mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-11 07:01:46 +00:00
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:
parent
a7d766abc9
commit
bf764072a0
3 changed files with 111 additions and 248 deletions
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@ -1161,7 +1161,7 @@ void CL_RelinkEntities (void)
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// interpolate player info
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//
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for (i=0 ; i<3 ; i++)
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cl.velocity[i] = cl.mvelocity[1][i] +
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cl.simvel[i] = cl.mvelocity[1][i] +
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frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
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if (cls.demoplayback)
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@ -337,7 +337,7 @@ typedef struct
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// between these
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vec3_t mvelocity[2]; // update by server, used for lean+bob
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// (0 is newest)
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vec3_t velocity; // lerped between mvelocity[0] and [1]
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// vec3_t velocity; // lerped between mvelocity[0] and [1]
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} client_state_t;
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extern client_state_t cl;
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355
common/view.c
355
common/view.c
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@ -35,15 +35,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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extern int onground;
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/*
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The view is allowed to move slightly from it's true position for bobbing,
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but if it exceeds 8 pixels linear distance (spherical, not box), the list of
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entities sent from the server may not include everything in the pvs, especially
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when crossing a water boudnary.
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*/
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cvar_t *lcd_x; // FIXME: make this work sometime...
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cvar_t *lcd_yaw;
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@ -91,7 +82,10 @@ player_state_t *view_message;
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/*
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V_CalcRoll
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(desc)
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The view is allowed to move slightly from it's true position for
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bobbing, but if it exceeds 8 pixels linear distance (spherical, not
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box), the list of entities sent from the server may not include
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everything in the pvs, especially when crossing a water boudnary.
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*/
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float
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V_CalcRoll (vec3_t angles, vec3_t velocity)
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@ -123,14 +117,11 @@ V_CalcRoll (vec3_t angles, vec3_t velocity)
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(desc)
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*/
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float V_CalcBob (void)
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float
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V_CalcBob ( void )
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{
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#ifdef QUAKEWORLD
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static double bobtime;
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static double bobtime;
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static float bob;
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#else
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float bob;
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#endif
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float cycle;
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#ifdef QUAKEWORLD
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@ -139,31 +130,22 @@ float V_CalcBob (void)
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if (onground == -1)
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return bob; // just use old value
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#endif
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bobtime += host_frametime;
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cycle = bobtime - (int)(bobtime/cl_bobcycle->value)*cl_bobcycle->value;
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#else
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cycle = cl.time - (int)(cl.time/cl_bobcycle->value)*cl_bobcycle->value;
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#endif
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cycle /= cl_bobcycle->value;
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if (cycle < cl_bobup->value)
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cycle = M_PI * cycle / cl_bobup->value;
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else
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cycle = M_PI + M_PI*(cycle-cl_bobup->value)/(1.0 - cl_bobup->value);
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// bob is proportional to [simulated] velocity in the xy plane
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// (don't count Z, or jumping messes it up)
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// bob is proportional to simulated velocity in the xy plane
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// (don't count Z, or jumping messes it up)
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#ifdef QUAKEWORLD
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bob = sqrt(cl.simvel[0]*cl.simvel[0] + cl.simvel[1]*cl.simvel[1]) * cl_bob->value;
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#else
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bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob->value;
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#endif
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bob = bob*0.3 + bob*0.7*sin(cycle);
