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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 "r_local.h"
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sfx_t * cl_sfx_step [ 4 ] ;
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/*
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 .
*/
cvar_t lcd_x = { " lcd_x " , " 0 " } ;
cvar_t lcd_yaw = { " lcd_yaw " , " 0 " } ;
cvar_t scr_ofsx = { " scr_ofsx " , " 0 " , false } ;
cvar_t scr_ofsy = { " scr_ofsy " , " 0 " , false } ;
cvar_t scr_ofsz = { " scr_ofsz " , " 0 " , false } ;
cvar_t cl_rollspeed = { " cl_rollspeed " , " 200 " } ;
cvar_t cl_rollangle = { " cl_rollangle " , " 2.0 " } ;
cvar_t cl_bob = { " cl_bob " , " 0.02 " , false } ;
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cvar_t cl_bobcycle = { " cl_bobcycle " , " 0.06 " , false } ;
cvar_t cl_bobup = { " cl_bobup " , " 0.02 " , false } ; //BLUB changed to 0.02
cvar_t cl_sidebobbing = { " cl_sidebobbing " , " 1 " } ;
cvar_t cl_bobside = { " cl_bobside " , " 0.02 " } ;
cvar_t cl_bobsidecycle = { " cl_bobsidecycle " , " 0.9 " } ;
cvar_t cl_bobsideup = { " cl_bobsideup " , " 0.5 " } ;
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cvar_t v_kicktime = { " v_kicktime " , " 0.5 " , false } ;
cvar_t v_kickroll = { " v_kickroll " , " 0.6 " , false } ;
cvar_t v_kickpitch = { " v_kickpitch " , " 0.6 " , false } ;
cvar_t v_iyaw_cycle = { " v_iyaw_cycle " , " 2 " , false } ;
cvar_t v_iroll_cycle = { " v_iroll_cycle " , " 0.5 " , false } ;
cvar_t v_ipitch_cycle = { " v_ipitch_cycle " , " 1 " , false } ;
cvar_t v_iyaw_level = { " v_iyaw_level " , " 0.3 " , false } ;
cvar_t v_iroll_level = { " v_iroll_level " , " 0.1 " , false } ;
cvar_t v_ipitch_level = { " v_ipitch_level " , " 0.3 " , false } ;
cvar_t v_idlescale = { " v_idlescale " , " 0 " , false } ;
cvar_t crosshair = { " crosshair " , " 0 " , true } ;
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cvar_t gl_cshiftpercent = { " gl_cshiftpercent " , " 100 " , false } ; //naievil -- wtf is this?
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float v_dmg_time , v_dmg_roll , v_dmg_pitch ;
extern int in_forward , in_forward2 , in_back ;
/*
= = = = = = = = = = = = = = =
V_CalcRoll
Used by view and sv_user
= = = = = = = = = = = = = = =
*/
vec3_t forward , right , up ;
float V_CalcRoll ( vec3_t angles , vec3_t velocity )
{
float sign ;
float side ;
float value ;
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AngleVectors ( angles , forward , right , up ) ;
side = DotProduct ( velocity , right ) ;
sign = side < 0 ? - 1 : 1 ;
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side = fabsf ( side ) ;
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value = cl_rollangle . value ;
// if (cl.inwater)
// value *= 6;
if ( side < cl_rollspeed . value )
side = side * value / cl_rollspeed . value ;
else
side = value ;
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return side * sign ;
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}
/*
= = = = = = = = = = = = = = =
V_CalcBob
= = = = = = = = = = = = = = =
*/
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// Blub's new V_CalcBob code, both side and pitch are in one, dictated by the (which) parameter
float V_CalcBob ( float speed , float which ) //0 = regular, 1 = side bobbing
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{
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float bob = 0 ;
float sprint = 1 ;
if ( cl . stats [ STAT_ZOOM ] = = 3 )
sprint = 1.8 ;
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if ( cl . stats [ STAT_ZOOM ] = = 2 )
return 0 ;
//12.048 -> 4.3 = 100 -> 36ish, so replace 100 with 36
if ( which = = 0 )
bob = cl_bobup . value * 36 * speed * ( sprint * sprint ) * sin ( ( cl . time * 12.5 * sprint ) ) ; //Pitch Bobbing 10
else if ( which = = 1 )
bob = cl_bobside . value * 36 * speed * ( sprint * sprint * sprint ) * sin ( ( cl . time * 6.25 * sprint ) - ( M_PI * 0.25 ) ) ; //Yaw Bobbing 5
return bob ;
}
//===================================================== View Bobbing =====================================================
static int lastSound ;
float PlayStepSound ( void )
{
float num ;
int sound = 0 ;
while ( 1 )
{
num = ( rand ( ) & 0x7fff ) / ( ( float ) 0x7fff ) ;
sound = ( int ) ( num * 4 ) ;
sound + + ;
if ( sound ! = lastSound )
break ;
}
if ( sound = = 1 )
S_StartSound ( cl . viewentity , 4 , cl_sfx_step [ 0 ] , vec3_origin , 1 , 1 ) ;
else if ( sound = = 2 )
S_StartSound ( cl . viewentity , 4 , cl_sfx_step [ 1 ] , vec3_origin , 1 , 1 ) ;
else if ( sound = = 3 )
S_StartSound ( cl . viewentity , 4 , cl_sfx_step [ 2 ] , vec3_origin , 1 , 1 ) ;
else if ( sound = = 4 )
S_StartSound ( cl . viewentity , 4 , cl_sfx_step [ 3 ] , vec3_origin , 1 , 1 ) ;
lastSound = sound ;
return sound ;
}
static int canStep ;
float V_CalcVBob ( float speed , float which )
{
float bob = 0 ;
//float speedMulti = (0.2 + sqrt((cl.velocity[0] * cl.velocity[0]) + (cl.velocity[1] * cl.velocity[1])))/97; We're moving this to parent function to save calculations...
//was going to multiply by speed in the sine function to step faster when you're moving faster... but it skipped around on points of the sine curve too much
//It's be much more efficient to just have a constant step speed, though it would look really weird, it's the only way to have a constant step
float sprint = 1 ;
if ( cl . stats [ STAT_ZOOM ] = = 3 )
sprint = 1.8 ;
if ( cl . stats [ STAT_ZOOM ] = = 2 )
return 0 ;
if ( sprint = = 1 )
{
if ( which = = 0 )
bob = speed * 8.6 * ( 1 / sprint ) * sin ( ( cl . time * 12.5 * sprint ) ) ; //10
else if ( which = = 1 )
bob = speed * 8.6 * ( 1 / sprint ) * sin ( ( cl . time * 6.25 * sprint ) - ( M_PI * 0.25 ) ) ; //5
else if ( which = = 2 )
bob = speed * 8.6 * ( 1 / sprint ) * sin ( ( cl . time * 6.25 * sprint ) - ( M_PI * 0.25 ) ) ; //5
}
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else
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{
if ( which = = 0 )
bob = speed * 8.6 * ( 1 / sprint ) * cos ( ( cl . time * 6.25 * sprint ) ) ;
else if ( which = = 1 )
bob = speed * 8.6 * ( 1 / sprint ) * cos ( ( cl . time * 12.5 * sprint ) ) ;
else if ( which = = 2 )
bob = speed * 8.6 * ( 1 / sprint ) * cos ( ( cl . time * 6.25 * sprint ) ) ;
}
if ( speed > 0.1 & & which = = 0 )
{
if ( canStep & & sin ( cl . time * 12.5 * sprint ) < - 0.8 )
{
PlayStepSound ( ) ;
canStep = 0 ;
}
if ( sin ( cl . time * 12.5 * sprint ) > 0.9 )
{
canStep = 1 ;
}
}
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return bob ;
}
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//=============================================================================
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//=============================================================================
cvar_t v_centermove = { " v_centermove " , " 0.15 " , false } ;
cvar_t v_centerspeed = { " v_centerspeed " , " 500 " } ;
void V_StartPitchDrift ( void )
{
# if 1
if ( cl . laststop = = cl . time )
{
return ; // something else is keeping it from drifting
}
# endif
if ( cl . nodrift | | ! cl . pitchvel )
{
cl . pitchvel = v_centerspeed . value ;
cl . nodrift = false ;
cl . driftmove = 0 ;
}
}
void V_StopPitchDrift ( void )
{
cl . laststop = cl . time ;
cl . nodrift = true ;
cl . pitchvel = 0 ;
}
/*
= = = = = = = = = = = = = = =
V_DriftPitch
Moves the client pitch angle towards cl . idealpitch sent by the server .
