fteqw/engine/client/view.c

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/*
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"
#ifdef FISH
void R_RenderView_fisheye(void);
cvar_t ffov = SCVAR("ffov", "0");
cvar_t fviews = SCVAR("fviews", "6");
#endif
/*
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 lcd_x = SCVAR("lcd_x", "0"); // FIXME: make this work sometime...
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", "0", CVAR_ARCHIVE);
cvar_t crosshaircolor = SCVARF("crosshaircolor", "79", CVAR_ARCHIVE | CVAR_RENDERERCALLBACK);
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 = SCVARF("crosshairimage", "", CVAR_RENDERERCALLBACK);
cvar_t crosshairalpha = SCVAR("crosshairalpha", "1");
cvar_t gl_cshiftpercent = SCVAR("gl_cshiftpercent", "100");
cvar_t gl_cshiftenabled = SCVAR("gl_polyblend", "1");
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_viewheight = SCVAR("v_viewheight", "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];
extern int in_forward, in_forward2, in_back;
frame_t *view_frame;
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)
{
static double bobtime[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] += host_frametime;
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.simvel[pnum][0]*cl.simvel[pnum][0] + cl.simvel[pnum][1]*cl.simvel[pnum][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.laststop[pnum] == cl.time)
{
return; // something else is keeping it from drifting
}
#endif
if (cl.nodrift || !cl.pitchvel)
{
cl.pitchvel[pnum] = v_centerspeed.value;
cl.nodrift[pnum] = false;
cl.driftmove[pnum] = 0;
}
}
void V_StopPitchDrift (int pnum)
{
cl.laststop[pnum] = cl.time;
cl.nodrift[pnum] = true;
cl.pitchvel[pnum] = 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.driftmove[pnum] = 0;
cl.pitchvel[pnum] = 0;
return;
}
// don't count small mouse motion
if (cl.nodrift[pnum])
{
if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd[pnum].forwardmove) < 200)
cl.driftmove[pnum] = 0;
else
cl.driftmove[pnum] += host_frametime;
if ( cl.driftmove[pnum] > v_centermove.value)
{
V_StartPitchDrift (pnum);
}
return;
}
delta = 0 - cl.viewangles[pnum][PITCH];
if (!delta)
{
cl.pitchvel[pnum] = 0;
return;
}
move = host_frametime * cl.pitchvel[pnum];
cl.pitchvel[pnum] += host_frametime * v_centerspeed.value;
//Con_Printf ("move: %f (%f)\n", move, host_frametime);
if (delta > 0)
{
if (move > delta)
{
cl.pitchvel[pnum] = 0;
move = delta;
}
cl.viewangles[pnum][PITCH] += move;
}
else if (delta < 0)
{
if (move > -delta)
{
cl.pitchvel[pnum] = 0;
move = -delta;
}
cl.viewangles[pnum][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", "1.4", CVAR_ARCHIVE);
qbyte gammatable[256]; // palette is sent through this
unsigned short ramps[3][256];
//extern qboolean gammaworks;
float v_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)
{
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++)
{
inf = 255 * pow ((i + 0.5) / 255.5 * c, g) + 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);
vid.recalc_refdef = 1; // force a surface cache flush
GLV_UpdatePalette (true, 0);
}
#endif
qboolean V_CheckGamma (void)
{
return false;
}
/*
===============
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;
if (v_damagecshift.value >= 0)
count *= v_damagecshift.value;
cl.faceanimtime[pnum] = 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.simorg[pnum], from);
VectorNormalize (from);
AngleVectors (cl.simangles[pnum], 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)
{
if (Cmd_Argc() != 5 && Cmd_Argc() != 1) //this is actually to warn of a malice bug (and prevent a totally black screen) more than it is to help the user. :/
{ //The 1 is so teamfortress can use it to clear.
if (Cmd_FromGamecode()) //nehahra does nasty things and becomes unplayable.
