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.
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
*/
|
|
|
|
// view.c -- player eye positioning
|
|
|
|
|
|
|
|
#include "quakedef.h"
|
|
|
|
#include "r_local.h"
|
2000-01-09 19:44:46 +00:00
|
|
|
#include "draw.h" /* For Draw_Crosshair() */
|
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
|
|
|
|
|
|
|
/*
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
2000-01-03 00:08:03 +00:00
|
|
|
cvar_t lcd_x = {"lcd_x", "0"}; // FIXME: make this work sometime...
|
|
|
|
cvar_t lcd_yaw = {"lcd_yaw", "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
|
|
|
|
2000-01-03 00:08:03 +00:00
|
|
|
cvar_t scr_ofsx = {"scr_ofsx", "0", false};
|
|
|
|
cvar_t scr_ofsy = {"scr_ofsy", "0", false};
|
|
|
|
cvar_t scr_ofsz = {"scr_ofsz", "0", false};
|
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
|
|
|
|
|
|
|
cvar_t cl_rollspeed = {"cl_rollspeed", "200"};
|
|
|
|
cvar_t cl_rollangle = {"cl_rollangle", "2.0"};
|
|
|
|
|
|
|
|
cvar_t cl_bob = {"cl_bob","0.02", false};
|
|
|
|
cvar_t cl_bobcycle = {"cl_bobcycle","0.6", false};
|
|
|
|
cvar_t cl_bobup = {"cl_bobup","0.5", false};
|
|
|
|
|
|
|
|
cvar_t v_kicktime = {"v_kicktime", "0.5", false};
|
|
|
|
cvar_t v_kickroll = {"v_kickroll", "0.6", false};
|
|
|
|
cvar_t v_kickpitch = {"v_kickpitch", "0.6", false};
|
|
|
|
|
|
|
|
cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", false};
|
|
|
|
cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", false};
|
|
|
|
cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", false};
|
|
|
|
cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", false};
|
|
|
|
cvar_t v_iroll_level = {"v_iroll_level", "0.1", false};
|
|
|
|
cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", false};
|
|
|
|
|
|
|
|
cvar_t v_idlescale = {"v_idlescale", "0", false};
|
|
|
|
|
|
|
|
cvar_t crosshair = {"crosshair", "0", true};
|
2000-01-03 00:08:03 +00:00
|
|
|
cvar_t crosshaircolor = {"crosshaircolor", "79", true};
|
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
|
|
|
|
2000-01-03 00:08:03 +00:00
|
|
|
cvar_t cl_crossx = {"cl_crossx", "0", true};
|
|
|
|
cvar_t cl_crossy = {"cl_crossy", "0", true};
|
|
|
|
|
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
|
|
|
cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
|
|
|
|
|
|
|
|
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
|
|
|
|
|
|
|
|
extern int in_forward, in_forward2, in_back;
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
V_CalcRoll
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
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);
|
|
|
|
|
|
|
|
value = cl_rollangle.value;
|
|
|
|
|
|
|
|
if (side < cl_rollspeed.value)
|
|
|
|
side = side * value / cl_rollspeed.value;
|
|
|
|
else
|
|
|
|
side = value;
|
|
|
|
|
|
|
|
return side*sign;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
V_CalcBob
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
float V_CalcBob (void)
|
|
|
|
{
|
|
|
|
float bob;
|
|
|
|
float cycle;
|
|
|
|
|
|
|
|
cycle = cl.time - (int)(cl.time/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 velocity in the xy plane
|
|
|
|
// (don't count Z, or jumping messes it up)
|
|
|
|
|
|
|
|
bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
|
|
|
|
bob = bob*0.3 + bob*0.7*sin(cycle);
|
|
|
|
if (bob > 4)
|
|
|
|
bob = 4;
|
|
|
|
else if (bob < -7)
|
|
|
|
bob = -7;
|
|
|
|
return bob;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
cvar_t v_centermove = {"v_centermove", "0.15", false};
|
|
|
|
cvar_t v_centerspeed = {"v_centerspeed","500"};
|
|
|
|
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
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
|
|
|
|
|
|
|
|
Moves the client pitch angle towards cl.idealpitch sent by the server.