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if (bob > 4)
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bob = 4;
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else if (bob < -7)
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bob = -7;
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bob = bound( -7, bob, 4);
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return bob;
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}
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@ -202,7 +184,7 @@ V_StopPitchDrift (void)
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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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If 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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@ -212,11 +194,11 @@ V_StopPitchDrift (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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float delta, move;
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#ifdef QUAKEWORLD
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if (view_message->onground == -1 || cls.demoplayback ) {
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#else
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#elif UQUAKE
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if (noclip_anglehack || !cl.onground || cls.demoplayback ) {
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#endif
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cl.driftmove = 0;
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@ -228,7 +210,7 @@ V_DriftPitch ( void )
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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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#elif UQUAKE
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if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed->value)
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#endif
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cl.driftmove = 0;
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@ -342,9 +324,6 @@ V_ParseDamage ( void )
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vec3_t from;
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int i;
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vec3_t forward, right, up;
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#ifdef UQUAKE
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entity_t *ent;
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#endif
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float side;
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float count;
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@ -376,20 +355,10 @@ V_ParseDamage ( void )
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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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ent = &cl_entities[cl.playernum + 1];
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VectorSubtract (from, ent->origin, from);
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#endif
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VectorNormalize (from);
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#ifdef QUAKEWORLD
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AngleVectors (cl.simangles, forward, right, up);
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#else
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AngleVectors (ent->angles, forward, right, up);
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#endif
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side = DotProduct (from, right);
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v_dmg_roll = count*side*v_kickroll->value;
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@ -409,9 +378,10 @@ V_ParseDamage ( 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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cshift_empty.destcolor[2] = atoi(Cmd_Argv(3));
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int i;
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for ( i=0 ; i<3 ; i++ )
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cshift_empty.destcolor[i] = atoi(Cmd_Argv(i+1));
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cshift_empty.percent = atoi(Cmd_Argv(4));
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}
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@ -438,31 +408,27 @@ V_BonusFlash_f ( void )
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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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cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
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return;
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}
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switch (contents) {
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case CONTENTS_EMPTY:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
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break;
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case CONTENTS_LAVA:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
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break;
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case CONTENTS_SOLID:
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#ifdef UQUAKE
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cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
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#endif
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switch (contents)
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{
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case CONTENTS_SOLID:
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#ifdef QUAKEWORLD
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cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
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#else
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cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
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#endif
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case CONTENTS_EMPTY:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
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break;
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case CONTENTS_LAVA:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
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break;
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case CONTENTS_SLIME:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
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break;
