/* 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 "glquake.h" #include // for isdigit(); cvar_t r_projection = CVARD("r_projection", "0", "0: regular perspective.\n1: stereographic (aka: pannini).\n2: fisheye.\n3: panoramic.\n4: lambert azimuthal equal-area.\n5: Equirectangular"); cvar_t ffov = CVARFD("ffov", "", 0, "Allows you to set a specific field of view for when a custom projection is specified. If empty, will use regular fov cvar, which might get messy."); #if defined(_WIN32) && !defined(MINIMAL) //amusing gimmick / easteregg. #include "winquake.h" cvar_t itburnsitburnsmakeitstop = CVARFD("itburnsitburnsmakeitstop", "0", CVAR_NOTFROMSERVER, "Ouch"); #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] = {CVAR("v2_enabled", "2"), CVAR("v3_enabled", "0"), CVAR("v4_enabled", "0"), CVAR("v5_enabled", "0")}; cvar_t vsec_x[SIDEVIEWS] = {CVAR("v2_x", "0"), CVAR("v3_x", "0.25"), CVAR("v4_x", "0.5"), CVAR("v5_x", "0.75")}; cvar_t vsec_y[SIDEVIEWS] = {CVAR("v2_y", "0"), CVAR("v3_y", "0"), CVAR("v4_y", "0"), CVAR("v5_y", "0")}; cvar_t vsec_scalex[SIDEVIEWS] = {CVAR("v2_scalex", "0.25"), CVAR("v3_scalex", "0.25"), CVAR("v4_scalex", "0.25"), CVAR("v5_scalex", "0.25")}; cvar_t vsec_scaley[SIDEVIEWS] = {CVAR("v2_scaley", "0.25"), CVAR("v3_scaley", "0.25"), CVAR("v4_scaley", "0.25"), CVAR("v5_scaley", "0.25")}; cvar_t vsec_yaw[SIDEVIEWS] = {CVAR("v2_yaw", "180"), CVAR("v3_yaw", "90"), CVAR("v4_yaw", "270"), CVAR("v5_yaw", "0")}; #endif cvar_t cl_rollspeed = CVAR("cl_rollspeed", "200"); cvar_t cl_rollangle = CVAR("cl_rollangle", "2.0"); cvar_t v_deathtilt = CVAR("v_deathtilt", "1"); cvar_t cl_bob = CVAR("cl_bob","0.02"); cvar_t cl_bobcycle = CVAR("cl_bobcycle","0.6"); cvar_t cl_bobup = CVAR("cl_bobup","0.5"); cvar_t v_kicktime = CVAR("v_kicktime", "0.5"); cvar_t v_kickroll = CVAR("v_kickroll", "0.6"); cvar_t v_kickpitch = CVAR("v_kickpitch", "0.6"); cvar_t v_iyaw_cycle = CVAR("v_iyaw_cycle", "2"); cvar_t v_iroll_cycle = CVAR("v_iroll_cycle", "0.5"); cvar_t v_ipitch_cycle = CVAR("v_ipitch_cycle", "1"); cvar_t v_iyaw_level = CVAR("v_iyaw_level", "0.3"); cvar_t v_iroll_level = CVAR("v_iroll_level", "0.1"); cvar_t v_ipitch_level = CVAR("v_ipitch_level", "0.3"); cvar_t v_idlescale = CVAR("v_idlescale", "0"); cvar_t crosshair = CVARF("crosshair", "1", CVAR_ARCHIVE); cvar_t crosshaircolor = CVARF("crosshaircolor", "255 255 255", CVAR_ARCHIVE); cvar_t crosshairsize = CVARF("crosshairsize", "8", CVAR_ARCHIVE); cvar_t cl_crossx = CVARF("cl_crossx", "0", CVAR_ARCHIVE); cvar_t cl_crossy = CVARF("cl_crossy", "0", CVAR_ARCHIVE); cvar_t crosshaircorrect = CVARF("crosshaircorrect", "0", CVAR_SEMICHEAT); cvar_t crosshairimage = CVAR("crosshairimage", ""); cvar_t crosshairalpha = CVAR("crosshairalpha", "1"); cvar_t gl_cshiftpercent = CVAR("gl_cshiftpercent", "100"); cvar_t gl_cshiftenabled = CVARF("gl_polyblend", "1", CVAR_ARCHIVE); cvar_t v_bonusflash = CVAR("v_bonusflash", "1"); cvar_t v_contentblend = CVARF("v_contentblend", "1", CVAR_ARCHIVE); cvar_t v_damagecshift = CVAR("v_damagecshift", "1"); cvar_t v_quadcshift = CVAR("v_quadcshift", "1"); cvar_t v_suitcshift = CVAR("v_suitcshift", "1"); cvar_t v_ringcshift = CVAR("v_ringcshift", "1"); cvar_t v_pentcshift = CVAR("v_pentcshift", "1"); cvar_t v_gunkick = CVAR("v_gunkick", "0"); cvar_t v_gunkick_q2 = CVAR("v_gunkick_q2", "1"); cvar_t v_viewheight = CVAR("v_viewheight", "0"); cvar_t v_projectionmode = CVAR("v_projectionmode", "0"); cvar_t v_depthsortentities = CVARAD("v_depthsortentities", "0", "v_reorderentitiesrandomly", "Reorder entities for transparency such that the furthest entities are drawn first, allowing nearer transparent entities to draw over the top of them."); cvar_t scr_autoid = CVARD("scr_autoid", "1", "Display nametags above all players while spectating."); cvar_t scr_autoid_team = CVARD("scr_autoid_team", "1", "Display nametags above team members. 0: off. 1: display with half-alpha if occluded. 2: hide when occluded."); cvar_t scr_autoid_health = CVARD("scr_autoid_health", "1", "Display health as part of nametags (when known)."); cvar_t scr_autoid_armour = CVARD("scr_autoid_armor", "1", "Display armour as part of nametags (when known)."); cvar_t scr_autoid_weapon = CVARD("scr_autoid_weapon", "1", "Display the player's best weapon as part of their nametag (when known)."); cvar_t scr_autoid_teamcolour = CVARD("scr_autoid_teamcolour", STRINGIFY(COLOR_BLUE), "The colour for the text on the nametags of team members."); cvar_t scr_autoid_enemycolour = CVARD("scr_autoid_enemycolour", STRINGIFY(COLOR_WHITE), "The colour for the text on the nametags of non-team members."); cvar_t chase_active = CVAR("chase_active", "0"); cvar_t chase_back = CVAR("chase_back", "48"); cvar_t chase_up = CVAR("chase_up", "24"); extern cvar_t cl_chasecam; 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 (playerview_t *pv, qboolean queryold) { float cycle; float hspeed, bob; vec3_t hvel; if (pv->spectator) return 0; if (cl_bobcycle.value <= 0 || cl.intermissionmode != IM_NONE) return 0; if (!pv->onground || cl.paused) { pv->bobcltime = cl.time; return pv->bob; // just use old value } pv->bobtime += cl.time - pv->bobcltime; pv->bobcltime = cl.time; cycle = pv->bobtime - (int)(pv->bobtime/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) hspeed = DotProduct(pv->simvel, pv->gravitydir); VectorMA(pv->simvel, hspeed, pv->gravitydir, hvel); hspeed = VectorLength(hvel); hspeed = bound(0, hspeed, 400); bob = hspeed * bound(0, cl_bob.value, 0.05); pv->bob = bob*0.3 + bob*0.7*sin(cycle); return pv->bob; } //============================================================================= cvar_t v_centermove = CVAR("v_centermove", "0.15"); cvar_t v_centerspeed = CVAR("v_centerspeed","500"); void V_StartPitchDrift (playerview_t *pv) { #if 1 if (pv->laststop == cl.time) { return; // something else is keeping it from drifting } #endif if (pv->nodrift || !pv->pitchvel) { pv->pitchvel = v_centerspeed.value; pv->nodrift = false; pv->driftmove = 0; } } void V_StopPitchDrift (playerview_t *pv) { pv->laststop = cl.time; pv->nodrift = true; pv->pitchvel = 0; } void