mirror of
https://git.code.sf.net/p/quake/nuq
synced 2024-11-26 14:01:37 +00:00
ad9168db1d
contrast cvars more than make up for its loss. Both are available from the options menu now, and what's more, the contrast cvar works properly in GL, unlike newtree where it seems to have a weird cutoff problem.
801 lines
18 KiB
C
801 lines
18 KiB
C
/*
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view.c
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@description@
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Copyright (C) 1996-1997 Id Software, Inc.
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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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$Id$
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*/
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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 "view.h"
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#include "r_local.h"
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#include "host.h"
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#include "chase.h"
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#include "draw.h"
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#include "screen.h"
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#include "console.h"
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#include "msg.h"
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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 *lcd_x;
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cvar_t *lcd_yaw;
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cvar_t *scr_ofsx;
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cvar_t *scr_ofsy;
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cvar_t *scr_ofsz;
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cvar_t *cl_rollspeed;
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cvar_t *cl_rollangle;
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cvar_t *cl_bob;
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cvar_t *cl_bobcycle;
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cvar_t *cl_bobup;
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cvar_t *v_kicktime;
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cvar_t *v_kickroll;
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cvar_t *v_kickpitch;
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cvar_t *v_iyaw_cycle;
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cvar_t *v_iroll_cycle;
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cvar_t *v_ipitch_cycle;
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cvar_t *v_iyaw_level;
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cvar_t *v_iroll_level;
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cvar_t *v_ipitch_level;
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cvar_t *v_idlescale;
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cvar_t *crosshair;
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cvar_t *crosshaircolor;
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cvar_t *cl_crossx;
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cvar_t *cl_crossy;
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cvar_t *gl_cshiftpercent;
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cvar_t *brightness;
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cvar_t *contrast;
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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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void BuildGammaTable (float, float);
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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", Length(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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//=============================================================================
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cvar_t *v_centermove;
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cvar_t *v_centerspeed;
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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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{
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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->value)
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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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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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PALETTE FLASHES
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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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cvar_t *v_gamma;
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byte gammatable[256]; // palette is sent through this
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/*
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=================
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V_CheckGamma
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=================
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*/
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qboolean V_CheckGamma (void)
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{
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static float oldbrightness;
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static float oldcontrast;
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if ((brightness->value == oldbrightness) && contrast->value == oldcontrast)
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return false;
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oldbrightness = brightness->value;
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oldcontrast = contrast->value;
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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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}
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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 ();
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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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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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=============
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*/
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void V_CalcPowerupCshift (void)
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{
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if (cl.items & IT_QUAD)