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default:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
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case CONTENTS_SLIME:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
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break;
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default:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
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}
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}
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@ -513,16 +479,12 @@ V_CalcBlend ( void )
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b = 0;
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a = 0;
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for (j=0 ; j<NUM_CSHIFTS ; j++)
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{
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for (j=0 ; j<NUM_CSHIFTS ; j++) {
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if (!gl_cshiftpercent->value)
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continue;
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a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
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// a2 = (cl.cshifts[j].percent/2)/255.0; // from qw
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// a2 = cl.cshifts[j].percent/255.0; // from uq
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if (!a2)
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continue;
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a = a + a2*(1-a);
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@ -572,15 +534,11 @@ CalcGunAngle ( void )
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pitch = -r_refdef.viewangles[PITCH];
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yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
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if (yaw > 10)
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yaw = 10;
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if (yaw < -10)
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yaw = -10;
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yaw = bound(-10, yaw, 10);
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pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
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if (pitch > 10)
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pitch = 10;
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if (pitch < -10)
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pitch = -10;
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pitch = bound(-10, pitch, 10);
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move = host_frametime*20;
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if ( yaw > oldyaw ) {
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if (oldyaw + move < yaw)
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@ -603,13 +561,9 @@ CalcGunAngle ( void )
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cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
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cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
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#ifdef UQUAKE
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cl.viewent.angles[ROLL] -= v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value;
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cl.viewent.angles[PITCH] -= v_idlescale->value * sin(cl.time*v_ipitch_cycle->value) * v_ipitch_level->value;
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cl.viewent.angles[YAW] -= v_idlescale->value * sin(cl.time*v_iyaw_cycle->value) * v_iyaw_level->value;
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#endif
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}
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/*
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V_BoundOffsets
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void
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V_BoundOffsets ( void )
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{
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#ifdef UQUAKE
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entity_t *ent;
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ent = &cl_entities[cl.playernum + 1];
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#endif
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// absolutely bound refresh reletive to entity clipping hull
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// so the view can never be inside a solid wall
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#ifdef QUAKEWORLD
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if (r_refdef.vieworg[0] < cl.simorg[0] - 14)
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r_refdef.vieworg[0] = cl.simorg[0] - 14;
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else if (r_refdef.vieworg[0] > cl.simorg[0] + 14)
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@ -640,22 +585,9 @@ V_BoundOffsets ( void )
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r_refdef.vieworg[2] = cl.simorg[2] - 22;
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else if (r_refdef.vieworg[2] > cl.simorg[2] + 30)
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r_refdef.vieworg[2] = cl.simorg[2] + 30;
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#else
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if (r_refdef.vieworg[0] < ent->origin[0] - 14)
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r_refdef.vieworg[0] = ent->origin[0] - 14;
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else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
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r_refdef.vieworg[0] = ent->origin[0] + 14;
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if (r_refdef.vieworg[1] < ent->origin[1] - 14)
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r_refdef.vieworg[1] = ent->origin[1] - 14;
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else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
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r_refdef.vieworg[1] = ent->origin[1] + 14;
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if (r_refdef.vieworg[2] < ent->origin[2] - 22)
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r_refdef.vieworg[2] = ent->origin[2] - 22;
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else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
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r_refdef.vieworg[2] = ent->origin[2] + 30;
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#endif
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}
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/*