If the user is adjusting pitch manually , either with lookup / lookdown ,
mlook and mouse , or klook and keyboard , pitch drifting is constantly stopped .
Drifting is enabled when the center view key is hit , mlook is released and
lookspring is non 0 , or when
= = = = = = = = = = = = = = =
*/
void V_DriftPitch ( void )
{
float delta , move ;
if ( noclip_anglehack | | ! cl . onground | | cls . demoplayback )
{
cl . driftmove = 0 ;
cl . pitchvel = 0 ;
return ;
}
// don't count small mouse motion
if ( cl . nodrift )
{
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if ( fabs ( cl . cmd . forwardmove ) < cl_forwardspeed )
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cl . driftmove = 0 ;
else
cl . driftmove + = host_frametime ;
if ( cl . driftmove > v_centermove . value )
{
V_StartPitchDrift ( ) ;
}
return ;
}
delta = cl . idealpitch - cl . viewangles [ PITCH ] ;
if ( ! delta )
{
cl . pitchvel = 0 ;
return ;
}
move = host_frametime * cl . pitchvel ;
cl . pitchvel + = host_frametime * v_centerspeed . value ;
//Con_Printf ("move: %f (%f)\n", move, host_frametime);
if ( delta > 0 )
{
if ( move > delta )
{
cl . pitchvel = 0 ;
move = delta ;
}
cl . viewangles [ PITCH ] + = move ;
}
else if ( delta < 0 )
{
if ( move > - delta )
{
cl . pitchvel = 0 ;
move = - delta ;
}
cl . viewangles [ PITCH ] - = move ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
PALETTE FLASHES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
cshift_t cshift_empty = { { 130 , 80 , 50 } , 0 } ;
cshift_t cshift_water = { { 130 , 80 , 50 } , 128 } ;
cshift_t cshift_slime = { { 0 , 25 , 5 } , 150 } ;
cshift_t cshift_lava = { { 255 , 80 , 0 } , 150 } ;
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cvar_t v_gamma = { " gamma " , " 2 " , true } ;
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byte gammatable [ 256 ] ; // palette is sent through this
# ifdef GLQUAKE
byte ramps [ 3 ] [ 256 ] ;
float v_blend [ 4 ] ; // rgba 0.0 - 1.0
# endif // GLQUAKE
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 ;
}
}
/*
= = = = = = = = = = = = = = = = =
V_CheckGamma
= = = = = = = = = = = = = = = = =
*/
qboolean V_CheckGamma ( void )
{
static float oldgammavalue ;
if ( v_gamma . value = = oldgammavalue )
return false ;
oldgammavalue = v_gamma . value ;
BuildGammaTable ( v_gamma . value ) ;
vid . recalc_refdef = 1 ; // force a surface cache flush
return true ;
}
/*
= = = = = = = = = = = = = = =
V_ParseDamage
= = = = = = = = = = = = = = =
*/
void V_ParseDamage ( void )
{
int armor , blood ;
vec3_t from ;
int i ;
vec3_t forward , right , up ;
entity_t * ent ;
float side ;
float count ;
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 ;
cl . faceanimtime = cl . time + 0.2 ; // but sbar face into pain frame
cl . cshifts [ CSHIFT_DAMAGE ] . percent + = 3 * count ;
if ( cl . cshifts [ CSHIFT_DAMAGE ] . percent < 0 )
cl . cshifts [ CSHIFT_DAMAGE ] . percent = 0 ;
if ( cl . cshifts [ CSHIFT_DAMAGE ] . percent > 150 )
cl . cshifts [ CSHIFT_DAMAGE ] . percent = 150 ;
if ( armor > blood )
{
cl . cshifts [ CSHIFT_DAMAGE ] . destcolor [ 0 ] = 200 ;
cl . cshifts [ CSHIFT_DAMAGE ] . destcolor [ 1 ] = 100 ;
cl . cshifts [ CSHIFT_DAMAGE ] . destcolor [ 2 ] = 100 ;
}
else if ( armor )
{
cl . cshifts [ CSHIFT_DAMAGE ] . destcolor [ 0 ] = 220 ;
cl . cshifts [ CSHIFT_DAMAGE ] . destcolor [ 1 ] = 50 ;
cl . cshifts [ CSHIFT_DAMAGE ] . destcolor [ 2 ] = 50 ;
}
else
{
cl . cshifts [ CSHIFT_DAMAGE ] . destcolor [ 0 ] = 255 ;
cl . cshifts [ CSHIFT_DAMAGE ] . destcolor [ 1 ] = 0 ;
cl . cshifts [ CSHIFT_DAMAGE ] . destcolor [ 2 ] = 0 ;
}
//
// calculate view angle kicks
//
ent = & cl_entities [ cl . viewentity ] ;
VectorSubtract ( from , ent - > origin , from ) ;
VectorNormalize ( from ) ;
AngleVectors ( ent - > angles , forward , right , up ) ;
side = DotProduct ( from , right ) ;
v_dmg_roll = count * side * v_kickroll . value ;
side = DotProduct ( from , forward ) ;
v_dmg_pitch = count * side * v_kickpitch . value ;
v_dmg_time = v_kicktime . value ;
}
/*
= = = = = = = = = = = = = = = = = =
V_cshift_f
= = = = = = = = = = = = = = = = = =
*/
void V_cshift_f ( void )
{
cshift_empty . destcolor [ 0 ] = atoi ( Cmd_Argv ( 1 ) ) ;
cshift_empty . destcolor [ 1 ] = atoi ( Cmd_Argv ( 2 ) ) ;
cshift_empty . destcolor [ 2 ] = atoi ( Cmd_Argv ( 3 ) ) ;
cshift_empty . percent = atoi ( Cmd_Argv ( 4 ) ) ;
}
/*
= = = = = = = = = = = = = = = = = =
V_BonusFlash_f
When you run over an item , the server sends this command
= = = = = = = = = = = = = = = = = =
*/
void V_BonusFlash_f ( void )
{
cl . cshifts [ CSHIFT_BONUS ] . destcolor [ 0 ] = 215 ;
cl . cshifts [ CSHIFT_BONUS ] . destcolor [ 1 ] = 186 ;
cl . cshifts [ CSHIFT_BONUS ] . destcolor [ 2 ] = 69 ;
cl . cshifts [ CSHIFT_BONUS ] . percent = 50 ;
}
/*
= = = = = = = = = = = = =
V_SetContentsColor
Underwater , lava , etc each has a color shift
= = = = = = = = = = = = =
*/
void V_SetContentsColor ( int contents )
{
switch ( contents )
{
case CONTENTS_EMPTY :
case CONTENTS_SOLID :
cl . cshifts [ CSHIFT_CONTENTS ] = cshift_empty ;
break ;
case CONTENTS_LAVA :
cl . cshifts [ CSHIFT_CONTENTS ] = cshift_lava ;
break ;
case CONTENTS_SLIME :
cl . cshifts [ CSHIFT_CONTENTS ] = cshift_slime ;
break ;
default :
cl . cshifts [ CSHIFT_CONTENTS ] = cshift_water ;
}
}
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/*
= = = = = = = = = = = = =
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V_HealthCshift
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= = = = = = = = = = = = =
*/
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void V_HealthCshift ( void )
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{
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int pulse_value , pulseadd ;
float tempi1 , tempi2 , tempi3 , tempi4 ;
if ( cl . stats [ STAT_HEALTH ] < 100 & & cl . stats [ STAT_HEALTH ] )
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{
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cl . cshifts [ CSHIFT_DAMAGE ] . destcolor [ 0 ] = 255 ;
cl . cshifts [ CSHIFT_DAMAGE ] . destcolor [ 1 ] = 0 ;
cl . cshifts [ CSHIFT_DAMAGE ] . destcolor [ 2 ] = 0 ;
if ( cl . stats [ STAT_HEALTH ] < 50 )
{
pulse_value = abs ( ( ( int ) ( realtime * 100 ) & 100 ) - 50 ) ;
pulseadd = 50 ;
}
else
{
pulse_value = abs ( ( ( int ) ( realtime * 50 ) & 20 ) - 10 ) ;
pulseadd = 10 ;
}
tempi1 = cl . stats [ STAT_HEALTH ] + pulse_value ;
