I thought this was already checked in. If it fixes something with view

stuff cool.  If it breaks stuff....  Um, well...
This commit is contained in:
Joseph Carter 2000-03-16 02:26:12 +00:00
parent a7d766abc9
commit bf764072a0
3 changed files with 111 additions and 248 deletions

View file

@ -1161,7 +1161,7 @@ void CL_RelinkEntities (void)
// interpolate player info // interpolate player info
// //
for (i=0 ; i<3 ; i++) for (i=0 ; i<3 ; i++)
cl.velocity[i] = cl.mvelocity[1][i] + cl.simvel[i] = cl.mvelocity[1][i] +
frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]); frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
if (cls.demoplayback) if (cls.demoplayback)

View file

@ -337,7 +337,7 @@ typedef struct
// between these // between these
vec3_t mvelocity[2]; // update by server, used for lean+bob vec3_t mvelocity[2]; // update by server, used for lean+bob
// (0 is newest) // (0 is newest)
vec3_t velocity; // lerped between mvelocity[0] and [1] // vec3_t velocity; // lerped between mvelocity[0] and [1]
} client_state_t; } client_state_t;
extern client_state_t cl; extern client_state_t cl;

View file

@ -35,15 +35,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
extern int onground; extern int onground;
/*
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.
*/
cvar_t *lcd_x; // FIXME: make this work sometime... cvar_t *lcd_x; // FIXME: make this work sometime...
cvar_t *lcd_yaw; cvar_t *lcd_yaw;
@ -91,7 +82,10 @@ player_state_t *view_message;
/* /*
V_CalcRoll V_CalcRoll
(desc) 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 float
V_CalcRoll (vec3_t angles, vec3_t velocity) V_CalcRoll (vec3_t angles, vec3_t velocity)
@ -123,14 +117,11 @@ V_CalcRoll (vec3_t angles, vec3_t velocity)
(desc) (desc)
*/ */
float V_CalcBob (void) float
V_CalcBob ( void )
{ {
#ifdef QUAKEWORLD static double bobtime;
static double bobtime;
static float bob; static float bob;
#else
float bob;
#endif
float cycle; float cycle;
#ifdef QUAKEWORLD #ifdef QUAKEWORLD
@ -139,31 +130,22 @@ float V_CalcBob (void)
if (onground == -1) if (onground == -1)
return bob; // just use old value return bob; // just use old value
#endif
bobtime += host_frametime; bobtime += host_frametime;
cycle = bobtime - (int)(bobtime/cl_bobcycle->value)*cl_bobcycle->value; cycle = bobtime - (int)(bobtime/cl_bobcycle->value)*cl_bobcycle->value;
#else
cycle = cl.time - (int)(cl.time/cl_bobcycle->value)*cl_bobcycle->value;
#endif
cycle /= cl_bobcycle->value; cycle /= cl_bobcycle->value;
if (cycle < cl_bobup->value) if (cycle < cl_bobup->value)
cycle = M_PI * cycle / cl_bobup->value; cycle = M_PI * cycle / cl_bobup->value;
else else
cycle = M_PI + M_PI*(cycle-cl_bobup->value)/(1.0 - cl_bobup->value); cycle = M_PI + M_PI*(cycle-cl_bobup->value)/(1.0 - cl_bobup->value);
// bob is proportional to [simulated] velocity in the xy plane // bob is proportional to simulated velocity in the xy plane
// (don't count Z, or jumping messes it up) // (don't count Z, or jumping messes it up)
#ifdef QUAKEWORLD
bob = sqrt(cl.simvel[0]*cl.simvel[0] + cl.simvel[1]*cl.simvel[1]) * cl_bob->value; bob = sqrt(cl.simvel[0]*cl.simvel[0] + cl.simvel[1]*cl.simvel[1]) * cl_bob->value;
#else
bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob->value;
#endif
bob = bob*0.3 + bob*0.7*sin(cycle); bob = bob*0.3 + bob*0.7*sin(cycle);
if (bob > 4) bob = bound( -7, bob, 4);
bob = 4;
else if (bob < -7)
bob = -7;
return bob; return bob;
} }
@ -202,7 +184,7 @@ V_StopPitchDrift (void)
Move client pitch angle towards cl.idealpitch sent by the server. Move client pitch angle towards cl.idealpitch sent by the server.
If the user is adjusting pitch manually, either with lookup/lookdown, If user is adjusting pitch manually, either with lookup/lookdown,
mlook and mouse, or klook and keyboard, pitch drifting is constantly mlook and mouse, or klook and keyboard, pitch drifting is constantly
stopped. stopped.
