Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
2000-03-06 14:28:53 +00:00
|
|
|
view.c - player eye positioning
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
2000-03-12 00:36:50 +00:00
|
|
|
Copyright (C) 1999,2000 contributors of the QuakeForge project
|
|
|
|
Please see the file "AUTHORS" for a list of contributors
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
|
|
modify it under the terms of the GNU General Public License
|
|
|
|
as published by the Free Software Foundation; either version 2
|
|
|
|
of the License, or (at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program; if not, write to the Free Software
|
|
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
2000-03-06 14:28:53 +00:00
|
|
|
#include <quakedef.h>
|
|
|
|
#include <r_local.h>
|
2000-03-11 21:29:48 +00:00
|
|
|
#include <draw.h>
|
2000-01-29 18:46:26 +00:00
|
|
|
#include <mathlib.h>
|
|
|
|
#include <qtypes.h>
|
|
|
|
#include <qstructs.h>
|
|
|
|
#include <cmd.h>
|
|
|
|
#include <screen.h>
|
|
|
|
#include <console.h>
|
|
|
|
#include <cvar.h>
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
extern int onground;
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
2000-03-06 14:28:53 +00:00
|
|
|
cvar_t *lcd_x; // FIXME: make this work sometime...
|
2000-02-27 07:13:32 +00:00
|
|
|
cvar_t *lcd_yaw;
|
|
|
|
|
|
|
|
cvar_t *scr_ofsx;
|
|
|
|
cvar_t *scr_ofsy;
|
|
|
|
cvar_t *scr_ofsz;
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
cvar_t *crosshair;
|
|
|
|
cvar_t *crosshaircolor;
|
|
|
|
|
|
|
|
cvar_t *cl_crossx;
|
|
|
|
cvar_t *cl_crossy;
|
|
|
|
|
|
|
|
cvar_t *gl_cshiftpercent;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
cvar_t *v_contentblend;
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
|
|
|
|
|
|
|
|
extern int in_forward, in_forward2, in_back;
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
frame_t *view_frame;
|
|
|
|
player_state_t *view_message;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_CalcRoll
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
float V_CalcRoll (vec3_t angles, vec3_t velocity)
|
|
|
|
{
|
2000-01-03 00:08:03 +00:00
|
|
|
vec3_t forward, right, up;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
float sign;
|
|
|
|
float side;
|
|
|
|
float value;
|
|
|
|
|
|
|
|
AngleVectors (angles, forward, right, up);
|
|
|
|
side = DotProduct (velocity, right);
|
|
|
|
sign = side < 0 ? -1 : 1;
|
|
|
|
side = fabs(side);
|
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
value = cl_rollangle->value;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
if (side < cl_rollspeed->value)
|
|
|
|
side = side * value / cl_rollspeed->value;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
else
|
|
|
|
side = value;
|
|
|
|
|
|
|
|
return side*sign;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_CalcBob
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
float V_CalcBob (void)
|
|
|
|
{
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
static double bobtime;
|
|
|
|
static float bob;
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
float bob;
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
float cycle;
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
if (cl.spectator)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
if (onground == -1)
|
|
|
|
return bob; // just use old value
|
|
|
|
|
|
|
|
bobtime += host_frametime;
|
|
|
|
cycle = bobtime - (int)(bobtime/cl_bobcycle->value)*cl_bobcycle->value;
|
|
|
|
#else
|
2000-02-27 07:13:32 +00:00
|
|
|
cycle = cl.time - (int)(cl.time/cl_bobcycle->value)*cl_bobcycle->value;
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
2000-02-27 07:13:32 +00:00
|
|
|
cycle /= cl_bobcycle->value;
|
|
|
|
if (cycle < cl_bobup->value)
|
|
|
|
cycle = M_PI * cycle / cl_bobup->value;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
else
|
2000-02-27 07:13:32 +00:00
|
|
|
cycle = M_PI + M_PI*(cycle-cl_bobup->value)/(1.0 - cl_bobup->value);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
// bob is proportional to [simulated] velocity in the xy plane
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// (don't count Z, or jumping messes it up)
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
bob = sqrt(cl.simvel[0]*cl.simvel[0] + cl.simvel[1]*cl.simvel[1]) * cl_bob->value;
|
|
|
|
#else
|
2000-02-27 07:13:32 +00:00
|
|
|
bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob->value;
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