tempi2 = 100 + pulseadd ;
tempi3 = tempi1 / tempi2 ;
tempi4 = 200 - ( tempi3 * 255 ) ;
if ( tempi4 < 0 )
tempi4 = 0 ;
cl . cshifts [ CSHIFT_DAMAGE ] . percent = ( int ) tempi4 ;
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}
else
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cl . cshifts [ CSHIFT_DAMAGE ] . percent = 0 ;
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}
/*
= = = = = = = = = = = = =
V_CalcBlend
= = = = = = = = = = = = =
*/
void V_CalcBlend ( void )
{
float r , g , b , a , a2 ;
int j ;
r = 0 ;
g = 0 ;
b = 0 ;
a = 0 ;
for ( j = 0 ; j < NUM_CSHIFTS ; j + + )
{
if ( ! gl_cshiftpercent . value )
continue ;
a2 = ( ( cl . cshifts [ j ] . percent * gl_cshiftpercent . value ) / 100.0 ) / 255.0 ;
// a2 = cl.cshifts[j].percent/255.0;
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 V_UpdatePalette ( void )
{
int i , j ;
qboolean new ;
byte * basepal , * newpal ;
byte pal [ 768 ] ;
float r , g , b , a ;
int ir , ig , ib ;
qboolean force ;
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//V_CalcPowerupCshift ();
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new = false ;
for ( i = 0 ; i < NUM_CSHIFTS ; i + + )
{
if ( cl . cshifts [ i ] . percent ! = cl . prev_cshifts [ i ] . percent )
{
new = 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 ] )
{
new = true ;
cl . prev_cshifts [ i ] . destcolor [ j ] = cl . cshifts [ i ] . destcolor [ j ] ;
}
}
// drop the bonus value
cl . cshifts [ CSHIFT_BONUS ] . percent - = host_frametime * 100 ;
if ( cl . cshifts [ CSHIFT_BONUS ] . percent < = 0 )
cl . cshifts [ CSHIFT_BONUS ] . percent = 0 ;
force = V_CheckGamma ( ) ;
if ( ! new & & ! force )
return ;
V_CalcBlend ( ) ;
a = v_blend [ 3 ] ;
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 ] ;
ramps [ 1 ] [ i ] = gammatable [ ig ] ;
ramps [ 2 ] [ i ] = gammatable [ ib ] ;
}
basepal = host_basepal ;
newpal = pal ;
for ( i = 0 ; i < 256 ; i + + )
{
ir = basepal [ 0 ] ;
ig = basepal [ 1 ] ;
ib = basepal [ 2 ] ;
basepal + = 3 ;
newpal [ 0 ] = ramps [ 0 ] [ ir ] ;
newpal [ 1 ] = ramps [ 1 ] [ ig ] ;
newpal [ 2 ] = ramps [ 2 ] [ ib ] ;
newpal + = 3 ;
}
VID_ShiftPalette ( pal ) ;
}
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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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VIEW RENDERING
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= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
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float angledelta ( float a )
{
a = anglemod ( a ) ;
if ( a > 180 )
a - = 360 ;
return a ;
}
/*
= = = = = = = = = = = = = = = = = =
CalcGunAngle
= = = = = = = = = = = = = = = = = =
*/
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static float OldYawTheta ;
static float OldPitchTheta ;
static vec2_t cADSOfs ;
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void CalcGunAngle ( void )
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{
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float yaw , pitch , move ;
static float oldyaw = 0 ;
static float oldpitch = 0 ;
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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 ;
}
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if ( pitch > oldpitch )
{
if ( oldpitch + move < pitch )
pitch = oldpitch + move ;
}
else
{
if ( oldpitch - move > pitch )
pitch = oldpitch - move ;
}
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oldyaw = yaw ;
oldpitch = pitch ;
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//=========Strafe-Roll=========
//Creating backup
CWeaponRot [ PITCH ] = cl . viewent . angles [ PITCH ] * - 1 ;
CWeaponRot [ YAW ] = cl . viewent . angles [ YAW ] * - 1 ;
CWeaponRot [ ROLL ] = cl . viewent . angles [ ROLL ] * - 1 ;
float side ;
side = V_CalcRoll ( cl_entities [ cl . viewentity ] . angles , cl . velocity ) ;
cl . viewent . angles [ ROLL ] = angledelta ( cl . viewent . angles [ ROLL ] - ( ( cl . viewent . angles [ ROLL ] - ( side * 5 ) ) * 0.5 ) ) ;
//^^^ Model swaying
if ( cl . stats [ STAT_ZOOM ] = = 1 )
{
cl . viewent . angles [ YAW ] = ( r_refdef . viewangles [ YAW ] + yaw ) - ( angledelta ( ( r_refdef . viewangles [ YAW ] + yaw ) - OldYawTheta ) * 0.3 ) ; //0.6
}
else
{
cl . viewent . angles [ YAW ] = ( r_refdef . viewangles [ YAW ] + yaw ) - ( angledelta ( ( r_refdef . viewangles [ YAW ] + yaw ) - OldYawTheta ) * 0.6 ) ; //0.6
}
cl . viewent . angles [ PITCH ] = - 1 * ( ( r_refdef . viewangles [ PITCH ] + pitch ) - ( angledelta ( ( r_refdef . viewangles [ PITCH ] + pitch ) + OldPitchTheta ) * 0.2 ) ) ;
//cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
//BLUBS STOPS HERE
OldYawTheta = cl . viewent . angles [ YAW ] ;
OldPitchTheta = cl . viewent . angles [ PITCH ] ;
//readd this
cl . viewent2 . angles [ ROLL ] = cl . viewent . angles [ ROLL ] - = v_idlescale . value * sinf ( cl . time * v_iroll_cycle . value * 2 ) * v_iroll_level . value ;
cl . viewent2 . angles [ PITCH ] = cl . viewent . angles [ PITCH ] - = v_idlescale . value * sinf ( cl . time * v_ipitch_cycle . value * 2 ) * v_ipitch_level . value ;
cl . viewent2 . angles [ YAW ] = cl . viewent . angles [ YAW ] - = v_idlescale . value * sinf ( cl . time * v_iyaw_cycle . value * 2 ) * v_iyaw_level . value ;
//Evaluating total offset
CWeaponRot [ PITCH ] - = cl . viewent . angles [ PITCH ] ;
CWeaponRot [ YAW ] + = cl . viewent . angles [ YAW ] ;
CWeaponRot [ ROLL ] + = cl . viewent . angles [ ROLL ] ;
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}
/*
= = = = = = = = = = = = = =
V_BoundOffsets
= = = = = = = = = = = = = =
*/
void V_BoundOffsets ( void )
{
entity_t * ent ;
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ent = & cl_entities [ cl . viewentity ] ;
// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall
if ( r_refdef . vieworg [ 0 ] < ent - > origin [ 0 ] - 14 )
r_refdef . vieworg [ 0 ] = ent - > origin [ 0 ] - 14 ;
else if ( r_refdef . vieworg [ 0 ] > ent - > origin [ 0 ] + 14 )
r_refdef . vieworg [ 0 ] = ent - > origin [ 0 ] + 14 ;
if ( r_refdef . vieworg [ 1 ] < ent - > origin [ 1 ] - 14 )
r_refdef . vieworg [ 1 ] = ent - > origin [ 1 ] - 14 ;
else if ( r_refdef . vieworg [ 1 ] > ent - > origin [ 1 ] + 14 )
r_refdef . vieworg [ 1 ] = ent - > origin [ 1 ] + 14 ;
if ( r_refdef . vieworg [ 2 ] < ent - > origin [ 2 ] - 22 )
r_refdef . vieworg [ 2 ] = ent - > origin [ 2 ] - 22 ;