V_CenterView_f(void) { int pnum = CL_TargettedSplit(false); V_StartPitchDrift(&cl.playerview[pnum]); } /* =============== 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 (playerview_t *pv) { float delta, move; if (!pv->onground || cls.demoplayback ) { pv->driftmove = 0; pv->pitchvel = 0; return; } // don't count small mouse motion if (pv->nodrift) { if (Length(pv->simvel) < 200) pv->driftmove = 0; else pv->driftmove += host_frametime; if ( pv->driftmove > v_centermove.value) { V_StartPitchDrift (pv); } return; } delta = 0 - pv->viewangles[PITCH]; if (!delta) { pv->pitchvel = 0; return; } move = host_frametime * pv->pitchvel; pv->pitchvel += host_frametime * v_centerspeed.value; //Con_Printf ("move: %f (%f)\n", move, host_frametime); if (delta > 0) { if (move > delta) { pv->pitchvel = 0; move = delta; } pv->viewangles[PITCH] += move; } else if (delta < 0) { if (move > -delta) { pv->pitchvel = 0; move = -delta; } pv->viewangles[PITCH] -= move; } } /* ============================================================================== PALETTE FLASHES ============================================================================== */ static void QDECL V_Gamma_Callback(struct cvar_s *var, char *oldvalue); 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 = CVARFCD("gamma", "1.0", CVAR_ARCHIVE|CVAR_RENDERERCALLBACK, V_Gamma_Callback, "Controls how bright the screen is. Setting this to anything but 1 without hardware gamma requires glsl support and can noticably harm your framerate."); cvar_t v_contrast = CVARFCD("contrast", "1.0", CVAR_ARCHIVE, V_Gamma_Callback, "Scales colour values linearly to make your screen easier to see. Setting this to anything but 1 without hardware gamma will reduce your framerates a little."); cvar_t v_brightness = CVARFCD("brightness", "0.0", CVAR_ARCHIVE, V_Gamma_Callback, "Brightness is how much 'white' to add to each and every pixel on the screen."); qbyte gammatable[256]; // palette is sent through this qboolean gammaworks; 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 ================= */ static void QDECL V_Gamma_Callback(struct cvar_s *var, char *oldvalue) { BuildGammaTable (v_gamma.value, v_contrast.value, v_brightness.value); V_UpdatePalette (true); } #if defined(_WIN32) && !defined(_XBOX) void W32_BlowChunk(vec3_t pos, float radius) { vec3_t center; if (Matrix4x4_CM_Project(pos, center, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y)) { int mid_x = center[0]*r_refdef.vrect.width+r_refdef.vrect.x; int mid_y = (1-center[1])*r_refdef.vrect.height+r_refdef.vrect.y; HRGN tmp = CreateRectRgn(0,0,0,0); HRGN newrgn = CreateRectRgn(0,0,0,0); HRGN oldrgn = CreateRectRgn(0,0,0,0); HRGN hole = CreateEllipticRgn(mid_x-radius, mid_y-radius, mid_x+radius, mid_y+radius); if (GetWindowRgn(mainwindow, oldrgn) <= NULLREGION) { RECT rect; DeleteObject(oldrgn); GetWindowRect(mainwindow, &rect); oldrgn = CreateRectRgn(0,0,rect.right-rect.left,rect.bottom-rect.top); } CombineRgn(tmp, oldrgn, hole, RGN_XOR); CombineRgn(newrgn, oldrgn, tmp, RGN_AND); DeleteObject(oldrgn); DeleteObject(hole); DeleteObject(tmp); SetWindowRgn(mainwindow, newrgn, TRUE); } } #endif /* =============== V_ParseDamage =============== */ void V_ParseDamage (playerview_t *pv) { 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 (); pv->faceanimtime = cl.time + 0.2; // but sbar face into pain frame #if defined(_WIN32) && !defined(MINIMAL) && !defined(_XBOX) if (itburnsitburnsmakeitstop.value > 0) W32_BlowChunk(from, (armor+blood) * itburnsitburnsmakeitstop.value); #endif #ifdef CSQC_DAT if (CSQC_Parse_Damage(pv-cl.playerview, armor, blood, from)) return; #endif count = blood*0.5 + armor*0.5; if (count < 10) count = 10; #ifdef ANDROID //later versions of android might support strength values, but the simple standard interface is duration only. Sys_Vibrate(count); #endif if (v_damagecshift.value >= 0) count *= v_damagecshift.value; pv->cshifts[CSHIFT_DAMAGE].percent += 3*count; if (pv->cshifts[CSHIFT_DAMAGE].percent < 0) pv->cshifts[CSHIFT_DAMAGE].percent = 0; if (pv->cshifts[CSHIFT_DAMAGE].percent > 150) pv->cshifts[CSHIFT_DAMAGE].percent = 150; if (armor > blood) { pv->cshifts[CSHIFT_DAMAGE].destcolor[0] = 200; pv->cshifts[CSHIFT_DAMAGE].destcolor[1] = 100; pv->cshifts[CSHIFT_DAMAGE].destcolor[2] = 100; } else if (armor) { pv->cshifts[CSHIFT_DAMAGE].destcolor[0] = 220; pv->cshifts[CSHIFT_DAMAGE].destcolor[1] = 50; pv->cshifts[CSHIFT_DAMAGE].destcolor[2] = 50; } else { pv->cshifts[CSHIFT_DAMAGE].destcolor[0] = 255; pv->cshifts[CSHIFT_DAMAGE].destcolor[1] = 0; pv->cshifts[CSHIFT_DAMAGE].destcolor[2] = 0; } // // calculate view angle kicks // VectorSubtract (from, pv->simorg, from); VectorNormalize (from); AngleVectors (pv->simangles, forward, right, up); side = DotProduct (from, right); pv->v_dmg_roll = count*side*v_kickroll.value; side = DotProduct (from, forward); pv->v_dmg_pitch = count*side*v_kickpitch.value; pv->v_dmg_time = v_kicktime.value; } /* ================== V_cshift_f ================== */ void V_cshift_f (void) { int r, g, b, p; playerview_t *pv = &cl.playerview[CL_TargettedSplit(true)]; 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 pv->cshifts[CSHIFT_SERVER].destcolor[0] = r; pv->cshifts[CSHIFT_SERVER].destcolor[1] = g; pv->cshifts[CSHIFT_SERVER].destcolor[2] = b; pv->cshifts[CSHIFT_SERVER].percent = p; return; } if (Cmd_Argc() != 5 && Cmd_Argc() != 1) { Con_Printf("v_cshift: v_cshift \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) { playerview_t *pv = &cl.playerview[CL_TargettedSplit(true)]; float frac; if (!gl_cshiftenabled.ival) frac = 0; else if (Cmd_FromGamecode()) frac = v_bonusflash.value; else frac = 1; { //still adheres to gl_cshiftpercent even when forced. float minfrac = atof(Cmd_Argv(5)); if (frac < minfrac) frac = minfrac; } frac *= gl_cshiftpercent.value / 100.0; if (frac) { if (Cmd_Argc() > 1) { //this is how I understand DP expects them. pv->cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1))*255; pv->cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2))*255; pv->cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3))*255; pv->cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4))*255*frac; } else { pv->cshifts[CSHIFT_BONUS].destcolor[0] = 215; pv->cshifts[CSHIFT_BONUS].destcolor[1] = 186; pv->cshifts[CSHIFT_BONUS].destcolor[2] = 69; pv->cshifts[CSHIFT_BONUS].percent = 50*frac; } } } void V_DarkFlash_f (void) { playerview_t *pv = &cl.playerview[CL_TargettedSplit(true)]; float frac; if (!gl_cshiftenabled.ival) frac = 0; else frac = 1; frac *= gl_cshiftpercent.value / 100.0; pv->cshifts[CSHIFT_BONUS].destcolor[0] = 0; pv->cshifts[CSHIFT_BONUS].destcolor[1] = 0; pv->cshifts[CSHIFT_BONUS].destcolor[2] = 0; pv->cshifts[CSHIFT_BONUS].percent = 255*frac; } void V_WhiteFlash_f (void) { playerview_t *pv = &cl.playerview[CL_TargettedSplit(true)]; float frac; if (!gl_cshiftenabled.ival) frac = 0; else frac = 1; frac *= gl_cshiftpercent.value / 100.0; pv->cshifts[CSHIFT_BONUS].destcolor[0] = 255; pv->cshifts[CSHIFT_BONUS].destcolor[1] = 255; pv->cshifts[CSHIFT_BONUS].destcolor[2] = 255; pv->cshifts[CSHIFT_BONUS].percent = 255*frac; } /* ============= V_SetContentsColor Underwater, lava, etc each has a color shift FIXME: Uses Q1 contents ============= */ void V_SetContentsColor (int contents) { int i; playerview_t *pv = r_refdef.playerview; if (contents & FTECONTENTS_LAVA) pv->cshifts[CSHIFT_CONTENTS] = cshift_lava; else if (contents & (FTECONTENTS_SLIME | FTECONTENTS_SOLID)) pv->cshifts[CSHIFT_CONTENTS] = cshift_slime; else if (contents & FTECONTENTS_WATER) pv->cshifts[CSHIFT_CONTENTS] = cshift_water; else pv->cshifts[CSHIFT_CONTENTS] = cshift_empty; pv->cshifts[CSHIFT_CONTENTS].percent *= v_contentblend.value; if (pv->cshifts[CSHIFT_CONTENTS].percent) { //bound contents so it can't go negative if (pv->cshifts[CSHIFT_CONTENTS].percent < 0) pv->cshifts[CSHIFT_CONTENTS].percent = 0; for (i = 0; i < 3; i++) if (pv->cshifts[CSHIFT_CONTENTS].destcolor[0] < 0) pv->cshifts[CSHIFT_CONTENTS].destcolor[0] = 0; } } /* ============= V_CalcPowerupCshift ============= */ void V_CalcPowerupCshift (playerview_t *pv) { #ifdef QUAKESTATS int im = pv->stats[STAT_ITEMS]; if (im & IT_QUAD) { pv->cshifts[CSHIFT_POWERUP].destcolor[0] = 0; pv->cshifts[CSHIFT_POWERUP].destcolor[1] = 0; pv->cshifts[CSHIFT_POWERUP].destcolor[2] = 255; pv->cshifts[CSHIFT_POWERUP].percent = 30*v_quadcshift.value; } else if (im & IT_SUIT) { pv->cshifts[CSHIFT_POWERUP].destcolor[0] = 0; pv->cshifts[CSHIFT_POWERUP].destcolor[1] = 255; pv->cshifts[CSHIFT_POWERUP].destcolor[2] = 0; pv->cshifts[CSHIFT_POWERUP].percent = 20*v_suitcshift.value; } else if (im & IT_INVISIBILITY) { pv->cshifts[CSHIFT_POWERUP].destcolor[0] = 100; pv->cshifts[CSHIFT_POWERUP].destcolor[1] = 100; pv->cshifts[CSHIFT_POWERUP].destcolor[2] = 100; pv->cshifts[CSHIFT_POWERUP].percent = 100*v_ringcshift.value; } else if (im & IT_INVULNERABILITY) { pv->cshifts[CSHIFT_POWERUP].destcolor[0] = 255; pv->cshifts[CSHIFT_POWERUP].destcolor[1] = 255; pv->cshifts[CSHIFT_POWERUP].destcolor[2] = 0; pv->cshifts[CSHIFT_POWERUP].percent = 30*v_pentcshift.value; } else pv->cshifts[CSHIFT_POWERUP].percent = 0; if (pv->cshifts[CSHIFT_POWERUP].percent<0) pv->cshifts[CSHIFT_POWERUP].percent=0; #endif } /* ============= V_CalcBlend ============= */ void V_CalcBlend (float *hw_blend) { extern qboolean r2d_canhwgamma; float a2; int j, seat; float *blend; playerview_t *pv; memset(hw_blend, 0, sizeof(float)*4); for (seat = 0; seat < cl.splitclients; seat++) { pv = &cl.playerview[seat]; memset(pv->screentint, 0, sizeof(pv->screentint)); //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 ; jcshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0; } else { a2 = pv->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 = pv->screentint; } else { /*flashing things should not change hardware gamma ramps - windows is too slow*/ /*splitscreen should only use hw gamma ramps if they're all equal, and they're probably not*/ /*hw blends may also not be supported or may be disabled*/ if (j == CSHIFT_BONUS || j == CSHIFT_DAMAGE || gl_nohwblend.ival || !r2d_canhwgamma || cl.splitclients > 1) blend = pv->screentint; 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) + pv->cshifts[j].destcolor[0]*a2/255.0; blend[1] = blend[1]*(1-a2) + pv->cshifts[j].destcolor[1]*a2/255.0; blend[2] = blend[2]*(1-a2) + pv->cshifts[j].destcolor[2]*a2/255.0; } if (pv->screentint[3] > 1) pv->screentint[3] = 1; if (pv->screentint[3] < 0) pv->screentint[3] = 0; } for (; seat < MAX_SPLITS; seat++) { pv = &cl.playerview[seat]; memset(pv->screentint, 0, sizeof(pv->screentint)); } if (hw_blend[3] > 1) hw_blend[3] = 1; if (hw_blend[3] < 0) hw_blend[3] = 0; } /* ============= V_UpdatePalette ============= */ void V_UpdatePalette (qboolean force) { extern qboolean r2d_canhwgamma; 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; for (i = 0; i < MAX_SPLITS; i++) { playerview_t *pv = &cl.playerview[i]; V_CalcPowerupCshift(pv); // drop the damage value pv->cshifts[CSHIFT_DAMAGE].percent -= ftime*150; if (pv->cshifts[CSHIFT_DAMAGE].percent <= 0) pv->cshifts[CSHIFT_DAMAGE].percent = 0; // drop the bonus value pv->cshifts[CSHIFT_BONUS].percent -= ftime*100; if (pv->cshifts[CSHIFT_BONUS].percent <= 0) pv->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; static unsigned short allramps[3*2048]; unsigned int rampsize = min(vid.gammarampsize, countof(allramps)/3); unsigned short *ramps[3] = {&allramps[0],&allramps[rampsize],&allramps[rampsize*2]}; 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; a *= 256.0/rampsize; for (i=0 ; i < rampsize; 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; //FIXME: shit precision ramps[0][i] = gammatable[ir]<<8; ramps[1][i] = gammatable[ig]<<8; ramps[2][i] = gammatable[ib]<<8; } if (qrenderer) { applied = rf->VID_ApplyGammaRamps (rampsize, allramps); if (!applied && r2d_canhwgamma) rf->VID_ApplyGammaRamps (0, NULL); r2d_canhwgamma = applied; } } RSpeedEnd(RSPEED_PALETTEFLASHES); } /* ============= V_UpdatePalette ============= */ void V_ClearCShifts (void) { int i, seat; for (seat = 0; seat < MAX_SPLITS; seat++) for (i = 0; i < NUM_CSHIFTS; i++) cl.playerview[seat].cshifts[i].percent = 