bob = bob*0.3 + bob*0.7*sin(cycle);
|
|
|
|
if (bob > 4)
|
|
|
|
bob = 4;
|
|
|
|
else if (bob < -7)
|
|
|
|
bob = -7;
|
|
|
|
return bob;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
cvar_t *v_centermove;
|
|
|
|
cvar_t *v_centerspeed;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
|
|
|
|
void V_StartPitchDrift (void)
|
|
|
|
{
|
|
|
|
#if 1
|
|
|
|
if (cl.laststop == cl.time)
|
|
|
|
{
|
|
|
|
return; // something else is keeping it from drifting
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
if (cl.nodrift || !cl.pitchvel)
|
|
|
|
{
|
2000-02-27 07:13:32 +00:00
|
|
|
cl.pitchvel = v_centerspeed->value;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
cl.nodrift = false;
|
|
|
|
cl.driftmove = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void V_StopPitchDrift (void)
|
|
|
|
{
|
|
|
|
cl.laststop = cl.time;
|
|
|
|
cl.nodrift = true;
|
|
|
|
cl.pitchvel = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_DriftPitch
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
Moves the client pitch angle towards cl.idealpitch sent by the
|
|
|
|
server.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
If the user is adjusting pitch manually, either with lookup/lookdown,
|
|
|
|
mlook and mouse, or klook and keyboard, pitch drifting is constantly
|
|
|
|
stopped.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
Drifting is enabled when the center view key is hit, mlook is
|
|
|
|
released and lookspring is non 0, or when
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
void V_DriftPitch (void)
|
|
|
|
{
|
|
|
|
float delta, move;
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
if (view_message->onground == -1 || cls.demoplayback )
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (noclip_anglehack || !cl.onground || cls.demoplayback )
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
cl.driftmove = 0;
|
|
|
|
cl.pitchvel = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// don't count small mouse motion
|
|
|
|
if (cl.nodrift)
|
|
|
|
{
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd.forwardmove) < 200)
|
|
|
|
#else
|
2000-02-27 07:13:32 +00:00
|
|
|
if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed->value)
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
cl.driftmove = 0;
|
|
|
|
else
|
|
|
|
cl.driftmove += host_frametime;
|
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
if ( cl.driftmove > v_centermove->value)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
V_StartPitchDrift ();
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
delta = cl.idealpitch - cl.viewangles[PITCH];
|
|
|
|
|
|
|
|
if (!delta)
|
|
|
|
{
|
|
|
|
cl.pitchvel = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
move = host_frametime * cl.pitchvel;
|
2000-02-27 07:13:32 +00:00
|
|
|
cl.pitchvel += host_frametime * v_centerspeed->value;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
//Con_Printf ("move: %f (%f)\n", move, host_frametime);
|
|
|
|
|
|
|
|
if (delta > 0)
|
|
|
|
{
|
|
|
|
if (move > delta)
|
|
|
|
{
|
|
|
|
cl.pitchvel = 0;
|
|
|
|
move = delta;
|
|
|
|
}
|
|
|
|
cl.viewangles[PITCH] += move;
|
|
|
|
}
|
|
|
|
else if (delta < 0)
|
|
|
|
{
|
|
|
|
if (move > -delta)
|
|
|
|
{
|
|
|
|
cl.pitchvel = 0;
|
|
|
|
move = -delta;
|
|
|
|
}
|
|
|
|
cl.viewangles[PITCH] -= move;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============================================================================
|
2000-03-12 00:36:50 +00:00
|
|
|
PALETTE FLASHES
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
==============================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
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 };
|
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
cvar_t *v_gamma;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
byte gammatable[256]; // palette is sent through this
|
|
|
|
|
2000-01-03 00:08:03 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
byte ramps[3][256];
|
|
|
|
float v_blend[4]; // rgba 0.0 - 1.0
|
|
|
|
|
|
|
|
void BuildGammaTable (float g)
|
|
|
|
{
|
|
|
|
int i, inf;
|
|
|
|
|
|
|
|
if (g == 1.0)
|
|
|
|
{
|
|
|
|
for (i=0 ; i<256 ; i++)
|
|
|
|
gammatable[i] = i;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i=0 ; i<256 ; i++)
|
|
|
|
{
|
|
|
|
inf = 255 * pow ( (i+0.5)/255.5 , g ) + 0.5;
|
|
|
|
if (inf < 0)
|
|
|
|
inf = 0;
|
|
|
|
if (inf > 255)
|
|
|
|
inf = 255;
|
|
|
|
gammatable[i] = inf;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_CheckGamma
