quakeforge/nq/source/cl_view.c

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/*
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r_view.c
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player eye positioning
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
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static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "QF/cmd.h"
#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/draw.h"
#include "QF/msg.h"
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#include "QF/screen.h"
#include "chase.h"
#include "client.h"
#include "compat.h"
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#include "host.h"
#include "r_local.h"
#include "view.h"
/*
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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.
*/
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cvar_t *scr_ofsx;
cvar_t *scr_ofsy;
cvar_t *scr_ofsz;
cvar_t *cl_rollspeed;
cvar_t *cl_rollangle;
cvar_t *cl_bob;
cvar_t *cl_bobcycle;
cvar_t *cl_bobup;
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cvar_t *v_centermove;
cvar_t *v_centerspeed;
cvar_t *v_iyaw_cycle;
cvar_t *v_iroll_cycle;
cvar_t *v_ipitch_cycle;
cvar_t *v_iyaw_level;
cvar_t *v_iroll_level;
cvar_t *v_ipitch_level;
cvar_t *v_idlescale;
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cvar_t *v_kicktime;
cvar_t *v_kickroll;
cvar_t *v_kickpitch;
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
float v_blend[4];
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cshift_t cshift_empty = { {130, 80, 50}, 0};
cshift_t cshift_water = { {130, 80, 50}, 128};
cshift_t cshift_slime = { {0, 25, 5}, 150};
cshift_t cshift_lava = { {255, 80, 0}, 150};
cshift_t cshift_bonus = { {215, 186, 60}, 50};
float
V_CalcBob (void)
{
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float bob, cycle;
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cycle = cl.time - (int) (cl.time / cl_bobcycle->value) *
cl_bobcycle->value;
cycle /= cl_bobcycle->value;
if (cycle < cl_bobup->value)
cycle = M_PI * cycle / cl_bobup->value;
else
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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 velocity in the xy plane
// (don't count Z, or jumping messes it up)
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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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// Con_Printf ("speed: %5.1f\n", Length(cl.velocity));
bob = bob * 0.3 + bob * 0.7 * sin (cycle);
if (bob > 4)
bob = 4;
else if (bob < -7)
bob = -7;
return bob;
}
void
V_StartPitchDrift (void)
{
if (cl.laststop == cl.time) {
return; // something else is keeping it from
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// drifting
}
if (cl.nodrift || !cl.pitchvel) {
cl.pitchvel = v_centerspeed->value;
cl.nodrift = false;
cl.driftmove = 0;
}
}
void
V_StopPitchDrift (void)
{
cl.laststop = cl.time;
cl.nodrift = true;
cl.pitchvel = 0;
}
/*
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V_DriftPitch
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Moves the 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,
mlook and mouse, or klook and keyboard, pitch drifting is constantly
stopped.
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Drifting is enabled when the center view key is hit, mlook is released
and lookspring is non 0, or when
*/
void
V_DriftPitch (void)
{
float delta, move;
if (noclip_anglehack || !cl.onground || cls.demoplayback) {
cl.driftmove = 0;
cl.pitchvel = 0;
return;
}
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// don't count small mouse motion
if (cl.nodrift) {
if (fabs (cl.cmd.forwardmove) < cl_forwardspeed->value)
cl.driftmove = 0;
else
cl.driftmove += host_frametime;
if (cl.driftmove > v_centermove->value) {
V_StartPitchDrift ();
}
return;
}
delta = cl.idealpitch - cl.viewangles[PITCH];
if (!delta) {
cl.pitchvel = 0;
return;
}
move = host_frametime * cl.pitchvel;
cl.pitchvel += host_frametime * v_centerspeed->value;
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// Con_Printf ("move: %f (%f)\n", move, host_frametime);
if (delta > 0) {
if (move > delta) {
cl.pitchvel = 0;
move = delta;
}
cl.viewangles[PITCH] += move;
} else if (delta < 0) {
if (move > -delta) {
cl.pitchvel = 0;
move = -delta;
}
cl.viewangles[PITCH] -= move;
}
}
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/* PALETTE FLASHES */
void
V_ParseDamage (void)
{
entity_t *ent;
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float count, side;
int armor, blood;
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vec3_t from, forward, right, up;
armor = MSG_ReadByte (net_message);
blood = MSG_ReadByte (net_message);
MSG_ReadCoordV (net_message, from);
count = blood * 0.5 + armor * 0.5;
if (count < 10)
count = 10;
cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
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if (cl_cshift_damage->int_val) {
// || (atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) &
// INFO_CSHIFT_DAMAGE)) {
cl.cshifts[CSHIFT_DAMAGE].percent += 3 * count;
cl.cshifts[CSHIFT_DAMAGE].percent =
bound (0, cl.cshifts[CSHIFT_DAMAGE].percent, 150);
if (armor > blood) {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
} else if (armor) {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
} else {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
}
}
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// calculate view angle kicks
ent = &cl_entities[cl.viewentity];
VectorSubtract (from, ent->origin, from);
VectorNormalize (from);
AngleVectors (ent->angles, forward, right, up);
side = DotProduct (from, right);
v_dmg_roll = count * side * v_kickroll->value;
side = DotProduct (from, forward);
v_dmg_pitch = count * side * v_kickpitch->value;
v_dmg_time = v_kicktime->value;
}
void
V_cshift_f (void)
{
cshift_empty.destcolor[0] = atoi (Cmd_Argv (1));
cshift_empty.destcolor[1] = atoi (Cmd_Argv (2));
cshift_empty.destcolor[2] = atoi (Cmd_Argv (3));
cshift_empty.percent = atoi (Cmd_Argv (4));
}
/*
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V_BonusFlash_f
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When you run over an item, the server sends this command
*/
void
V_BonusFlash_f (void)
{
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if (!cl_cshift_bonus->int_val)
return;
cl.cshifts[CSHIFT_BONUS] = cshift_bonus;
}
/*
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V_SetContentsColor
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Underwater, lava, etc each has a color shift
*/
void
V_SetContentsColor (int contents)
{
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if (!cl_cshift_contents->int_val) {
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
return;
}
switch (contents) {
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case CONTENTS_EMPTY:
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
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break;
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
case CONTENTS_SOLID:
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case CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
break;
default:
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
}
}
void
V_CalcPowerupCshift (void)
{
if (!cl.stats[STAT_ITEMS] & (IT_SUIT || IT_INVISIBILITY || IT_QUAD
|| IT_INVULNERABILITY))
{
cl.cshifts[CSHIFT_POWERUP].percent = 0;
return;
}
if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY &&
cl.stats[STAT_ITEMS] & IT_QUAD) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
cl.cshifts[CSHIFT_POWERUP].percent = 30;
} else if (cl.stats[STAT_ITEMS] & IT_QUAD) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
cl.cshifts[CSHIFT_POWERUP].percent = 30;
} else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
cl.cshifts[CSHIFT_POWERUP].percent = 30;
} else if (cl.stats[STAT_ITEMS] & IT_SUIT) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
cl.cshifts[CSHIFT_POWERUP].percent = 20;
} else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
cl.cshifts[CSHIFT_POWERUP].percent = 100;
} else {
cl.cshifts[CSHIFT_POWERUP].percent = 0;
}
}
/*
V_CalcBlend
LordHavoc made this a real, true alpha blend. Cleaned it up
a bit, but otherwise this is his code. --KB
*/
void
V_CalcBlend (void)
{
float a2, a3;
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float r = 0, g = 0, b = 0, a = 0;
int i;
for (i = 0; i < NUM_CSHIFTS; i++) {
a2 = cl.cshifts[i].percent / 255.0;
if (!a2)
continue;
a2 = min (a2, 1.0);
r += (cl.cshifts[i].destcolor[0] - r) * a2;
g += (cl.cshifts[i].destcolor[1] - g) * a2;
b += (cl.cshifts[i].destcolor[2] - b) * a2;
a3 = (1.0 - a) * (1.0 - a2);
a = 1.0 - a3;
}
// LordHavoc: saturate color
if (a) {
a2 = 1.0 / a;
r *= a2;
g *= a2;
b *= a2;
}
v_blend[0] = min (r, 255.0) / 255.0;
v_blend[1] = min (g, 255.0) / 255.0;
v_blend[2] = min (b, 255.0) / 255.0;
v_blend[3] = bound (0.0, a, 1.0);
}
void
V_PrepBlend (void)
{
int i, j;
if (cl_cshift_powerup->int_val)
// || (atoi (Info_ValueForKey (cl.serverinfo, "cshifts"))
// & INFO_CSHIFT_POWERUP))
V_CalcPowerupCshift ();
vid.cshift_changed = false;
for (i = 0; i < NUM_CSHIFTS; i++) {
if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent) {
vid.cshift_changed = true;
cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
}
for (j = 0; j < 3; j++) {
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if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
{
vid.cshift_changed = true;
cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
}
}
}
// drop the damage value
cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime * 150;
if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
