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https://github.com/nzp-team/quakespasm.git
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7364508152
as above so below
1425 lines
37 KiB
C
1425 lines
37 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2010-2014 QuakeSpasm developers
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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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// view.c -- player eye positioning
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#include "quakedef.h"
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sfx_t *cl_sfx_step[4];
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/*
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The view is allowed to move slightly from it's true position for bobbing,
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but if it exceeds 8 pixels linear distance (spherical, not box), the list of
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entities sent from the server may not include everything in the pvs, especially
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when crossing a water boudnary.
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*/
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cvar_t scr_ofsx = {"scr_ofsx","0", CVAR_NONE};
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cvar_t scr_ofsy = {"scr_ofsy","0", CVAR_NONE};
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cvar_t scr_ofsz = {"scr_ofsz","0", CVAR_NONE};
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cvar_t cl_rollspeed = {"cl_rollspeed", "200", CVAR_NONE};
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cvar_t cl_rollangle = {"cl_rollangle", "2.0", CVAR_NONE};
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cvar_t cl_bob = {"cl_bob","0.02", false};
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cvar_t cl_bobcycle = {"cl_bobcycle","0.06", false};
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cvar_t cl_bobup = {"cl_bobup","0.02", false};//BLUB changed to 0.02
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cvar_t cl_sidebobbing = {"cl_sidebobbing","1"};
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cvar_t cl_bobside = {"cl_bobside","0.04"};
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cvar_t cl_bobsidecycle = {"cl_bobsidecycle","1.2"};
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cvar_t cl_bobsideup = {"cl_bobsideup","0.55"};
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cvar_t v_kicktime = {"v_kicktime", "0.5", CVAR_NONE};
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cvar_t v_kickroll = {"v_kickroll", "0.6", CVAR_NONE};
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cvar_t v_kickpitch = {"v_kickpitch", "0.6", CVAR_NONE};
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cvar_t v_gunkick = {"v_gunkick", "1", CVAR_NONE}; //johnfitz
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cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", CVAR_NONE};
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cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", CVAR_NONE};
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cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", CVAR_NONE};
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cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", CVAR_NONE};
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cvar_t v_iroll_level = {"v_iroll_level", "0.1", CVAR_NONE};
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cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", CVAR_NONE};
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cvar_t v_idlescale = {"v_idlescale", "0", CVAR_NONE};
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cvar_t crosshair = {"crosshair", "0", CVAR_ARCHIVE};
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cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", CVAR_NONE};
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cvar_t gl_cshiftpercent_contents = {"gl_cshiftpercent_contents", "100", CVAR_NONE}; // QuakeSpasm
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cvar_t gl_cshiftpercent_damage = {"gl_cshiftpercent_damage", "100", CVAR_NONE}; // QuakeSpasm
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cvar_t gl_cshiftpercent_bonus = {"gl_cshiftpercent_bonus", "100", CVAR_NONE}; // QuakeSpasm
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cvar_t gl_cshiftpercent_powerup = {"gl_cshiftpercent_powerup", "100", CVAR_NONE}; // QuakeSpasm
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cvar_t r_viewmodel_quake = {"r_viewmodel_quake", "0", CVAR_ARCHIVE};
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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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extern int in_forward, in_forward2, in_back;
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extern float cl_forwardspeed;
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vec3_t v_punchangles[2]; //johnfitz -- copied from cl.punchangle. 0 is current, 1 is previous value. never the same unless map just loaded
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/*
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===============
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V_CalcRoll
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Used by view and sv_user
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===============
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*/
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float V_CalcRoll (vec3_t angles, vec3_t velocity)
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{
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vec3_t forward, right, up;
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float sign;
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float side;
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float value;
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AngleVectors (angles, forward, right, up);
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side = DotProduct (velocity, right);
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sign = side < 0 ? -1 : 1;
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side = fabs(side);
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value = cl_rollangle.value;
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// if (cl.inwater)
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// value *= 6;
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if (side < cl_rollspeed.value)
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side = side * value / cl_rollspeed.value;
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else
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side = value;
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return side*sign;
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}
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// /*
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// ===============
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// V_CalcBob
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// ===============
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// */
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// float V_CalcBob (void)
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// {
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// float bob;
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// float cycle;
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// cycle = cl.time - (int)(cl.time/cl_bobcycle.value)*cl_bobcycle.value;
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// cycle /= cl_bobcycle.value;
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// if (cycle < cl_bobup.value)
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// cycle = M_PI * cycle / cl_bobup.value;
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// else
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// cycle = M_PI + M_PI*(cycle-cl_bobup.value)/(1.0 - cl_bobup.value);
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// // bob is proportional to velocity in the xy plane
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// // (don't count Z, or jumping messes it up)
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// bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
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// //Con_Printf ("speed: %5.1f\n", VectorLength(cl.velocity));
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// bob = bob*0.3 + bob*0.7*sin(cycle);
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// if (bob > 4)
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// bob = 4;
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// else if (bob < -7)
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// bob = -7;
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// return bob;
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// }
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static int lastSound;
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static int canStep;
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float PlayStepSound(void)
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{
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float num;
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int sound = 0;
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while(1)
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{
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num = (rand ()&0x7fff) / ((float)0x7fff);
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sound = (int)(num * 4);
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sound++;
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if(sound != lastSound)
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break;
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}
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if(sound == 1)
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S_StartSound (cl.viewentity, 4, cl_sfx_step[0], vec3_origin, 1, 1);
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else if(sound == 2)
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S_StartSound (cl.viewentity, 4, cl_sfx_step[1], vec3_origin, 1, 1);
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else if(sound == 3)
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S_StartSound (cl.viewentity, 4, cl_sfx_step[2], vec3_origin, 1, 1);
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else if(sound == 4)
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S_StartSound (cl.viewentity, 4, cl_sfx_step[3], vec3_origin, 1, 1);
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lastSound = sound;
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return sound;
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}
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float speed_reduce (int weapontype);
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#define VBOB_VAL 5.2
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float V_CalcVBob(float speed, float which)
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{
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float bob = 0;
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//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...
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//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
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//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
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float sprint = 1;
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if(cl.stats[STAT_ZOOM] == 3)
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sprint = 1.8 * speed_reduce (cl.stats[STAT_ACTIVEWEAPON]);
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if(cl.stats[STAT_ZOOM] == 2)
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return 0;
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if(sprint == 1)
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{
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if(which == 0)
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bob = speed * VBOB_VAL * (1/sprint) * sin((cl.time * 12.5 * sprint));//10
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else if(which == 1)
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bob = speed * VBOB_VAL * (1/sprint) * sin((cl.time * 6.25 * sprint) - (M_PI * 0.25));//5
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else if(which == 2)
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bob = speed * VBOB_VAL * (1/sprint) * sin((cl.time * 6.25 * sprint) - (M_PI * 0.25));//5
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}
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else
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{
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if(which == 0)
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bob = speed * VBOB_VAL * (1/sprint) * cos((cl.time * 6.25 * sprint));
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else if(which == 1)
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bob = speed * VBOB_VAL * (1/sprint) * cos((cl.time * 12.5 * sprint));