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
qboolean V_CheckGamma (void)
|
|
|
|
{
|
|
|
|
static float oldgammavalue;
|
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
if (v_gamma->value == oldgammavalue)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
return false;
|
2000-02-27 07:13:32 +00:00
|
|
|
oldgammavalue = v_gamma->value;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
BuildGammaTable (v_gamma->value);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
vid.recalc_refdef = 1; // force a surface cache flush
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_ParseDamage
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
void V_ParseDamage (void)
|
|
|
|
{
|
|
|
|
int armor, blood;
|
|
|
|
vec3_t from;
|
|
|
|
int i;
|
|
|
|
vec3_t forward, right, up;
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef UQUAKE
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
entity_t *ent;
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
float side;
|
|
|
|
float count;
|
|
|
|
|
|
|
|
armor = MSG_ReadByte ();
|
|
|
|
blood = MSG_ReadByte ();
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
from[i] = MSG_ReadCoord ();
|
|
|
|
|
|
|
|
count = blood*0.5 + armor*0.5;
|
|
|
|
if (count < 10)
|
|
|
|
count = 10;
|
|
|
|
|
|
|
|
cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
|
|
|
|
|
|
|
|
cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
|
|
|
|
if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
|
|
|
|
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
|
|
|
|
if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
|
|
|
|
cl.cshifts[CSHIFT_DAMAGE].percent = 150;
|
|
|
|
|
|
|
|
if (armor > blood)
|
|
|
|
{
|
|
|
|
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
|
|
|
|
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
|
|
|
|
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
|
|
|
|
}
|
|
|
|
else if (armor)
|
|
|
|
{
|
|
|
|
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
|
|
|
|
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
|
|
|
|
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
|
|
|
|
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
|
|
|
|
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// calculate view angle kicks
|
|
|
|
//
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
VectorSubtract (from, cl.simorg, from);
|
|
|
|
#else
|
2000-01-29 18:46:26 +00:00
|
|
|
ent = &cl_entities[cl.playernum + 1];
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
VectorSubtract (from, ent->origin, from);
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
VectorNormalize (from);
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
AngleVectors (cl.simangles, forward, right, up);
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
AngleVectors (ent->angles, forward, right, up);
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
side = DotProduct (from, right);
|
2000-02-27 07:13:32 +00:00
|
|
|
v_dmg_roll = count*side*v_kickroll->value;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
side = DotProduct (from, forward);
|
2000-02-27 07:13:32 +00:00
|
|
|
v_dmg_pitch = count*side*v_kickpitch->value;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
v_dmg_time = v_kicktime->value;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_cshift_f
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
void V_cshift_f (void)
|
|
|
|
{
|
|
|
|
cshift_empty.destcolor[0] = atoi(Cmd_Argv(1));
|
|
|
|
cshift_empty.destcolor[1] = atoi(Cmd_Argv(2));
|
|
|
|
cshift_empty.destcolor[2] = atoi(Cmd_Argv(3));
|
|
|
|
cshift_empty.percent = atoi(Cmd_Argv(4));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_BonusFlash_f
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
When you run over an item, the server sends this command
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
void V_BonusFlash_f (void)
|
|
|
|
{
|
|
|
|
cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
|
|
|
|
cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
|
|
|
|
cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
|
|
|
|
cl.cshifts[CSHIFT_BONUS].percent = 50;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_SetContentsColor
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
Underwater, lava, etc each has a color shift
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
void V_SetContentsColor (int contents)
|
|
|
|
{
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