// drop the bonus value
cl.cshifts[CSHIFT_BONUS].percent -= host_frametime * 100;
if (cl.cshifts[CSHIFT_BONUS].percent < 0)
cl.cshifts[CSHIFT_BONUS].percent = 0;
if (!vid.cshift_changed && !vid.recalc_refdef)
return;
V_CalcBlend();
}
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/* VIEW RENDERING */
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float
angledelta (float a)
{
a = anglemod (a);
if (a > 180)
a -= 360;
return a;
}
void
CalcGunAngle (void)
{
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float yaw, pitch, move;
static float oldpitch = 0, oldyaw = 0;
yaw = r_refdef.viewangles[YAW];
pitch = -r_refdef.viewangles[PITCH];
yaw = angledelta (yaw - r_refdef.viewangles[YAW]) * 0.4;
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yaw = bound (-10, yaw, 10);
pitch = angledelta (-pitch - r_refdef.viewangles[PITCH]) * 0.4;
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pitch = bound (-10, pitch, 10);
move = host_frametime * 20;
if (yaw > oldyaw) {
if (oldyaw + move < yaw)
yaw = oldyaw + move;
} else {
if (oldyaw - move > yaw)
yaw = oldyaw - move;
}
if (pitch > oldpitch) {
if (oldpitch + move < pitch)
pitch = oldpitch + move;
} else {
if (oldpitch - move > pitch)
pitch = oldpitch - move;
}
oldyaw = yaw;
oldpitch = pitch;
cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
cl.viewent.angles[PITCH] = -(r_refdef.viewangles[PITCH] + pitch);
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;
}
void
V_BoundOffsets (void)
{
entity_t *ent;
ent = &cl_entities[cl.viewentity];
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// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall
if (r_refdef.vieworg[0] < ent->origin[0] - 14)
r_refdef.vieworg[0] = ent->origin[0] - 14;
else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
r_refdef.vieworg[0] = ent->origin[0] + 14;
if (r_refdef.vieworg[1] < ent->origin[1] - 14)
r_refdef.vieworg[1] = ent->origin[1] - 14;
else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
r_refdef.vieworg[1] = ent->origin[1] + 14;
if (r_refdef.vieworg[2] < ent->origin[2] - 22)
r_refdef.vieworg[2] = ent->origin[2] - 22;
else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
r_refdef.vieworg[2] = ent->origin[2] + 30;
}
/*
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V_AddIdle
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Idle swaying
*/
void
V_AddIdle (void)
{
r_refdef.viewangles[ROLL] +=
v_idlescale->value * sin (cl.time * v_iroll_cycle->value) *
v_iroll_level->value;
r_refdef.viewangles[PITCH] +=
v_idlescale->value * sin (cl.time * v_ipitch_cycle->value) *
v_ipitch_level->value;
r_refdef.viewangles[YAW] +=
v_idlescale->value * sin (cl.time * v_iyaw_cycle->value) *
v_iyaw_level->value;
}
/*
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V_CalcViewRoll
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Roll is induced by movement and damage
*/
void
V_CalcViewRoll (void)
{
float side;
side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity);
r_refdef.viewangles[ROLL] += side;
if (v_dmg_time > 0) {
r_refdef.viewangles[ROLL] +=
v_dmg_time / v_kicktime->value * v_dmg_roll;
r_refdef.viewangles[PITCH] +=
v_dmg_time / v_kicktime->value * v_dmg_pitch;
v_dmg_time -= host_frametime;
}
if (cl.stats[STAT_HEALTH] <= 0) {
r_refdef.viewangles[ROLL] = 80; // dead view angle
return;
}
}
void
V_CalcIntermissionRefdef (void)
{
entity_t *ent, *view;
float old;
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// ent is the player model (visible when out of body)
ent = &cl_entities[cl.viewentity];
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// view is the weapon model (only visible from inside body)
view = &cl.viewent;
VectorCopy (ent->origin, r_refdef.vieworg);
VectorCopy (ent->angles, r_refdef.viewangles);
view->model = NULL;
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// always idle in intermission
old = v_idlescale->value;
Cvar_SetValue (v_idlescale, 1);
V_AddIdle ();
Cvar_SetValue (v_idlescale, old);
}
void
V_CalcRefdef (void)
{
entity_t *ent, *view;
float bob;
static float oldz = 0;
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int i;
vec3_t angles, forward, right, up;
V_DriftPitch ();
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// ent is the player model (visible when out of body)
ent = &cl_entities[cl.viewentity];
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// view is the weapon model (only visible from inside body)
view = &cl.viewent;
bob = V_CalcBob ();
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// refresh position
VectorCopy (ent->origin, r_refdef.vieworg);
r_refdef.vieworg[2] += cl.viewheight + bob;
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// never let it sit exactly on a node line, because a water plane can
// dissapear when viewed with the eye exactly on it.
