mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-10 22:51:37 +00:00
merge in many of deeks modifications (especially formatting). The rest, I'm too
tired to look at now.
This commit is contained in:
parent
2991fd7c17
commit
7226e6201b
1 changed files with 172 additions and 182 deletions
354
common/view.c
354
common/view.c
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@ -1,7 +1,8 @@
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/*
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view.c - player eye positioning
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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This program is free software; you can redistribute it and/or
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@ -89,8 +90,11 @@ player_state_t *view_message;
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/*
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V_CalcRoll
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(desc)
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*/
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float V_CalcRoll (vec3_t angles, vec3_t velocity)
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float
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V_CalcRoll (vec3_t angles, vec3_t velocity)
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{
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vec3_t forward, right, up;
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float sign;
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@ -116,6 +120,8 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity)
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/*
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V_CalcBob
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(desc)
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*/
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float V_CalcBob (void)
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{
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@ -169,24 +175,22 @@ float V_CalcBob (void)
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cvar_t *v_centermove;
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cvar_t *v_centerspeed;
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void V_StartPitchDrift (void)
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void
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V_StartPitchDrift ( void )
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{
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#if 1
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if (cl.laststop == cl.time)
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{
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if (cl.laststop == cl.time) {
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return; // something else is keeping it from drifting
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}
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#endif
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if (cl.nodrift || !cl.pitchvel)
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{
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if (cl.nodrift || !cl.pitchvel) {
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cl.pitchvel = v_centerspeed->value;
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cl.nodrift = false;
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cl.driftmove = 0;
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}
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}
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void V_StopPitchDrift (void)
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void
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V_StopPitchDrift (void)
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{
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cl.laststop = cl.time;
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cl.nodrift = true;
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@ -196,34 +200,32 @@ void V_StopPitchDrift (void)
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/*
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V_DriftPitch
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Moves the client pitch angle towards cl.idealpitch sent by the
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server.
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Move client pitch angle towards cl.idealpitch sent by the server.
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If the user is adjusting pitch manually, either with lookup/lookdown,
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mlook and mouse, or klook and keyboard, pitch drifting is constantly
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stopped.
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Drifting is enabled when the center view key is hit, mlook is
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released and lookspring is non 0, or when
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Drifting is enabled when the center view key is hit, mlook is released
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and lookspring is nonzero, or when
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*/
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void V_DriftPitch (void)
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void
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V_DriftPitch ( void )
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{
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float delta, move;
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#ifdef QUAKEWORLD
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if (view_message->onground == -1 || cls.demoplayback )
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if (view_message->onground == -1 || cls.demoplayback ) {
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#else
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if (noclip_anglehack || !cl.onground || cls.demoplayback )
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if (noclip_anglehack || !cl.onground || cls.demoplayback ) {
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#endif
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{
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cl.driftmove = 0;
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cl.pitchvel = 0;
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return;
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}
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// don't count small mouse motion
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if (cl.nodrift)
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{
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// don't count small mouse motion
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if ( cl.nodrift ) {
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#ifdef QUAKEWORLD
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if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd.forwardmove) < 200)
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#else
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@ -233,17 +235,15 @@ void V_DriftPitch (void)
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else
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cl.driftmove += host_frametime;
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if ( cl.driftmove > v_centermove->value)
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{
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if ( cl.driftmove > v_centermove->value) {
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V_StartPitchDrift ();
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}
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return;
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}
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delta = cl.idealpitch - cl.viewangles[PITCH];
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if (!delta)
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{
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if ( !delta ) {
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cl.pitchvel = 0;
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return;
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}
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@ -251,21 +251,17 @@ void V_DriftPitch (void)
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move = host_frametime * cl.pitchvel;
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cl.pitchvel += host_frametime * v_centerspeed->value;
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//Con_Printf ("move: %f (%f)\n", move, host_frametime);
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//Con_Printf ("move: %f (%f)\n", move, host_frametime);
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if (delta > 0)
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{
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if (delta > 0) {
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if (move > delta)
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{
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cl.pitchvel = 0;
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move = delta;
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}
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cl.viewangles[PITCH] += move;
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}
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else if (delta < 0)
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{
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if (move > -delta)