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V_AddIdle
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@ -667,11 +599,10 @@ V_AddIdle ( void )
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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;
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r_refdef.viewangles[YAW] += v_idlescale->value * sin(cl.time*v_iyaw_cycle->value) * v_iyaw_level->value;
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#ifdef QUAKEWORLD
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cl.viewent.angles[ROLL] -= v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value;
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cl.viewent.angles[PITCH] -= v_idlescale->value * sin(cl.time*v_ipitch_cycle->value) * v_ipitch_level->value;
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cl.viewent.angles[YAW] -= v_idlescale->value * sin(cl.time*v_iyaw_cycle->value) * v_iyaw_level->value;
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#endif
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}
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@ -685,11 +616,7 @@ V_CalcViewRoll (void)
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{
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float side;
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#ifdef QUAKEWORLD
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side = V_CalcRoll (cl.simangles, cl.simvel);
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#else
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side = V_CalcRoll (cl_entities[cl.playernum + 1].angles, cl.velocity);
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#endif
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r_refdef.viewangles[ROLL] += side;
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if (v_dmg_time > 0) {
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@ -717,35 +644,23 @@ void
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V_CalcIntermissionRefdef ( void )
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{
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entity_t *view;
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#ifdef UQUAKE
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entity_t *ent;
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#endif
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float old;
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// view is the weapon model
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#ifdef UQUAKE
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// ent is the player model (visible when out of body)
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ent = &cl_entities[cl.playernum + 1];
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// view is the weapon model (only visible from inside body)
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#endif
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// view is the weapon model
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view = &cl.viewent;
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#ifdef QUAKEWORLD
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VectorCopy (cl.simorg, r_refdef.vieworg);
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VectorCopy (cl.simangles, r_refdef.viewangles);
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#else
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VectorCopy (ent->origin, r_refdef.vieworg);
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VectorCopy (ent->angles, r_refdef.viewangles);
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#endif
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view->model = NULL;
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// allways idle in intermission
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// allways idle in intermission
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old = v_idlescale->value;
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v_idlescale->value = 1;
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V_AddIdle ();
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v_idlescale->value = old;
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}
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/*
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V_CalcRefdef
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@ -754,72 +669,54 @@ V_CalcIntermissionRefdef ( void )
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void
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V_CalcRefdef ( void )
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{
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entity_t *view;
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#ifdef QUAKEWORLD
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int h;
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#else
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entity_t *ent;
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vec3_t angles;
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entity_t *view;
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int i;
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vec3_t forward, right, up;
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#ifdef UQUAKE
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vec3_t angles;
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#endif
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int i;
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vec3_t forward, right, up;
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float bob;
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static float oldz = 0;
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float bob;
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static float oldz = 0;
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int vh;
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// Set up view height
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#ifdef QUAKEWORLD
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h = cl.qfserver ? cl.stats[STAT_VIEWHEIGHT] : 22;
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vh = cl.qfserver ? cl.stats[STAT_VIEWHEIGHT] : 22;
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#elif UQUAKE
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vh = cl.viewheight;
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#endif
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V_DriftPitch ();
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#ifdef UQUAKE
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// ent is the player model (visible when out of body)
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ent = &cl_entities[cl.playernum + 1];