0; } /* ============================================================================== VIEW RENDERING ============================================================================== */ float angledelta (float a) { a = anglemod(a); if (a > 180) a -= 360; return a; } /* ================== CalcGunAngle ================== */ void V_CalcGunPositionAngle (playerview_t *pv, float bob) { float yaw, pitch, move; static float oldyaw = 0; static float oldpitch = 0; vec3_t vw_angles; 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; vw_angles[YAW] = r_refdef.viewangles[YAW] + yaw; vw_angles[PITCH] = r_refdef.viewangles[PITCH] + pitch; vw_angles[YAW] = r_refdef.viewangles[YAW]; vw_angles[PITCH] = r_refdef.viewangles[PITCH]; vw_angles[ROLL] = r_refdef.viewangles[ROLL]; AngleVectors(vw_angles, pv->vw_axis[0], pv->vw_axis[1], pv->vw_axis[2]); VectorInverse(pv->vw_axis[1]); VectorCopy (r_refdef.vieworg, pv->vw_origin); for (i=0 ; i<3 ; i++) { pv->vw_origin[i] += pv->vw_axis[0][i]*bob*0.4; // pv->vw_origin[i] += pv->vw_axis[1][i]*sin(cl.time*5.5342452354235)*0.1; // pv->vw_origin[i] += pv->vw_axis[2][i]*bob*0.8; } // fudge position around to keep amount of weapon visible // roughly equal with different FOV //FIXME: should use y fov, not viewsize. if (r_refdef.drawsbar) //no sbar = no viewsize cvar. { if (scr_viewsize.value == 110) pv->vw_origin[2] += 1; else if (scr_viewsize.value == 100) pv->vw_origin[2] += 2; else if (scr_viewsize.value == 90) pv->vw_origin[2] += 1; else if (scr_viewsize.value == 80) pv->vw_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 (playerview_t *pv) { //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; // pv->viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time*roll_cycle) * roll_level; // pv->viewent.angles[PITCH] -= v_idlescale.value * sin(cl.time*pitch_cycle) * pitch_level; // pv->viewent.angles[YAW] -= v_idlescale.value * sin(cl.time*yaw_cycle) * yaw_level; } /* ============== V_CalcViewRoll Roll is induced by movement and damage ============== */ void V_CalcViewRoll (playerview_t *pv) { float side; float adjspeed; side = V_CalcRoll (pv->simangles, pv->simvel); adjspeed = fabs(cl_rollangle.value); if (adjspeed<1) adjspeed=1; if (adjspeed>45) adjspeed = 45; adjspeed*=20; if (side > pv->rollangle) { pv->rollangle += host_frametime * adjspeed; if (pv->rollangle > side) pv->rollangle = side; } else if (side < pv->rollangle) { pv->rollangle -= host_frametime * adjspeed; if (pv->rollangle < side) pv->rollangle = side; } r_refdef.viewangles[ROLL] += pv->rollangle; if (pv->v_dmg_time > 0) { r_refdef.viewangles[ROLL] += pv->v_dmg_time/v_kicktime.value*pv->v_dmg_roll; r_refdef.viewangles[PITCH] += pv->v_dmg_time/v_kicktime.value*pv->v_dmg_pitch; pv->v_dmg_time -= host_frametime; } } /* ================== V_CalcIntermissionRefdef ================== */ void V_CalcIntermissionRefdef (playerview_t *pv) { float old; VectorCopy (pv->simorg, r_refdef.vieworg); VectorCopy (pv->simangles, r_refdef.viewangles); if (cl.intermissionmode == IM_H2FINALE) VectorMA(r_refdef.vieworg, -pv->viewheight, pv->gravitydir, r_refdef.vieworg); // always idle in intermission old = v_idlescale.value; v_idlescale.value = 1; V_AddIdle (pv); v_idlescale.value = old; } float CalcFov (float fov_x, float width, float height) { float a; float x; if (fov_x <= 0 || fov_x > 179) Sys_Error ("Bad fov: %f", fov_x); x = fov_x/360*M_PI; x = tan(x); x = width/x; a = atan (height/x); a = a*360/M_PI; return a; } void V_ApplyAFov(playerview_t *pv) { //explicit fov overrides aproximate fov. //aproximate fov is our regular fov value. explicit is settable by gamecode for weird aspect ratios if (!r_refdef.fov_x || !r_refdef.fov_y) { extern cvar_t r_stereo_separation; float ws; float afov = r_refdef.afov; if (!afov) //make sure its sensible. { afov = scr_fov.value; #ifdef QUAKESTATS if (pv && pv->statsf[STAT_VIEWZOOM]) //match dp - viewzoom only happens when defaulted. afov *= pv->statsf[STAT_VIEWZOOM]/STAT_VIEWZOOM_SCALE; #endif } afov = bound(0.001, afov, 170); ws = 1; #ifdef FTE_TARGET_WEB if (r_refdef.stereomethod == STEREO_WEBVR) ws = 0.5; #endif if (r_refdef.stereomethod == STEREO_CROSSEYED && r_stereo_separation.value) ws = 0.5; //attempt to retain a classic fov if (ws*r_refdef.vrect.width < (r_refdef.vrect.height*640)/432) { r_refdef.fov_y = CalcFov(afov, (ws*r_refdef.vrect.width*r_refdef.pxrect.width)/vid.fbvwidth, (r_refdef.vrect.height*r_refdef.pxrect.height)/vid.fbvheight); r_refdef.fov_x = afov;//CalcFov(r_refdef.fov_y, 432, 640); } else { r_refdef.fov_y = CalcFov(afov, 640, 432); r_refdef.fov_x = CalcFov(r_refdef.fov_y, r_refdef.vrect.height, r_refdef.vrect.width*ws); } } if (!r_refdef.fovv_x || !r_refdef.fovv_y) { extern cvar_t r_stereo_separation; float ws; float afov = scr_fov_viewmodel.value; if (afov) { afov = bound(0.001, afov, 170); ws = 1; #ifdef FTE_TARGET_WEB if (r_refdef.stereomethod == STEREO_WEBVR) ws = 0.5; #endif if (r_refdef.stereomethod == STEREO_CROSSEYED && r_stereo_separation.value) ws = 0.5; //attempt to retain a classic fov if (ws*r_refdef.vrect.width < (r_refdef.vrect.height*640)/432) { r_refdef.fovv_y = CalcFov(afov, (ws*r_refdef.vrect.width*r_refdef.pxrect.width)/vid.fbvwidth, (r_refdef.vrect.height*r_refdef.pxrect.height)/vid.fbvheight); r_refdef.fovv_x = afov;//CalcFov(r_refdef.fov_y, 432, 640); } else { r_refdef.fovv_y = CalcFov(afov, 640, 432); r_refdef.fovv_x = CalcFov(r_refdef.fovv_y, r_refdef.vrect.height, r_refdef.vrect.width*ws); } } else { r_refdef.fovv_x = r_refdef.fov_x; r_refdef.fovv_y = r_refdef.fov_y; } } if (r_refdef.useperspective) { if (r_refdef.mindist < 1) r_refdef.mindist = 1; if (r_refdef.maxdist && r_refdef.maxdist < 100) r_refdef.maxdist = 0; //small values should just use infinite. } } /* ================= v_ApplyRefdef called to apply any dirty refdef bits and recalculates pending data. ================= */ void V_ApplyRefdef (void) { #ifdef QUAKEHUD float size; int h; qboolean full = false; #endif // force the status bar to redraw Sbar_Changed (); //======================================== if (r_refdef.playerview->gamerectknown != cls.framecount) { r_refdef.playerview->gamerectknown = cls.framecount; r_refdef.playerview->gamerect = r_refdef.grect; } #ifndef QUAKEHUD r_refdef.vrect = r_refdef.grect; #else // intermission is always full screen if (cl.intermissionmode != IM_NONE || !r_refdef.drawsbar) size = 120; else size = scr_viewsize.value; #ifdef Q2CLIENT if (cls.protocol == CP_QUAKE2) //q2 never has a hud. sb_lines = 0; else #endif if (size >= 120) sb_lines = 0; // no status bar at all else if (size >= 110) sb_lines = 24; // no inventory else sb_lines = 24+16+8; if (scr_viewsize.value >= 100.0 || scr_chatmode) { full = true; size = 100.0; } else size = scr_viewsize.value; if (cl.intermissionmode != IM_NONE || !r_refdef.drawsbar) { full = true; size = 100.0; sb_lines = 0; } size /= 100.0; if (cl_sbar.value!