|
|
|
|
|
|
|
|
If the 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 non 0, or when
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void V_DriftPitch (void)
|
|
|
|
{
|
|
|
|
float delta, move;
|
|
|
|
|
|
|
|
if (noclip_anglehack || !cl.onground || cls.demoplayback )
|
|
|
|
{
|
|
|
|
cl.driftmove = 0;
|
|
|
|
cl.pitchvel = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// don't count small mouse motion
|
|
|
|
if (cl.nodrift)
|
|
|
|
{
|
|
|
|
if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
|
|
|
|
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 = {"gamma", "1", true};
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
V_CheckGamma
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
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
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void V_ParseDamage (void)
|
|
|
|
{
|
|
|
|
int armor, blood;
|
|
|
|
vec3_t from;
|
|
|
|
int i;
|
|
|
|
vec3_t forward, right, up;
|
|
|
|
entity_t *ent;
|
|
|
|
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
|
|
|
|
//
|
2000-01-29 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);
|
|
|
|
VectorNormalize (from);
|
|
|
|
|
|
|
|
AngleVectors (ent->angles, 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
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
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));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
switch (contents)
|
|
|
|
{
|
|
|
|
case CONTENTS_EMPTY:
|
|
|
|
case CONTENTS_SOLID:
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
V_CalcPowerupCshift
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void V_CalcPowerupCshift (void)
|
|
|
|
{
|
|
|
|
if (cl.items & IT_QUAD)
|
|
|
|
{
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 30;
|
|
|
|
}
|
|
|
|
else if (cl.items & IT_SUIT)
|
|
|
|
{
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 20;
|
|
|
|
}
|
|
|
|
else if (cl.items & IT_INVISIBILITY)
|
|
|
|
{
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 100;
|
|
|
|
}
|
|
|
|
else if (cl.items & IT_INVULNERABILITY)
|
|
|
|
{
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 30;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
V_CalcBlend
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void V_CalcBlend (void)
|
|
|
|
{
|
|
|
|
float r, g, b, a, a2;
|
|
|
|
int j;
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
// a2 = cl.cshifts[j].percent/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] = a;
|
|
|
|
if (v_blend[3] > 1)
|
|
|
|
v_blend[3] = 1;
|
|
|
|
if (v_blend[3] < 0)
|
|
|
|
v_blend[3] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============================================================================
|
|
|
|
|
|
|
|
VIEW RENDERING
|
|
|
|
|
|
|
|
==============================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
float angledelta (float a)
|
|
|
|
{
|
|
|
|
a = anglemod(a);
|
|
|
|
if (a > 180)
|
|
|
|
a -= 360;
|
|
|
|
return a;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
CalcGunAngle
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void CalcGunAngle (void)
|
|
|
|
{
|
|
|
|
float yaw, pitch, move;
|
|
|
|
static float oldyaw = 0;
|
|
|
|
static float oldpitch = 0;
|
|
|
|
|
|
|
|
yaw = r_refdef.viewangles[YAW];
|
|
|
|
pitch = -r_refdef.viewangles[PITCH];
|
|
|
|
|
|
|
|
yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
|
|
|
|
if (yaw > 10)
|
|
|
|
yaw = 10;
|
|
|
|
if (yaw < -10)
|
|
|
|
yaw = -10;
|
|
|
|
pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
|
|
|
|
if (pitch > 10)
|
|
|
|
pitch = 10;
|
|
|
|
if (pitch < -10)
|
|
|
|
pitch = -10;
|
|
|
|
move = host_frametime*20;
|
|
|
|
if (yaw > oldyaw)
|
|
|
|
{
|
|
|
|
if (oldyaw + move < yaw)
|
|
|
|
yaw = oldyaw + move;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (oldyaw - move > yaw)
|
|
|
|
yaw = oldyaw - move;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pitch > oldpitch)
|
|
|
|
{
|
|
|
|
if (oldpitch + move < pitch)
|
|
|
|
pitch = oldpitch + move;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (oldpitch - move > pitch)
|
|
|
|
pitch = oldpitch - move;
|
|
|
|
}
|
|
|
|
|
|
|
|
oldyaw = yaw;
|
|
|
|
oldpitch = pitch;
|
|
|
|
|
|
|
|
cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