@ -212,11 +194,11 @@ V_StopPitchDrift (void)
void void
V_DriftPitch ( void ) V_DriftPitch ( void )
{ {
float delta, move; float delta, move;
#ifdef QUAKEWORLD #ifdef QUAKEWORLD
if (view_message->onground == -1 || cls.demoplayback ) { if (view_message->onground == -1 || cls.demoplayback ) {
#else #elif UQUAKE
if (noclip_anglehack || !cl.onground || cls.demoplayback ) { if (noclip_anglehack || !cl.onground || cls.demoplayback ) {
#endif #endif
cl.driftmove = 0; cl.driftmove = 0;
@ -228,7 +210,7 @@ V_DriftPitch ( void )
if ( cl.nodrift ) { if ( cl.nodrift ) {
#ifdef QUAKEWORLD #ifdef QUAKEWORLD
if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd.forwardmove) < 200) if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd.forwardmove) < 200)
#else #elif UQUAKE
if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed->value) if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed->value)
#endif #endif
cl.driftmove = 0; cl.driftmove = 0;
@ -342,9 +324,6 @@ V_ParseDamage ( void )
vec3_t from; vec3_t from;
int i; int i;
vec3_t forward, right, up; vec3_t forward, right, up;
#ifdef UQUAKE
entity_t *ent;
#endif
float side; float side;
float count; float count;
@ -376,20 +355,10 @@ V_ParseDamage ( void )
} }
// calculate view angle kicks // calculate view angle kicks
#ifdef QUAKEWORLD
VectorSubtract (from, cl.simorg, from); VectorSubtract (from, cl.simorg, from);
#else
ent = &cl_entities[cl.playernum + 1];
VectorSubtract (from, ent->origin, from);
#endif
VectorNormalize (from); VectorNormalize (from);
#ifdef QUAKEWORLD
AngleVectors (cl.simangles, forward, right, up); AngleVectors (cl.simangles, forward, right, up);
#else
AngleVectors (ent->angles, forward, right, up);
#endif
side = DotProduct (from, right); side = DotProduct (from, right);
v_dmg_roll = count*side*v_kickroll->value; v_dmg_roll = count*side*v_kickroll->value;
@ -409,9 +378,10 @@ V_ParseDamage ( void )
void void
V_cshift_f ( void ) V_cshift_f ( void )
{ {
cshift_empty.destcolor[0] = atoi(Cmd_Argv(1)); int i;
cshift_empty.destcolor[1] = atoi(Cmd_Argv(2));
cshift_empty.destcolor[2] = atoi(Cmd_Argv(3)); for ( i=0 ; i<3 ; i++ )
cshift_empty.destcolor[i] = atoi(Cmd_Argv(i+1));
cshift_empty.percent = atoi(Cmd_Argv(4)); cshift_empty.percent = atoi(Cmd_Argv(4));
} }
@ -438,31 +408,27 @@ V_BonusFlash_f ( void )
void void
V_SetContentsColor (int contents) V_SetContentsColor (int contents)
{ {
#ifdef QUAKEWORLD
if (!v_contentblend->value) { if (!v_contentblend->value) {
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
return; 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 #endif
switch (contents) case CONTENTS_SLIME:
{ cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
case CONTENTS_SOLID: break;
#ifdef QUAKEWORLD default:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime; cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
#else
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
#endif
case CONTENTS_EMPTY:
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;
} }
} }
@ -513,16 +479,12 @@ V_CalcBlend ( void )
b = 0; b = 0;
a = 0; a = 0;
for (j=0 ; j<NUM_CSHIFTS ; j++) for (j=0 ; j<NUM_CSHIFTS ; j++) {
{
if (!gl_cshiftpercent->value) if (!gl_cshiftpercent->value)
continue; continue;
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0; a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
// a2 = (cl.cshifts[j].percent/2)/255.0; // from qw
// a2 = cl.cshifts[j].percent/255.0; // from uq
if (!a2) if (!a2)
continue; continue;
a = a + a2*(1-a); a = a + a2*(1-a);
@ -572,15 +534,11 @@ CalcGunAngle ( void )
pitch = -r_refdef.viewangles[PITCH]; pitch = -r_refdef.viewangles[PITCH];
yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4; yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
if (yaw > 10) yaw = bound(-10, yaw, 10);
yaw = 10;
if (yaw < -10)
yaw = -10;
pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4; pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
if (pitch > 10) pitch = bound(-10, pitch, 10);
pitch = 10;
if (pitch < -10)
pitch = -10;
move = host_frametime*20; move = host_frametime*20;
if ( yaw > oldyaw ) { if ( yaw > oldyaw ) {
if (oldyaw + move < yaw) if (oldyaw + move < yaw)
@ -603,13 +561,9 @@ CalcGunAngle ( void )
cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw; cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch); cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
#ifdef UQUAKE
cl.viewent.angles[ROLL] -= v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value;
cl.viewent.angles[PITCH] -= v_idlescale->value * sin(cl.time*v_ipitch_cycle->value) * v_ipitch_level->value;
cl.viewent.angles[YAW] -= v_idlescale->value * sin(cl.time*v_iyaw_cycle->value) * v_iyaw_level->value;
#endif
} }
/* /*
V_BoundOffsets V_BoundOffsets
@ -619,15 +573,6 @@ CalcGunAngle ( void )
void void
V_BoundOffsets ( void ) V_BoundOffsets ( void )
{ {
#ifdef UQUAKE
entity_t *ent;
ent = &cl_entities[cl.playernum + 1];
#endif
// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall
#ifdef QUAKEWORLD
if (r_refdef.vieworg[0] < cl.simorg[0] - 14) if (r_refdef.vieworg[0] < cl.simorg[0] - 14)
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) else if (r_refdef.vieworg[0] > cl.simorg[0] + 14)
@ -640,22 +585,9 @@ V_BoundOffsets ( void )
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) else if (r_refdef.vieworg[2] > cl.simorg[2] + 30)
r_refdef.vieworg[2] = cl.simorg[2] + 30; r_refdef.vieworg[2] = cl.simorg[2] + 30;
#else
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;
#endif
} }
/* /*
V_AddIdle V_AddIdle
@ -667,11 +599,10 @@ V_AddIdle ( void )
r_refdef.viewangles[ROLL] += v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value; 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[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; r_refdef.viewangles[YAW] += v_idlescale->value * sin(cl.time*v_iyaw_cycle->value) * v_iyaw_level->value;
#ifdef QUAKEWORLD
cl.viewent.angles[ROLL] -= v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_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[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; cl.viewent.angles[YAW] -= v_idlescale->value * sin(cl.time*v_iyaw_cycle->value) * v_iyaw_level->value;
#endif
} }
@ -685,11 +616,7 @@ V_CalcViewRoll (void)
{ {
float side; float side;
#ifdef QUAKEWORLD
side = V_CalcRoll (cl.simangles, cl.simvel); side = V_CalcRoll (cl.simangles, cl.simvel);
#else
side = V_CalcRoll (cl_entities[cl.playernum + 1].angles, cl.velocity);
#endif
r_refdef.viewangles[ROLL] += side; r_refdef.viewangles[ROLL] += side;
if (v_dmg_time > 0) { if (v_dmg_time > 0) {
@ -717,35 +644,23 @@ void
V_CalcIntermissionRefdef ( void ) V_CalcIntermissionRefdef ( void )
{ {
entity_t *view; entity_t *view;
#ifdef UQUAKE
entity_t *ent;
#endif
float old; float old;
// view is the weapon model // view is the weapon model
#ifdef UQUAKE
// ent is the player model (visible when out of body)
ent = &cl_entities[cl.playernum + 1];
// view is the weapon model (only visible from inside body)
#endif
view = &cl.viewent; view = &cl.viewent;
#ifdef QUAKEWORLD
VectorCopy (cl.simorg, r_refdef.vieworg); VectorCopy (cl.simorg, r_refdef.vieworg);
VectorCopy (cl.simangles, r_refdef.viewangles); VectorCopy (cl.simangles, r_refdef.viewangles);
#else
VectorCopy (ent->origin, r_refdef.vieworg);
VectorCopy (ent->angles, r_refdef.viewangles);
#endif
view->model = NULL; view->model = NULL;
// allways idle in intermission // allways idle in intermission
old = v_idlescale->value; old = v_idlescale->value;