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{
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} else if (delta < 0) {
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if (move > -delta) {
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cl.pitchvel = 0;
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move = -delta;
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}
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@ -274,12 +270,11 @@ void V_DriftPitch (void)
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}
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/*
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==============================================================================
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PALETTE FLASHES
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PALETTE FLASHES
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==============================================================================
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*/
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@ -289,40 +284,38 @@ cshift_t cshift_water = { {130,80,50}, 128 };
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cshift_t cshift_slime = { {0,25,5}, 150 };
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cshift_t cshift_lava = { {255,80,0}, 150 };
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cvar_t *v_gamma;
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cvar_t *v_gamma;
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byte gammatable[256]; // palette is sent through this
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byte ramps[3][256];
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float v_blend[4]; // rgba 0.0 - 1.0
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void BuildGammaTable (float g)
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void
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BuildGammaTable ( float g )
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{
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int i, inf;
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if (g == 1.0)
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{
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if (g == 1.0) {
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for (i=0 ; i<256 ; i++)
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gammatable[i] = i;
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return;
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}
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for (i=0 ; i<256 ; i++)
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{
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for (i=0 ; i<256 ; i++) {
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inf = 255 * pow ( (i+0.5)/255.5 , g ) + 0.5;
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if (inf < 0)
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inf = 0;
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if (inf > 255)
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inf = 255;
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inf = bound(0, inf, 255);
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gammatable[i] = inf;
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}
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}
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/*
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V_CheckGamma
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(desc)
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*/
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qboolean V_CheckGamma (void)
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qboolean
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V_CheckGamma ( void )
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{
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static float oldgammavalue;
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@ -337,11 +330,13 @@ qboolean V_CheckGamma (void)
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}
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/*
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V_ParseDamage
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(desc)
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*/
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void V_ParseDamage (void)
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void
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V_ParseDamage ( void )
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{
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int armor, blood;
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vec3_t from;
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@ -359,39 +354,28 @@ void V_ParseDamage (void)
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from[i] = MSG_ReadCoord ();
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count = blood*0.5 + armor*0.5;
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if (count < 10)
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count = 10;
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count = min(10, count);
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cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
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cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
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if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
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cl.cshifts[CSHIFT_DAMAGE].percent = 0;
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if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
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cl.cshifts[CSHIFT_DAMAGE].percent = 150;
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cl.cshifts[CSHIFT_DAMAGE].percent = bound(0, cl.cshifts[CSHIFT_DAMAGE].percent, 150);
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if (armor > blood)
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{
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if ( armor > blood ) {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
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}
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else if (armor)
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{
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} else if ( armor ) {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
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}
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else
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{
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} else {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
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}
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//
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// calculate view angle kicks
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//
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// calculate view angle kicks
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#ifdef QUAKEWORLD
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VectorSubtract (from, cl.simorg, from);
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#else
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/*
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V_cshift_f
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(desc)
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*/
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void V_cshift_f (void)
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void
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V_cshift_f ( void )
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{
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cshift_empty.destcolor[0] = atoi(Cmd_Argv(1));
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cshift_empty.destcolor[1] = atoi(Cmd_Argv(2));
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When you run over an item, the server sends this command
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*/
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void V_BonusFlash_f (void)
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void
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V_BonusFlash_f ( void )
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{
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cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
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cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
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Underwater, lava, etc each has a color shift
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*/
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void V_SetContentsColor (int contents)
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void
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V_SetContentsColor (int contents)
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{
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#ifdef QUAKEWORLD
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if (!v_contentblend->value) {
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@ -479,45 +468,42 @@ void V_SetContentsColor (int contents)
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/*
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V_CalcPowerupCshift
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Calculate the color to shade the view under powerups.