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else if ( r_refdef . vieworg [ 2 ] > ent - > origin [ 2 ] + 32 )
r_refdef . vieworg [ 2 ] = ent - > origin [ 2 ] + 32 ;
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}
/*
= = = = = = = = = = = = = =
V_AddIdle
Idle swaying
= = = = = = = = = = = = = =
*/
void V_AddIdle ( void )
{
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r_refdef . viewangles [ ROLL ] + = v_idlescale . value * sinf ( cl . time * v_iroll_cycle . value ) * v_iroll_level . value ;
r_refdef . viewangles [ PITCH ] + = v_idlescale . value * sinf ( cl . time * v_ipitch_cycle . value ) * v_ipitch_level . value ;
r_refdef . viewangles [ YAW ] + = v_idlescale . value * sinf ( cl . time * v_iyaw_cycle . value ) * v_iyaw_level . value ;
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}
/*
= = = = = = = = = = = = = =
V_CalcViewRoll
Roll is induced by movement and damage
= = = = = = = = = = = = = =
*/
void V_CalcViewRoll ( void )
{
float side ;
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side = V_CalcRoll ( cl_entities [ cl . viewentity ] . angles , cl . velocity ) ;
r_refdef . viewangles [ ROLL ] + = side ;
if ( v_dmg_time > 0 )
{
r_refdef . viewangles [ ROLL ] + = v_dmg_time / v_kicktime . value * v_dmg_roll ;
r_refdef . viewangles [ PITCH ] + = v_dmg_time / v_kicktime . value * v_dmg_pitch ;
v_dmg_time - = host_frametime ;
}
}
/*
= = = = = = = = = = = = = = = = = =
V_CalcIntermissionRefdef
= = = = = = = = = = = = = = = = = =
*/
void V_CalcIntermissionRefdef ( void )
{
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entity_t * ent , * view , * view2 ;
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float old ;
// ent is the player model (visible when out of body)
ent = & cl_entities [ cl . viewentity ] ;
// view is the weapon model (only visible from inside body)
view = & cl . viewent ;
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view2 = & cl . viewent2 ;
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VectorCopy ( ent - > origin , r_refdef . vieworg ) ;
VectorCopy ( ent - > angles , r_refdef . viewangles ) ;
view - > model = NULL ;
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view2 - > model = NULL ;
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// allways idle in intermission
old = v_idlescale . value ;
v_idlescale . value = 1 ;
V_AddIdle ( ) ;
v_idlescale . value = old ;
}
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float ApproxEqual ( float A , float B )
{
if ( ( A - B ) < - 0.001 )
return 0 ;
if ( A - B > 0.001 )
return 0 ;
//Con_Printf ("%f",sinf(M_PI));
return 1 ;
} ;
/*
= = = = = = = = = = = = = = = = = =
Weapon ADS Declarations
= = = = = = = = = = = = = = = = = =
*/
void GetWeaponADSOfs ( vec2_t out )
{
switch ( cl . stats [ STAT_ACTIVEWEAPON ] )
{
case W_COLT :
{
//out[0] = -15.281;
//out[1] = 5.0677;
out [ 0 ] = - 5.4792 ;
out [ 1 ] = 1.6500 ;
return ;
}
case W_KAR :
{
//out[0] = -15.4472;
//out[1] = 8.75790;
out [ 0 ] = - 5.4959 ;
out [ 1 ] = 3.1869 ;
return ;
}
case W_KAR_SCOPE :
{
//out[0] = -15.4472;
//out[1] = 1.8985;
out [ 0 ] = - 5.2860 ;
out [ 1 ] = 0.7061 ;
return ;
}
case W_THOMPSON :
{
//out[0] = -14.0936;
//out[1] = 6.7265;
out [ 0 ] = - 6.0693 ;
out [ 1 ] = 3.0076 ;
return ;
}
case W_TRENCH :
{
//out[0] = -20.5952;
//out[1] = 10.1903;
out [ 0 ] = - 5.5271 ;
out [ 1 ] = 2.8803 ;
return ;
}
case W_357 :
{
//out[0] = -15.3425;
//out[1] = 3.7888;
out [ 0 ] = - 8.3065 ;
out [ 1 ] = 0.8792 ;
return ;
}
case W_MG :
{
out [ 0 ] = - 6.6437 ;
out [ 1 ] = 3.5092 ;
return ;
}
case W_DB :
{
out [ 0 ] = - 5.8017 ;
out [ 1 ] = 2.9121 ;
return ;
}
case W_SAWNOFF :
{
out [ 0 ] = - 5.8017 ;
out [ 1 ] = 2.9121 ;
return ;
}
case W_M1A1 :
{
out [ 0 ] = - 5.3878 ;
out [ 1 ] = 3.6719 ;
return ;
}
case W_BAR :
{
out [ 0 ] = - 3.8833 ;
//out[1] = 2.3745;
out [ 1 ] = 2.6745 ;
return ;
}
default :
{
//Large values > 20ish cause weapon to flicker, scale model down if we encounter!
//Scale better be 4.3, or else viewbobbing is going to be inaccurate.
out [ 0 ] = - 5.4792 ;
out [ 1 ] = 1.6500 ;
return ;
}
}
} ;
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/*
= = = = = = = = = = = = = = = = = =
V_CalcRefdef
= = = = = = = = = = = = = = = = = =
*/
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static float lastUpVelocity ;
static float VerticalOffset ;
static float cVerticalOffset ;
vec3_t CWeaponOffset ; //blubs declared this
vec3_t CWeaponRot ;
extern double crosshair_spread_time ;
void DropRecoilKick ( void )
{
float len ;
if ( crosshair_spread_time > sv . time )
return ;
len = VectorNormalize ( cl . gun_kick ) ;
//Con_Printf ("len = %f\n",len);
len = len - 5 * host_frametime ;
if ( len < 0 )
len = 0 ;
VectorScale ( cl . gun_kick , len , cl . gun_kick ) ;
//Con_Printf ("len final = %f\n",len);
}
vec3_t lastPunchAngle ;
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void V_CalcRefdef ( void )
{
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entity_t * ent , * view , * view2 ;
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int i ;
vec3_t forward , right , up ;
vec3_t angles ;
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static float oldz = 0 ;
V_DriftPitch ( ) ;
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DropRecoilKick ( ) ;
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// ent is the player model (visible when out of body)
ent = & cl_entities [ cl . viewentity ] ;
// view is the weapon model (only visible from inside body)
view = & cl . viewent ;
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view2 = & cl . viewent2 ;
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// transform the view offset by the model's matrix to get the offset from
// model origin for the view
ent - > angles [ YAW ] = cl . viewangles [ YAW ] ; // the model should face
// the view dir
ent - > angles [ PITCH ] = - cl . viewangles [ PITCH ] ; // the model should face
// the view dir
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//Blubs Bobbing calculations were here, moved them down to be right above bob code block
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// refresh position
VectorCopy ( ent - > origin , r_refdef . vieworg ) ;
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r_refdef . vieworg [ 2 ] + = cl . viewheight ; //blubs removed "+ bob", it's added again below actually...