=1 && full) h = r_refdef.grect.height; else h = r_refdef.grect.height - sb_lines; if (h < 0) h = 0; r_refdef.vrect.width = r_refdef.grect.width * size; if (r_refdef.vrect.width < 96) r_refdef.vrect.width = 96; // min for icons r_refdef.vrect.height = r_refdef.grect.height * size; if (cl_sbar.value==1 || !full) { if (r_refdef.vrect.height > r_refdef.grect.height - sb_lines) r_refdef.vrect.height = r_refdef.grect.height - sb_lines; } else if (r_refdef.vrect.height > r_refdef.grect.height) r_refdef.vrect.height = r_refdef.grect.height; if (r_refdef.vrect.height < 0) r_refdef.vrect.height = 0; r_refdef.vrect.x = (r_refdef.grect.width - r_refdef.vrect.width)/2; if (full) r_refdef.vrect.y = 0; else r_refdef.vrect.y = (h - r_refdef.vrect.height)/2; if (scr_chatmode) { if (scr_chatmode != 2) r_refdef.vrect.height = r_refdef.vrect.y=r_refdef.grect.height/2; r_refdef.vrect.width = r_refdef.vrect.x=r_refdef.grect.width/2; if (r_refdef.vrect.width<320 || r_refdef.vrect.height<200) //disable hud if too small sb_lines=0; } r_refdef.vrect.x += r_refdef.grect.x; r_refdef.vrect.y += r_refdef.grect.y; #endif if (r_refdef.dirty & RDFD_FOV) V_ApplyAFov(r_refdef.playerview); r_refdef.dirty = 0; if (chase_active.ival && cls.allow_cheats) V_EditExternalModels(0, NULL, 0); if (v_depthsortentities.ival) V_DepthSortEntities(r_refdef.vieworg); } //if the view entities differ, removes all externalmodel flags except for adding it to the new entity, and removes weaponmodels. //returns the number of view entities that were stripped out int V_EditExternalModels(int newviewentity, entity_t *viewentities, int maxviewenties) { int i; int viewents = 0; for (i = 0; i < cl_numvisedicts; ) { if (cl_visedicts[i].keynum == newviewentity && newviewentity) cl_visedicts[i].flags |= RF_EXTERNALMODEL; else cl_visedicts[i].flags &= ~RF_EXTERNALMODEL; if (cl_visedicts[i].flags & RF_WEAPONMODEL) { if (viewents < maxviewenties) viewentities[viewents++] = cl_visedicts[i]; memmove(&cl_visedicts[i], &cl_visedicts[i+1], sizeof(*cl_visedicts) * (cl_numvisedicts-(i+1))); cl_numvisedicts--; } else i++; } return viewents; } //this is for transparency effects, so we actually want the furthest first //this is contrary for overdraw performance, but transparency doesn't work like that //we use angles[0] to hold distance. the renderer shouldn't be using it anyway. static int QDECL V_DepthSortTwoEntities(const void *p1,const void *p2) { const entity_t *a = p1; const entity_t *b = p2; if (a->angles[0] < b->angles[0]) return -1; if (a->angles[0] > b->angles[0]) return 1; return 0; } void V_DepthSortEntities(float *vieworg) { int i; vec3_t disp; for (i = 0; i < cl_numvisedicts; i++) { if (cl_visedicts[i].flags & RF_WEAPONMODEL) { //weapon models have their own extra matrix thing going on. don't mess up because of it. cl_visedicts[i].angles[0] = 0; continue; } if (cl_visedicts[i].rtype == RT_MODEL && cl_visedicts[i].model && cl_visedicts[i].model->type == mod_brush) { VectorAdd(cl_visedicts[i].model->maxs, cl_visedicts[i].model->mins, disp); VectorMA(cl_visedicts[i].origin, 0.5, disp, disp); VectorSubtract(disp, vieworg, disp); } else { VectorSubtract(cl_visedicts[i].origin, vieworg, disp); } cl_visedicts[i].angles[0] = DotProduct(disp,disp); //don't bother with sqrts } qsort(cl_visedicts, cl_numvisedicts, sizeof(cl_visedicts[0]), V_DepthSortTwoEntities); } /* clears the refdef to defaults. */ void V_ClearRefdef(playerview_t *pv) { r_refdef.playerview = pv; r_refdef.dirty = ~0; r_refdef.grect.x = 0; r_refdef.grect.y = 0; r_refdef.grect.width = vid.fbvwidth;//vid.width; r_refdef.grect.height = vid.fbvheight;//vid.height; r_refdef.afov = scr_fov.value; //will have a better value applied if fov is bad. this allows setting. r_refdef.fov_x = 0; r_refdef.fov_y = 0; r_refdef.fovv_x = 0; r_refdef.fovv_y = 0; r_refdef.drawsbar = cl.intermissionmode == IM_NONE; r_refdef.flags = 0; r_refdef.areabitsknown = false; // memset(r_refdef.postprocshader, 0, sizeof(r_refdef.postprocshader)); // memset(r_refdef.postprocsize, 0, sizeof(r_refdef.postprocsize)); // r_refdef.postproccube = 0; } /* ================== V_CalcRefdef ================== */ void V_CalcRefdef (playerview_t *pv) { float bob; float viewheight; r_refdef.playerview = pv; memset(&r_refdef.globalfog, 0, sizeof(r_refdef.globalfog)); r_refdef.time = cl.servertime; #ifdef Q2CLIENT if (cls.protocol == CP_QUAKE2) { VectorCopy (pv->simorg, r_refdef.vieworg); VectorCopy (pv->simangles, r_refdef.viewangles); return; } #endif 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 (pv, false); // refresh position from simulated origin VectorCopy (pv->simorg, r_refdef.vieworg); r_refdef.useperspective = true; r_refdef.mindist = bound(0.1, gl_mindist.value, 4); r_refdef.maxdist = gl_maxdist.value; // 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 (pv->simangles, r_refdef.viewangles); V_CalcViewRoll (pv); V_AddIdle (pv); viewheight = pv->viewheight; if (viewheight == DEFAULT_VIEWHEIGHT && cls.protocol == CP_QUAKEWORLD && !