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*/
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void V_CalcPowerupCshift (void)
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void
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V_CalcPowerupCshift ( void )
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{
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if (cl.stats[STAT_ITEMS] & IT_QUAD)
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{
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if (cl.stats[STAT_ITEMS] & IT_QUAD) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
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cl.cshifts[CSHIFT_POWERUP].percent = 30;
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}
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else if (cl.stats[STAT_ITEMS] & IT_SUIT)
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{
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} else if (cl.stats[STAT_ITEMS] & IT_SUIT) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
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cl.cshifts[CSHIFT_POWERUP].percent = 20;
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}
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else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
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{
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} else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
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cl.cshifts[CSHIFT_POWERUP].percent = 100;
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}
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else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
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{
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} else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
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cl.cshifts[CSHIFT_POWERUP].percent = 30;
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}
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else
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} else {
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cl.cshifts[CSHIFT_POWERUP].percent = 0;
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}
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}
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/*
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V_CalcBlend
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*/
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void V_CalcBlend (void)
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void
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V_CalcBlend ( void )
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{
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float r, g, b, a, a2;
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int j;
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@ -540,7 +526,7 @@ void V_CalcBlend (void)
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if (!a2)
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continue;
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a = a + a2*(1-a);
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//Con_Printf ("j:%i a:%f\n", j, a);
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// Con_Printf ("j:%i a:%f\n", j, a);
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a2 = a2/a;
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r = r*(1-a2) + cl.cshifts[j].destcolor[0]*a2;
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g = g*(1-a2) + cl.cshifts[j].destcolor[1]*a2;
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@ -550,20 +536,19 @@ void V_CalcBlend (void)
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v_blend[0] = r/255.0;
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v_blend[1] = g/255.0;
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v_blend[2] = b/255.0;
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v_blend[3] = a;
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if (v_blend[3] > 1)
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v_blend[3] = 1;
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if (v_blend[3] < 0)
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v_blend[3] = 0;
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v_blend[3] = bound(0.0, a, 1.0);
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}
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/*
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==============================================================================
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VIEW RENDERING
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VIEW RENDERING
|
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|
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==============================================================================
|
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*/
