteFlash_f);
// Cmd_AddCommand ("centerview", V_StartPitchDrift);
Cvar_Register (&v_centermove, VIEWVARS);
Cvar_Register (&v_centerspeed, VIEWVARS);
Cvar_Register (&v_idlescale, VIEWVARS);
Cvar_Register (&v_iyaw_cycle, VIEWVARS);
Cvar_Register (&v_iroll_cycle, VIEWVARS);
Cvar_Register (&v_ipitch_cycle, VIEWVARS);
Cvar_Register (&v_iyaw_level, VIEWVARS);
Cvar_Register (&v_iroll_level, VIEWVARS);
Cvar_Register (&v_ipitch_level, VIEWVARS);
Cvar_Register (&v_contentblend, VIEWVARS);
Cvar_Register (&v_damagecshift, VIEWVARS);
Cvar_Register (&v_quadcshift, VIEWVARS);
Cvar_Register (&v_suitcshift, VIEWVARS);
Cvar_Register (&v_ringcshift, VIEWVARS);
Cvar_Register (&v_pentcshift, VIEWVARS);
Cvar_Register (&v_gunkick, VIEWVARS);
Cvar_Register (&v_gunkick_q2, VIEWVARS);
Cvar_Register (&v_bonusflash, VIEWVARS);
Cvar_Register (&v_viewheight, VIEWVARS);
Cvar_Register (&crosshaircolor, VIEWVARS);
Cvar_Register (&crosshair, VIEWVARS);
Cvar_Register (&crosshairsize, VIEWVARS);
Cvar_Register (&crosshaircorrect, VIEWVARS);
Cvar_Register (&crosshairimage, VIEWVARS);
Cvar_Register (&crosshairalpha, VIEWVARS);
Cvar_Register (&cl_crossx, VIEWVARS);
Cvar_Register (&cl_crossy, VIEWVARS);
Cvar_Register (&gl_cshiftpercent, VIEWVARS);
Cvar_Register (&gl_cshiftenabled, VIEWVARS);
Cvar_Register (&cl_rollspeed, VIEWVARS);
Cvar_Register (&cl_rollangle, VIEWVARS);
Cvar_Register (&cl_bob, VIEWVARS);
Cvar_Register (&cl_bobcycle, VIEWVARS);
Cvar_Register (&cl_bobup, VIEWVARS);
Cvar_Register (&v_kicktime, VIEWVARS);
Cvar_Register (&v_kickroll, VIEWVARS);
Cvar_Register (&v_kickpitch, VIEWVARS);
Cvar_Register (&v_deathtilt, VIEWVARS);
Cvar_Register (&scr_autoid, VIEWVARS);
#ifdef SIDEVIEWS
#define SECONDARYVIEWVARS "Secondary view vars"
for (i = 0; i < SIDEVIEWS; i++)
{
Cvar_Register (&vsec_enabled[i], SECONDARYVIEWVARS);
Cvar_Register (&vsec_x[i], SECONDARYVIEWVARS);
Cvar_Register (&vsec_y[i], SECONDARYVIEWVARS);
Cvar_Register (&vsec_scalex[i], SECONDARYVIEWVARS);
Cvar_Register (&vsec_scaley[i], SECONDARYVIEWVARS);
Cvar_Register (&vsec_yaw[i], SECONDARYVIEWVARS);
}
#endif
Cvar_Register (&ffov, VIEWVARS);
BuildGammaTable (1.0, 1.0, 0.0); // no gamma yet
Cvar_Register (&v_gamma, VIEWVARS);
Cvar_Register (&v_contrast, VIEWVARS);
Cvar_Register (&v_brightness, VIEWVARS);
}