/*
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"

sfx_t			*cl_sfx_step[4];

/*

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};
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"};

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", "1", true};

cvar_t	gl_cshiftpercent = {"gl_cshiftpercent", "100", false}; //naievil -- wtf is this?

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;

	AngleVectors (angles, forward, right, up);
	side = DotProduct (velocity, right);
	sign = side < 0 ? -1 : 1;
	side = fabsf(side);

	value = cl_rollangle.value;
//	if (cl.inwater)
//		value *= 6;

	if (side < cl_rollspeed.value)
		side = side * value / cl_rollspeed.value;
	else
		side = value;

	return side*sign;

}


/*
===============
V_CalcBob

===============
*/

// 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
{
	float bob = 0;
	float sprint = 1;

	if(cl.stats[STAT_ZOOM] == 3)
		sprint = 1.8;
	
	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
	}
	else
	{
		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;
		}
	}
	return bob;
}

//=============================================================================


//=============================================================================


cvar_t	v_centermove = {"v_centermove", "0.15", false};
cvar_t	v_centerspeed = {"v_centerspeed","500"};


void V_StartPitchDrift (void)
{
#if 1
	if (cl.laststop == cl.time)
	{
		return;		// something else is keeping it from drifting
	}
#endif
	if (cl.nodrift || !cl.pitchvel)
	{
		cl.pitchvel = v_centerspeed.value;
		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)
	{
		if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed)
			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 };

cvar_t		v_gamma = {"gamma", "1.0", true};

byte		gammatable[256];	// palette is sent through this

byte		ramps[3][256];
float		v_blend[4];		// rgba 0.0 - 1.0

void BuildGammaTable (float g)
{
	int		i, inf;

	if (g == 1.0)
	{
		for (i=0 ; i<256 ; i++)
			gammatable[i] = i;
		return;
	}

	for (i=0 ; i<256 ; i++)
	{
		inf = 255 * powf ( (i+0.5f)/255.5f , 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;
	}
}


/*
=============
V_HealthCshift
=============
*/
void V_HealthCshift (void)
{
	int pulse_value, pulseadd;
	float tempi1, tempi2, tempi3, tempi4;
	if (cl.stats[STAT_HEALTH] < 100 && cl.stats[STAT_HEALTH])
	{
		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;
	}
	else
		cl.cshifts[CSHIFT_DAMAGE].percent = 0;
}

/*
=============
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_polyblend.value) {
			continue;
		}

		a2 = cl.cshifts[j].percent / 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;

	//V_HealthCshift ();

	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);
}


/*
==============================================================================

						VIEW RENDERING

==============================================================================
*/

float angledelta (float a)
{
	a = anglemod(a);
	if (a > 180)
		a -= 360;
	return a;
}

/*
==================
CalcGunAngle
==================
*/

static float OldYawTheta;
static float OldPitchTheta;


static vec2_t cADSOfs;

void CalcGunAngle (void)
{
	float	yaw, pitch, move;
	static float oldyaw = 0;
	static float oldpitch = 0;


	yaw = r_refdef.viewangles[YAW];
	pitch = -r_refdef.viewangles[PITCH];

	yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
	if (yaw > 10)
		yaw = 10;
	if (yaw < -10)
		yaw = -10;
	pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
	if (pitch > 10)
		pitch = 10;
	if (pitch < -10)
		pitch = -10;
	move = host_frametime*20;
	if (yaw > oldyaw)
	{
		if (oldyaw + move < yaw)
			yaw = oldyaw + move;
	}
	else
	{
		if (oldyaw - move > yaw)
			yaw = oldyaw - move;
	}

	if (pitch > oldpitch)
	{
		if (oldpitch + move < pitch)
			pitch = oldpitch + move;
	}
	else
	{
		if (oldpitch - move > pitch)
			pitch = oldpitch - move;
	}

	oldyaw = yaw;
	oldpitch = pitch;


	//=========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];

}

/*
==============
V_BoundOffsets
==============
*/
void V_BoundOffsets (void)
{
	entity_t	*ent;

	ent = &cl_entities[cl.viewentity];

// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall

	if (r_refdef.vieworg[0] < ent->origin[0] - 14)
		r_refdef.vieworg[0] = ent->origin[0] - 14;
	else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
		r_refdef.vieworg[0] = ent->origin[0] + 14;
	if (r_refdef.vieworg[1] < ent->origin[1] - 14)
		r_refdef.vieworg[1] = ent->origin[1] - 14;
	else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
		r_refdef.vieworg[1] = ent->origin[1] + 14;
	if (r_refdef.vieworg[2] < ent->origin[2] - 22)
		r_refdef.vieworg[2] = ent->origin[2] - 22;
	else if (r_refdef.vieworg[2] > ent->origin[2] + 32)
		r_refdef.vieworg[2] = ent->origin[2] + 32;
}

/*
==============
V_AddIdle

Idle swaying
==============
*/
void V_AddIdle (void)
{
	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;
}


/*
==============
V_CalcViewRoll

Roll is induced by movement and damage
==============
*/
void V_CalcViewRoll (void)
{
	float		side;

	side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity);
	r_refdef.viewangles[ROLL] += side;

	if (v_dmg_time > 0)
	{
		r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
		r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
		v_dmg_time -= host_frametime;
	}


}


/*
==================
V_CalcIntermissionRefdef

==================
*/
void V_CalcIntermissionRefdef (void)
{
	entity_t	*ent, *view, *view2;
	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;
	view2 = &cl.viewent2;

	VectorCopy (ent->origin, r_refdef.vieworg);
	VectorCopy (ent->angles, r_refdef.viewangles);
	view->model = NULL;
	view2->model = NULL;

// allways idle in intermission
	old = v_idlescale.value;
	v_idlescale.value = 1;
	V_AddIdle ();
	v_idlescale.value = old;
}

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;
		}
	}
};
/*
==================
V_CalcRefdef

==================
*/


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;
void V_CalcRefdef (void)
{
	entity_t	*ent, *view, *view2;
	int			i;
	vec3_t		forward, right, up;
	vec3_t		angles;

	static float oldz = 0;

	V_DriftPitch ();
	DropRecoilKick();

// 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;
	view2 = &cl.viewent2;

// 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

	//Blubs Bobbing calculations were here, moved them down to be right above bob code block

// refresh position
	VectorCopy (ent->origin, r_refdef.vieworg);
	r_refdef.vieworg[2] += cl.viewheight;//blubs removed "+ bob", it's added again below actually...

// 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
	angles[PITCH] = -ent->angles[PITCH];	// because entity pitches are actually backwards
	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];

	V_BoundOffsets ();

// set up gun position
	VectorCopy (cl.viewangles, view->angles);
	//cl.oldviewangles = cl.viewangles;

	CalcGunAngle ();

	view->angles[PITCH] = view->angles[PITCH] - cl.gun_kick[PITCH];
	view->angles[YAW] = view->angles[YAW] + cl.gun_kick[YAW];
	VectorCopy (ent->origin, view->origin);
	view->origin[2] += cl.viewheight;

	//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=================================
	for (i=0 ; i<3 ; i++)
	{
		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;
		}
	}

	//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...

// 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];
	view->skinnum = cl.stats[STAT_WEAPONSKIN];
	view->colormap = vid.colormap;

	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;
// set up the refresh position

	//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);

// smooth out stair step ups
if (cl.onground && ent->origin[2] - oldz > 0)
{
	float steptime;

	steptime = cl.time - cl.oldtime;
	if (steptime < 0)
//FIXME		I_Error ("steptime < 0");
		steptime = 0;

	oldz += steptime * 80;
	if (oldz > ent->origin[2])
		oldz = ent->origin[2];
	if (ent->origin[2] - oldz > 12)
		oldz = ent->origin[2] - 12;
	r_refdef.vieworg[2] += oldz - ent->origin[2];
	view->origin[2] += oldz - ent->origin[2];
}
else
	oldz = ent->origin[2];

	if (chase_active.value)
		Chase_Update ();

	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;
}

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


/*
==================
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);	
	
	Cvar_RegisterVariable (&v_gamma);
	BuildGammaTable (v_gamma.value);	// no gamma yet
}