|
|
|
|
cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
|
|
|
|
|
|
|
|
cl.viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
|
|
|
|
cl.viewent.angles[PITCH] -= v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
|
|
|
|
cl.viewent.angles[YAW] -= v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
V_BoundOffsets
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void V_BoundOffsets (void)
|
|
|
|
{
|
|
|
|
entity_t *ent;
|
|
|
|
|
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
|
|
|
|
|
|
|
// absolutely bound refresh reletive to entity clipping hull
|
|
|
|
// so the view can never be inside a solid wall
|
|
|
|
|
|
|
|
if (r_refdef.vieworg[0] < ent->origin[0] - 14)
|
|
|
|
r_refdef.vieworg[0] = ent->origin[0] - 14;
|
|
|
|
else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
|
|
|
|
r_refdef.vieworg[0] = ent->origin[0] + 14;
|
|
|
|
if (r_refdef.vieworg[1] < ent->origin[1] - 14)
|
|
|
|
r_refdef.vieworg[1] = ent->origin[1] - 14;
|
|
|
|
else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
|
|
|
|
r_refdef.vieworg[1] = ent->origin[1] + 14;
|
|
|
|
if (r_refdef.vieworg[2] < ent->origin[2] - 22)
|
|
|
|
r_refdef.vieworg[2] = ent->origin[2] - 22;
|
|
|
|
else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
|
|
|
|
r_refdef.vieworg[2] = ent->origin[2] + 30;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
V_AddIdle
|
|
|
|
|
|
|
|
Idle swaying
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void V_AddIdle (void)
|
|
|
|
{
|
|
|
|
r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
|
|
|
|
r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
|
|
|
|
r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
V_CalcViewRoll
|
|
|
|
|
|
|
|
Roll is induced by movement and damage
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void V_CalcViewRoll (void)
|
|
|
|
{
|
|
|
|
float side;
|
|
|
|
|
2000-01-29 18:46:26 +00:00
|
|
|
side = V_CalcRoll (cl_entities[cl.playernum + 1].angles, cl.velocity);
|
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)
|
|
|
|
{
|
|
|
|
r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
|
|
|
|
r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
|
|
|
|
v_dmg_time -= host_frametime;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cl.stats[STAT_HEALTH] <= 0)
|
|
|
|
{
|
|
|
|
r_refdef.viewangles[ROLL] = 80; // dead view angle
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
V_CalcIntermissionRefdef
|
|
|
|
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void V_CalcIntermissionRefdef (void)
|
|
|
|
{
|
|
|
|
entity_t *ent, *view;
|
|
|
|
float old;
|
|
|
|
|
|
|
|
// ent is the player model (visible when out of body)
|
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)
|
|
|
|
view = &cl.viewent;
|
|
|
|
|
|
|
|
VectorCopy (ent->origin, r_refdef.vieworg);
|
|
|
|
VectorCopy (ent->angles, r_refdef.viewangles);
|
|
|
|
view->model = NULL;
|
|
|
|
|
|
|
|
// allways idle in intermission
|
|
|
|
old = v_idlescale.value;
|
|
|
|
v_idlescale.value = 1;
|
|
|
|
V_AddIdle ();
|
|
|
|
v_idlescale.value = old;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
V_CalcRefdef
|
|
|
|
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void V_CalcRefdef (void)
|
|
|
|
{
|
|
|
|
entity_t *ent, *view;
|
|
|
|
int i;
|
|
|
|
vec3_t forward, right, up;
|
|
|
|
vec3_t angles;
|
|
|
|
float bob;
|
|
|
|
static float oldz = 0;
|
|
|
|
|
|
|
|
V_DriftPitch ();
|
|
|
|
|
|
|
|
// ent is the player model (visible when out of body)
|
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)
|
|
|
|
view = &cl.viewent;
|
|
|
|
|
|
|
|
|
|
|
|
// transform the view offset by the model's matrix to get the offset from
|
|
|
|
// model origin for the view
|
|
|
|
ent->angles[YAW] = cl.viewangles[YAW]; // the model should face
|
|
|
|
// the view dir
|
|
|
|
ent->angles[PITCH] = -cl.viewangles[PITCH]; // the model should face
|
|
|
|
// the view dir
|
|
|
|
|
|
|
|
|
|
|
|
bob = V_CalcBob ();
|
|
|
|
|
|
|
|
// refresh position
|
|
|
|
VectorCopy (ent->origin, r_refdef.vieworg);
|
|
|
|
r_refdef.vieworg[2] += cl.viewheight + bob;
|
|
|
|
|
|
|
|
// never let it sit exactly on a node line, because a water plane can
|
|
|
|
// dissapear when viewed with the eye exactly on it.
