quakeforge-old/common/view.c

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/*
2000-03-06 14:28:53 +00:00
view.c - player eye positioning
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
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>
#include <draw.h>
#include <mathlib.h>
#include <qtypes.h>
#include <qstructs.h>
#include <cmd.h>
#include <screen.h>
#include <console.h>
#include <cvar.h>
extern int onground;
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cvar_t *lcd_x; // FIXME: make this work sometime...
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;
cvar_t *v_contentblend;
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
extern int in_forward, in_forward2, in_back;
frame_t *view_frame;
player_state_t *view_message;
/*
V_CalcRoll
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.
*/
float
V_CalcRoll (vec3_t angles, vec3_t velocity)
{
vec3_t forward, right, up;
float sign;
float side;
float value;
AngleVectors (angles, forward, right, up);
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = cl_rollangle->value;
if (side < cl_rollspeed->value)
side = side * value / cl_rollspeed->value;
else
side = value;
return side*sign;
}
/*
V_CalcBob
(desc)
*/
float
V_CalcBob ( void )
{
static double bobtime;
static float bob;
float cycle;
#ifdef QUAKEWORLD
if (cl.spectator)
return 0;
if (onground == -1)
return bob; // just use old value
#endif
bobtime += host_frametime;
cycle = bobtime - (int)(bobtime/cl_bobcycle->value)*cl_bobcycle->value;
cycle /= cl_bobcycle->value;
if (cycle < cl_bobup->value)
cycle = M_PI * cycle / cl_bobup->value;
else
cycle = M_PI + M_PI*(cycle-cl_bobup->value)/(1.0 - cl_bobup->value);
// bob is proportional to simulated velocity in the xy plane
// (don't count Z, or jumping messes it up)
bob = sqrt(cl.simvel[0]*cl.simvel[0] + cl.simvel[1]*cl.simvel[1]) * cl_bob->value;
bob = bob*0.3 + bob*0.7*sin(cycle);
bob = bound( -7, bob, 4);
return bob;
}
//=============================================================================
cvar_t *v_centermove;
cvar_t *v_centerspeed;
void
V_StartPitchDrift ( void )
{
if (cl.laststop == cl.time) {
return; // something else is keeping it from drifting
}
if (cl.nodrift || !cl.pitchvel) {
cl.pitchvel = v_centerspeed->value;
cl.nodrift = false;
cl.driftmove = 0;
}
}
void
V_StopPitchDrift (void)
{
cl.laststop = cl.time;
cl.nodrift = true;
cl.pitchvel = 0;
}
/*
V_DriftPitch
Move client pitch angle towards cl.idealpitch sent by the server.
If user is adjusting pitch manually, either with lookup/lookdown,
mlook and mouse, or klook and keyboard, pitch drifting is constantly
stopped.
Drifting is enabled when the center view key is hit, mlook is released
and lookspring is nonzero, or when
*/
void
V_DriftPitch ( void )
{
float delta, move;
#ifdef QUAKEWORLD
if (view_message->onground == -1 || cls.demoplayback ) {
#elif UQUAKE
if (noclip_anglehack || !cl.onground || cls.demoplayback ) {
#endif
cl.driftmove = 0;
cl.pitchvel = 0;
return;
}
// don't count small mouse motion
if ( cl.nodrift ) {
#ifdef QUAKEWORLD
if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd.forwardmove) < 200)
#elif UQUAKE
if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed->value)
#endif
cl.driftmove = 0;
else
cl.driftmove += host_frametime;
if ( cl.driftmove > v_centermove->value) {
V_StartPitchDrift ();
}
return;
}
delta = cl.idealpitch - cl.viewangles[PITCH];
if ( !delta ) {
cl.pitchvel = 0;
return;
}
move = host_frametime * cl.pitchvel;
cl.pitchvel += host_frametime * v_centerspeed->value;
//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;
}
}
/*
==============================================================================
PALETTE FLASHES
==============================================================================
*/
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 };
cvar_t *v_gamma;
byte gammatable[256]; // palette is sent through this
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;
inf = bound(0, inf, 255);
gammatable[i] = inf;