if (!v_contentblend->value) {
|
|
|
|
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
switch (contents)
|
|
|
|
{
|
|
|
|
case CONTENTS_SOLID:
|
2000-03-12 10:41:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
|
|
|
|
#else
|
|
|
|
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
2000-03-12 10:41:50 +00:00
|
|
|
case CONTENTS_EMPTY:
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
|
|
|
|
break;
|
|
|
|
case CONTENTS_LAVA:
|
|
|
|
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
|
|
|
|
break;
|
|
|
|
case CONTENTS_SLIME:
|
|
|
|
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_CalcPowerupCshift
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
void V_CalcPowerupCshift (void)
|
|
|
|
{
|
2000-03-06 14:28:53 +00:00
|
|
|
if (cl.stats[STAT_ITEMS] & IT_QUAD)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
2000-03-06 14:28:53 +00:00
|
|
|
else if (cl.stats[STAT_ITEMS] & IT_SUIT)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
2000-03-06 14:28:53 +00:00
|
|
|
else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
2000-03-06 14:28:53 +00:00
|
|
|
else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_CalcBlend
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
void V_CalcBlend (void)
|
|
|
|
{
|
|
|
|
float r, g, b, a, a2;
|
|
|
|
int j;
|
|
|
|
|
|
|
|
r = 0;
|
|
|
|
g = 0;
|
|
|
|
b = 0;
|
|
|
|
a = 0;
|
|
|
|
|
|
|
|
for (j=0 ; j<NUM_CSHIFTS ; j++)
|
|
|
|
{
|
2000-02-27 07:13:32 +00:00
|
|
|
if (!gl_cshiftpercent->value)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
continue;
|
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 10:41:50 +00:00
|
|
|
// a2 = (cl.cshifts[j].percent/2)/255.0; // from qw
|
|
|
|
// a2 = cl.cshifts[j].percent/255.0; // from uq
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (!a2)
|
|
|
|
continue;
|
|
|
|
a = a + a2*(1-a);
|
|
|
|
//Con_Printf ("j:%i a:%f\n", j, a);
|
|
|
|
a2 = a2/a;
|
|
|
|
r = r*(1-a2) + cl.cshifts[j].destcolor[0]*a2;
|
|
|
|
g = g*(1-a2) + cl.cshifts[j].destcolor[1]*a2;
|
|
|
|
b = b*(1-a2) + cl.cshifts[j].destcolor[2]*a2;
|
|
|
|
}
|
|
|
|
|
|
|
|
v_blend[0] = r/255.0;
|
|
|
|
v_blend[1] = g/255.0;
|
|
|
|
v_blend[2] = b/255.0;
|
|
|
|
v_blend[3] = a;
|
|
|
|
if (v_blend[3] > 1)
|
|
|
|
v_blend[3] = 1;
|
|
|
|
if (v_blend[3] < 0)
|
|
|
|
v_blend[3] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============================================================================
|
2000-03-12 00:36:50 +00:00
|
|
|
VIEW RENDERING
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
==============================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
float angledelta (float a)
|
|
|
|
{
|
|
|
|
a = anglemod(a);
|
|
|
|
if (a > 180)
|
|
|
|
a -= 360;
|
|
|
|
return a;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
CalcGunAngle
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
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;
|
|
|
|
|
|
|
|
cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
|
|
|
|
cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef UQUAKE
|
2000-02-27 07:13:32 +00:00
|
|
|
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;
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_BoundOffsets
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
void V_BoundOffsets (void)
|
|
|
|
{
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef UQUAKE
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
entity_t *ent;
|
|
|
|
|
2000-01-29 18:46:26 +00:00
|
|
|
ent = &cl_entities[cl.playernum + 1];
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// absolutely bound refresh reletive to entity clipping hull
|
|
|
|
// so the view can never be inside a solid wall
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
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;
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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;
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_AddIdle
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
Idle swaying
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
void V_AddIdle (void)
|
|
|
|
{
|
2000-02-27 07:13:32 +00:00
|
|
|
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;
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
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;
|
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_CalcViewRoll
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