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// never let it sit exactly on a node line, because a water plane can
// dissapear when viewed with the eye exactly on it.
// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
r_refdef . vieworg [ 0 ] + = 1.0 / 32 ;
r_refdef . vieworg [ 1 ] + = 1.0 / 32 ;
r_refdef . vieworg [ 2 ] + = 1.0 / 32 ;
VectorCopy ( cl . viewangles , r_refdef . viewangles ) ;
V_CalcViewRoll ( ) ;
V_AddIdle ( ) ;
// offsets
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angles [ PITCH ] = - ent - > angles [ PITCH ] ; // because entity pitches are actually backwards
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angles [ YAW ] = ent - > angles [ YAW ] ;
angles [ ROLL ] = ent - > angles [ ROLL ] ;
AngleVectors ( angles , forward , right , up ) ;
for ( i = 0 ; i < 3 ; i + + )
r_refdef . vieworg [ i ] + = scr_ofsx . value * forward [ i ]
+ scr_ofsy . value * right [ i ]
+ scr_ofsz . value * up [ i ] ;
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V_BoundOffsets ( ) ;
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// set up gun position
VectorCopy ( cl . viewangles , view - > angles ) ;
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//cl.oldviewangles = cl.viewangles;
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CalcGunAngle ( ) ;
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view - > angles [ PITCH ] = view - > angles [ PITCH ] - cl . gun_kick [ PITCH ] ;
view - > angles [ YAW ] = view - > angles [ YAW ] + cl . gun_kick [ YAW ] ;
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VectorCopy ( ent - > origin , view - > origin ) ;
view - > origin [ 2 ] + = cl . viewheight ;
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//Storing base location, later to calculate total offset
CWeaponOffset [ 0 ] = view - > origin [ 0 ] * - 1 ;
CWeaponOffset [ 1 ] = view - > origin [ 1 ] * - 1 ;
CWeaponOffset [ 2 ] = view - > origin [ 2 ] * - 1 ;
//Angle Vectors used by landing and iron sights, so do it here
vec3_t temp_up , temp_right , temp_forward ;
AngleVectors ( r_refdef . viewangles , temp_forward , temp_right , temp_up ) ;
//============================================================ Fall Landing Buffering ============================================================
if ( lastUpVelocity < cl . velocity [ 2 ] - 5 ) //We've had a dramatic change in velocity
{
VerticalOffset = ( lastUpVelocity - cl . velocity [ 2 ] ) / 25 ;
if ( VerticalOffset < - 15 )
{
VerticalOffset = - 15 ;
}
}
cVerticalOffset + = ( VerticalOffset - cVerticalOffset ) * 0.3 ;
temp_up [ 0 ] * = cVerticalOffset ;
temp_up [ 1 ] * = cVerticalOffset ;
temp_up [ 2 ] * = cVerticalOffset ;
view - > origin [ 0 ] + = ( temp_up [ 0 ] ) ;
view - > origin [ 1 ] + = ( temp_up [ 1 ] ) ;
view - > origin [ 2 ] + = ( temp_up [ 2 ] ) ;
if ( cVerticalOffset > VerticalOffset - 2 & & cVerticalOffset < VerticalOffset + 2 ) //Close enough to goal
{
VerticalOffset = 0 ;
}
lastUpVelocity = cl . velocity [ 2 ] ;
//============================================================ Engine-Side Iron Sights ============================================================
AngleVectors ( r_refdef . viewangles , temp_forward , temp_right , temp_up ) ;
vec2_t ADSOffset ;
if ( cl . stats [ STAT_ZOOM ] = = 1 | | cl . stats [ STAT_ZOOM ] = = 2 )
{
ADSOffset [ 0 ] = sv_player - > v . ADS_Offset [ 0 ] ;
ADSOffset [ 1 ] = sv_player - > v . ADS_Offset [ 1 ] ;
ADSOffset [ 2 ] = sv_player - > v . ADS_Offset [ 2 ] ;
ADSOffset [ 0 ] = ADSOffset [ 0 ] / 1000 ;
ADSOffset [ 1 ] = ADSOffset [ 1 ] / 1000 ;
ADSOffset [ 2 ] = ADSOffset [ 2 ] / 1000 ;
}
else
{
ADSOffset [ 0 ] = 0 ;
ADSOffset [ 1 ] = 0 ;
}
//Side offset
cADSOfs [ 0 ] + = ( ADSOffset [ 0 ] - cADSOfs [ 0 ] ) * 0.25 ;
cADSOfs [ 1 ] + = ( ADSOffset [ 1 ] - cADSOfs [ 1 ] ) * 0.25 ;
temp_right [ 0 ] * = cADSOfs [ 0 ] ;
temp_right [ 1 ] * = cADSOfs [ 0 ] ;
temp_right [ 2 ] * = cADSOfs [ 0 ] ;
temp_up [ 0 ] * = cADSOfs [ 1 ] ;
temp_up [ 1 ] * = cADSOfs [ 1 ] ;
temp_up [ 2 ] * = cADSOfs [ 1 ] ;
view - > origin [ 0 ] + = ( temp_right [ 0 ] + temp_up [ 0 ] ) ;
view - > origin [ 1 ] + = ( temp_right [ 1 ] + temp_up [ 1 ] ) ;
view - > origin [ 2 ] + = ( temp_right [ 2 ] + temp_up [ 2 ] ) ;
float speed = ( 0.2 + sqrt ( ( cl . velocity [ 0 ] * cl . velocity [ 0 ] ) + ( cl . velocity [ 1 ] * cl . velocity [ 1 ] ) ) ) ;
speed = speed / 190 ;
float bob , bobside = 0 ;
if ( cl_sidebobbing . value )
bobside = V_CalcBob ( speed , 1 ) ;
bob = V_CalcBob ( speed , 0 ) ;
//============================ Weapon Bobbing Code Block=================================
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for ( i = 0 ; i < 3 ; i + + )
{
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if ( cl_sidebobbing . value )
{
view - > origin [ i ] + = right [ i ] * bobside * 0.4 ;
view - > origin [ i ] + = up [ i ] * bob * 0.5 ;
// view2->origin[i] += right[i]*bobside*0.2;
// view2->origin[i] += up[i]*bob*0.2;
// mz->origin[i] += right[i]*bobside*0.2;
// mz->origin[i] += up[i]*bob*0.2;
}
else
{
view - > origin [ i ] + = forward [ i ] * bob * 0.4 ;
// view2->origin[i] += forward[i]*bob*0.4;
// mz->origin[i] += forward[i]*bob*0.4;
}
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}
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//view->origin[2] += bob * 2;//Removed because it added bobbing 2 times, we need to have more control than that, removed all multipliers but
// view2->origin[2] += bob;
// mz->origin[2] += bob;
//=============================== Added View Bobbing Code Block (Blubs wuz here)=======================
vec3_t vbob ;
vbob [ 0 ] = V_CalcVBob ( speed , 0 ) * cl_bob . value * 50 ; //cl_bob * 50 undo each other, but we want to give some control to people to limit view bobbing
vbob [ 1 ] = V_CalcVBob ( speed , 1 ) * cl_bob . value * 50 ;
vbob [ 2 ] = V_CalcVBob ( speed , 2 ) * cl_bob . value * 50 ;
r_refdef . viewangles [ YAW ] = angledelta ( r_refdef . viewangles [ YAW ] + ( vbob [ 0 ] * 0.1 ) ) ;
r_refdef . viewangles [ PITCH ] = angledelta ( r_refdef . viewangles [ PITCH ] + ( vbob [ 1 ] * 0.1 ) ) ;
r_refdef . viewangles [ ROLL ] = anglemod ( r_refdef . viewangles [ ROLL ] + ( vbob [ 2 ] * 0.05 ) ) ;
//Here we finally set CWeaponOffset by the total weapon model offset, used for mzfl which uses CWeaponOffset variable.
CWeaponOffset [ 0 ] + = view - > origin [ 0 ] ;
CWeaponOffset [ 1 ] + = view - > origin [ 1 ] ;
CWeaponOffset [ 2 ] + = view - > origin [ 2 ] ;
//I don't know what the comments below this are, but blubs didn't add them...
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// fudge position around to keep amount of weapon visible
// roughly equal with different FOV
view - > model = cl . model_precache [ cl . stats [ STAT_WEAPON ] ] ;
view - > frame = cl . stats [ STAT_WEAPONFRAME ] ;
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view - > skinnum = cl . stats [ STAT_WEAPONSKIN ] ;
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view - > colormap = vid . colormap ;
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view2 - > model = cl . model_precache [ cl . stats [ STAT_WEAPON2 ] ] ;
view2 - > frame = cl . stats [ STAT_WEAPON2FRAME ] ;
view2 - > skinnum = cl . stats [ STAT_WEAPON2SKIN ] ;
view2 - > colormap = vid . colormap ;
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// set up the refresh position
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//blubs's punchangle interpolation
lastPunchAngle [ 0 ] + = ( cl . punchangle [ 0 ] - lastPunchAngle [ 0 ] ) * 0.5 ;
lastPunchAngle [ 1 ] + = ( cl . punchangle [ 1 ] - lastPunchAngle [ 1 ] ) * 0.5 ;
lastPunchAngle [ 2 ] + = ( cl . punchangle [ 2 ] - lastPunchAngle [ 2 ] ) * 0.5 ;
//VectorCopy(cl.punchangle,lastPunchAngle);
VectorAdd ( r_refdef . viewangles , lastPunchAngle , r_refdef . viewangles ) ;
//VectorCopy(cl.punchangle,lastPunchAngle);
VectorAdd ( r_refdef . viewangles , cl . gun_kick , r_refdef . viewangles ) ;
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// smooth out stair step ups
if ( cl . onground & & ent - > origin [ 2 ] - oldz > 0 )
{
float steptime ;
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steptime = cl . time - cl . oldtime ;
if ( steptime < 0 )
//FIXME I_Error ("steptime < 0");
steptime = 0 ;
oldz + = steptime * 80 ;
if ( oldz > ent - > origin [ 2 ] )
oldz = ent - > origin [ 2 ] ;
if ( ent - > origin [ 2 ] - oldz > 12 )
oldz = ent - > origin [ 2 ] - 12 ;
r_refdef . vieworg [ 2 ] + = oldz - ent - > origin [ 2 ] ;
view - > origin [ 2 ] + = oldz - ent - > origin [ 2 ] ;
}
else
oldz = ent - > origin [ 2 ] ;
if ( chase_active . value )
Chase_Update ( ) ;
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view2 - > origin [ 0 ] = view - > origin [ 0 ] ;
view2 - > origin [ 1 ] = view - > origin [ 1 ] ;
view2 - > origin [ 2 ] = view - > origin [ 2 ] ;
view2 - > angles [ 0 ] = view - > angles [ 0 ] ;
view2 - > angles [ 1 ] = view - > angles [ 1 ] ;
view2 - > angles [ 2 ] = view - > angles [ 2 ] ;
}
//================
// Blub's magical debug tracemove, begin debug functions here
//================
/*
int EN_Find ( int num , char * string ) ;
void drawbbox ( vec3_t start , vec3_t mins , vec3_t maxs , vec3_t end , int color )
{
vec3_t colorVec ;
if ( color = = 1 )
{
colorVec [ 0 ] = 0 ; colorVec [ 1 ] = 1 ; colorVec [ 2 ] = 1 ;
}
if ( color = = 0 )
{
colorVec [ 0 ] = 1 ; colorVec [ 1 ] = 0 ; colorVec [ 2 ] = 0 ;
}
if ( color = = - 1 )
{
colorVec [ 0 ] = 1 ; colorVec [ 1 ] = 0.5 ; colorVec [ 2 ] = 0.5 ;
}
//Goal Tracebox
if ( color > = 6 & & color < 7 )
{
colorVec [ 0 ] = 1 ; colorVec [ 1 ] = 1 ; colorVec [ 2 ] = 0 ;
}
if ( color = = 7 )
{
colorVec [ 0 ] = 0 ; colorVec [ 1 ] = 1 ; colorVec [ 2 ] = 0 ;
}
//Down Tracebox
if ( color = = 2 )
{
colorVec [ 0 ] = 0.25 ; colorVec [ 1 ] = 0.2 ; colorVec [ 2 ] = 0.2 ;
}
if ( color > 2 & & color < = 3 )
{
colorVec [ 0 ] = 1 ; colorVec [ 1 ] = 0.5 ; colorVec [ 2 ] = 0.25 ;
}
//Up Tracebox
if ( color > = 4 & & color < 5 )
{
colorVec [ 0 ] = 1 ; colorVec [ 1 ] = 0 ; colorVec [ 2 ] = 1 ;
}
if ( color = = 5 )
{
colorVec [ 0 ] = 0 ; colorVec [ 1 ] = 0 ; colorVec [ 2 ] = 1 ;
}
vec3_t boxmins , boxmaxs ;
int i ;
if ( start [ 0 ] = = end [ 0 ] & & start [ 1 ] = = end [ 1 ] & & start [ 2 ] = = end [ 2 ] )
{
for ( i = 0 ; i < 3 ; i + + )
{
boxmins [ i ] = start [ i ] + mins [ i ] ;
boxmaxs [ i ] = start [ i ] + maxs [ i ] ;
}
}
else
{
for ( i = 0 ; i < 3 ; i + + )
{
if ( end [ i ] > start [ i ] )
{
boxmins [ i ] = start [ i ] + mins [ i ] - 1 ;
boxmaxs [ i ] = end [ i ] + maxs [ i ] + 1 ;
}
else
{
boxmins [ i ] = end [ i ] + mins [ i ] - 1 ;
boxmaxs [ i ] = start [ i ] + maxs [ i ] + 1 ;
}
}
}
vec3_t start1 , end1 ;
//Drawing resultant box
//Bottom Square
start1 [ 0 ] = boxmins [ 0 ] ; start1 [ 1 ] = boxmins [ 1 ] ; start1 [ 2 ] = boxmins [ 2 ] ;
end1 [ 0 ] = boxmins [ 0 ] ; end1 [ 1 ] = boxmaxs [ 1 ] ; end1 [ 2 ] = boxmins [ 2 ] ;
R_DrawLine ( start1 , end1 , colorVec ) ;
start1 [ 0 ] = boxmins [ 0 ] ; start1 [ 1 ] = boxmaxs [ 1 ] ; start1 [ 2 ] = boxmins [ 2 ] ;
end1 [ 0 ] = boxmaxs [ 0 ] ; end1 [ 1 ] = boxmaxs [ 1 ] ; end1 [ 2 ] = boxmins [ 2 ] ;
R_DrawLine ( start1 , end1 , colorVec ) ;
start1 [ 0 ] = boxmaxs [ 0 ] ; start1 [ 1 ] = boxmaxs [ 1 ] ; start1 [ 2 ] = boxmins [ 2 ] ;
end1 [ 0 ] = boxmaxs [ 0 ] ; end1 [ 1 ] = boxmins [ 1 ] ; end1 [ 2 ] = boxmins [ 2 ] ;
R_DrawLine ( start1 , end1 , colorVec ) ;
start1 [ 0 ] = boxmaxs [ 0 ] ; start1 [ 1 ] = boxmins [ 1 ] ; start1 [ 2 ] = boxmins [ 2 ] ;
end1 [ 0 ] = boxmins [ 0 ] ; end1 [ 1 ] = boxmins [ 1 ] ; end1 [ 2 ] = boxmins [ 2 ] ;
R_DrawLine ( start1 , end1 , colorVec ) ;
//Top square
start1 [ 0 ] = boxmins [ 0 ] ; start1 [ 1 ] = boxmins [ 1 ] ; start1 [ 2 ] = boxmaxs [ 2 ] ;
end1 [ 0 ] = boxmins [ 0 ] ; end1 [ 1 ] = boxmaxs [ 1 ] ; end1 [ 2 ] = boxmaxs [ 2 ] ;
R_DrawLine ( start1 , end1 , colorVec ) ;
start1 [ 0 ] = boxmins [ 0 ] ; start1 [ 1 ] = boxmaxs [ 1 ] ; start1 [ 2 ] = boxmaxs [ 2 ] ;
end1 [ 0 ] = boxmaxs [ 0 ] ; end1 [ 1 ] = boxmaxs [ 1 ] ; end1 [ 2 ] = boxmaxs [ 2 ] ;
R_DrawLine ( start1 , end1 , colorVec ) ;
start1 [ 0 ] = boxmaxs [ 0 ] ; start1 [ 1 ] = boxmaxs [ 1 ] ; start1 [ 2 ] = boxmaxs [ 2 ] ;
end1 [ 0 ] = boxmaxs [ 0 ] ; end1 [ 1 ] = boxmins [ 1 ] ; end1 [ 2 ] = boxmaxs [ 2 ] ;
R_DrawLine ( start1 , end1 , colorVec ) ;
start1 [ 0 ] = boxmaxs [ 0 ] ; start1 [ 1 ] = boxmins [ 1 ] ; start1 [ 2 ] = boxmaxs [ 2 ] ;