}
}
/*
V_CheckGamma
(desc)
*/
qboolean
V_CheckGamma ( void )
{
static float oldgammavalue;
if (v_gamma->value == oldgammavalue)
return false;
oldgammavalue = v_gamma->value;
BuildGammaTable (v_gamma->value);
vid.recalc_refdef = 1; // force a surface cache flush
return true;
}
/*
V_ParseDamage
(desc)
*/
void
V_ParseDamage ( void )
{
int armor, blood;
vec3_t from;
int i;
vec3_t forward, right, up;
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;
count = min(10, count);
cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
cl.cshifts[CSHIFT_DAMAGE].percent = bound(0, cl.cshifts[CSHIFT_DAMAGE].percent, 150);
if ( armor > blood ) {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
} else if ( armor ) {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
} else {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
}
// calculate view angle kicks
VectorSubtract (from, cl.simorg, from);
VectorNormalize (from);
AngleVectors (cl.simangles, forward, right, up);
side = DotProduct (from, right);
v_dmg_roll = count*side*v_kickroll->value;
side = DotProduct (from, forward);
v_dmg_pitch = count*side*v_kickpitch->value;
v_dmg_time = v_kicktime->value;
}
/*
V_cshift_f
(desc)
*/
void
V_cshift_f ( void )
{
int i;
for ( i=0 ; i<3 ; i++ )
cshift_empty.destcolor[i] = atoi(Cmd_Argv(i+1));
cshift_empty.percent = atoi(Cmd_Argv(4));
}
/*
V_BonusFlash_f
When you run over an item, the server sends this command
*/
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;
}
/*
V_SetContentsColor
Underwater, lava, etc each has a color shift
*/
void
V_SetContentsColor (int contents)
{
if (!v_contentblend->value) {
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
return;
}
switch (contents) {
case CONTENTS_EMPTY:
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
break;
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
case CONTENTS_SOLID:
#ifdef UQUAKE
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
#endif
case CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
break;
default:
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
}
}
/*
V_CalcPowerupCshift
Calculate the color to shade the view under powerups.
*/
void
V_CalcPowerupCshift ( void )
{
if (cl.stats[STAT_ITEMS] & IT_QUAD) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
cl.cshifts[CSHIFT_POWERUP].percent = 30;
} else if (cl.stats[STAT_ITEMS] & IT_SUIT) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
cl.cshifts[CSHIFT_POWERUP].percent = 20;
} else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
cl.cshifts[CSHIFT_POWERUP].percent = 100;
} else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
cl.cshifts[CSHIFT_POWERUP].percent = 30;
} else {
cl.cshifts[CSHIFT_POWERUP].percent = 0;
}
}
/*
V_CalcBlend
*/
void
V_CalcBlend ( void )
{
float r, g, b, a, a2;
int j;
r = 0;
g = 0;
b = 0;
a = 0;
for (j=0 ; j<NUM_CSHIFTS ; j++) {
if (!gl_cshiftpercent->value)
continue;
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
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] = bound(0.0, a, 1.0);
}
/*
==============================================================================
VIEW RENDERING
==============================================================================
*/
float
angledelta ( float a )
{
a = anglemod(a);
if (a > 180)
a -= 360;
return a;
}
/*
CalcGunAngle
Calculate gun angle. :)
*/
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;
yaw = bound(-10, yaw, 10);
pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
pitch = bound(-10, pitch, 10);
move = host_frametime*20;
if ( yaw > oldyaw ) {
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);
}
/*
V_BoundOffsets
absolutely bound refresh reletive to entity clipping hull so view can
never be inside a solid wall
*/
void
V_BoundOffsets ( void )
{
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;
}
/*
V_AddIdle
Idle swaying
*/
void
V_AddIdle ( void )
{
r_refdef.viewangles[ROLL] += v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value;