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{
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
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cl.cshifts[CSHIFT_POWERUP].percent = 30;
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}
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else if (cl.items & IT_SUIT)
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{
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
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cl.cshifts[CSHIFT_POWERUP].percent = 20;
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}
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else if (cl.items & IT_INVISIBILITY)
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{
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
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cl.cshifts[CSHIFT_POWERUP].percent = 100;
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}
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else if (cl.items & IT_INVULNERABILITY)
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{
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
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cl.cshifts[CSHIFT_POWERUP].percent = 30;
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}
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else
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cl.cshifts[CSHIFT_POWERUP].percent = 0;
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}
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/*
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==============================================================================
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VIEW RENDERING
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==============================================================================
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*/
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float angledelta (float a)
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{
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a = anglemod(a);
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if (a > 180)
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a -= 360;
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return a;
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}
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/*
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==================
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CalcGunAngle
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==================
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*/
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void CalcGunAngle (void)
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{
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float yaw, pitch, move;
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static float oldyaw = 0;
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static float oldpitch = 0;
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yaw = r_refdef.viewangles[YAW];
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pitch = -r_refdef.viewangles[PITCH];
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yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
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if (yaw > 10)
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yaw = 10;
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if (yaw < -10)
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yaw = -10;
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pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
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if (pitch > 10)
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pitch = 10;
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if (pitch < -10)
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pitch = -10;
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move = host_frametime*20;
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if (yaw > oldyaw)
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{
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if (oldyaw + move < yaw)
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yaw = oldyaw + move;
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}
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else
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{
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if (oldyaw - move > yaw)
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yaw = oldyaw - move;
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}
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if (pitch > oldpitch)
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{
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if (oldpitch + move < pitch)
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pitch = oldpitch + move;
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}
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else
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{
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if (oldpitch - move > pitch)
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pitch = oldpitch - move;
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}
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oldyaw = yaw;
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oldpitch = pitch;
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cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
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cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
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cl.viewent.angles[ROLL] -= v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value;
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cl.viewent.angles[PITCH] -= v_idlescale->value * sin(cl.time*v_ipitch_cycle->value) * v_ipitch_level->value;
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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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/*
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==============
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V_BoundOffsets
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==============
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*/
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void V_BoundOffsets (void)
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{
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entity_t *ent;
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ent = &cl_entities[cl.viewentity];
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// absolutely bound refresh reletive to entity clipping hull
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// so the view can never be inside a solid wall
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if (r_refdef.vieworg[0] < ent->origin[0] - 14)
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r_refdef.vieworg[0] = ent->origin[0] - 14;
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else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
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r_refdef.vieworg[0] = ent->origin[0] + 14;
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if (r_refdef.vieworg[1] < ent->origin[1] - 14)
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r_refdef.vieworg[1] = ent->origin[1] - 14;
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else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
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r_refdef.vieworg[1] = ent->origin[1] + 14;
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if (r_refdef.vieworg[2] < ent->origin[2] - 22)
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r_refdef.vieworg[2] = ent->origin[2] - 22;
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else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
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r_refdef.vieworg[2] = ent->origin[2] + 30;
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}
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/*
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==============
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V_AddIdle
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Idle swaying
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==============
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*/
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void V_AddIdle (void)
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{
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r_refdef.viewangles[ROLL] += v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value;
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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;
|
|
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;
|
|
|
|
VectorCopy (ent->origin, r_refdef.vieworg);
|
|
VectorCopy (ent->angles, r_refdef.viewangles);
|
|
view->model = NULL;
|
|
|
|
// allways idle in intermission
|
|
old = v_idlescale->value;
|
|
v_idlescale->value = 1;
|
|
V_AddIdle ();
|
|
v_idlescale->value = old;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
V_CalcRefdef
|
|
|
|
==================
|
|
*/
|
|
void V_CalcRefdef (void)
|
|
{
|
|
entity_t *ent, *view;
|
|
int i;
|
|
vec3_t forward, right, up;
|
|
vec3_t angles;
|
|
float bob;
|
|
static float oldz = 0;
|
|
|
|
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
|
|
|
|
|
|
bob = V_CalcBob ();
|
|
|
|
// refresh position
|
|
VectorCopy (ent->origin, r_refdef.vieworg);
|
|
r_refdef.vieworg[2] += cl.viewheight + 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 1/16 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);
|
|
|
|
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[i] += right[i]*bob*0.4;
|
|
// view->origin[i] += up[i]*bob*0.8;
|
|
}
|
|
view->origin[2] += bob;
|
|
|
|
// fudge position around to keep amount of weapon visible
|
|
// roughly equal with different FOV
|
|
|
|
#if 0
|
|
if (cl.model_precache[cl.stats[STAT_WEAPON]] && strcmp (cl.model_precache[cl.stats[STAT_WEAPON]]->name, "progs/v_shot2.mdl"))
|
|
#endif
|
|
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;
|
|
|
|
// set up the refresh position
|
|
VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
|
|
|
|
// smooth out stair step ups
|
|
if (cl.onground && ent->origin[2] - oldz > 0)
|
|
{
|
|
float steptime;
|
|
|
|
steptime = cl.time - cl.oldtime;
|
|
if (steptime < 0)
|
|
//FIXME I_Error ("steptime < 0");
|
|
steptime = 0;
|
|
|
|
oldz += steptime * 80;
|
|
if (oldz > ent->origin[2])
|
|
oldz = ent->origin[2];
|
|
if (ent->origin[2] - oldz > 12)
|
|
oldz = ent->origin[2] - 12;
|
|
r_refdef.vieworg[2] += oldz - ent->origin[2];
|
|
view->origin[2] += oldz - ent->origin[2];
|
|
}
|
|
else
|
|
oldz = ent->origin[2];
|
|
|
|
if (chase_active->value)
|
|
Chase_Update ();
|
|
}
|
|
|
|
/*
|
|
==================
|
|
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;
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
=============
|
|
V_Init
|
|
=============
|
|
*/
|
|
void V_Init (void)
|
|
{
|
|
Cmd_AddCommand ("v_cshift", V_cshift_f);
|
|
Cmd_AddCommand ("bf", V_BonusFlash_f);
|
|
Cmd_AddCommand ("centerview", V_StartPitchDrift);
|
|
|
|
lcd_x = Cvar_Get("lcd_x", "0", CVAR_NONE, "None");
|
|
lcd_yaw = Cvar_Get("lcd_yaw", "0", CVAR_NONE, "None");
|
|
|
|
v_centermove = Cvar_Get("v_centermove", "0.15", CVAR_NONE, "None");
|
|
v_centerspeed = Cvar_Get("v_centerspeed", "500", CVAR_NONE, "None");
|
|
|
|
v_iyaw_cycle = Cvar_Get("v_iyaw_cycle", "2", CVAR_NONE, "None");
|
|
v_iroll_cycle = Cvar_Get("v_iroll_cycle", "0.5", CVAR_NONE, "None");
|
|
v_ipitch_cycle = Cvar_Get("v_ipitch_cycle", "1", CVAR_NONE, "None");
|
|
v_iyaw_level = Cvar_Get("v_iyaw_level", "0.3", CVAR_NONE, "None");
|
|
v_iroll_level = Cvar_Get("v_iroll_level", "0.1", CVAR_NONE, "None");
|
|
v_ipitch_level = Cvar_Get("v_ipitch_level", "0.3", CVAR_NONE, "None");
|
|
|
|
v_idlescale = Cvar_Get("v_idlescale", "0", CVAR_NONE, "None");
|
|
crosshair = Cvar_Get("crosshair", "0", CVAR_ARCHIVE, "None");
|
|
crosshaircolor = Cvar_Get("crosshaircolor", "79", CVAR_ARCHIVE, "None");
|
|
cl_crossx = Cvar_Get("cl_crossx", "0", CVAR_NONE, "None");
|
|
cl_crossy = Cvar_Get("cl_crossy", "0", CVAR_NONE, "None");
|
|
gl_cshiftpercent = Cvar_Get("gl_cshiftpercent", "100", CVAR_NONE, "None");
|
|
|
|
scr_ofsx = Cvar_Get("scr_ofsx", "0", CVAR_NONE, "None");
|
|
scr_ofsy = Cvar_Get("scr_ofsy", "0", CVAR_NONE, "None");
|
|
scr_ofsz = Cvar_Get("scr_ofsz", "0", CVAR_NONE, "None");
|
|
cl_rollspeed = Cvar_Get("cl_rollspeed", "200", CVAR_NONE, "None");
|
|
cl_rollangle = Cvar_Get("cl_rollangle", "2.0", CVAR_NONE, "None");
|
|
cl_bob = Cvar_Get("cl_bob", "0.02", CVAR_NONE, "None");
|
|
cl_bobcycle = Cvar_Get("cl_bobcycle", "0.6", CVAR_NONE, "None");
|
|
cl_bobup = Cvar_Get("cl_bobup", "0.5", CVAR_NONE, "None");
|
|
|
|
v_kicktime = Cvar_Get("v_kicktime", "0.5", CVAR_NONE, "None");
|
|
v_kickroll = Cvar_Get("v_kickroll", "0.6", CVAR_NONE, "None");
|
|
v_kickpitch = Cvar_Get("v_kickpitch", "0.6", CVAR_NONE, "None");
|
|
|
|
BuildGammaTable (1.0, 1.0); // no gamma yet
|
|
brightness = Cvar_Get("brightness", "1", CVAR_ARCHIVE, "None");
|
|
contrast = Cvar_Get("contrast", "1", CVAR_ARCHIVE, "None");
|
|
}
|
|
|
|
|