|
|
|
|
// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
|
|
|
|
r_refdef.vieworg[0] += 1.0/32;
|
|
|
|
r_refdef.vieworg[1] += 1.0/32;
|
|
|
|
r_refdef.vieworg[2] += 1.0/32;
|
|
|
|
|
|
|
|
VectorCopy (cl.viewangles, r_refdef.viewangles);
|
|
|
|
V_CalcViewRoll ();
|
|
|
|
V_AddIdle ();
|
|
|
|
|
|
|
|
// offsets
|
|
|
|
angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are
|
|
|
|
// actually backward
|
|
|
|
angles[YAW] = ent->angles[YAW];
|
|
|
|
angles[ROLL] = ent->angles[ROLL];
|
|
|
|
|
|
|
|
AngleVectors (angles, forward, right, up);
|
|
|
|
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
r_refdef.vieworg[i] += scr_ofsx.value*forward[i]
|
|
|
|
+ scr_ofsy.value*right[i]
|
|
|
|
+ scr_ofsz.value*up[i];
|
|
|
|
|
|
|
|
|
|
|
|
V_BoundOffsets ();
|
|
|
|
|
|
|
|
// set up gun position
|
|
|
|
VectorCopy (cl.viewangles, view->angles);
|
|
|
|
|
|
|
|
CalcGunAngle ();
|
|
|
|
|
|
|
|
VectorCopy (ent->origin, view->origin);
|
|
|
|
view->origin[2] += cl.viewheight;
|
|
|
|
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
{
|
|
|
|
view->origin[i] += forward[i]*bob*0.4;
|
|
|
|
// view->origin[i] += right[i]*bob*0.4;
|
|
|
|
// view->origin[i] += up[i]*bob*0.8;
|
|
|
|
}
|
|
|
|
view->origin[2] += bob;
|
|
|
|
|
|
|
|
// fudge position around to keep amount of weapon visible
|
|
|
|
// roughly equal with different FOV
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
if (cl.model_precache[cl.stats[STAT_WEAPON]] && strcmp (cl.model_precache[cl.stats[STAT_WEAPON]]->name, "progs/v_shot2.mdl"))
|
|
|
|
#endif
|
|
|
|
if (scr_viewsize.value == 110)
|
|
|
|
view->origin[2] += 1;
|
|
|
|
else if (scr_viewsize.value == 100)
|
|
|
|
view->origin[2] += 2;
|
|
|
|
else if (scr_viewsize.value == 90)
|
|
|
|
view->origin[2] += 1;
|
|
|
|
else if (scr_viewsize.value == 80)
|
|
|
|
view->origin[2] += 0.5;
|
|
|
|
|
|
|
|
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
|
|
|
|
view->frame = cl.stats[STAT_WEAPONFRAME];
|
|
|
|
view->colormap = vid.colormap;
|
|
|
|
|
|
|
|
// set up the refresh position
|
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
|
|
|
|
if (cl.onground && ent->origin[2] - oldz > 0)
|
|
|
|
{
|
|
|
|
float steptime;
|
|
|
|
|
|
|
|
steptime = cl.time - cl.oldtime;
|
|
|
|
if (steptime < 0)
|
|
|
|
//FIXME I_Error ("steptime < 0");
|
|
|
|
steptime = 0;
|
|
|
|
|
|
|
|
oldz += steptime * 80;
|
|
|
|
if (oldz > ent->origin[2])
|
|
|
|
oldz = ent->origin[2];
|
|
|
|
if (ent->origin[2] - oldz > 12)
|
|
|
|
oldz = ent->origin[2] - 12;
|
|
|
|
r_refdef.vieworg[2] += oldz - ent->origin[2];
|
|
|
|
view->origin[2] += oldz - ent->origin[2];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