r_refdef.viewangles[PITCH] += v_idlescale->value * sin(cl.time*v_ipitch_cycle->value) * v_ipitch_level->value;
r_refdef.viewangles[YAW] += v_idlescale->value * sin(cl.time*v_iyaw_cycle->value) * v_iyaw_level->value;
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;
}
/*
V_CalcViewRoll
Roll is induced by movement and damage
*/
void
V_CalcViewRoll (void)
{
float side;
side = V_CalcRoll (cl.simangles, cl.simvel);
r_refdef.viewangles[ROLL] += side;
if (v_dmg_time > 0) {
r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime->value*v_dmg_roll;
r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime->value*v_dmg_pitch;
v_dmg_time -= host_frametime;
}
#ifdef UQUAKE
if (cl.stats[STAT_HEALTH] <= 0)
{
r_refdef.viewangles[ROLL] = 80; // dead view angle
return;
}
#endif
}
/*
V_CalcIntermissionRefdef
(desc)
*/
void
V_CalcIntermissionRefdef ( void )
{
entity_t *view;
float old;
// view is the weapon model
view = &cl.viewent;
VectorCopy (cl.simorg, r_refdef.vieworg);
VectorCopy (cl.simangles, r_refdef.viewangles);
view->model = NULL;
// allways idle in intermission
old = v_idlescale->value;
v_idlescale->value = 1;
V_AddIdle ();
v_idlescale->value = old;
}
/*
V_CalcRefdef
(desc)
*/
void
V_CalcRefdef ( void )
{
entity_t *view;
int i;
vec3_t forward, right, up;
#ifdef UQUAKE
vec3_t angles;
#endif
float bob;
static float oldz = 0;
int vh;
// Set up view height
#ifdef QUAKEWORLD
vh = cl.qfserver ? cl.stats[STAT_VIEWHEIGHT] : 22;
#elif UQUAKE
vh = cl.viewheight;
#endif
V_DriftPitch ();
// view is the weapon model (only visible from inside body)
view = &cl.viewent;
bob = V_CalcBob ();
// refresh position from simulated origin
VectorCopy (cl.simorg, r_refdef.vieworg);
#ifdef QUAKEWORLD
r_refdef.vieworg[2] += bob;
#elif UQUAKE
r_refdef.vieworg[2] += vh + bob;
#endif
/*
never let it sit exactly on a node line, because a water plane can
dissapear when viewed with the eye exactly on it. the server protocol
only specifies to 1/N pixel, so add VIEWORG_PIXADJUST in each axis
*/
#ifdef QUAKEWORLD
#define VIEWORG_PIXADJUST 16
#elif UQUAKE
#define VIEWORG_PIXADJUST 32
#endif
for ( i = 0 ; i < 3 ; i++ ) {
r_refdef.vieworg[i] += 1.0/VIEWORG_PIXADJUST;
}
VectorCopy (cl.simangles, r_refdef.viewangles);
V_CalcViewRoll ();
V_AddIdle ();
// offsets
#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] += vh; // view height
if (view_message->flags & PF_DEAD) // PF_GIB will also set PF_DEAD
r_refdef.viewangles[ROLL] = 80; // dead view angle
AngleVectors ( cl.simangles, forward, right, up );
#elif UQUAKE
angles[PITCH] = -cl.simangles[PITCH]; // because entity pitches are
// actually backward FIXME?
angles[YAW] = cl.simangles[YAW];
angles[ROLL] = cl.simangles[ROLL];
AngleVectors (angles, forward, right, up);
for (i=0 ; i<3 ; i++) {
r_refdef.vieworg[i] += scr_ofsx->value*forward[i]
+ scr_ofsy->value*right[i]
+ scr_ofsz->value*up[i];
}
V_BoundOffsets ();
#endif
// set up gun position
VectorCopy (cl.simangles, view->angles);
CalcGunAngle ();
VectorCopy (cl.simorg, view->origin);
view->origin[2] += vh;
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 (scr_viewsize->value == 110)
view->origin[2] += 1;
else if (scr_viewsize->value == 100)
view->origin[2] += 2;
else if (scr_viewsize->value == 90)
view->origin[2] += 1;
else if (scr_viewsize->value == 80)
view->origin[2] += 0.5;
#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;
#elif UQUAKE
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = cl.stats[STAT_WEAPONFRAME];
#endif
view->colormap = vid.colormap;
// set up the refresh position
r_refdef.viewangles[PITCH] += cl.punchangle;
// smooth out stair step ups
#ifdef QUAKEWORLD
if ( (view_message->onground != -1) && (cl.simorg[2] - oldz > 0) ) {
#elif UQUAKE
if ( cl.onground && (cl.simorg[2] - oldz > 0) ) {
#endif
float steptime;
steptime = host_frametime;
oldz += steptime * 80;
oldz = min(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];
}
#ifdef UQUAKE
if ( cl_chasecam->value )
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Chase_Update ();