Roll is induced by movement and damage
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
void V_CalcViewRoll (void)
|
|
|
|
{
|
|
|
|
float side;
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
side = V_CalcRoll (cl.simangles, cl.simvel);
|
|
|
|
#else
|
2000-01-29 18:46:26 +00:00
|
|
|
side = V_CalcRoll (cl_entities[cl.playernum + 1].angles, cl.velocity);
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
r_refdef.viewangles[ROLL] += side;
|
|
|
|
|
|
|
|
if (v_dmg_time > 0)
|
|
|
|
{
|
2000-02-27 07:13:32 +00:00
|
|
|
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;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
v_dmg_time -= host_frametime;
|
|
|
|
}
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef UQUAKE
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (cl.stats[STAT_HEALTH] <= 0)
|
|
|
|
{
|
|
|
|
r_refdef.viewangles[ROLL] = 80; // dead view angle
|
|
|
|
return;
|
|
|
|
}
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_CalcIntermissionRefdef
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
void V_CalcIntermissionRefdef (void)
|
|
|
|
{
|
2000-03-12 00:36:50 +00:00
|
|
|
entity_t *view;
|
2000-03-12 10:41:50 +00:00
|
|
|
#ifdef UQUAKE
|
|
|
|
entity_t *ent;
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
float old;
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
// view is the weapon model
|
2000-03-12 10:41:50 +00:00
|
|
|
#ifdef UQUAKE
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// ent is the player model (visible when out of body)
|
2000-01-29 18:46:26 +00:00
|
|
|
ent = &cl_entities[cl.playernum + 1];
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// view is the weapon model (only visible from inside body)
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
view = &cl.viewent;
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
VectorCopy (cl.simorg, r_refdef.vieworg);
|
|
|
|
VectorCopy (cl.simangles, r_refdef.viewangles);
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
VectorCopy (ent->origin, r_refdef.vieworg);
|
|
|
|
VectorCopy (ent->angles, r_refdef.viewangles);
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
view->model = NULL;
|
|
|
|
|
|
|
|
// allways idle in intermission
|
2000-02-27 07:13:32 +00:00
|
|
|
old = v_idlescale->value;
|
|
|
|
v_idlescale->value = 1;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
V_AddIdle ();
|
2000-02-27 07:13:32 +00:00
|
|
|
v_idlescale->value = old;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_CalcRefdef
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
void V_CalcRefdef (void)
|
|
|
|
{
|
2000-03-12 00:36:50 +00:00
|
|
|
entity_t *view;
|
2000-03-12 10:41:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
int h;
|
2000-03-12 00:36:50 +00:00
|
|
|
#else
|
2000-03-12 10:41:50 +00:00
|
|
|
entity_t *ent;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
vec3_t angles;
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
2000-03-12 10:41:50 +00:00
|
|
|
int i;
|
|
|
|
vec3_t forward, right, up;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
float bob;
|
|
|
|
static float oldz = 0;
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
h = cl.qfserver ? cl.stats[STAT_VIEWHEIGHT] : 22;
|
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
V_DriftPitch ();
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef UQUAKE
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// ent is the player model (visible when out of body)
|
2000-01-29 18:46:26 +00:00
|
|
|
ent = &cl_entities[cl.playernum + 1];
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// view is the weapon model (only visible from inside body)
|
|
|
|
view = &cl.viewent;
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef UQUAKE
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// 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
|
|
|
|
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
bob = V_CalcBob ();
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
// refresh position from simulated origin
|
|
|
|
VectorCopy (cl.simorg, r_refdef.vieworg);
|
|
|
|
|
|
|
|
r_refdef.vieworg[2] += bob;
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// refresh position
|
|
|
|
VectorCopy (ent->origin, r_refdef.vieworg);
|
|
|
|
r_refdef.vieworg[2] += cl.viewheight + bob;
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
// never let it sit exactly on a node line, because a water plane can
|
|
|
|
// dissapear when viewed with the eye exactly on it.