{
cl.cshifts[CSHIFT_SERVER].destcolor[0] = 0;
cl.cshifts[CSHIFT_SERVER].destcolor[1] = 0;
cl.cshifts[CSHIFT_SERVER].destcolor[2] = 0;
cl.cshifts[CSHIFT_SERVER].percent = 0;
}
Con_Printf("v_cshift: v_cshift <r> <g> <b> <alpha>\n");
return;
}
if (Cmd_FromGamecode())
{
cl.cshifts[CSHIFT_SERVER].destcolor[0] = atoi(Cmd_Argv(1));
cl.cshifts[CSHIFT_SERVER].destcolor[1] = atoi(Cmd_Argv(2));
cl.cshifts[CSHIFT_SERVER].destcolor[2] = atoi(Cmd_Argv(3));
cl.cshifts[CSHIFT_SERVER].percent = atoi(Cmd_Argv(4));
return;
}
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_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;
}
}
/*
=============
V_SetContentsColor
Underwater, lava, etc each has a color shift
FIXME: Uses Q1 contents
=============
*/
void V_SetContentsColor (int contents)
{
int i;
switch (contents)
{
case Q1CONTENTS_EMPTY:
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
break;
case Q1CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
case Q1CONTENTS_SOLID:
case Q1CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
break;
default:
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
}
cl.cshifts[CSHIFT_CONTENTS].percent *= v_contentblend.value;
if (cl.cshifts[CSHIFT_SERVER].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.stats[s][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
=============
*/
#if defined(GLQUAKE) || defined(D3DQUAKE)
void GLV_CalcBlendServer (float colors[4])
{
// extern qboolean gammaworks;
// if (gammaworks || !v_blend[3])
if (!v_blend[3])
{ //regular cshifts work through hardware gamma
//server sent cshifts do not.
colors[0] = cl.cshifts[CSHIFT_SERVER].destcolor[0]/255.0f;
colors[1] = cl.cshifts[CSHIFT_SERVER].destcolor[1]/255.0f;
colors[2] = cl.cshifts[CSHIFT_SERVER].destcolor[2]/255.0f;
colors[3] = cl.cshifts[CSHIFT_SERVER].percent/255.0f;
}
else
{
float na;
na = cl.cshifts[CSHIFT_SERVER].percent/255.0f;
colors[3] = v_blend[3] + na*(1-v_blend[3]);
//Con_Printf ("j:%i a:%f\n", j, a);
na = na/colors[3];
colors[0] = v_blend[0]*(1-na) + (cl.cshifts[CSHIFT_SERVER].destcolor[0]/255.0f)*na;
colors[1] = v_blend[1]*(1-na) + (cl.cshifts[CSHIFT_SERVER].destcolor[1]/255.0f)*na;
colors[2] = v_blend[2]*(1-na) + (cl.cshifts[CSHIFT_SERVER].destcolor[2]/255.0f)*na;
}
}
void GLV_CalcBlend (void)
{
float r, g, b, a, a2;
int j;
r = 0;
g = 0;
b = 0;
a = 0;
//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<CSHIFT_SERVER ; 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;
a = a + a2*(1-a);
//Con_Printf ("j:%i a:%f\n", j, a);
a2 = a2/a;
r = r*(1-a2) + cl.cshifts[j].destcolor[0]*a2;
g = g*(1-a2) + cl.cshifts[j].destcolor[1]*a2;
b = b*(1-a2) + cl.cshifts[j].destcolor[2]*a2;
}
v_blend[0] = r/255.0;
v_blend[1] = g/255.0;
v_blend[2] = b/255.0;
v_blend[3] = a;
if (v_blend[3] > 1)
v_blend[3] = 1;
if (v_blend[3] < 0)
v_blend[3] = 0;
}
/*
=============
V_UpdatePalette
=============
*/
void GLV_UpdatePalette (qboolean force, double ftime)
{
// qboolean ogw;
int i, j;
qboolean update;
// qbyte *basepal, *newpal;
// qbyte pal[768];
float r,g,b,a;
int ir, ig, ib;
RSpeedMark();
V_CalcPowerupCshift ();
update = false;
for (i=0 ; i<CSHIFT_SERVER ; i++)
{
if (gl_nohwblend.ival || !gl_cshiftenabled.ival)
{
if (0 != cl.prev_cshifts[i].percent)
{
update = true;
cl.prev_cshifts[i].percent = 0;
}
}
else
{
if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
{
update = true;
cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
}
for (j=0 ; j<3 ; j++)
if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
{
update = true;
cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
}
}
}
// 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;
if (update || force)
{
GLV_CalcBlend ();
a = v_blend[3];
if (gl_nohwblend.ival)
a = 0;
r = 255*v_blend[0]*a;
g = 255*v_blend[1]*a;
b = 255*v_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;