v_idlescale->value = 1; v_idlescale->value = 1;
V_AddIdle (); V_AddIdle ();
v_idlescale->value = old; v_idlescale->value = old;
} }
/* /*
V_CalcRefdef V_CalcRefdef
@ -754,72 +669,54 @@ V_CalcIntermissionRefdef ( void )
void void
V_CalcRefdef ( void ) V_CalcRefdef ( void )
{ {
entity_t *view; entity_t *view;
#ifdef QUAKEWORLD int i;
int h; vec3_t forward, right, up;
#else #ifdef UQUAKE
entity_t *ent; vec3_t angles;
vec3_t angles;
#endif #endif
int i; float bob;
vec3_t forward, right, up; static float oldz = 0;
float bob; int vh;
static float oldz = 0;
// Set up view height
#ifdef QUAKEWORLD #ifdef QUAKEWORLD
h = cl.qfserver ? cl.stats[STAT_VIEWHEIGHT] : 22; vh = cl.qfserver ? cl.stats[STAT_VIEWHEIGHT] : 22;
#elif UQUAKE
vh = cl.viewheight;
#endif #endif
V_DriftPitch (); V_DriftPitch ();
#ifdef UQUAKE // view is the weapon model (only visible from inside body)
// ent is the player model (visible when out of body)
ent = &cl_entities[cl.playernum + 1];
#endif
// view is the weapon model (only visible from inside body)
view = &cl.viewent; view = &cl.viewent;
#ifdef UQUAKE
// 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
#endif
bob = V_CalcBob (); bob = V_CalcBob ();
#ifdef QUAKEWORLD // refresh position from simulated origin
// refresh position from simulated origin
VectorCopy (cl.simorg, r_refdef.vieworg); VectorCopy (cl.simorg, r_refdef.vieworg);
#ifdef QUAKEWORLD
r_refdef.vieworg[2] += bob; r_refdef.vieworg[2] += bob;
#else #elif UQUAKE
// refresh position r_refdef.vieworg[2] += vh + bob;
VectorCopy (ent->origin, r_refdef.vieworg);
r_refdef.vieworg[2] += cl.viewheight + bob;
#endif #endif
// never let it sit exactly on a node line, because a water plane can /*
// dissapear when viewed with the eye exactly on it. 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 #ifdef QUAKEWORLD
// the server protocol only specifies to 1/8 pixel, so add 1/16 in each axis #define VIEWORG_PIXADJUST 16
r_refdef.vieworg[0] += 1.0/16; #elif UQUAKE
r_refdef.vieworg[1] += 1.0/16; #define VIEWORG_PIXADJUST 32
r_refdef.vieworg[2] += 1.0/16;
#else
// 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;
#endif #endif
#ifdef QUAKEWORLD for ( i = 0 ; i < 3 ; i++ ) {
r_refdef.vieworg[i] += 1.0/VIEWORG_PIXADJUST;
}
VectorCopy (cl.simangles, r_refdef.viewangles); VectorCopy (cl.simangles, r_refdef.viewangles);
#else
VectorCopy (cl.viewangles, r_refdef.viewangles);
#endif
V_CalcViewRoll (); V_CalcViewRoll ();
V_AddIdle (); V_AddIdle ();
@ -830,55 +727,38 @@ V_CalcRefdef ( void )
else if (view_message->flags & PF_DEAD) else if (view_message->flags & PF_DEAD)
r_refdef.vieworg[2] -= 16; // corpse view height r_refdef.vieworg[2] -= 16; // corpse view height
else else
r_refdef.vieworg[2] += h; // view height r_refdef.vieworg[2] += vh; // view height
if (view_message->flags & PF_DEAD) // PF_GIB will also set PF_DEAD if (view_message->flags & PF_DEAD) // PF_GIB will also set PF_DEAD
r_refdef.viewangles[ROLL] = 80; // dead view angle r_refdef.viewangles[ROLL] = 80; // dead view angle
#else
// offsets
angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are
// actually backward
angles[YAW] = ent->angles[YAW];
angles[ROLL] = ent->angles[ROLL];
#endif
#ifdef UQUAKE 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); AngleVectors (angles, forward, right, up);
#endif
#ifdef QUAKEWORLD for (i=0 ; i<3 ; i++) {
// offsets
AngleVectors (cl.simangles, forward, right, up);
#else
for (i=0 ; i<3 ; i++)
r_refdef.vieworg[i] += scr_ofsx->value*forward[i] r_refdef.vieworg[i] += scr_ofsx->value*forward[i]
+ scr_ofsy->value*right[i] + scr_ofsy->value*right[i]
+ scr_ofsz->value*up[i]; + scr_ofsz->value*up[i];
}
#endif
#ifdef UQUAKE
V_BoundOffsets (); V_BoundOffsets ();
#endif #endif
// set up gun position
#ifdef QUAKEWORLD // set up gun position