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#endif
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// view is the weapon model (only visible from inside body)
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// view is the weapon model (only visible from inside body)
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view = &cl.viewent;
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#ifdef UQUAKE
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// transform the view offset by the model's matrix to get the offset from
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// model origin for the view
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ent->angles[YAW] = cl.viewangles[YAW]; // the model should face
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// the view dir
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ent->angles[PITCH] = -cl.viewangles[PITCH]; // the model should face
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// the view dir
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#endif
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bob = V_CalcBob ();
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#ifdef QUAKEWORLD
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// refresh position from simulated origin
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// refresh position from simulated origin
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VectorCopy (cl.simorg, r_refdef.vieworg);
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#ifdef QUAKEWORLD
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r_refdef.vieworg[2] += bob;
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#else
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// refresh position
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VectorCopy (ent->origin, r_refdef.vieworg);
|
||||
r_refdef.vieworg[2] += cl.viewheight + bob;
|
||||
#elif UQUAKE
|
||||
r_refdef.vieworg[2] += vh + bob;
|
||||
#endif
|
||||
|
||||
// never let it sit exactly on a node line, because a water plane can
|
||||
// dissapear when viewed with the eye exactly on it.
|
||||
/*
|
||||
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
|
||||
// the server protocol only specifies to 1/8 pixel, so add 1/16 in each axis
|
||||
r_refdef.vieworg[0] += 1.0/16;
|
||||
r_refdef.vieworg[1] += 1.0/16;
|
||||
r_refdef.vieworg[2] += 1.0/16;
|
||||
#else
|
||||
// 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;
|
||||
#define VIEWORG_PIXADJUST 16
|
||||
#elif UQUAKE
|
||||
#define VIEWORG_PIXADJUST 32
|
||||
#endif
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
for ( i = 0 ; i < 3 ; i++ ) {
|
||||
r_refdef.vieworg[i] += 1.0/VIEWORG_PIXADJUST;
|
||||
}
|
||||
|
||||
VectorCopy (cl.simangles, r_refdef.viewangles);
|
||||
#else
|
||||
VectorCopy (cl.viewangles, r_refdef.viewangles);
|
||||
#endif
|
||||
V_CalcViewRoll ();
|
||||
V_AddIdle ();
|
||||
|
||||
|
@ -830,55 +727,38 @@ V_CalcRefdef ( void )
|
|||
else if (view_message->flags & PF_DEAD)
|
||||
r_refdef.vieworg[2] -= 16; // corpse view height
|
||||
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
|
||||
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);
|
||||
#endif
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
// offsets
|
||||
AngleVectors (cl.simangles, forward, right, up);
|
||||
#else
|
||||
for (i=0 ; i<3 ; i++)
|
||||
|
||||
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];
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef UQUAKE
|
||||
}
|
||||
|
||||
V_BoundOffsets ();
|
||||
#endif
|
||||
// set up gun position
|
||||
#ifdef QUAKEWORLD
|
||||
|
||||
// set up gun position
|
||||
VectorCopy (cl.simangles, view->angles);
|
||||
#else
|
||||
VectorCopy (cl.viewangles, view->angles);
|
||||
#endif
|
||||
|
||||
CalcGunAngle ();
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
VectorCopy (cl.simorg, view->origin);
|
||||
view->origin[2] += h;
|
||||
#else
|
||||
VectorCopy (ent->origin, view->origin);
|
||||
view->origin[2] += cl.viewheight;
|
||||
#endif
|
||||
view->origin[2] += vh;
|
||||
|
||||
for (i=0 ; i<3 ; i++)
|
||||
{
|
||||
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;
|
||||
|
@ -902,7 +782,7 @@ V_CalcRefdef ( void )
|
|||
else
|
||||
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
|
||||
view->frame = view_message->weaponframe;
|
||||
#else
|
||||
#elif UQUAKE
|
||||
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
|
||||
view->frame = cl.stats[STAT_WEAPONFRAME];
|
||||
#endif
|
||||
|
@ -914,13 +794,15 @@ V_CalcRefdef ( void )
|
|||
// smooth out stair step ups
|
||||
#ifdef QUAKEWORLD
|
||||
if ( (view_message->onground != -1) && (cl.simorg[2] - oldz > 0) ) {
|
||||
#elif UQUAKE
|
||||
if ( cl.onground && (cl.simorg[2] - oldz > 0) ) {
|
||||
#endif
|
||||
float steptime;
|
||||
|
||||
steptime = host_frametime;
|
||||
|
||||
|
||||
oldz += steptime * 80;
|
||||
if (oldz > cl.simorg[2])
|
||||
oldz = cl.simorg[2];
|
||||
oldz = min(oldz, cl.simorg[2]);
|
||||
if (cl.simorg[2] - oldz > 12)
|
||||
oldz = cl.simorg[2] - 12;
|
||||
r_refdef.vieworg[2] += oldz - cl.simorg[2];
|
||||
|
@ -928,26 +810,8 @@ V_CalcRefdef ( void )
|
|||
} else {
|
||||
oldz = cl.simorg[2];
|
||||
}
|
||||
#else
|
||||
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];
|
||||
}
|
||||
|
||||
oldz = ent->origin[2];
|
||||
if (cl_chasecam->value)
|
||||
#ifdef UQUAKE
|
||||
if ( cl_chasecam->value )
|
||||
Chase_Update ();
|
||||
#endif
|
||||
}
|
||||
|
@ -959,7 +823,7 @@ V_CalcRefdef ( void )
|
|||
*/
|
||||
#ifdef QUAKEWORLD
|
||||
void
|
||||
DropPunchAngle (void)
|
||||
DropPunchAngle ( void )
|
||||
{
|
||||
cl.punchangle -= 10*host_frametime;
|
||||
cl.punchangle = max(cl.punchangle, 0);
|
||||
|
@ -974,23 +838,24 @@ DropPunchAngle (void)
|
|||
*/
|
||||
extern vrect_t scr_vrect;
|
||||
|
||||
void V_RenderView (void)
|
||||
void
|
||||
V_RenderView ( void )
|
||||
{
|
||||
#ifdef QUAKEWORLD
|
||||
// if (cl.simangles[ROLL])
|
||||
// Sys_Error ("cl.simangles[ROLL]"); // DEBUG
|
||||
cl.simangles[ROLL] = 0; // FIXME
|
||||
if (cl.simangles[ROLL])
|
||||
Sys_Printf ("cl.simangles[ROLL] != 0"); // DEBUG
|
||||
cl.simangles[ROLL] = 0; // FIXME
|
||||
#endif
|
||||
|
||||
if (cls.state != ca_active)
|
||||
return;
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
|
||||
view_message = &view_frame->playerstate[cl.playernum];
|
||||
#else
|
||||
#elif UQUAKE
|
||||
// don't allow cheats in multiplayer
|
||||
if (cl.maxclients > 1)
|
||||
{
|
||||
if (cl.maxclients > 1) {
|
||||
Cvar_Set ("scr_ofsx", "0");
|
||||
Cvar_Set ("scr_ofsy", "0");
|
||||
Cvar_Set ("scr_ofsz", "0");
|
||||
|
@ -1102,5 +967,3 @@ V_Init ( void )
|
|||
|
||||
BuildGammaTable (v_gamma->value); // no gamma yet
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue