newtree/source/r_view.c

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/*
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r_view.c
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player eye positioning
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <stdlib.h>
#include <math.h>
#include "bothdefs.h"
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#include "client.h"
#include "cmd.h"
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#include "cvar.h"
#include "host.h"
#include "msg.h"
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#include "pmove.h"
#include "screen.h"
#include "vid.h"
#include "view.h"
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/*
The view is allowed to move slightly from it's true position for bobbing,
but if it exceeds 8 pixels linear distance (spherical, not box), the list of
entities sent from the server may not include everything in the pvs, especially
when crossing a water boudnary.
*/
cvar_t *cl_rollspeed;
cvar_t *cl_rollangle;
cvar_t *cl_bob;
cvar_t *cl_bobcycle;
cvar_t *cl_bobup;
cvar_t *v_kicktime;
cvar_t *v_kickroll;
cvar_t *v_kickpitch;
cvar_t *v_iyaw_cycle;
cvar_t *v_iroll_cycle;
cvar_t *v_ipitch_cycle;
cvar_t *v_iyaw_level;
cvar_t *v_iroll_level;
cvar_t *v_ipitch_level;
cvar_t *v_idlescale;
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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frame_t *view_frame;
player_state_t *view_message;
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void BuildGammaTable (float, float);
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/*
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V_CalcRoll
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*/
float
V_CalcRoll (vec3_t angles, vec3_t velocity)
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{
vec3_t forward, right, up;
float sign;
float side;
float value;
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AngleVectors (angles, forward, right, up);
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs (side);
value = cl_rollangle->value;
if (side < cl_rollspeed->value)
side = side * value / cl_rollspeed->value;
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else
side = value;
return side * sign;
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}
/*
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V_CalcBob
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*/
float
V_CalcBob (void)
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{
static double bobtime;
static float bob;
float cycle;
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if (cl.spectator)
return 0;
if (onground == -1)
return bob; // just use old value
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bobtime += host_frametime;
cycle = bobtime - (int) (bobtime / cl_bobcycle->value) * cl_bobcycle->value;
cycle /= cl_bobcycle->value;
if (cycle < cl_bobup->value)
cycle = M_PI * cycle / cl_bobup->value;
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else
cycle =
M_PI + M_PI * (cycle - cl_bobup->value) / (1.0 - cl_bobup->value);
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// bob is proportional to simulated velocity in the xy plane
// (don't count Z, or jumping messes it up)
bob =
sqrt (cl.simvel[0] * cl.simvel[0] +
cl.simvel[1] * cl.simvel[1]) * cl_bob->value;
bob = bob * 0.3 + bob * 0.7 * sin (cycle);
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if (bob > 4)
bob = 4;
else if (bob < -7)
bob = -7;
return bob;
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}
//=============================================================================
cvar_t *v_centermove;
cvar_t *v_centerspeed;
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void
V_StartPitchDrift (void)
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{
#if 1
if (cl.laststop == cl.time) {
return; // something else is keeping it from
// drifting
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}
#endif
if (cl.nodrift || !cl.pitchvel) {
cl.pitchvel = v_centerspeed->value;
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cl.nodrift = false;
cl.driftmove = 0;
}
}
void
V_StopPitchDrift (void)
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{
cl.laststop = cl.time;
cl.nodrift = true;
cl.pitchvel = 0;
}
/*
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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,
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 lookspring is non 0, or when
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*/
void
V_DriftPitch (void)
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{
float delta, move;
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if (view_message->onground == -1 || cls.demoplayback) {
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cl.driftmove = 0;
cl.pitchvel = 0;
return;
}
// don't count small mouse motion
if (cl.nodrift) {
if (fabs
(cl.frames[(cls.netchan.outgoing_sequence - 1) & UPDATE_MASK].cmd.
forwardmove) < 200)
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cl.driftmove = 0;
else
cl.driftmove += host_frametime;
if (cl.driftmove > v_centermove->value) {
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V_StartPitchDrift ();
}
return;
}
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delta = 0 - cl.viewangles[PITCH];
if (!delta) {
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cl.pitchvel = 0;
return;
}
move = host_frametime * cl.pitchvel;
cl.pitchvel += host_frametime * v_centerspeed->value;
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//Con_Printf ("move: %f (%f)\n", move, host_frametime);
if (delta > 0) {
if (move > delta) {
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cl.pitchvel = 0;
move = delta;
}
cl.viewangles[PITCH] += move;
} else if (delta < 0) {
if (move > -delta) {
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cl.pitchvel = 0;
move = -delta;
}
cl.viewangles[PITCH] -= move;
}
}
/*
PALETTE FLASHES
*/
extern cvar_t *cl_cshift_bonus;
extern cvar_t *cl_cshift_contents;
extern cvar_t *cl_cshift_damage;
// extern cvar_t *cl_cshift_powerup;
cshift_t cshift_empty = { {130, 80, 50}, 0 };
cshift_t cshift_water = { {130, 80, 50}, 128 };
cshift_t cshift_slime = { {0, 25, 5}, 150 };
cshift_t cshift_lava = { {255, 80, 0}, 150 };
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cvar_t *brightness;
cvar_t *contrast;
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byte gammatable[256]; // palette is sent through this
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/*
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V_CheckGamma
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*/
qboolean
V_CheckGamma (void)
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{
static float oldbrightness;
static float oldcontrast;
if ((brightness->value == oldbrightness) && contrast->value == oldcontrast)
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return false;
oldbrightness = brightness->value;
oldcontrast = contrast->value;
BuildGammaTable (brightness->value, contrast->value);
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vid.recalc_refdef = 1; // force a surface cache flush
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return true;
}
/*
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V_ParseDamage
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*/
void
V_ParseDamage (void)
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{
int armor, blood;
vec3_t from;
int i;
vec3_t forward, right, up;
float side;
float count;
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armor = MSG_ReadByte ();
blood = MSG_ReadByte ();
for (i = 0; i < 3; i++)
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from[i] = MSG_ReadCoord ();
count = blood * 0.5 + armor * 0.5;
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if (count < 10)
count = 10;
cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
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if (cl_cshift_damage->int_val
|| (atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_DAMAGE)) {
cl.cshifts[CSHIFT_DAMAGE].percent += 3 * count;
cl.cshifts[CSHIFT_DAMAGE].percent = bound (0, 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;
}
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}
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//
// calculate view angle kicks
//
VectorSubtract (from, cl.simorg, from);
VectorNormalize (from);
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AngleVectors (cl.simangles, forward, right, up);
side = DotProduct (from, right);
v_dmg_roll = count * side * v_kickroll->value;
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side = DotProduct (from, forward);
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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V_cshift_f
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*/
void
V_cshift_f (void)
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{
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));
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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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*/
void
V_BonusFlash_f (void)
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{
if (!cl_cshift_bonus->int_val
&& !(atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_BONUS))
return;
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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;
}
/*
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V_SetContentsColor
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Underwater, lava, etc each has a color shift
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*/
void
V_SetContentsColor (int contents)
{
if (!cl_cshift_contents->int_val
&& !(atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_CONTENTS)) {
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
return;
}
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switch (contents) {
case CONTENTS_EMPTY:
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
break;
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
case CONTENTS_SOLID:
case CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
break;
default:
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
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}
}
/*
VIEW RENDERING
*/
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float
angledelta (float a)
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{
a = anglemod (a);
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if (a > 180)
a -= 360;
return a;
}
/*
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CalcGunAngle
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*/
void
CalcGunAngle (void)
{
float yaw, pitch, move;
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static float oldyaw = 0;
static float oldpitch = 0;
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yaw = r_refdef.viewangles[YAW];
pitch = -r_refdef.viewangles[PITCH];
yaw = angledelta (yaw - r_refdef.viewangles[YAW]) * 0.4;
yaw = bound (-10, yaw, 10);
pitch = angledelta (-pitch - r_refdef.viewangles[PITCH]) * 0.4;
pitch = bound (-10, pitch, 10);
move = host_frametime * 20;
if (yaw > oldyaw) {
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if (oldyaw + move < yaw)
yaw = oldyaw + move;
} else {
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if (oldyaw - move > yaw)
yaw = oldyaw - move;
}
if (pitch > oldpitch) {
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if (oldpitch + move < pitch)
pitch = oldpitch + move;
} else {
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if (oldpitch - move > pitch)
pitch = oldpitch - move;
}
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oldyaw = yaw;
oldpitch = pitch;
cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
cl.viewent.angles[PITCH] = -(r_refdef.viewangles[PITCH] + pitch);
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}
/*
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V_BoundOffsets
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*/
void
V_BoundOffsets (void)
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{
// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall
if (r_refdef.vieworg[0] < cl.simorg[0] - 14)
r_refdef.vieworg[0] = cl.simorg[0] - 14;
else if (r_refdef.vieworg[0] > cl.simorg[0] + 14)
r_refdef.vieworg[0] = cl.simorg[0] + 14;
if (r_refdef.vieworg[1] < cl.simorg[1] - 14)
r_refdef.vieworg[1] = cl.simorg[1] - 14;
else if (r_refdef.vieworg[1] > cl.simorg[1] + 14)
r_refdef.vieworg[1] = cl.simorg[1] + 14;
if (r_refdef.vieworg[2] < cl.simorg[2] - 22)
r_refdef.vieworg[2] = cl.simorg[2] - 22;
else if (r_refdef.vieworg[2] > cl.simorg[2] + 30)
r_refdef.vieworg[2] = cl.simorg[2] + 30;
}
/*
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V_AddIdle
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Idle swaying
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*/
void
V_AddIdle (void)
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{
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;
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;
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}
/*
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V_CalcViewRoll
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Roll is induced by movement and damage
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*/
void
V_CalcViewRoll (void)
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{
float side;
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side = V_CalcRoll (cl.simangles, cl.simvel);
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;
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v_dmg_time -= host_frametime;
}
}
/*
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V_CalcIntermissionRefdef
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*/
void
V_CalcIntermissionRefdef (void)
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{
entity_t *view;
float old;
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// view is the weapon model
view = &cl.viewent;
VectorCopy (cl.simorg, r_refdef.vieworg);
VectorCopy (cl.simangles, r_refdef.viewangles);
view->model = NULL;
// allways idle in intermission
old = v_idlescale->value;
Cvar_SetValue (v_idlescale, 1);
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V_AddIdle ();
Cvar_SetValue (v_idlescale, old);
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}
/*
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V_CalcRefdef
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*/
void
V_CalcRefdef (void)
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{
entity_t *view;
int i;
vec3_t forward, right, up;
float bob;
static float oldz = 0;
int zofs = 22;
if (cl.stdver)
zofs = cl.stats[STAT_VIEWHEIGHT];
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V_DriftPitch ();
// view is the weapon model (only visible from inside body)
view = &cl.viewent;
bob = V_CalcBob ();
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// refresh position from simulated origin
VectorCopy (cl.simorg, r_refdef.vieworg);
r_refdef.vieworg[2] += bob;
// never let it sit exactly on a node line, because a water plane can
// dissapear when viewed with the eye exactly on it.
// the server protocol only specifies to 1/8 pixel, so add 1/16 in each axis
r_refdef.vieworg[0] += 1.0 / 16;
r_refdef.vieworg[1] += 1.0 / 16;
r_refdef.vieworg[2] += 1.0 / 16;
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VectorCopy (cl.simangles, r_refdef.viewangles);
V_CalcViewRoll ();
V_AddIdle ();
if (view_message->flags & PF_GIB)
r_refdef.vieworg[2] += 8; // gib view height
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else if (view_message->flags & PF_DEAD)
r_refdef.vieworg[2] -= 16; // corpse view height
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else
r_refdef.vieworg[2] += zofs; // view height
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if (view_message->flags & PF_DEAD) // PF_GIB will also set PF_DEAD
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r_refdef.viewangles[ROLL] = 80; // dead view angle
// offsets
AngleVectors (cl.simangles, forward, right, up);
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// set up gun position
VectorCopy (cl.simangles, view->angles);
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CalcGunAngle ();
VectorCopy (cl.simorg, view->origin);
view->origin[2] += zofs;
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for (i = 0; i < 3; i++) {
view->origin[i] += forward[i] * bob * 0.4;
// view->origin[i] += right[i]*bob*0.4;
// view->origin[i] += up[i]*bob*0.8;
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}
view->origin[2] += bob;
// fudge position around to keep amount of weapon visible
// roughly equal with different FOV
if (scr_viewsize->int_val == 110)
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view->origin[2] += 1;
else if (scr_viewsize->int_val == 100)