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
// 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;
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// 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;
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
VectorCopy (cl.simangles, r_refdef.viewangles);
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
VectorCopy (cl.viewangles, r_refdef.viewangles);
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
V_CalcViewRoll ();
|
|
|
|
V_AddIdle ();
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
if (view_message->flags & PF_GIB)
|
|
|
|
r_refdef.vieworg[2] += 8; // gib view height
|
|
|
|
else if (view_message->flags & PF_DEAD)
|
|
|
|
r_refdef.vieworg[2] -= 16; // corpse view height
|
|
|
|
else
|
|
|
|
r_refdef.vieworg[2] += h; // view height
|
|
|
|
|
|
|
|
if (view_message->flags & PF_DEAD) // PF_GIB also sets PF_DEAD
|
|
|
|
r_refdef.viewangles[ROLL] = 80; // dead view angle
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// offsets
|
|
|
|
angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are
|
|
|
|
// actually backward
|
|
|
|
angles[YAW] = ent->angles[YAW];
|
|
|
|
angles[ROLL] = ent->angles[ROLL];
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef UQUAKE
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
AngleVectors (angles, forward, right, up);
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
// offsets
|
|
|
|
AngleVectors (cl.simangles, forward, right, up);
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
for (i=0 ; i<3 ; i++)
|
2000-02-27 07:13:32 +00:00
|
|
|
r_refdef.vieworg[i] += scr_ofsx->value*forward[i]
|
|
|
|
+ scr_ofsy->value*right[i]
|
|
|
|
+ scr_ofsz->value*up[i];
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef UQUAKE
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
V_BoundOffsets ();
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// set up gun position
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
VectorCopy (cl.simangles, view->angles);
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
VectorCopy (cl.viewangles, view->angles);
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
CalcGunAngle ();
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
VectorCopy (cl.simorg, view->origin);
|
|
|
|
view->origin[2] += h;
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
VectorCopy (ent->origin, view->origin);
|
|
|
|
view->origin[2] += cl.viewheight;
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
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
|
2000-02-27 07:13:32 +00:00
|
|
|
if (scr_viewsize->value == 110)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
view->origin[2] += 1;
|
2000-02-27 07:13:32 +00:00
|
|
|
else if (scr_viewsize->value == 100)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
view->origin[2] += 2;
|
2000-02-27 07:13:32 +00:00
|
|
|
else if (scr_viewsize->value == 90)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
view->origin[2] += 1;
|
2000-02-27 07:13:32 +00:00
|
|
|
else if (scr_viewsize->value == 80)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
view->origin[2] += 0.5;
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
if (view_message->flags & (PF_GIB|PF_DEAD) )
|
|
|
|
view->model = NULL;
|
|
|
|
else
|
|
|
|
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
|
|
|
|
view->frame = view_message->weaponframe;
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
|
|
|
|