}
// ogw = gammaworks;
VID_ShiftPalette (NULL);
// if (ogw != gammaworks)
// {
// Con_DPrintf("Gamma working state %i\n", gammaworks);
// }
}
RSpeedEnd(RSPEED_PALETTEFLASHES);
}
#endif
/*
=============
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 CalcGunAngle (int pnum)
{
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)
{
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[PITCH]*=-1;
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;
}
/*
==============
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.simorg[pnum][0] - 14)
r_refdef.vieworg[0] = cl.simorg[pnum][0] - 14;
else if (r_refdef.vieworg[0] > cl.simorg[pnum][0] + 14)
r_refdef.vieworg[0] = cl.simorg[pnum][0] + 14;
if (r_refdef.vieworg[1] < cl.simorg[pnum][1] - 14)
r_refdef.vieworg[1] = cl.simorg[pnum][1] - 14;
else if (r_refdef.vieworg[1] > cl.simorg[pnum][1] + 14)
r_refdef.vieworg[1] = cl.simorg[pnum][1] + 14;
if (r_refdef.vieworg[2] < cl.simorg[pnum][2] - 22)
r_refdef.vieworg[2] = cl.simorg[pnum][2] - 22;
else if (r_refdef.vieworg[2] > cl.simorg[pnum][2] + 30)
r_refdef.vieworg[2] = cl.simorg[pnum][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.simangles[pnum], cl.simvel[pnum]);
adjspeed = fabs(cl_rollangle.value);
if (adjspeed<1)
adjspeed=1;
if (adjspeed>45)
adjspeed = 45;
adjspeed*=20;
if (side > cl.rollangle[pnum])
{
cl.rollangle[pnum] += host_frametime * adjspeed;
if (cl.rollangle[pnum] > side)
cl.rollangle[pnum] = side;
}
else if (side < cl.rollangle[pnum])
{
cl.rollangle[pnum] -= host_frametime * adjspeed;
if (cl.rollangle[pnum] < side)
cl.rollangle[pnum] = side;
}
r_refdef.viewangles[ROLL] += cl.rollangle[pnum];
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.simorg[pnum], r_refdef.vieworg);
VectorCopy (cl.simangles[pnum], 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;
vec3_t forward, right, up;
float bob;
r_refdef.currentplayernum = pnum;
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
return;
#endif
// 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);
// refresh position from simulated origin
VectorCopy (cl.simorg[pnum], 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;
VectorCopy (cl.simangles[pnum], r_refdef.viewangles);
V_CalcViewRoll (pnum);
V_AddIdle (pnum);
if (view_message && view_message->flags & PF_GIB)
r_refdef.vieworg[2] += 8; // gib view height
else if (view_message && view_message->flags & PF_DEAD)
r_refdef.vieworg[2] -= 16; // corpse view height
else
r_refdef.vieworg[2] += cl.viewheight[pnum];
r_refdef.vieworg[2] += cl.crouch[pnum];
if (view_message && view_message->flags & PF_DEAD && 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
r_refdef.vieworg[2] += bob;
}
// offsets
AngleVectors (cl.simangles[pnum], forward, right, up);
// set up gun position
VectorCopy (cl.simangles[pnum], view->angles);
CalcGunAngle (pnum);
VectorCopy (r_refdef.vieworg, view->origin);
for (i=0 ; i<3 ; i++)
{
view->origin[i] += forward[i]*bob*0.4;
// view->origin[i] += right[i]*sin(cl.time*5.5342452354235)*0.1;
// view->origin[i] += up[i]*bob*0.8;
}
// fudge position around to keep amount of weapon visible
// roughly equal with different FOV
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;
if (!view_message || view_message->flags & (PF_GIB|PF_DEAD) || (unsigned int)cl.stats[pnum][STAT_WEAPON] >= MAX_MODELS)
view->model = NULL;
else
view->model = cl.model_precache[cl.stats[pnum][STAT_WEAPON]];
#ifdef HLCLIENT
if (!CLHL_AnimateViewEntity(view))
#endif
view->framestate.g[FS_REG].frame[0] = view_message?view_message->weaponframe:0;
// 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;
int gl_ztrickdisabled;
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)
{
#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.pixelwidth > vid.pixelheight * 2)
{ //over twice as wide as high, assume duel moniter, horizontal.