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else if(which == 2)
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bob = speed * VBOB_VAL * (1/sprint) * cos((cl.time * 6.25 * sprint));
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}
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if(speed > 0.1 && which == 0)
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{
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if(canStep && sin(cl.time * 12.5 * sprint) < -0.8)
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{
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PlayStepSound();
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canStep = 0;
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}
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if(sin(cl.time * 12.5 * sprint) > 0.9)
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{
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canStep = 1;
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}
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}
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return bob;
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}
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// Blub's new V_CalcBob code, both side and pitch are in one, dictated by the (which) parameter
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float speed_reduce (int weapontype);
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float V_CalcBob (float speed,float which)//0 = regular, 1 = side bobbing
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{
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float bob = 0;
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float sprint = 1;
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if(cl.stats[STAT_ZOOM] == 3)
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sprint = 1.8 * speed_reduce (cl.stats[STAT_ACTIVEWEAPON]);//this gets sprinting speed in comparison to walk speed per weapon
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if(cl.stats[STAT_ZOOM] == 2)
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return 0;
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//12.048 -> 4.3 = 100 -> 36ish, so replace 100 with 36
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if(which == 0)
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bob = cl_bobup.value * 24 * speed * (sprint * sprint) * sin((cl.time * 12.5 * sprint));//Pitch Bobbing 10
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else if(which == 1)
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bob = cl_bobside.value * 24 * speed * (sprint * sprint * sprint) * sin((cl.time * 6.25 * sprint) - (M_PI * 0.25));//Yaw Bobbing 5
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return bob;
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}
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//=============================================================================
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cvar_t v_centermove = {"v_centermove", "0.15", CVAR_NONE};
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cvar_t v_centerspeed = {"v_centerspeed","400", CVAR_NONE};
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void V_StartPitchDrift (void)
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{
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#if 1
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if (cl.laststop == cl.time)
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{
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return; // something else is keeping it from drifting
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}
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#endif
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if (cl.nodrift || !cl.pitchvel)
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{
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cl.pitchvel = v_centerspeed.value;
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cl.nodrift = false;
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cl.driftmove = 0;
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}
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}
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void V_StopPitchDrift (void)
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{
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cl.laststop = cl.time;
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cl.nodrift = true;
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cl.pitchvel = 0;
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}
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/*
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===============
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V_DriftPitch
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Moves the client pitch angle towards cl.idealpitch sent by the server.
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If the user is adjusting pitch manually, either with lookup/lookdown,
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mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
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Drifting is enabled when the center view key is hit, mlook is released and
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lookspring is non 0, or when
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===============
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*/
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void V_DriftPitch (void)
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{
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float delta, move;
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if (noclip_anglehack || !cl.onground || cls.demoplayback )
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//FIXME: noclip_anglehack is set on the server, so in a nonlocal game this won't work.
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{
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cl.driftmove = 0;
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cl.pitchvel = 0;
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return;
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}
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// don't count small mouse motion
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if (cl.nodrift)
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{
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if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed)
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cl.driftmove = 0;