end1 [ 0 ] = boxmins [ 0 ] ; end1 [ 1 ] = boxmins [ 1 ] ; end1 [ 2 ] = boxmaxs [ 2 ] ;
R_DrawLine ( start1 , end1 , colorVec ) ;
//Side Lines
start1 [ 0 ] = boxmins [ 0 ] ; start1 [ 1 ] = boxmins [ 1 ] ; start1 [ 2 ] = boxmins [ 2 ] ;
end1 [ 0 ] = boxmins [ 0 ] ; end1 [ 1 ] = boxmins [ 1 ] ; end1 [ 2 ] = boxmaxs [ 2 ] ;
R_DrawLine ( start1 , end1 , colorVec ) ;
start1 [ 0 ] = boxmins [ 0 ] ; start1 [ 1 ] = boxmaxs [ 1 ] ; start1 [ 2 ] = boxmins [ 2 ] ;
end1 [ 0 ] = boxmins [ 0 ] ; end1 [ 1 ] = boxmaxs [ 1 ] ; end1 [ 2 ] = boxmaxs [ 2 ] ;
R_DrawLine ( start1 , end1 , colorVec ) ;
start1 [ 0 ] = boxmaxs [ 0 ] ; start1 [ 1 ] = boxmaxs [ 1 ] ; start1 [ 2 ] = boxmins [ 2 ] ;
end1 [ 0 ] = boxmaxs [ 0 ] ; end1 [ 1 ] = boxmaxs [ 1 ] ; end1 [ 2 ] = boxmaxs [ 2 ] ;
R_DrawLine ( start1 , end1 , colorVec ) ;
start1 [ 0 ] = boxmaxs [ 0 ] ; start1 [ 1 ] = boxmins [ 1 ] ; start1 [ 2 ] = boxmins [ 2 ] ;
end1 [ 0 ] = boxmaxs [ 0 ] ; end1 [ 1 ] = boxmins [ 1 ] ; end1 [ 2 ] = boxmaxs [ 2 ] ;
R_DrawLine ( start1 , end1 , colorVec ) ;
}
/////////////////////////////////////////////
int DebugTraceMove ( vec3_t start , vec3_t mins , vec3_t maxs , vec3_t end , int type , edict_t * ent )
{
if ( start [ 0 ] = = end [ 0 ] & & start [ 1 ] = = end [ 1 ] & & start [ 2 ] = = end [ 2 ] )
{
return 1 ;
}
vec3_t forward , up ;
float HorDist ;
vec3_t HorGoal ;
vec3_t tempHorGoal ;
up [ 0 ] = 0 ;
up [ 1 ] = 0 ;
up [ 2 ] = 1 ;
HorGoal [ 0 ] = end [ 0 ] ;
HorGoal [ 1 ] = end [ 1 ] ;
HorGoal [ 2 ] = start [ 2 ] ;
VectorSubtract ( HorGoal , start , forward ) ;
HorDist = VectorLength ( forward ) ;
VectorNormalize ( forward ) ;
vec3_t CurrentPos ;
VectorCopy ( start , CurrentPos ) ;
VectorCopy ( HorGoal , tempHorGoal ) ;
float CurrentDist = 0 ; //2d distance from initial 3d positionvector
trace_t trace1 , trace2 ;
float tempDist ;
vec3_t tempVec ;
vec3_t tempVec2 ;
float i ;
int STEPSIZEB = 18 ; //other declaration isn't declared yet
float SLOPELEN = 10.4 ; //18/tan(60) = 10.4, the the length of the triangle formed by the max walkable slope of 60 degrees.
int skip = 0 ;
int LoopBreak = 0 ;
while ( CurrentDist < HorDist )
{
if ( LoopBreak > 50 )
{
Con_Printf ( " AI Warning: There is a ledge that is greater than 650 meters. \n " ) ;
return - 1 ;
}
trace1 = SV_Move ( CurrentPos , mins , maxs , tempHorGoal , MOVE_NOMONSTERS , ent ) ;
//Goal
//drawbbox(CurrentPos,mins,maxs,tempHorGoal,trace1.fraction + 6);
VectorSubtract ( tempHorGoal , CurrentPos , tempVec ) ;
tempDist = trace1 . fraction * VectorLength ( tempVec ) ;
//Check if we fell along the path
for ( i = ( maxs [ 0 ] * 1 ) ; i < tempDist ; i + = ( maxs [ 0 ] * 1 ) )
{
VectorScale ( forward , i , tempVec ) ;
VectorAdd ( tempVec , CurrentPos , tempVec ) ;
VectorScale ( up , - 500 , tempVec2 ) ; //500 inches is about 13 meters
VectorAdd ( tempVec , tempVec2 , tempVec2 ) ;
trace2 = SV_Move ( tempVec , mins , maxs , tempVec2 , MOVE_NOMONSTERS , ent ) ;
//Down
if ( trace2 . fraction > 0 )
{
vec3_t tVec ;
VectorScale ( up , - 500 , tVec ) ;
VectorScale ( tVec , trace2 . fraction , tVec ) ;
VectorAdd ( tempVec , tVec , tVec ) ;
drawbbox ( tempVec , mins , maxs , tVec , 3 ) ;
//drawbbox(tempVec,mins,maxs,tempVec2,3);
}
if ( trace2 . fraction > 0 )
{
VectorScale ( up , trace2 . fraction * - 500 , tempVec2 ) ;
VectorAdd ( tempVec , tempVec2 , CurrentPos ) ;
VectorAdd ( tempHorGoal , tempVec2 , tempHorGoal ) ;
skip = 1 ;
CurrentDist + = i ;
if ( trace2 . fraction = = 1 )
{
//We fell the full 13 meters!, we need to be careful here,
//because if we're checking over the void, then we could be stuck in an infinite loop and crash the game
//So we're going to keep track of how many times we fall 13 meters
LoopBreak + + ;
}
else
{
LoopBreak = 0 ;
}
break ;
}
}
//If we fell at any location along path, then we don't try to step up
if ( skip = = 1 )
{
trace2 . fraction = 0 ;
skip = 0 ;
continue ;
}
//We need to advance it as much as possible along path before step up
if ( trace1 . fraction > 0 & & trace1 . fraction < 1 )
{
VectorCopy ( trace1 . endpos , CurrentPos ) ;
trace1 . fraction = 0 ;
}
//Check step up
if ( trace1 . fraction < 1 )
{
VectorScale ( up , STEPSIZEB , tempVec2 ) ;
VectorAdd ( CurrentPos , tempVec2 , tempVec ) ;
VectorAdd ( tempHorGoal , tempVec2 , tempVec2 ) ;
trace2 = SV_Move ( tempVec , mins , maxs , tempVec2 , MOVE_NOMONSTERS , ent ) ;
//up
//=============================== Debug ==============================================================
vec3_t debugVec ; //temp, we need to do the conditional for success step up but we copy vector after this, so we need to do a temp version of the copy to test in color assignment
VectorSubtract ( tempVec2 , tempVec , debugVec ) ;
if ( trace2 . fraction < = ( trace1 . fraction + ( SLOPELEN / VectorLength ( debugVec ) ) ) & & trace2 . fraction ! = 1 )
{
drawbbox ( tempVec , mins , maxs , tempVec , 4 ) ;
}
drawbbox ( CurrentPos , mins , maxs , CurrentPos , 5 ) ;
//=============================== / Debug ==============================================================
//10.4 is minimum length for a slope of 60 degrees, we need to at least advance this much to know the surface is walkable
VectorSubtract ( tempVec2 , tempVec , tempVec2 ) ;
if ( trace2 . fraction > ( trace1 . fraction + ( SLOPELEN / VectorLength ( tempVec2 ) ) ) | | trace2 . fraction = = 1 )
{
//we check for slope above
//This is for advancing within the step up
//VectorCopy(trace2.endpos,CurrentPos);
//tempHorGoal[2] = CurrentPos[2];
//VectorSubtract(trace2.endpos,tempVec,tempVec2);
//CurrentDist += VectorLength(tempVec2);
//this is for continuing the search with the step up
VectorCopy ( tempVec , CurrentPos ) ;
tempHorGoal [ 2 ] = CurrentPos [ 2 ] ;
continue ;
}
else
{
//Con_Printf("t2:%f,t1:%f, delta: %f",trace2.fraction,trace1.fraction,trace1.fraction + (SLOPELEN/VectorLength(tempVec2)));
//Con_Printf("hitwall ");
return 0 ; //stepping up didn't advance so we've hit a wall, we failed
}
}
if ( trace1 . fraction = = 1 ) //we've made it horizontally to our goal... so check if we've made it vertically...