(cls.z_ext & Z_EXT_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 } #ifdef QUAKESTATS if (pv->stats[STAT_HEALTH] < 0 && (!pv->spectator || pv->cam_state == CAM_EYECAM) && v_deathtilt.value) // PF_GIB will also set PF_DEAD { if (!pv->spectator || cl_chasecam.ival) r_refdef.viewangles[ROLL] = 80*v_deathtilt.value; // dead view angle } else #endif { // v_viewheight only affects the view if the player is alive viewheight += bob; } viewheight += pv->crouch; VectorMA(r_refdef.vieworg, -viewheight, pv->gravitydir, r_refdef.vieworg); // set up gun position V_CalcGunPositionAngle (pv, bob); // set up the refresh position if (v_gunkick.value) { r_refdef.viewangles[PITCH] += pv->punchangle_cl*v_gunkick.value; VectorMA(r_refdef.viewangles, v_gunkick.value, pv->punchangle_sv, r_refdef.viewangles); VectorMA(r_refdef.vieworg, v_gunkick.value, pv->punchorigin, r_refdef.vieworg); } if (chase_active.ival && cls.allow_cheats) //cheat restriction might be lifted some time when any wallhacks are solved. { vec3_t axis[3]; vec3_t camorg, camdir; trace_t tr; float len; //r_refdef.viewangles[0] += chase_pitch.value; //r_refdef.viewangles[1] += chase_yaw.value; //r_refdef.viewangles[2] += chase_roll.value; if (chase_active.ival >= 2) r_refdef.viewangles[0] = 90; if (chase_active.ival >= 3) r_refdef.viewangles[1] = 0; AngleVectors(r_refdef.viewangles, axis[0], axis[1], axis[2]); VectorScale(axis[0], -chase_back.value, camdir); if (pv->pmovetype == PM_6DOF) VectorMA(camdir, chase_up.value, axis[2], camdir); else VectorMA(camdir, -chase_up.value, pv->gravitydir, camdir); len = VectorLength(camdir); VectorMA(r_refdef.vieworg, (len+128)/len, camdir, camorg); //push it 128qu further if (cl.worldmodel && cl.worldmodel->funcs.NativeTrace) { cl.worldmodel->funcs.NativeTrace(cl.worldmodel, 0, 0, NULL, r_refdef.vieworg, camorg, vec3_origin, vec3_origin, true, MASK_WORLDSOLID, &tr); if (!tr.startsolid) { if (tr.fraction < 1) { //we found a plane, bisect it weirdly to push 4qu infront float d1,d2, frac; VectorMA(r_refdef.vieworg, 1, camdir, camorg); d1 = DotProduct(r_refdef.vieworg, tr.plane.normal) - (tr.plane.dist+4); d2 = DotProduct(camorg, tr.plane.normal) - (tr.plane.dist+4); frac = d1 / (d1-d2); frac = bound(0, frac, 1); VectorMA(r_refdef.vieworg, frac, camdir, r_refdef.vieworg); } else VectorMA(r_refdef.vieworg, 1, camdir, r_refdef.vieworg); } } } } /* ============= DropPunchAngle ============= */ void DropPunchAngle (playerview_t *pv) { if (pv->punchangle_cl < 0) { pv->punchangle_cl += 10*host_frametime; if (pv->punchangle_cl > 0) pv->punchangle_cl = 0; } else { pv->punchangle_cl -= 10*host_frametime; if (pv->punchangle_cl < 0) pv->punchangle_cl = 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 ================== */ qboolean r_secondaryview; #ifdef SIDEVIEWS #ifdef PEXT_VIEW2 entity_t *CL_EntityNum(int num) { int i; for (i=0 ; i 4 #pragma warning "Please change this function to cope with the new MAX_SPLITS value" #endif switch(maxseats) { case 1: vrect->width = vid.fbvwidth; vrect->height = vid.fbvheight; vrect->x = 0; vrect->y = 0; 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 && r_projection.ival == PROJ_PANORAMA /*panoramic view always stacks player views*/ ) { //over twice as wide as high, assume dual moniter, horizontal. vrect->width = vid.fbvwidth/cl.splitclients; vrect->height = vid.fbvheight; vrect->x = 0 + vrect->width*pnum; vrect->y = 0; } else #endif { //stack them vertically vrect->width = vid.fbvwidth; vrect->height = vid.fbvheight/cl.splitclients; vrect->x = 0; vrect->y = 0 + vrect->height*pnum; } break; case 4: //4 squares vrect->width = vid.fbvwidth/2; vrect->height = vid.fbvheight/2; vrect->x = (pnum&1) * vrect->width; vrect->y = (pnum&2)/2 * vrect->height; break; default: Sys_Error("cl.splitclients is invalid."); } } void Draw_ExpandedString(float x, float y, conchar_t *str); static void SCR_DrawAutoID(vec3_t org, player_info_t *pl, qboolean isteam) { conchar_t buffer[256]; int len; vec3_t center; vec3_t tagcenter; float alpha; qboolean obscured; int x, y; int r; float barwidth; qboolean haveinfo; unsigned int textflags; int h; char *pname; int health; int armour; unsigned int items; static vec4_t healthcolours[] = { {0.7, 0.45, 0.45, 1}, {0.3, 0, 0, 1}, {1, 0, 0, 1}, {1, 0.4, 0, 1}, {1, 1, 1, 1} }; #ifdef QUAKESTATS static vec4_t armourcolours[] = { {25, 170, 0, 0.2}, {25, 170, 0, 1}, {225, 220, 0, 0.2}, {225, 220, 0, 1}, {255, 0, 0, 0.2}, {255, 0, 0, 1} }; extern cvar_t tp_name_sg,tp_name_ssg,tp_name_ng,tp_name_sng,tp_name_gl,tp_name_rl,tp_name_lg; static cvar_t *wbitnames[] = { &tp_name_sg, &tp_name_ssg, &tp_name_ng, &tp_name_sng, &tp_name_gl, &tp_name_rl, &tp_name_lg }; #endif VectorCopy(org, tagcenter); tagcenter[2] += 32; if (!Matrix4x4_CM_Project(tagcenter, center, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y)) return; //behind the camera if (center[0] < 0 || center[0] > 1 || center[1] < 0 || center[1] > 1) return; //off the side of the screen obscured = !TP_IsPlayerVisible(org); if (obscured && !isteam) return; //only teammembers are drawn when obscured if (isteam) textflags = scr_autoid_teamcolour.ival << CON_FGSHIFT; else textflags = scr_autoid_enemycolour.ival << CON_FGSHIFT; if (obscured) { if (scr_autoid_team.ival == 2) return; textflags |= CON_HALFALPHA; alpha = 0.25; } else alpha = 1; x = center[0]*r_refdef.vrect.width+r_refdef.vrect.x; y = (1-center[1])*r_refdef.vrect.height+r_refdef.vrect.y; #ifdef QUAKESTATS if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV) { health = pl->statsf[STAT_HEALTH]; armour = pl->statsf[STAT_ARMOR]; items = pl->stats[STAT_ITEMS]; pname = pl->name; haveinfo = true; } else #endif { health = pl->tinfo.health; armour = pl->tinfo.armour; items = pl->tinfo.items; pname = ((*pl->tinfo.nick)?pl->tinfo.nick:(cl.teamfortress?"