vrect->width = vid.width/cl.splitclients;
vrect->height = vid.height;
vrect->x = 0 + vrect->width*pnum;
vrect->y = 0;
}
else
#endif
{
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.stats[pnum][STAT_VIEWZOOM])
r_refdef.fov_x *= cl.stats[pnum][STAT_VIEWZOOM]/255.0f;
if (vrect->width < (vrect->height*640)/432)
{
r_refdef.fov_y = CalcFov(r_refdef.fov_x, (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);
}
}
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 (void);
GL_Set2D();
}
#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 (TP_IsPlayerVisible(nametagorg[i]))
{
VectorCopy(nametagorg[i], tagcenter);
tagcenter[2] += 32;
Matrix4_Project(tagcenter, center, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y);
if (center[2] > 1)
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 V_RenderPlayerViews(int plnum)
{
int oldnuments;
#ifdef SIDEVIEWS
int viewnum;
#endif
SCR_VRectForPlayer(&r_refdef.vrect, plnum);
view_message = &view_frame->playerstate[cl.playernum[plnum]];
#ifdef NQPROT
if (cls.protocol == CP_NETQUAKE)
view_message->weaponframe = cl.stats[0][STAT_WEAPONFRAME];
#endif
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;
CL_LinkViewModel ();
Cam_SelfTrack(plnum);
{
R_RenderView ();
R_DrawNameTags();
}
cl_numvisedicts = oldnuments;
if (scr_chatmode == 2)
{
extern vec3_t desired_position[MAX_SPLITS];
vec3_t dir;
extern void vectoangles(vec3_t vec, vec3_t ang);
gl_ztrickdisabled|=16;
r_refdef.vrect.y -= r_refdef.vrect.height;
vid.recalc_refdef=true;
r_secondaryview = 2;
VectorSubtract(r_refdef.vieworg, desired_position[plnum], dir);
vectoangles(dir, 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;
}
else
gl_ztrickdisabled&=~16;
#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;
}
*/
#ifdef GLQUAKE
gl_ztrickdisabled&=~1;
#endif
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.stats[plnum][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;
gl_ztrickdisabled|=1;
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.stats[plnum][STAT_VIEW2])
{
e = CL_EntityNum (cl.stats[plnum][STAT_VIEW2]);
}
if (e)
{
float s;
memcpy(r_refdef.viewangles, e->angles, sizeof(vec3_t));
memcpy(r_refdef.vieworg, e->origin, sizeof(vec3_t));
// cl.viewentity = cl.viewentity2;
// s = (realtime - e->lerptime)*10;
// if (s > 1) s=1;
s=0;
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_secondaryview = 3; //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_secondaryview = 0;
}
void V_RenderView (void)
{
int viewnum;
#ifdef PEXT_BULLETENS
//avoid redoing the bulleten boards for rear view as well.
static qboolean alreadyrendering = false;
#endif
R_LessenStains();
if (cls.state != ca_active)
return;
if (r_worldentity.model)
{
RSpeedMark();
CL_AllowIndependantSendCmd(false);
//work out which packet entities are solid
CL_SetSolidEntities ();
CL_EmitEntities();
// Set up prediction for other players
CL_SetUpPlayerPrediction(false);
// do client side motion prediction
CL_PredictMove ();
// Set up prediction for other players
CL_SetUpPlayerPrediction(true);
// build a refresh entity list
// CL_EmitEntities ();
CL_AllowIndependantSendCmd(true);
RSpeedEnd(RSPEED_LINKENTITIES);
}
view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
R_PushDlights ();
#ifdef PEXT_BULLETENS
if (!alreadyrendering)
R_SetupBulleten ();
alreadyrendering=true;
#endif
if (cl.splitclients>1)
gl_ztrickdisabled|=8;
else
gl_ztrickdisabled&=~8;
r_secondaryview = 0;
for (viewnum = 0; viewnum < cl.splitclients; viewnum++)
{
V_RenderPlayerViews(viewnum);
}
#ifdef PEXT_BULLETENS
alreadyrendering=false;
#endif
}
//============================================================================
/*
=============
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 ("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_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
#ifdef FISH
Cvar_Register (&ffov, VIEWVARS);
Cvar_Register (&fviews, VIEWVARS);
#endif
BuildGammaTable (1.0, 1.0); // no gamma yet
Cvar_Register (&v_gamma, VIEWVARS);
Cvar_Register (&v_contrast, VIEWVARS);
}