{
if ( ( end [ 2 ] - tempHorGoal [ 2 ] < STEPSIZEB ) & & ( end [ 2 ] - tempHorGoal [ 2 ] ) > - 1 * STEPSIZEB )
return 1 ;
else
{
Con_Printf ( " vert " ) ;
return 0 ;
}
}
}
Con_Printf ( " end " ) ;
return 0 ;
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}
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void tryLine ( )
{
edict_t * p ;
int pnum ;
pnum = EN_Find ( 0 , " player " ) ;
p = EDICT_NUM ( pnum ) ;
vec3_t cv ;
int result ;
result = DebugTraceMove ( p - > v . origin , p - > v . mins , p - > v . maxs , PROG_TO_EDICT ( p - > v . enemy ) - > v . origin , 0 , p ) ;
cv [ 0 ] = 1 ; cv [ 1 ] = 0 ; cv [ 2 ] = 0 ;
if ( result = = 1 )
{
cv [ 0 ] = 0 ; cv [ 1 ] = 1 ; cv [ 2 ] = 0 ;
}
R_DrawLine ( p - > v . origin , PROG_TO_EDICT ( p - > v . enemy ) - > v . origin , cv ) ;
//drawbbox(p->v.origin,p->v.mins,p->v.maxs,PROG_TO_EDICT(p->v.enemy)->v.origin,result);
drawbbox ( PROG_TO_EDICT ( p - > v . enemy ) - > v . origin , p - > v . mins , p - > v . maxs , PROG_TO_EDICT ( p - > v . enemy ) - > v . origin , 1 ) ;
drawbbox ( p - > v . origin , p - > v . mins , p - > v . maxs , p - > v . origin , 1 ) ;
} */
//End blubs debug functions
2022-06-19 05:35:28 +00:00
/*
= = = = = = = = = = = = = = = = = =
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 ;
void V_RenderView ( void )
{
if ( con_forcedup )
return ;
// don't allow cheats in multiplayer
if ( cl . maxclients > 1 )
{
Cvar_Set ( " scr_ofsx " , " 0 " ) ;
Cvar_Set ( " scr_ofsy " , " 0 " ) ;
Cvar_Set ( " scr_ofsz " , " 0 " ) ;
}
if ( cl . intermission )
{ // intermission / finale rendering
V_CalcIntermissionRefdef ( ) ;
}
else
{
if ( ! cl . paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
V_CalcRefdef ( ) ;
}
R_PushDlights ( ) ;
if ( lcd_x . value )
{
//
// render two interleaved views
//
int i ;
vid . rowbytes < < = 1 ;
vid . aspect * = 0.5 ;
r_refdef . viewangles [ YAW ] - = lcd_yaw . value ;
for ( i = 0 ; i < 3 ; i + + )
r_refdef . vieworg [ i ] - = right [ i ] * lcd_x . value ;
R_RenderView ( ) ;
vid . buffer + = vid . rowbytes > > 1 ;
R_PushDlights ( ) ;
r_refdef . viewangles [ YAW ] + = lcd_yaw . value * 2 ;
for ( i = 0 ; i < 3 ; i + + )
r_refdef . vieworg [ i ] + = 2 * right [ i ] * lcd_x . value ;
R_RenderView ( ) ;
vid . buffer - = vid . rowbytes > > 1 ;
r_refdef . vrect . height < < = 1 ;
vid . rowbytes > > = 1 ;
vid . aspect * = 2 ;
}
else
{
R_RenderView ( ) ;
}
}
//============================================================================
/*
= = = = = = = = = = = = =
V_Init
= = = = = = = = = = = = =
*/
void V_Init ( void )
{
Cmd_AddCommand ( " v_cshift " , V_cshift_f ) ;
Cmd_AddCommand ( " bf " , V_BonusFlash_f ) ;
Cmd_AddCommand ( " centerview " , V_StartPitchDrift ) ;
Cvar_RegisterVariable ( & lcd_x ) ;
Cvar_RegisterVariable ( & lcd_yaw ) ;
Cvar_RegisterVariable ( & v_centermove ) ;
Cvar_RegisterVariable ( & v_centerspeed ) ;
Cvar_RegisterVariable ( & v_iyaw_cycle ) ;
Cvar_RegisterVariable ( & v_iroll_cycle ) ;
Cvar_RegisterVariable ( & v_ipitch_cycle ) ;
Cvar_RegisterVariable ( & v_iyaw_level ) ;
Cvar_RegisterVariable ( & v_iroll_level ) ;
Cvar_RegisterVariable ( & v_ipitch_level ) ;
Cvar_RegisterVariable ( & v_idlescale ) ;
Cvar_RegisterVariable ( & crosshair ) ;
Cvar_RegisterVariable ( & gl_cshiftpercent ) ;
Cvar_RegisterVariable ( & scr_ofsx ) ;
Cvar_RegisterVariable ( & scr_ofsy ) ;
Cvar_RegisterVariable ( & scr_ofsz ) ;
Cvar_RegisterVariable ( & cl_rollspeed ) ;
Cvar_RegisterVariable ( & cl_rollangle ) ;
Cvar_RegisterVariable ( & cl_bob ) ;
Cvar_RegisterVariable ( & cl_bobcycle ) ;
Cvar_RegisterVariable ( & cl_bobup ) ;
Cvar_RegisterVariable ( & v_kicktime ) ;
Cvar_RegisterVariable ( & v_kickroll ) ;
Cvar_RegisterVariable ( & v_kickpitch ) ;
BuildGammaTable ( 1.0 ) ; // no gamma yet
Cvar_RegisterVariable ( & v_gamma ) ;
}