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else
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cl.driftmove += host_frametime;
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if ( cl.driftmove > v_centermove.value)
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{
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if (lookspring.value)
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V_StartPitchDrift ();
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}
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return;
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}
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delta = cl.idealpitch - cl.viewangles[PITCH];
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if (!delta)
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{
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cl.pitchvel = 0;
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return;
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}
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move = host_frametime * cl.pitchvel;
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cl.pitchvel += host_frametime * v_centerspeed.value;
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//Con_Printf ("move: %f (%f)\n", move, host_frametime);
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if (delta > 0)
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{
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if (move > delta)
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{
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cl.pitchvel = 0;
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move = delta;
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}
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cl.viewangles[PITCH] += move;
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}
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else if (delta < 0)
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{
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if (move > -delta)
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{
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cl.pitchvel = 0;
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move = -delta;
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}
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cl.viewangles[PITCH] -= move;
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}
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}
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/*
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==============================================================================
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VIEW BLENDING
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==============================================================================
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*/
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cshift_t cshift_empty = { {130,80,50}, 0 };
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cshift_t cshift_water = { {130,80,50}, 128 };
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cshift_t cshift_slime = { {0,25,5}, 150 };
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cshift_t cshift_lava = { {255,80,0}, 150 };
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float v_blend[4]; // rgba 0.0 - 1.0
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//johnfitz -- deleted BuildGammaTable(), V_CheckGamma(), gammatable[], and ramps[][]
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/*
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===============
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V_ParseDamage
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===============
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*/
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void V_ParseDamage (void)
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{
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int armor, blood;
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vec3_t from;
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int i;
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vec3_t forward, right, up;
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entity_t *ent;
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float side;
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float count;
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armor = MSG_ReadByte ();
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blood = MSG_ReadByte ();
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for (i=0 ; i<3 ; i++)
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from[i] = MSG_ReadCoord (cl.protocolflags);
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count = blood*0.5 + armor*0.5;
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if (count < 10)
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count = 10;
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cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
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cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
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if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
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cl.cshifts[CSHIFT_DAMAGE].percent = 0;
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if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
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cl.cshifts[CSHIFT_DAMAGE].percent = 150;
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if (armor > blood)
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{
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
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}
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else if (armor)
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{
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
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}
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else
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{
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
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}
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//
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// calculate view angle kicks
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//
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ent = &cl_entities[cl.viewentity];
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VectorSubtract (from, ent->origin, from);