VectorCopy (cl.simangles, view->angles); VectorCopy (cl.simangles, view->angles);
#else
VectorCopy (cl.viewangles, view->angles);
#endif
CalcGunAngle (); CalcGunAngle ();
#ifdef QUAKEWORLD
VectorCopy (cl.simorg, view->origin); VectorCopy (cl.simorg, view->origin);
view->origin[2] += h; view->origin[2] += vh;
#else
VectorCopy (ent->origin, view->origin);
view->origin[2] += cl.viewheight;
#endif
for (i=0 ; i<3 ; i++) for ( i=0 ; i<3 ; i++ ) {
{
view->origin[i] += forward[i]*bob*0.4; view->origin[i] += forward[i]*bob*0.4;
// view->origin[i] += right[i]*bob*0.4; // view->origin[i] += right[i]*bob*0.4;
// view->origin[i] += up[i]*bob*0.8; // view->origin[i] += up[i]*bob*0.8;
@ -902,7 +782,7 @@ V_CalcRefdef ( void )
else else
view->model = cl.model_precache[cl.stats[STAT_WEAPON]]; view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = view_message->weaponframe; view->frame = view_message->weaponframe;
#else #elif UQUAKE
view->model = cl.model_precache[cl.stats[STAT_WEAPON]]; view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = cl.stats[STAT_WEAPONFRAME]; view->frame = cl.stats[STAT_WEAPONFRAME];
#endif #endif
@ -914,13 +794,15 @@ V_CalcRefdef ( void )
// smooth out stair step ups // smooth out stair step ups
#ifdef QUAKEWORLD #ifdef QUAKEWORLD
if ( (view_message->onground != -1) && (cl.simorg[2] - oldz > 0) ) { if ( (view_message->onground != -1) && (cl.simorg[2] - oldz > 0) ) {
#elif UQUAKE
if ( cl.onground && (cl.simorg[2] - oldz > 0) ) {
#endif
float steptime; float steptime;
steptime = host_frametime; steptime = host_frametime;
oldz += steptime * 80; oldz += steptime * 80;
if (oldz > cl.simorg[2]) oldz = min(oldz, cl.simorg[2]);
oldz = cl.simorg[2];
if (cl.simorg[2] - oldz > 12) if (cl.simorg[2] - oldz > 12)
oldz = cl.simorg[2] - 12; oldz = cl.simorg[2] - 12;
r_refdef.vieworg[2] += oldz - cl.simorg[2]; r_refdef.vieworg[2] += oldz - cl.simorg[2];
@ -928,26 +810,8 @@ V_CalcRefdef ( void )
} else { } else {
oldz = cl.simorg[2]; oldz = cl.simorg[2];
} }
#else #ifdef UQUAKE
if (cl.onground && ent->origin[2] - oldz > 0) { if ( cl_chasecam->value )
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];
}
oldz = ent->origin[2];
if (cl_chasecam->value)
Chase_Update (); Chase_Update ();
#endif #endif
} }
@ -959,7 +823,7 @@ V_CalcRefdef ( void )
*/ */
#ifdef QUAKEWORLD #ifdef QUAKEWORLD
void void
DropPunchAngle (void) DropPunchAngle ( void )
{ {
cl.punchangle -= 10*host_frametime; cl.punchangle -= 10*host_frametime;
cl.punchangle = max(cl.punchangle, 0); cl.punchangle = max(cl.punchangle, 0);
@ -974,23 +838,24 @@ DropPunchAngle (void)
*/ */
extern vrect_t scr_vrect; extern vrect_t scr_vrect;
void V_RenderView (void) void
V_RenderView ( void )
{ {
#ifdef QUAKEWORLD #ifdef QUAKEWORLD
// if (cl.simangles[ROLL]) if (cl.simangles[ROLL])
// Sys_Error ("cl.simangles[ROLL]"); // DEBUG Sys_Printf ("cl.simangles[ROLL] != 0"); // DEBUG
cl.simangles[ROLL] = 0; // FIXME cl.simangles[ROLL] = 0; // FIXME
#endif #endif
if (cls.state != ca_active) if (cls.state != ca_active)
return; return;
#ifdef QUAKEWORLD #ifdef QUAKEWORLD
view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK]; view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
view_message = &view_frame->playerstate[cl.playernum]; view_message = &view_frame->playerstate[cl.playernum];
#else #elif UQUAKE
// don't allow cheats in multiplayer // don't allow cheats in multiplayer
if (cl.maxclients > 1) if (cl.maxclients > 1) {
{
Cvar_Set ("scr_ofsx", "0"); Cvar_Set ("scr_ofsx", "0");
Cvar_Set ("scr_ofsy", "0"); Cvar_Set ("scr_ofsy", "0");
Cvar_Set ("scr_ofsz", "0"); Cvar_Set ("scr_ofsz", "0");
@ -1102,5 +967,3 @@ V_Init ( void )
BuildGammaTable (v_gamma->value); // no gamma yet BuildGammaTable (v_gamma->value); // no gamma yet
} }