view->frame = cl.stats[STAT_WEAPONFRAME];
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
view->colormap = vid.colormap;
|
|
|
|
|
|
|
|
// set up the refresh position
|
2000-01-29 18:46:26 +00:00
|
|
|
r_refdef.viewangles[PITCH] += cl.punchangle;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
// smooth out stair step ups
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
if ( (view_message->onground != -1) && (cl.simorg[2] - oldz > 0) )
|
|
|
|
{
|
|
|
|
float steptime;
|
|
|
|
|
|
|
|
steptime = host_frametime;
|
2000-03-12 08:13:35 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
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
|
|
|
|
oldz = cl.simorg[2];
|
|
|
|
#else
|
2000-03-12 08:13:35 +00:00
|
|
|
if (cl.onground && ent->origin[2] - oldz > 0)
|
|
|
|
{
|
|
|
|
float steptime;
|
|
|
|
|
|
|
|
steptime = cl.time - cl.oldtime;
|
|
|
|
if (steptime < 0)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
//FIXME I_Error ("steptime < 0");
|
2000-03-12 08:13:35 +00:00
|
|
|
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];
|
|
|
|
}
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
oldz = ent->origin[2];
|
2000-03-12 08:13:35 +00:00
|
|
|
if (cl_chasecam->value)
|
|
|
|
Chase_Update ();
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
2000-03-12 08:13:35 +00:00
|
|
|
}
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
/*
|
|
|
|
DropPunchAngle
|
|
|
|
*/
|
|
|
|
void DropPunchAngle (void)
|
|
|
|
{
|
|
|
|
cl.punchangle -= 10*host_frametime;
|
|
|
|
if (cl.punchangle < 0)
|
|
|
|
cl.punchangle = 0;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_RenderView
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
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
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
extern vrect_t scr_vrect;
|
|
|
|
|
|
|
|
void V_RenderView (void)
|
|
|
|
{
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
// if (cl.simangles[ROLL])
|
|
|
|
// Sys_Error ("cl.simangles[ROLL]"); // DEBUG
|
|
|
|
cl.simangles[ROLL] = 0; // FIXME @@@
|
|
|
|
#endif
|
2000-01-29 18:46:26 +00:00
|
|
|
if (cls.state != ca_active)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
return;
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
|
|
|
|
view_message = &view_frame->playerstate[cl.playernum];
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// don't allow cheats in multiplayer
|
|
|
|
if (cl.maxclients > 1)
|
|
|
|
{
|
|
|
|
Cvar_Set ("scr_ofsx", "0");
|
|
|
|
Cvar_Set ("scr_ofsy", "0");
|
|
|
|
Cvar_Set ("scr_ofsz", "0");
|
|
|
|
}
|
2000-03-12 00:36:50 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
DropPunchAngle ();
|
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (cl.intermission)
|
|
|
|
{ // intermission / finale rendering
|
|
|
|
V_CalcIntermissionRefdef ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
|
|
|
|
V_CalcRefdef ();
|
|
|
|
}
|
|
|
|
|
|
|
|
R_PushDlights ();
|
|
|
|
|
2000-01-03 00:08:03 +00:00
|
|
|
#if 0
|
2000-02-27 07:13:32 +00:00
|
|
|
if (lcd_x->value)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
//
|
|
|
|
// render two interleaved views
|
|
|
|
//
|
|
|
|
int i;
|
|
|
|
|
|
|
|
vid.rowbytes <<= 1;
|
|
|
|
vid.aspect *= 0.5;
|
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
r_refdef.viewangles[YAW] -= lcd_yaw->value;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
for (i=0 ; i<3 ; i++)
|
2000-02-27 07:13:32 +00:00
|
|
|