-":pl->name)); haveinfo = pl->tinfo.time > cl.time; } if (strcmp(pname, "-")) //a tinfo nick of - hides names. this can be used for TF to hide names for spies. { y -= 8; len = COM_ParseFunString(textflags, pname, buffer, sizeof(buffer), false) - buffer; Draw_ExpandedString(x - len*4, y, buffer); } if (!haveinfo) return; //we don't trust the info that we have, so no ids. h = 0; barwidth = 32; //display health bar if (scr_autoid_health.ival) { float frac = health / 100.0; if (frac < 0) frac = 0; r = frac; frac -= r; if (r > countof(healthcolours)-2) { r = countof(healthcolours)-2; frac = 1; } h += 8; y -= 8; R2D_ImageColours(healthcolours[r][0], healthcolours[r][1], healthcolours[r][2], healthcolours[r][3]*alpha); R2D_FillBlock(x - barwidth*0.5 + barwidth * frac, y, barwidth * (1-frac), 8); r++; R2D_ImageColours(healthcolours[r][0], healthcolours[r][1], healthcolours[r][2], healthcolours[r][3]*alpha); R2D_FillBlock(x - barwidth*0.5, y, barwidth * frac, 8); } if (health <= 0) //armour+weapons are not relevant when dead return; #ifdef QUAKESTATS if (scr_autoid_armour.ival) { //display armour bar above that if (items & IT_ARMOR3) r = 4, health = 200; else if (items & IT_ARMOR2) r = 2, health = 150; else if (items & IT_ARMOR1) r = 0, health = 100; else r = -1; if (r >= 0) { h += 8; y -= 8; armour = bound(0, armour, health); barwidth = 32; R2D_ImageColours(armourcolours[r][0], armourcolours[r][1], armourcolours[r][2], armourcolours[r][3]*alpha); R2D_FillBlock(x - barwidth*0.5 + barwidth * armour/(float)health, y, barwidth * (health-armour)/(float)health, 8); r++; R2D_ImageColours(armourcolours[r][0], armourcolours[r][1], armourcolours[r][2], armourcolours[r][3]*alpha); R2D_FillBlock(x - barwidth*0.5, y, barwidth * armour/(float)health, 8); } } if (scr_autoid_weapon.ival) { if (h < 8) h = 8; y += (h-8)/2; for (r = countof(wbitnames)-1; r>=0; r--) if (items & (1<= 0) { len = COM_ParseFunString(textflags, wbitnames[r]->string, buffer, sizeof(buffer), false) - buffer; if (textflags & CON_HALFALPHA) { for (r = 0; r < len; r++) if (!(buffer[r] & CON_RICHFORECOLOUR)) buffer[r] |= CON_HALFALPHA; } if (len && (buffer[0] & CON_CHARMASK) == '{' && (buffer[len-1] & CON_CHARMASK) == '}') { //these are often surrounded by {} to make them white in chat messages, and recoloured. buffer[len-1] = 0; Draw_ExpandedString(x + barwidth*0.5 + 4, y, buffer+1); } else Draw_ExpandedString(x + barwidth*0.5 + 4, y, buffer); } } #else (void)items; (void)armour; #endif } #include "pr_common.h" msurface_t *Mod_GetSurfaceNearPoint(model_t *model, vec3_t point); char *Shader_GetShaderBody(shader_t *s, char *fname, size_t fnamesize); extern vec3_t nametagorg[MAX_CLIENTS]; extern qboolean nametagseen[MAX_CLIENTS]; extern cvar_t r_showshaders, r_showfields, r_projection; void R_DrawNameTags(void) { int i; lerpents_t *le; qboolean isteam; char *ourteam; int ourcolour; if (r_projection.ival) //we don't actually know how to transform the points unless the projection is coded in advance. and it isn't. return; if (cls.protocol == CP_QUAKE2) return; //FIXME: q2 has its own ent logic, which messes stuff up here. if (r_showfields.ival && cls.allow_cheats) { world_t *w = NULL; wedict_t *e; vec3_t org; vec3_t screenspace; vec3_t diff; if ((r_showfields.ival & 3) == 1) { #ifndef CLIENTONLY w = &sv.world; #endif } else if ((r_showfields.ival & 3) == 2) { #ifdef CSQC_DAT extern world_t csqc_world; w = &csqc_world; #endif } else if ((r_showfields.ival & 3) == 3) { inframe_t *frame; packet_entities_t *pak; entity_state_t *state; model_t *mod; frame = &cl.inframes[cl.parsecount & UPDATE_MASK]; pak = &frame->packet_entities; for (i=0 ; inum_entities ; i++) { state = &pak->entities[i]; mod = cl.model_precache[state->modelindex]; if (mod && mod->loadstate == MLS_LOADED) VectorInterpolate(mod->mins, 0.5, mod->maxs, org); else VectorClear(org); VectorAdd(org, state->origin, org); if (Matrix4x4_CM_Project(org, screenspace, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y)) { char *entstr; int x, y; entstr = va("%i", state->number); if (entstr) { vec2_t scale = {8,8}; x = screenspace[0]*r_refdef.vrect.width+r_refdef.vrect.x; y = (1-screenspace[1])*r_refdef.vrect.height+r_refdef.vrect.y; R_DrawTextField(x, y, vid.width - x, vid.height - y, entstr, CON_WHITEMASK, CPRINT_TALIGN|CPRINT_LALIGN, font_default, scale); } } } } if (w && w->progs) { int best = 0; float bestscore = 0, score = 0; for (i = 1; i < w->num_edicts; i++) { e = WEDICT_NUM(w->progs, i); if (ED_ISFREE(e)) continue; VectorInterpolate(e->v->mins, 0.5, e->v->maxs, org); VectorAdd(org, e->v->origin, org); VectorSubtract(org, r_refdef.vieworg, diff); if (DotProduct(diff, diff) < 16*16) continue; //ignore stuff too close(like the player themselves) VectorNormalize(diff); score = DotProduct(diff, vpn);// r_refdef.viewaxis[0]); if (score > bestscore) { int hitent; vec3_t imp; if (CL_TraceLine(r_refdef.vieworg, org, imp, NULL, &hitent)>=1 || hitent == i) { best = i; bestscore = score; } } } if (best) { e = WEDICT_NUM(w->progs, best); VectorInterpolate(e->v->mins, 0.5, e->v->maxs, org); VectorAdd(org, e->v->origin, org); if (Matrix4x4_CM_Project(org, screenspace, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y)) { char asciibuffer[8192]; char *entstr; size_t buflen; int x, y; sprintf(asciibuffer, "entity %i ", e->entnum); buflen = strlen(asciibuffer); entstr = w->progs->saveent(w->progs, asciibuffer, &buflen, sizeof(asciibuffer), (edict_t*)e); //will save just one entities vars if (entstr) { vec2_t scale = {8,8}; x = screenspace[0]*r_refdef.vrect.width+r_refdef.vrect.x; y = (1-screenspace[1])*r_refdef.vrect.height+r_refdef.vrect.y; R_DrawTextField(x, y, vid.width - x, vid.height - y, entstr, CON_WHITEMASK, CPRINT_TALIGN|CPRINT_LALIGN, font_console, scale); } } } } } #if defined(CSQC_DAT) || !defined(CLIENTONLY) if (r_showshaders.ival && cl.worldmodel && cl.worldmodel->loadstate == MLS_LOADED) { trace_t trace; char *str; vec3_t targ; vec2_t scale = {12,12}; msurface_t *surf; VectorMA(r_refdef.vieworg, 8192, vpn, targ); cl.worldmodel->funcs.NativeTrace(cl.worldmodel, 0, PE_FRAMESTATE, NULL, r_refdef.vieworg, targ, vec3_origin, vec3_origin, false, ~0, &trace); surf = Mod_GetSurfaceNearPoint(cl.worldmodel, trace.endpos); if (surf) { shader_t *shader = surf->texinfo->texture->shader; char *body = shader?Shader_GetShaderBody(shader, NULL, 0):NULL; if (body) { str = va("%s\n{%s\n", surf->texinfo->texture->name, body); Z_Free(body); } else str = va("hit '%s'", surf->texinfo->texture->name); } else str = "hit nothing"; R_DrawTextField(r_refdef.vrect.x + r_refdef.vrect.width/4, r_refdef.vrect.y, r_refdef.vrect.width/2, r_refdef.vrect.height, str, CON_WHITEMASK, CPRINT_LALIGN, font_console, scale); } #endif if (((!r_refdef.playerview->spectator && !cls.demoplayback) || !scr_autoid.ival) && (!cl.teamplay || !scr_autoid_team.ival)) return; if (cls.state != ca_active || !cl.validsequence || cl.intermissionmode != IM_NONE) return; if (r_refdef.playerview->cam_state != CAM_FREECAM && r_refdef.playerview->cam_spec_track >= 0) { ourteam = cl.players[r_refdef.playerview->cam_spec_track].team; ourcolour = cl.players[r_refdef.playerview->cam_spec_track].rbottomcolor; } else { ourteam = cl.players[r_refdef.playerview->playernum].team; ourcolour = cl.players[r_refdef.playerview->playernum].rbottomcolor; } for (i = 0; i < cl.allocated_client_slots; i++) { if (!