mirror of
https://github.com/nzp-team/quakec.git
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303 lines
No EOL
10 KiB
C++
303 lines
No EOL
10 KiB
C++
/*
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client/view_model.qc
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View Model Drawing and Manipulation.
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Copyright (C) 2021-2024 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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vector current_viewmodel_ads_position;
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vector viewmodel_slack_distance;
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vector last_viewangles;
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#define VIEWMODEL_ADS_TIME_FACTOR (16 * frametime) // We want this to be server dependent.
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#define VIEWMODEL_ANGLE_SLACK_FACTOR (3)
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//MOVEME
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float(float a, float b, float mix) lerp =
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{
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if (mix <= 0) return a;
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if (mix >= 1) return b;
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return (b * mix + a * ( 1 - mix ) );
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};
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//MOVEME
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float(float value, float minValue, float maxValue) clamp = {
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if (value < minValue) return minValue;
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else if (value > maxValue) return maxValue;
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return value;
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};
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//MOVEME
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float(float source, float target, float smoothing, float dt) damp =
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{
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return lerp(source, target, 1 - pow(smoothing, dt));
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};
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//
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// ViewModel_CalcBob()
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// Blubs' refactored V_CalcBob reimplemented in CSQC.
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// Edited to also add idle bobbing if low speed.
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//
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float(float speed, float which) ViewModel_CalcBob =
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{
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float sprint = 1;
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float client_zoom = getstatf(STAT_WEAPONZOOM);
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float cl_bobup_value = cvar("cl_bobup");
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float cl_bobside_value = cvar("cl_bobside");
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// Bob idle-y, instead of presenting as if in-motion.
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if (speed < 0.1) {
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// If we're zoomed in, we only want idle bobbing to be very subtle..
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if (client_zoom == 1)
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speed = 0.05;
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else
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speed = 0.25;
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if (which == 0)
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return cl_bobup_value * 10 * speed * (sprint * sprint) * sin(cltime * 3.25 * sprint);
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else
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return cl_bobside_value * 50 * speed * (sprint * sprint * sprint) * sin((cltime * sprint) - (M_PI * 0.25));
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}
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// Normal walk/sprint bob.
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else {
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if (client_zoom == 3)
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sprint = 1.8;
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if (which == 0)
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return cl_bobup_value * 36 * speed * (sprint * sprint) * sin(cltime * 12.5 * sprint);
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else
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return cl_bobside_value * 36 * speed * (sprint * sprint * sprint) * sin((cltime * 6.25 * sprint) - (M_PI * 0.25));
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}
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};
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//
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// ViewModel_CalcViewAngleDifference()
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// Returns the difference in client viewangles between this frame
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// and last.
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//
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vector() ViewModel_CalcViewAngleDifference =
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{
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if (last_viewangles == '0 0 0')
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last_viewangles = getviewprop(VF_ANGLES);
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vector cl_viewangles = getviewprop(VF_ANGLES);
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vector difference = last_viewangles - cl_viewangles;
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last_viewangles = cl_viewangles;
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// Invert the X (up/down) axis, so that viewmodel
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// accels downward when camera moves up, and vice versa.
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difference[0] = -difference[0];
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return difference;
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};
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//
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// ViewModel_CalcSlack()
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// Calculates "slack" -- how far behind the viewents
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// should fall behind the camera. Appended to viewent's angles.
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//
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vector() ViewModel_CalcSlack =
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{
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// Calculate the target slack distance based on the view angle difference
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vector target_slack_distance = ViewModel_CalcViewAngleDifference();
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target_slack_distance[0] *= VIEWMODEL_ANGLE_SLACK_FACTOR;
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target_slack_distance[1] *= VIEWMODEL_ANGLE_SLACK_FACTOR;
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target_slack_distance[2] *= VIEWMODEL_ANGLE_SLACK_FACTOR;
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for(float i = 0; i < 2; i++) {
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// Apply smoothing to the viewmodel_slack_distance
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viewmodel_slack_distance[i] = damp(viewmodel_slack_distance[i], target_slack_distance[i], 0.1, clframetime * 4);
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// Clamp the values to a maximum threshold
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// Sorta nasty hack.. or something.. if the client is under 60FPS clamp at a lower value
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if (clframetime > 0.016)
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viewmodel_slack_distance[i] = clamp(viewmodel_slack_distance[i], -0.2, 0.2);
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else
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viewmodel_slack_distance[i] = clamp(viewmodel_slack_distance[i], -0.5, 0.5);
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}
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return viewmodel_slack_distance;
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};
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//
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// ViewModel_Animate(viewent)
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// Interpolation and animation for specified view entity.
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//
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void(entity viewent) ViewModel_Animate =
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{
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float new_frame, new_model, anim_duration = 0;
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if (viewent == cl_viewent) {
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new_frame = getstatf(STAT_WEAPONFRAME);
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new_model = getstatf(STAT_WEAPONMODELI);
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anim_duration = getstatf(STAT_WEAPONDURATION);
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} else { // Assumes cl_viewent2
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new_model = getstatf(STAT_WEAPON2MODELI);
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anim_duration = getstatf(STAT_WEAPON2DURATION);
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// If our current weapon is not dual-wielded, we want weapon2frame
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// to always match standard weapon frames.
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if (!IsDualWeapon(getstatf(STAT_ACTIVEWEAPON)))
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new_frame = getstatf(STAT_WEAPONFRAME);
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else
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new_frame = getstatf(STAT_WEAPON2FRAME);
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}
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if (!anim_duration) anim_duration = 0.1; // Default to 10fps.