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float angledelta (float a)
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float
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angledelta ( float a )
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{
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a = anglemod(a);
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if (a > 180)
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|
@ -573,8 +558,11 @@ float angledelta (float a)
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/*
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CalcGunAngle
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|
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Calculate gun angle. :)
|
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*/
|
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void CalcGunAngle (void)
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void
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CalcGunAngle ( void )
|
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{
|
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float yaw, pitch, move;
|
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static float oldyaw = 0;
|
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|
@ -594,24 +582,18 @@ void CalcGunAngle (void)
|
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if (pitch < -10)
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pitch = -10;
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move = host_frametime*20;
|
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if (yaw > oldyaw)
|
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{
|
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if ( yaw > oldyaw ) {
|
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if (oldyaw + move < yaw)
|
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yaw = oldyaw + move;
|
||||
}
|
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else
|
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{
|
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} else {
|
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if (oldyaw - move > yaw)
|
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yaw = oldyaw - move;
|
||||
}
|
||||
|
||||
if (pitch > oldpitch)
|
||||
{
|
||||
if ( pitch > oldpitch ) {
|
||||
if (oldpitch + move < pitch)
|
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pitch = oldpitch + move;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
if (oldpitch - move > pitch)
|
||||
pitch = oldpitch - move;
|
||||
}
|
||||
|
@ -630,8 +612,12 @@ void CalcGunAngle (void)
|
|||
|
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/*
|
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V_BoundOffsets
|
||||
|
||||
absolutely bound refresh reletive to entity clipping hull so view can
|
||||
never be inside a solid wall
|
||||
*/
|
||||
void V_BoundOffsets (void)
|
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void
|
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V_BoundOffsets ( void )
|
||||
{
|
||||
#ifdef UQUAKE
|
||||
entity_t *ent;
|
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|
@ -675,7 +661,8 @@ void V_BoundOffsets (void)
|
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|
||||
Idle swaying
|
||||
*/
|
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void V_AddIdle (void)
|
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void
|
||||
V_AddIdle ( void )
|
||||
{
|
||||
r_refdef.viewangles[ROLL] += v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value;
|
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r_refdef.viewangles[PITCH] += v_idlescale->value * sin(cl.time*v_ipitch_cycle->value) * v_ipitch_level->value;
|
||||
|
@ -693,7 +680,8 @@ void V_AddIdle (void)
|
|||
|
||||
Roll is induced by movement and damage
|
||||
*/
|
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void V_CalcViewRoll (void)
|
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void
|
||||
V_CalcViewRoll (void)
|
||||
{
|
||||
float side;
|
||||
|
||||
|
@ -704,8 +692,7 @@ void V_CalcViewRoll (void)
|
|||
#endif
|
||||
r_refdef.viewangles[ROLL] += side;
|
||||
|
||||
if (v_dmg_time > 0)
|
||||
{
|
||||
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;
|
||||
|
@ -723,8 +710,11 @@ void V_CalcViewRoll (void)
|
|||
|
||||
/*
|
||||
V_CalcIntermissionRefdef
|
||||
|
||||
(desc)
|
||||
*/
|
||||
void V_CalcIntermissionRefdef (void)
|
||||
void
|
||||
V_CalcIntermissionRefdef ( void )
|
||||
{
|
||||
entity_t *view;
|
||||
#ifdef UQUAKE
|
||||
|
@ -758,8 +748,11 @@ void V_CalcIntermissionRefdef (void)
|
|||
|
||||
/*
|
||||
V_CalcRefdef
|
||||
|
||||
(desc)
|
||||
*/
|
||||
void V_CalcRefdef (void)
|
||||
void
|
||||
V_CalcRefdef ( void )
|
||||
{
|
||||
entity_t *view;
|
||||
#ifdef QUAKEWORLD
|
||||
|
@ -830,6 +823,7 @@ void V_CalcRefdef (void)
|
|||
V_CalcViewRoll ();
|
||||
V_AddIdle ();
|
||||
|
||||
// offsets
|
||||
#ifdef QUAKEWORLD
|
||||
if (view_message->flags & PF_GIB)
|
||||