*cl.players[i].name) continue; //slot is empty. if (!nametagseen[i]) { if (i+1 < cl.maxlerpents && cl.lerpentssequence && cl.lerpents[i+1].sequence == cl.lerpentssequence) { le = &cl.lerpents[i+1]; VectorCopy(le->origin, nametagorg[i]); } else if (cl.lerpplayers[i].sequence == cl.lerpentssequence) { le = &cl.lerpplayers[i]; VectorCopy(le->origin, nametagorg[i]); } else if (cl.players[i].tinfo.time > cl.time) VectorCopy(cl.players[i].tinfo.org, nametagorg[i]); else continue; } //while cl.lerpplayers exists, it tends to not be configured properly. if (i == r_refdef.playerview->playernum) continue; // Don't draw tag for the local player if (cl.players[i].spectator) continue; if (i == Cam_TrackNum(r_refdef.playerview)) //no tag for the player that you're tracking, either. continue; if (!cl.teamplay || !scr_autoid_team.ival) isteam = false; else if ((cl.teamfortress && !r_refdef.playerview->spectator) || cls.protocol == CP_NETQUAKE) //teamfortress should go by their colours instead, because spies. primarily this is to allow enemy spies to appear through walls as well as your own team (note that the qc will also need tinfo stuff for tf, to avoid issues with just checking player names). isteam = cl.players[i].rbottomcolor == ourcolour; else isteam = !strcmp(cl.players[i].team, ourteam); if (!isteam) if ((!r_refdef.playerview->spectator && !cls.demoplayback) || !scr_autoid.ival) continue; //only show our team when playing, too cheaty otherwise. SCR_DrawAutoID(nametagorg[i], &cl.players[i], isteam); } } void R2D_PolyBlend (void); void V_RenderPlayerViews(playerview_t *pv) { int oldnuments; int oldstris; #ifdef SIDEVIEWS int viewnum; #endif // cl.simangles[plnum][ROLL] = 0; // FIXME @@@ DropPunchAngle (pv); Cam_SelfTrack(pv); oldnuments = cl_numvisedicts; oldstris = cl_numstris; CL_LinkViewModel (); if (cl.intermissionmode != IM_NONE) { // intermission / finale rendering V_CalcIntermissionRefdef (pv); } else { V_DriftPitch (pv); V_CalcRefdef (pv); } V_ApplyRefdef(); R_RenderView (); R2D_PolyBlend (); R_DrawNameTags(); if(cl.intermissionmode == IM_NONE) R2D_DrawCrosshair(); cl_numvisedicts = oldnuments; cl_numstris = oldstris; if (scr_chatmode == 2) { vec3_t dir; r_refdef.vrect.y -= r_refdef.vrect.height; r_secondaryview = 2; VectorSubtract(r_refdef.vieworg, pv->cam_desired_position, dir); VectorAngles(dir, NULL, r_refdef.viewangles, false); VectorCopy(pv->cam_desired_position, r_refdef.vieworg); R_RenderView (); } r_secondaryview = 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) //rearview if v2_enabled = 1 and not 2 || (vsec_enabled[viewnum].value && pv->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; 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; r_refdef.fov_x = 0; r_refdef.fov_y = 0; V_ApplyAFov(NULL); #ifdef PEXT_VIEW2 //secondary view entity. e=NULL; if (viewnum==0&&pv->stats[STAT_VIEW2]) { e = CL_EntityNum (pv->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]; if (e->keynum >= 1 && e->keynum <= cl.allocated_client_slots) { r_refdef.viewangles[PITCH] *= 3; r_refdef.vieworg[2] += pv->statsf[STAT_VIEWHEIGHT]; } V_EditExternalModels(e->keynum, NULL, 0); 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) { V_EditExternalModels(pv->viewentity, NULL, 0); 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; } #endif r_refdef.externalview = false; } void V_RenderView (void) { int viewnum; int maxviews = cl.splitclients; Surf_LessenStains(); if (cls.state != ca_active) return; if (cl.intermissionmode != IM_NONE) maxviews = 1; R_PushDlights (); r_secondaryview = 0; for (viewnum = 0; viewnum < maxviews; viewnum++) { V_ClearRefdef(&cl.playerview[viewnum]); if (viewnum) { //should be enough to just hack a few things. V_EditExternalModels(cl.playerview[viewnum].viewentity, NULL, 0); } else { if (r_worldentity.model && r_worldentity.model->loadstate == MLS_LOADED) { RSpeedMark(); CL_AllowIndependantSendCmd(false); CL_SetSolidEntities (); CL_TransitionEntities(); CL_PredictMove (); // build a refresh entity list CL_EmitEntities (); CL_AllowIndependantSendCmd(true); RSpeedEnd(RSPEED_LINKENTITIES); } } if (R2D_Flush) R2D_Flush(); SCR_VRectForPlayer(&r_refdef.grect, viewnum, maxviews); V_RenderPlayerViews(r_refdef.playerview); #ifdef PLUGINS Plug_SBar (r_refdef.playerview); #else if (Sbar_ShouldDraw(r_refdef.playerview)) { SCR_TileClear (sb_lines); Sbar_Draw (r_refdef.playerview); Sbar_DrawScoreboard (r_refdef.playerview); } else SCR_TileClear (0); #endif } r_refdef.playerview = NULL; } //============================================================================ /* ============= 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_CenterView_f); 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 (&v_depthsortentities, 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); Cvar_Register (&scr_autoid_team, VIEWVARS); Cvar_Register (&scr_autoid_health, VIEWVARS); Cvar_Register (&scr_autoid_armour, VIEWVARS); Cvar_Register (&scr_autoid_weapon, VIEWVARS); Cvar_Register (&scr_autoid_teamcolour, VIEWVARS); Cvar_Register (&scr_autoid_enemycolour, 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); Cvar_Register (&r_projection, 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); Cvar_Register (&chase_active, VIEWVARS); Cvar_Register (&chase_back, VIEWVARS); Cvar_Register (&chase_up, VIEWVARS); #if defined(_WIN32) && !defined(MINIMAL) Cvar_Register (&itburnsitburnsmakeitstop, VIEWVARS); #endif }