#endif
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}
/*
DropPunchAngle
(desc)
*/
#ifdef QUAKEWORLD
void
DropPunchAngle ( void )
{
cl.punchangle -= 10*host_frametime;
cl.punchangle = max(cl.punchangle, 0);
}
#endif
/*
V_RenderView
The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
the entity origin, so any view position inside that will be valid
*/
extern vrect_t scr_vrect;
void
V_RenderView ( void )
{
#ifdef QUAKEWORLD
if (cl.simangles[ROLL])
Sys_Printf ("cl.simangles[ROLL] != 0"); // DEBUG
cl.simangles[ROLL] = 0; // FIXME
#endif
if (cls.state != ca_active)
return;
#ifdef QUAKEWORLD
view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
view_message = &view_frame->playerstate[cl.playernum];
#elif UQUAKE
// 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");
}
#endif
#ifdef QUAKEWORLD
DropPunchAngle ();
#endif
if (cl.intermission) { // intermission / finale rendering
V_CalcIntermissionRefdef ();
} else {
if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
V_CalcRefdef ();
}
R_PushDlights ();
#if 0
if (lcd_x->value) {
/*
render two interleaved views
*/
int i;
vid.rowbytes <<= 1;
vid.aspect *= 0.5;
r_refdef.viewangles[YAW] -= lcd_yaw->value;
for (i=0 ; i<3 ; i++)
r_refdef.vieworg[i] -= right[i]*lcd_x->value;
R_RenderView ();
vid.buffer += vid.rowbytes>>1;
R_PushDlights ();
r_refdef.viewangles[YAW] += lcd_yaw->value*2;
for (i=0 ; i<3 ; i++)
r_refdef.vieworg[i] += 2*right[i]*lcd_x->value;
R_RenderView ();
vid.buffer -= vid.rowbytes>>1;
r_refdef.vrect.height <<= 1;
vid.rowbytes >>= 1;
vid.aspect *= 2;
} else {
R_RenderView ();
}
#else
R_RenderView ();
#endif
if (crosshair->value)
Draw_Crosshair();
}
//============================================================================
/*
V_Init
Create and initialize view cvars and console commands
*/
void
V_Init ( void )
{
Cmd_AddCommand ("v_cshift", V_cshift_f);
Cmd_AddCommand ("bf", V_BonusFlash_f);
Cmd_AddCommand ("centerview", V_StartPitchDrift);
lcd_x = Cvar_Get ("lcd_x", "0", CVAR_NONE, "None");
lcd_yaw = Cvar_Get ("lcd_yaw", "0", CVAR_NONE, "None");
v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, "None");
v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, "None");
v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, "None");
v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, "None");
v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, "None");
v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, "None");
v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, "None");
v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, "None");
v_contentblend = Cvar_Get ("v_contentblend", "1", CVAR_NONE, "Shift color in liquids");
v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, "None");
crosshaircolor = Cvar_Get ("crosshaircolor", "79", CVAR_ARCHIVE, "Crosshair Color");
crosshair = Cvar_Get ("crosshair", "0", CVAR_ARCHIVE, "Crosshair selection");
cl_crossx = Cvar_Get ("cl_crossx", "0", CVAR_ARCHIVE, "Crosshair X location");
cl_crossy = Cvar_Get ("cl_crossy", "0", CVAR_ARCHIVE, "Crosshair Y location");
gl_cshiftpercent = Cvar_Get ("gl_cshiftpercent", "100", CVAR_NONE, "Percentage of color shifting");
scr_ofsx = Cvar_Get ("scr_ofsx", "0", CVAR_NONE, "None");
scr_ofsy = Cvar_Get ("scr_ofsy", "0", CVAR_NONE, "None");
scr_ofsz = Cvar_Get ("scr_ofsz", "0", CVAR_NONE, "None");
cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, "None");
cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, "None");
cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, "None");
cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, "None");
cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, "None");
v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, "None");
v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, "None");
v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, "None");
v_gamma = Cvar_Get ("v_gamma", "1.0", CVAR_ARCHIVE, "Monitor gamma");
BuildGammaTable (v_gamma->value); // no gamma yet
}