r_refdef.vieworg[i] -= right[i]*lcd_x->value;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
R_RenderView ();
|
|
|
|
|
|
|
|
vid.buffer += vid.rowbytes>>1;
|
|
|
|
|
|
|
|
R_PushDlights ();
|
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
r_refdef.viewangles[YAW] += lcd_yaw->value*2;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
for (i=0 ; i<3 ; i++)
|
2000-02-27 07:13:32 +00:00
|
|
|
r_refdef.vieworg[i] += 2*right[i]*lcd_x->value;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
R_RenderView ();
|
|
|
|
|
|
|
|
vid.buffer -= vid.rowbytes>>1;
|
|
|
|
|
|
|
|
r_refdef.vrect.height <<= 1;
|
|
|
|
|
|
|
|
vid.rowbytes >>= 1;
|
|
|
|
vid.aspect *= 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
R_RenderView ();
|
|
|
|
}
|
2000-01-03 00:08:03 +00:00
|
|
|
#endif
|
|
|
|
R_RenderView ();
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
if (crosshair->value)
|
2000-01-03 00:08:03 +00:00
|
|
|
Draw_Crosshair();
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
/*
|
2000-03-12 00:36:50 +00:00
|
|
|
V_Init
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
void V_Init (void)
|
|
|
|
{
|
|
|
|
Cmd_AddCommand ("v_cshift", V_cshift_f);
|
|
|
|
Cmd_AddCommand ("bf", V_BonusFlash_f);
|
|
|
|
Cmd_AddCommand ("centerview", V_StartPitchDrift);
|
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
lcd_x = Cvar_Get ("lcd_x","0",0,"None");
|
|
|
|
lcd_yaw = Cvar_Get ("lcd_yaw","0",0,"None");
|
|
|
|
|
|
|
|
v_centermove = Cvar_Get ("v_centermove","0.15",0,"None");
|
|
|
|
v_centerspeed = Cvar_Get ("v_centerspeed","500",0,"None");
|
|
|
|
|
|
|
|
v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle","2",0,"None");
|
|
|
|
v_iroll_cycle = Cvar_Get ("v_iroll_cycle","0.5",0,"None");
|
|
|
|
v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle","1",0,"None");
|
|
|
|
v_iyaw_level = Cvar_Get ("v_iyaw_level","0.3",0,"None");
|
|
|
|
v_iroll_level = Cvar_Get ("v_iroll_level","0.1",0,"None");
|
|
|
|
v_ipitch_level = Cvar_Get ("v_ipitch_level","0.3",0,"None");
|
|
|
|
|
2000-03-12 00:36:50 +00:00
|
|
|
v_contentblend = Cvar_Get ("v_contentblend","1",0,"None");
|
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
v_idlescale = Cvar_Get ("v_idlescale","0",0,"None");
|
|
|
|
crosshaircolor = Cvar_Get ("crosshaircolor","79",CVAR_ARCHIVE,"None");
|
|
|
|
crosshair = Cvar_Get ("crosshair","0",CVAR_ARCHIVE,"None");
|
|
|
|
cl_crossx = Cvar_Get ("cl_crossx","0",CVAR_ARCHIVE,"None");
|
|
|
|
cl_crossy = Cvar_Get ("cl_crossy","0",CVAR_ARCHIVE,"None");
|
|
|
|
gl_cshiftpercent = Cvar_Get ("gl_cshiftpercent","100",0,"None");
|
|
|
|
|
|
|
|
scr_ofsx = Cvar_Get ("scr_ofsx","0",0,"None");
|
|
|
|
scr_ofsy = Cvar_Get ("scr_ofsy","0",0,"None");
|
|
|
|
scr_ofsz = Cvar_Get ("scr_ofsz","0",0,"None");
|
|
|
|
cl_rollspeed = Cvar_Get ("cl_rollspeed","200",0,"None");
|
|
|
|
cl_rollangle = Cvar_Get ("cl_rollangle","2.0",0,"None");
|
|
|
|
cl_bob = Cvar_Get ("cl_bob","0.02",0,"None");
|
|
|
|
cl_bobcycle = Cvar_Get ("cl_bobcycle","0.6",0,"None");
|
|
|
|
cl_bobup = Cvar_Get ("cl_bobup","0.5",0,"None");
|
|
|
|
|
|
|
|
v_kicktime = Cvar_Get ("v_kicktime","0.5",0,"None");
|
|
|
|
v_kickroll = Cvar_Get ("v_kickroll","0.6",0,"None");
|
|
|
|
v_kickpitch = Cvar_Get ("v_kickpitch","0.6",0,"None");
|
2000-01-03 00:08:03 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
BuildGammaTable (1.0); // no gamma yet
|
2000-02-27 07:13:32 +00:00
|
|
|
v_gamma = Cvar_Get ("gamma","1",CVAR_ARCHIVE,"None");
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|