oldz = ent->origin[2];
|
|
|
|
|
2000-01-02 05:46:52 +00:00
|
|
|
if (cl_chasecam.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
|
|
|
Chase_Update ();
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
V_RenderView
|
|
|
|
|
|
|
|
The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
|
|
|
|
the entity origin, so any view position inside that will be valid
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
extern vrect_t scr_vrect;
|
|
|
|
|
|
|
|
void V_RenderView (void)
|
|
|
|
{
|
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;
|
|
|
|
|
|
|
|
// 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");
|
|
|
|
}
|
|
|
|
|
|
|
|
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
|
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 (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 ();
|
|
|
|
}
|
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
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
V_Init
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void V_Init (void)
|
|
|
|
{
|
|
|
|
Cmd_AddCommand ("v_cshift", V_cshift_f);
|
|
|
|
Cmd_AddCommand ("bf", V_BonusFlash_f);
|
|
|
|
Cmd_AddCommand ("centerview", V_StartPitchDrift);
|
|
|
|
|
|
|
|
Cvar_RegisterVariable (&lcd_x);
|
|
|
|
Cvar_RegisterVariable (&lcd_yaw);
|
|
|
|
|
|
|
|
Cvar_RegisterVariable (&v_centermove);
|
|
|
|
Cvar_RegisterVariable (&v_centerspeed);
|
|
|
|
|
|
|
|
Cvar_RegisterVariable (&v_iyaw_cycle);
|
|
|
|
Cvar_RegisterVariable (&v_iroll_cycle);
|
|
|
|
Cvar_RegisterVariable (&v_ipitch_cycle);
|
|
|
|
Cvar_RegisterVariable (&v_iyaw_level);
|
|
|
|
Cvar_RegisterVariable (&v_iroll_level);
|
|
|
|
Cvar_RegisterVariable (&v_ipitch_level);
|
|
|
|
|
|
|
|
Cvar_RegisterVariable (&v_idlescale);
|
2000-01-03 00:08:03 +00:00
|
|
|
Cvar_RegisterVariable (&crosshaircolor);
|
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
|
|
|
Cvar_RegisterVariable (&crosshair);
|
|
|
|
Cvar_RegisterVariable (&cl_crossx);
|
|
|
|
Cvar_RegisterVariable (&cl_crossy);
|
|
|
|
Cvar_RegisterVariable (&gl_cshiftpercent);
|
|
|
|
|
|
|
|
Cvar_RegisterVariable (&scr_ofsx);
|
|
|
|
Cvar_RegisterVariable (&scr_ofsy);
|
|
|
|
Cvar_RegisterVariable (&scr_ofsz);
|
|
|
|
Cvar_RegisterVariable (&cl_rollspeed);
|
|
|
|
Cvar_RegisterVariable (&cl_rollangle);
|
|
|
|
Cvar_RegisterVariable (&cl_bob);
|
|
|
|
Cvar_RegisterVariable (&cl_bobcycle);
|
|
|
|
Cvar_RegisterVariable (&cl_bobup);
|
|
|
|
|
|
|
|
Cvar_RegisterVariable (&v_kicktime);
|
|
|
|
Cvar_RegisterVariable (&v_kickroll);
|
|
|
|
Cvar_RegisterVariable (&v_kickpitch);
|
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
|
|
|
|
Cvar_RegisterVariable (&v_gamma);
|
|
|
|
}
|
|
|
|
|
|
|
|
|