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VectorNormalize (from);
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AngleVectors (ent->angles, forward, right, up);
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side = DotProduct (from, right);
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v_dmg_roll = count*side*v_kickroll.value;
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side = DotProduct (from, forward);
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v_dmg_pitch = count*side*v_kickpitch.value;
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v_dmg_time = v_kicktime.value;
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}
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/*
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==================
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V_cshift_f
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==================
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*/
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void V_cshift_f (void)
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{
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cshift_empty.destcolor[0] = atoi(Cmd_Argv(1));
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cshift_empty.destcolor[1] = atoi(Cmd_Argv(2));
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cshift_empty.destcolor[2] = atoi(Cmd_Argv(3));
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cshift_empty.percent = atoi(Cmd_Argv(4));
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}
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/*
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==================
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V_BonusFlash_f
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When you run over an item, the server sends this command
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==================
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*/
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void V_BonusFlash_f (void)
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{
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cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
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cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
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cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
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cl.cshifts[CSHIFT_BONUS].percent = 50;
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}
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/*
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=============
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V_SetContentsColor
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Underwater, lava, etc each has a color shift
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=============
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*/
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void V_SetContentsColor (int contents)
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{
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switch (contents)
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{
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case CONTENTS_EMPTY:
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case CONTENTS_SOLID:
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case CONTENTS_SKY: //johnfitz -- no blend in sky
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cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
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break;
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case CONTENTS_LAVA:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
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break;
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case CONTENTS_SLIME:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
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break;
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default:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
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}
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}
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/*
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=============
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V_CalcPowerupCshift
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|
=============
|
|
*/
|
|
void V_CalcPowerupCshift (void)
|
|
{
|
|
if (cl.items & IT_QUAD)
|
|
{
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 30;
|
|
}
|
|
else if (cl.items & IT_SUIT)
|
|
{
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 20;
|
|
}
|
|
else if (cl.items & IT_INVISIBILITY)
|
|
{
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 100;
|
|
}
|
|
else if (cl.items & IT_INVULNERABILITY)
|
|
{
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 30;
|
|
}
|
|
else
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 0;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
V_CalcBlend
|
|
=============
|
|
*/
|
|
void V_CalcBlend (void)
|
|
{
|
|
float r, g, b, a, a2;
|
|
int j;
|
|
cvar_t *cshiftpercent_cvars[NUM_CSHIFTS] = {
|
|
&gl_cshiftpercent_contents,
|
|
&gl_cshiftpercent_damage,
|
|
&gl_cshiftpercent_bonus,
|
|
&gl_cshiftpercent_powerup
|
|
};
|
|
|
|
r = 0;
|
|
g = 0;
|
|
b = 0;
|
|
a = 0;
|
|
|
|
for (j=0 ; j<NUM_CSHIFTS ; j++)
|
|
{
|
|
if (!gl_cshiftpercent.value)
|
|
continue;
|
|
|
|
//johnfitz -- only apply leaf contents color shifts during intermission
|
|
if (cl.intermission && j != CSHIFT_CONTENTS)
|
|
continue;
|
|
//johnfitz
|
|
|
|
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
|
|
// QuakeSpasm -- also scale by the specific gl_cshiftpercent_* cvar
|
|
a2 *= (cshiftpercent_cvars[j]->value / 100.0);
|
|
// QuakeSpasm
|
|
if (!a2)
|
|
continue;
|
|
a = a + a2*(1-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_UpdateBlend -- johnfitz -- V_UpdatePalette cleaned up and renamed
|
|
=============
|
|
*/
|
|
void V_UpdateBlend (void)
|
|
{
|
|
int i, j;
|
|
qboolean blend_changed;
|
|
|
|
V_CalcPowerupCshift ();
|
|
|
|
blend_changed = false;
|
|
|
|
for (i=0 ; i<NUM_CSHIFTS ; i++)
|
|
{
|
|
if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
|
|
{
|
|
blend_changed = 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])
|
|
{
|
|
blend_changed = true;
|
|
cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
|
|
}
|
|
}
|
|
|
|
// drop the damage value
|
|
cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
|
|
if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
|
|
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
|
|
|
|
// 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;
|
|
|
|
if (blend_changed)
|
|
V_CalcBlend ();
|
|
}
|
|
|
|
|
|
#ifdef VITA
|
|
void DoGamma()
|
|
{
|
|
glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
//if we do this twice, we double the brightening effect for a wider range of gamma's
|
|
glColor4f (1, 1, 1, vid_gamma.value);
|
|
glBegin (GL_QUADS);
|
|
glVertex2f (0, 0);
|
|
glVertex2f (1, 0);
|
|
glVertex2f (1, 1);
|
|
glVertex2f (0, 1);
|
|
glEnd ();
|
|
glBegin (GL_QUADS);
|
|
glVertex2f (0, 0);
|
|
glVertex2f (1, 0);
|
|
glVertex2f (1, 1);
|
|
glVertex2f (0, 1);
|
|
glEnd ();
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
============
|
|
V_PolyBlend -- johnfitz -- moved here from gl_rmain.c, and rewritten to use glOrtho
|
|
============
|
|
*/
|
|
void V_PolyBlend (void)
|
|
{
|
|
if (!gl_polyblend.value
|
|
#ifndef VITA
|
|
|| !v_blend[3]
|
|
#endif
|
|
)
|
|
return;
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
glDisable (GL_ALPHA_TEST);
|
|
glDisable (GL_TEXTURE_2D);
|
|
glDisable (GL_DEPTH_TEST);
|
|
glEnable (GL_BLEND);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity ();
|
|
glOrtho (0, 1, 1, 0, -99999, 99999);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity ();
|
|
|
|
#ifdef VITA
|
|
if (v_blend[3]) {
|
|
#endif
|
|
glColor4fv (v_blend);
|
|
glBegin (GL_QUADS);
|
|
glVertex2f (0, 0);
|
|
glVertex2f (1, 0);
|
|
glVertex2f (1, 1);
|
|
glVertex2f (0, 1);
|
|
glEnd ();
|
|
#ifdef VITA
|
|
}
|
|
|
|
if (vid_gamma.value < 1)
|
|
DoGamma();
|
|
#endif
|
|
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable (GL_BLEND);
|
|
glEnable (GL_DEPTH_TEST);
|
|
glEnable (GL_TEXTURE_2D);
|
|
glEnable (GL_ALPHA_TEST);
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
VIEW RENDERING
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
float angledelta (float a)
|
|
{
|
|
a = anglemod(a);
|
|
if (a > 180)
|
|
a -= 360;
|
|
return a;
|
|
}
|
|
|
|
static float OldYawTheta;
|
|
static float OldPitchTheta;
|
|
static float lastUpVelocity;
|
|
static float VerticalOffset;
|
|
static float cVerticalOffset;
|
|
vec3_t CWeaponOffset;//blubs declared this
|
|
vec3_t CWeaponRot;
|
|
|
|
/*
|
|
==================
|
|
CalcGunAngle
|
|
==================
|
|
*/
|
|
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));
|
|
OldYawTheta = cl.viewent.angles[YAW];
|
|
OldPitchTheta = cl.viewent.angles[PITCH];
|
|
|
|
//cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
|
|
//cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
|
|
|
|
cl.viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
|
|
cl.viewent.angles[PITCH] -= v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
|
|
cl.viewent.angles[YAW] -= v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
|
|
|
|
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] + 30)
|
|
r_refdef.vieworg[2] = ent->origin[2] + 30;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
V_AddIdle
|
|
|
|
Idle swaying
|
|
==============
|
|
*/
|
|
void V_AddIdle (void)
|
|
{
|
|
r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
|
|
r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
|
|
r_refdef.viewangles[YAW] += v_idlescale.value * sin(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;
|
|
}
|
|
|
|
if (cl.stats[STAT_HEALTH] <= 0)
|
|
{
|
|
r_refdef.viewangles[ROLL] = 80; // dead view angle
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
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;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
V_CalcRefdef
|
|
==================
|
|
*/
|
|
|
|
static vec3_t cADSOfs;
|
|
vec3_t lastPunchAngle;
|
|
|
|
void V_CalcRefdef (void)
|
|
{
|
|
/*
|
|
entity_t *ent, *view;
|
|
int i;
|
|
vec3_t forward, right, up;
|
|
vec3_t angles;
|
|
float bob;
|
|
static float oldz = 0;
|
|
static vec3_t punch = {0,0,0}; //johnfitz -- v_gunkick
|
|
float delta; //johnfitz -- v_gunkick
|
|
|
|
V_DriftPitch ();
|
|
|
|
// 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;
|
|
|
|
|
|
// 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
|
|
|
|
float speed = (0.2 + sqrt((cl.velocity[0] * cl.velocity[0]) + (cl.velocity[1] * cl.velocity[1])));
|
|
float bobside = 0;
|
|
|
|
speed = speed/190;
|
|
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;
|
|
}
|
|
}
|
|
|
|
// refresh position
|
|
VectorCopy (ent->origin, r_refdef.vieworg);
|
|
r_refdef.vieworg[2] += cl.viewheight + bob;
|
|
|
|
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));
|
|
|
|
|
|
// 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 backward
|
|
angles[YAW] = ent->angles[YAW];
|
|
angles[ROLL] = ent->angles[ROLL];
|
|
|
|
AngleVectors (angles, forward, right, up);
|
|
|
|
if (cl.maxclients <= 1) //johnfitz -- moved cheat-protection here from V_RenderView
|
|
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);
|
|
|
|
CalcGunAngle ();
|
|
|
|
VectorCopy (ent->origin, view->origin);
|
|
view->origin[2] += cl.viewheight;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
view->origin[i] += forward[i]*bob*0.4;
|
|
view->origin[2] += bob;
|
|
|
|
//johnfitz -- removed all gun position fudging code (was used to keep gun from getting covered by sbar)
|
|
//MarkV -- restored this with r_viewmodel_quake cvar
|
|
if (r_viewmodel_quake.value)
|
|
{
|
|
if (scr_viewsize.value == 110)
|
|
view->origin[2] += 1;
|
|
else if (scr_viewsize.value == 100)
|
|
view->origin[2] += 2;
|
|
else if (scr_viewsize.value == 90)
|
|
view->origin[2] += 1;
|
|
else if (scr_viewsize.value == 80)
|
|
view->origin[2] += 0.5;
|
|
}
|
|
|
|
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
|
|
view->frame = cl.stats[STAT_WEAPONFRAME];
|
|
view->colormap = vid.colormap;
|
|
|
|
//johnfitz -- v_gunkick
|
|
if (v_gunkick.value == 1) //original quake kick
|
|
VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
|
|
if (v_gunkick.value == 2) //lerped kick
|
|
{
|
|
for (i=0; i<3; i++)
|
|
if (punch[i] != v_punchangles[0][i])
|
|
{
|
|
//speed determined by how far we need to lerp in 1/10th of a second
|
|
delta = (v_punchangles[0][i]-v_punchangles[1][i]) * host_frametime * 10;
|
|
|
|
if (delta > 0)
|
|
punch[i] = q_min(punch[i]+delta, v_punchangles[0][i]);
|
|
else if (delta < 0)
|
|
punch[i] = q_max(punch[i]+delta, v_punchangles[0][i]);
|
|
}
|
|
|
|
VectorAdd (r_refdef.viewangles, punch, r_refdef.viewangles);
|
|
}
|
|
//johnfitz
|
|
|
|
// smooth out stair step ups
|
|
if (!noclip_anglehack && cl.onground && ent->origin[2] - oldz > 0) //johnfitz -- added exception for noclip
|
|
//FIXME: noclip_anglehack is set on the server, so in a nonlocal game this won't work.