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// Server requested a model change
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if (new_model != viewent.modelindex) {
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viewent.modelindex = new_model;
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// Don't lerp new models. Fixes perceieved stutter.
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viewent.frame = new_frame;
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// If we switched to a different weapon model,
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// make sure to update the HUD.
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if (getmodelindex(GetWeaponModel(getstatf(STAT_ACTIVEWEAPON), false)) == viewent.modelindex)
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HUD_Change_time = time + 6;
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// Update the skin.
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viewent.skin = getstatf(STAT_WEAPONSKIN);
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}
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// Server requested a frame change
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if (new_frame != viewent.frame) {
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viewent.frame2 = viewent.frame;
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viewent.frame2time = viewent.frame1time;
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viewent.frame = new_frame;
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viewent.frame1time = 0;
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viewent.lerpfrac = 1;
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}
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else {
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viewent.frame = new_frame;
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}
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viewent.lerpfrac -= frametime * (1/anim_duration);
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viewent.frame1time += frametime;
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};
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//
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// ViewModel_MotionBob(viewent)
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// Bobs the specified view entity with ViewModel_CalcBob.
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//
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void(entity viewent) ViewModel_MotionBob =
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{
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// If the server is paused, early-out..
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if (serverkey(SERVERKEY_PAUSESTATE) == "1")
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return;
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float client_speed;
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// Calculate a rough estimate of the client's speed
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client_speed = (0.2 + sqrt((playerVelocity[0] * playerVelocity[0]) + (playerVelocity[1] * playerVelocity[1])))/280;
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// Run the bob calculation
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float bob, bobside;
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bob = ViewModel_CalcBob(client_speed, 0);
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bobside = ViewModel_CalcBob(client_speed, 1);
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// Set as start of view entity's origin offset.
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viewent.origin[2] = bob*0.5;
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viewent.origin[1] = bobside * 0.4;
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};
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//
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// ViewModel_GetADSPosition()
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// Returns a vector representing current offset
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// progress on Aiming Down the Sight.
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//
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vector() ViewModel_GetADSPosition =
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{
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vector ads_offset = '0 0 0';
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float client_zoom = getstatf(STAT_WEAPONZOOM);
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if (client_zoom == 1 || client_zoom == 2) {
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// These are ordered differently in QuakeC because ??
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// right, up, forward
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vector temp_adsofs = GetWeaponADSOfs(getstatf(STAT_ACTIVEWEAPON));
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// Translate to proper order, and re-gain precision.
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ads_offset[0] = temp_adsofs[2]/1000;
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ads_offset[1] = -temp_adsofs[0]/1000; // Y needs to be negative here -- matches Blender output, discrepancy from glQuake.
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ads_offset[2] = temp_adsofs[1]/1000;
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}
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// Interpolate values in/out of ADS over time.
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current_viewmodel_ads_position[0] += (ads_offset[0] - current_viewmodel_ads_position[0]) * VIEWMODEL_ADS_TIME_FACTOR;
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current_viewmodel_ads_position[1] += (ads_offset[1] - current_viewmodel_ads_position[1]) * VIEWMODEL_ADS_TIME_FACTOR;
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current_viewmodel_ads_position[2] += (ads_offset[2] - current_viewmodel_ads_position[2]) * VIEWMODEL_ADS_TIME_FACTOR;
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// Limit the vector to avoid bouncing back and forth on low framerates.
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if (client_zoom == 1 || client_zoom == 2) {
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if (current_viewmodel_ads_position[0] > ads_offset[0]) current_viewmodel_ads_position[0] = ads_offset[0];
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if (current_viewmodel_ads_position[1] > ads_offset[1]) current_viewmodel_ads_position[1] = ads_offset[1];
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if (current_viewmodel_ads_position[2] > ads_offset[2]) current_viewmodel_ads_position[2] = ads_offset[2];
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} else {
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if (current_viewmodel_ads_position[0] < 0) current_viewmodel_ads_position[0] = 0;
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if (current_viewmodel_ads_position[1] < 0) current_viewmodel_ads_position[1] = 0;
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if (current_viewmodel_ads_position[2] < 0) current_viewmodel_ads_position[2] = 0;
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}
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// Return progress on Zoom position.
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return current_viewmodel_ads_position;
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};
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//
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// ViewModel_Draw()
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// Performs drawing routine for cl_viewent and cl_viewent2
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//
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void() ViewModel_Draw =
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{
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// Spawn the model entities if they do not already exist..
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if (!cl_viewent) {
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cl_viewent = spawn();
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cl_viewent2 = spawn();
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cl_viewent.renderflags = cl_viewent2.renderflags = RF_VIEWMODEL;
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}
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// If we're zoomed in with a Sniper scope or r_drawviewmodel is false, early-out.
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if (!cvar("r_drawviewmodel") || getstatf(STAT_WEAPONZOOM) == 2)
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return;
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cl_viewent.origin = cl_viewent2.origin = '0 0 0';
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// Bob while in motion
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ViewModel_MotionBob(cl_viewent);
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ViewModel_MotionBob(cl_viewent2);
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// Adjust viewmodel position based on ADS value.
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vector viewent_ads_position = ViewModel_GetADSPosition();
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cl_viewent.origin += viewent_ads_position;
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cl_viewent2.origin += viewent_ads_position;
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// Animate and Interpolate
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ViewModel_Animate(cl_viewent);
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ViewModel_Animate(cl_viewent2);
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// Have the View Model "lag behind" the camera a bit.
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cl_viewent.angles = cl_viewent2.angles = ViewModel_CalcSlack();
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// Send the viewents to engine for drawing.
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addentity(cl_viewent);
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addentity(cl_viewent2);
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}; |