// server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
r_refdef.vieworg[0] += 1.0 / 32;
r_refdef.vieworg[1] += 1.0 / 32;
r_refdef.vieworg[2] += 1.0 / 32;
VectorCopy (cl.viewangles, r_refdef.viewangles);
V_CalcViewRoll ();
V_AddIdle ();
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// offsets
angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are
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// actually backward
angles[YAW] = ent->angles[YAW];
angles[ROLL] = ent->angles[ROLL];
AngleVectors (angles, forward, right, up);
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for (i = 0; i < 3; i++) {
r_refdef.vieworg[i] += scr_ofsx->value * forward[i] +
scr_ofsy->value * right[i] +
scr_ofsz->value * up[i];
}
V_BoundOffsets ();
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// set up gun position
VectorCopy (cl.viewangles, view->angles);
CalcGunAngle ();
VectorCopy (ent->origin, view->origin);
view->origin[2] += cl.viewheight;
for (i = 0; i < 3; i++) {
view->origin[i] += forward[i] * bob * 0.4;
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// view->origin[i] += right[i]*bob*0.4;
// view->origin[i] += up[i]*bob*0.8;
}
view->origin[2] += bob;
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// fudge position around to keep amount of weapon visible
// roughly equal with different FOV
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if (cl_sbar->int_val == 0 && scr_viewsize->int_val >= 100)
;
else if (scr_viewsize->int_val == 110)
view->origin[2] += 1;
else if (scr_viewsize->int_val == 100)
view->origin[2] += 2;
else if (scr_viewsize->int_val == 90)
view->origin[2] += 1;
else if (scr_viewsize->int_val == 80)
view->origin[2] += 0.5;
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = cl.stats[STAT_WEAPONFRAME];
view->colormap = vid.colormap8;
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// LordHavoc: make gun visible
view->colormod[0] = view->colormod[1] = view->colormod[2] =
view->colormod[3] = 1.0;
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// set up the refresh position
VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
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// smooth out stair step ups
if (cl.onground && ent->origin[2] - oldz > 0) {
float steptime;
steptime = cl.time - cl.oldtime;
if (steptime < 0)
steptime = 0;
oldz += steptime * 80;
if (oldz > ent->origin[2])
oldz = ent->origin[2];
if (ent->origin[2] - oldz > 12)
oldz = ent->origin[2] - 12;
r_refdef.vieworg[2] += oldz - ent->origin[2];
view->origin[2] += oldz - ent->origin[2];
} else
oldz = ent->origin[2];
if (chase_active->int_val)
Chase_Update ();
}
/*
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V_RenderView
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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
*/
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void
V_RenderView (void)
{
if (!cl.worldmodel || cls.signon != SIGNONS)
return;
// don't allow cheats in multiplayer
if (cl.maxclients > 1) {
Cvar_Set (scr_ofsx, "0");
Cvar_Set (scr_ofsy, "0");
Cvar_Set (scr_ofsz, "0");
}
if (cl.intermission) { // intermission / finale rendering
V_CalcIntermissionRefdef ();
} else {
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if (!cl.paused)
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V_CalcRefdef ();
}
R_RenderView ();
}
void
V_Init (void)
{
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Cmd_AddCommand ("v_cshift", V_cshift_f, "This adjusts all of the colors "
"currently being displayed.\n"
"Used when you are underwater, hit, have the Ring of "
"Shadows, or Quad Damage. (v_cshift r g b intensity)");
Cmd_AddCommand ("bf", V_BonusFlash_f, "Background flash, used when you "
"pick up an item");
Cmd_AddCommand ("centerview", V_StartPitchDrift, "Centers the player's "
"view ahead after +lookup or +lookdown\n"
"Will not work while mlook is active or freelook is 1.");
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}
void
V_Init_Cvars (void)
{
v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, NULL,
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"How far the player must move forward before "
"the view re-centers");
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v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, NULL,
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"How quickly you return to a center view after "
"a lookup or lookdown");
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v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, NULL,
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"How far you tilt right and left when "
"v_idlescale is enabled");
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v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, NULL,
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"How quickly you tilt right and left when "
"v_idlescale is enabled");
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v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, NULL,
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"How quickly you lean forwards and backwards "
"when v_idlescale is enabled");
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v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, NULL,
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"How far you tilt right and left when "
"v_idlescale is enabled");
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v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, NULL,
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"How far you tilt right and left when "
"v_idlescale is enabled");
v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, NULL,
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"How far you lean forwards and backwards when "
"v_idlescale is enabled");
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v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, NULL,
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"Toggles whether the view remains idle");
scr_ofsx = Cvar_Get ("scr_ofsx", "0", CVAR_NONE, NULL, "None");
scr_ofsy = Cvar_Get ("scr_ofsy", "0", CVAR_NONE, NULL, "None");
scr_ofsz = Cvar_Get ("scr_ofsz", "0", CVAR_NONE, NULL, "None");
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cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, NULL,
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"How quickly you straighten out after strafing");
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cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, NULL,
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"How much your screen tilts when strafing");
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cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, NULL,
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"How much your weapon moves up and down when walking");
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cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, NULL,
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"How quickly your weapon moves up and down when "
"walking");
cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, NULL, "How long your "
"weapon stays up before cycling when walking");
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v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, NULL,
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"How long the kick from an attack lasts");
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v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, NULL,
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"How much you lean when hit");
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v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, NULL,
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"How much you look up when hit");
}