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view->origin[2] += 2;
else if (scr_viewsize->int_val == 90)
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view->origin[2] += 1;
else if (scr_viewsize->int_val == 80)
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view->origin[2] += 0.5;
if (view_message->flags & (PF_GIB | PF_DEAD))
view->model = NULL;
else
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view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = view_message->weaponframe;
view->colormap = vid.colormap;
// LordHavoc: make gun visible
view->alpha = 1;
view->colormod[0] = view->colormod[1] = view->colormod[2] = 1;
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// set up the refresh position
r_refdef.viewangles[PITCH] += cl.punchangle;
// smooth out stair step ups
if ((cl.onground != -1) && (cl.simorg[2] - oldz > 0)) {
float steptime;
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steptime = host_frametime;
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oldz += steptime * 80;
if (oldz > cl.simorg[2])
oldz = cl.simorg[2];
if (cl.simorg[2] - oldz > 12)
oldz = cl.simorg[2] - 12;
r_refdef.vieworg[2] += oldz - cl.simorg[2];
view->origin[2] += oldz - cl.simorg[2];
} else
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oldz = cl.simorg[2];
}
/*
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DropPunchAngle
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*/
void
DropPunchAngle (void)
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{
cl.punchangle -= 10 * host_frametime;
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if (cl.punchangle < 0)
cl.punchangle = 0;
}
/*
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V_RenderView
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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
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*/
extern vrect_t scr_vrect;
void
V_RenderView (void)
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{
// if (cl.simangles[ROLL])
// Sys_Error ("cl.simangles[ROLL]"); // DEBUG
cl.simangles[ROLL] = 0; // FIXME @@@
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if (cls.state != ca_active)
return;
view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
view_message = &view_frame->playerstate[cl.playernum];
DropPunchAngle ();
if (cl.intermission) { // intermission / finale rendering
V_CalcIntermissionRefdef ();
} else {
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V_CalcRefdef ();
}
R_PushDlights (vec3_origin);
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R_RenderView ();
}
//============================================================================
/*
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V_Init
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*/
void
V_Init (void)
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{
Cmd_AddCommand ("v_cshift", V_cshift_f, "This adjusts all of the colors currently being displayed.\n"
"Used when you are underwater, hit, have the Ring of Shadows, or Quad Damage. (v_cshift r g b intensity)");
Cmd_AddCommand ("bf", V_BonusFlash_f, "Background flash, used when you pick up an item");
Cmd_AddCommand ("centerview", V_StartPitchDrift, "Centers the player's view ahead after +lookup or +lookdown \n"
"Will not work while mlook is active or freelook is 1.");
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BuildGammaTable (1.0, 1.0); // no gamma yet
}
void
V_Init_Cvars (void)
{
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v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, "How far the player must move forward before the view re-centers");
v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, "How quickly you return to a center view after a lookup or lookdown");
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v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, "How far you tilt right and left when v_idlescale is enabled");
v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, "How quickly you tilt right and left when v_idlescale is enabled");
v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, "How quickly you lean forwards and backwards when v_idlescale is enabled");
v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, "How far you tilt right and left when v_idlescale is enabled");
v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, "How far you tilt right and left when v_idlescale is enabled");
v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, "How far you lean forwards and backwards when v_idlescale is enabled");
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v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, "Toggles whether the view remains idle");
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cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, "How quickly you straighten out after strafing");
cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, "How much your screen tilts when strafing");
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cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, "How much your weapon moves up and down when walking");
cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, "How quickly your weapon moves up and down when walking");
cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, "How long your weapon stays up before cycling when walking");
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v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, "How long the kick from an attack lasts");
v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, "How much you lean when hit");
v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, "How much you look up when hit");
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brightness = Cvar_Get ("brightness", "1", CVAR_ARCHIVE, "Brightness level");
contrast = Cvar_Get ("contrast", "1", CVAR_ARCHIVE, "Contrast level");
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}