|
|
{
|
|
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_UpdateForDrawing (); //johnfitz
|
|
*/
|
|
|
|
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;
|
|
|
|
ent->angles[YAW] = cl.viewangles[YAW];
|
|
ent->angles[PITCH] = -cl.viewangles[PITCH];
|
|
|
|
// refresh position
|
|
VectorCopy (ent->origin, r_refdef.vieworg);
|
|
r_refdef.vieworg[2] += cl.viewheight;
|
|
|
|
// 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);
|
|
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;
|
|
|
|
// motolegacy -- z axis offset increases (somewhere???) when viewheight is >= 32.. just
|
|
// hack it back down to where it needs to be.
|
|
if (cl.viewheight >= 32)
|
|
view->origin[2] -= 2;
|
|
|
|
//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);
|
|
|
|
vec3_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; // naievil -- removed this because it caused some viewmodel errors
|
|
|
|
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] * 4); // motolegacy -- another vmodel hack: standard ADS offsets don't go up enough
|
|
|
|
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;
|
|
}
|
|
else
|
|
{
|
|
view->origin[i] += forward[i]*bob*0.4;
|
|
}
|
|
}
|
|
|
|
//=============================== Added View Bobbing Code Block (Blubs wuz here)=======================
|
|
vec3_t vbob;
|
|
vbob[0] = V_CalcVBob(speed,0) * cl_bob.value * 50;
|
|
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];
|
|
|
|
|
|
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;
|
|
|
|
//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;
|
|
VectorAdd (r_refdef.viewangles, lastPunchAngle, r_refdef.viewangles);
|
|
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];
|
|
|
|
// Naievil -- fixme third person
|
|
//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];
|
|
}
|
|
|
|
/*
|
|
==================
|
|
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;
|
|
|
|
if (cl.intermission)
|
|
V_CalcIntermissionRefdef ();
|
|
else if (!cl.paused /* && (cl.maxclients > 1 || key_dest == key_game) */)
|
|
V_CalcRefdef ();
|
|
|
|
//johnfitz -- removed lcd code
|
|
|
|
R_RenderView ();
|
|
|
|
V_PolyBlend (); //johnfitz -- moved here from R_Renderview ();
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
INIT
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
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 (&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 (&gl_cshiftpercent_contents); // QuakeSpasm
|
|
Cvar_RegisterVariable (&gl_cshiftpercent_damage); // QuakeSpasm
|
|
Cvar_RegisterVariable (&gl_cshiftpercent_bonus); // QuakeSpasm
|
|
Cvar_RegisterVariable (&gl_cshiftpercent_powerup); // QuakeSpasm
|
|
|
|
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_gunkick); //johnfitz
|
|
|
|
Cvar_RegisterVariable (&r_viewmodel_quake); //MarkV
|
|
}
|
|
|