r_refdef.vieworg[2] += 8; // gib view height
|
||||
|
@ -838,7 +832,7 @@ void V_CalcRefdef (void)
|
|||
else
|
||||
r_refdef.vieworg[2] += h; // view height
|
||||
|
||||
if (view_message->flags & PF_DEAD) // PF_GIB also sets PF_DEAD
|
||||
if (view_message->flags & PF_DEAD) // PF_GIB will also set PF_DEAD
|
||||
r_refdef.viewangles[ROLL] = 80; // dead view angle
|
||||
#else
|
||||
// offsets
|
||||
|
@ -891,12 +885,8 @@ void V_CalcRefdef (void)
|
|||
}
|
||||
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
|
||||
// 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)
|
||||
|
@ -918,13 +908,12 @@ void V_CalcRefdef (void)
|
|||
#endif
|
||||
view->colormap = vid.colormap;
|
||||
|
||||
// set up the refresh position
|
||||
// set up the refresh position
|
||||
r_refdef.viewangles[PITCH] += cl.punchangle;
|
||||
|
||||
// smooth out stair step ups
|
||||
// smooth out stair step ups
|
||||
#ifdef QUAKEWORLD
|
||||
if ( (view_message->onground != -1) && (cl.simorg[2] - oldz > 0) )
|
||||
{
|
||||
if ( (view_message->onground != -1) && (cl.simorg[2] - oldz > 0) ) {
|
||||
float steptime;
|
||||
|
||||
steptime = host_frametime;
|
||||
|
@ -936,12 +925,11 @@ void V_CalcRefdef (void)
|
|||
oldz = cl.simorg[2] - 12;
|
||||
r_refdef.vieworg[2] += oldz - cl.simorg[2];
|
||||
view->origin[2] += oldz - cl.simorg[2];
|
||||
}
|
||||
else
|
||||
} else {
|
||||
oldz = cl.simorg[2];
|
||||
}
|
||||
#else
|
||||
if (cl.onground && ent->origin[2] - oldz > 0)
|
||||
{
|
||||
if (cl.onground && ent->origin[2] - oldz > 0) {
|
||||
float steptime;
|
||||
|
||||
steptime = cl.time - cl.oldtime;
|
||||
|
@ -966,13 +954,17 @@ void V_CalcRefdef (void)
|
|||
|
||||
/*
|
||||
DropPunchAngle
|
||||
|
||||
(desc)
|
||||
*/
|
||||
void DropPunchAngle (void)
|
||||
#ifdef QUAKEWORLD
|
||||
void
|
||||
DropPunchAngle (void)
|
||||
{
|
||||
cl.punchangle -= 10*host_frametime;
|
||||
if (cl.punchangle < 0)
|
||||
cl.punchangle = 0;
|
||||
cl.punchangle = max(cl.punchangle, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
V_RenderView
|
||||
|
@ -980,14 +972,14 @@ void DropPunchAngle (void)
|
|||
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;
|
||||
extern vrect_t scr_vrect;
|
||||
|
||||
void V_RenderView (void)
|
||||
{
|
||||
#ifdef QUAKEWORLD
|
||||
// if (cl.simangles[ROLL])
|
||||
// Sys_Error ("cl.simangles[ROLL]"); // DEBUG
|
||||
cl.simangles[ROLL] = 0; // FIXME @@@
|
||||
cl.simangles[ROLL] = 0; // FIXME
|
||||
#endif
|
||||
if (cls.state != ca_active)
|
||||
return;
|
||||
|
@ -996,7 +988,7 @@ cl.simangles[ROLL] = 0; // FIXME @@@
|
|||
view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
|
||||
view_message = &view_frame->playerstate[cl.playernum];
|
||||
#else
|
||||
// don't allow cheats in multiplayer
|
||||
// don't allow cheats in multiplayer
|
||||
if (cl.maxclients > 1)
|
||||
{
|
||||
Cvar_Set ("scr_ofsx", "0");
|
||||
|
@ -1008,24 +1000,19 @@ cl.simangles[ROLL] = 0; // FIXME @@@
|
|||
#ifdef QUAKEWORLD
|
||||
DropPunchAngle ();
|
||||
#endif
|
||||
if (cl.intermission)
|
||||
{ // intermission / finale rendering
|
||||
if (cl.intermission) { // intermission / finale rendering
|
||||
V_CalcIntermissionRefdef ();
|
||||
}
|
||||
else
|
||||
{
|
||||
} 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
|
||||
//
|
||||
if (lcd_x->value) {
|
||||
/*
|
||||
render two interleaved views
|
||||
*/
|
||||
int i;
|
||||
|
||||
vid.rowbytes <<= 1;
|
||||
|
@ -1051,14 +1038,13 @@ cl.simangles[ROLL] = 0; // FIXME @@@
|
|||
|
||||
vid.rowbytes >>= 1;
|
||||
vid.aspect *= 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
R_RenderView ();
|
||||
}
|
||||
#endif
|
||||
#else
|
||||
R_RenderView ();
|
||||
|
||||
#endif
|
||||
|
||||
if (crosshair->value)
|
||||
Draw_Crosshair();
|
||||
}
|
||||
|
@ -1067,50 +1053,54 @@ cl.simangles[ROLL] = 0; // FIXME @@@
|
|||
|
||||
/*
|
||||
V_Init
|
||||
|
||||
Create and initialize view cvars and console commands
|
||||
*/
|
||||
void V_Init (void)
|
||||
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",0,"None");
|
||||
lcd_yaw = Cvar_Get ("lcd_yaw","0",0,"None");
|
||||
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",0,"None");
|
||||
v_centerspeed = Cvar_Get ("v_centerspeed","500",0,"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",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");
|
||||
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",0,"None");
|
||||
v_contentblend = Cvar_Get ("v_contentblend", "1", CVAR_NONE, "Shift color in liquids");
|
||||
|
||||
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");
|
||||
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",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");
|
||||
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");
|
||||
|
||||
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");
|
||||
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");
|
||||
|
||||
BuildGammaTable (1.0); // no gamma yet
|
||||
v_gamma = Cvar_Get ("gamma","1",CVAR_ARCHIVE,"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
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue