mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 15:22:04 +00:00
diffsnr++
This commit is contained in:
parent
916b52f24c
commit
f834f99de7
3 changed files with 89 additions and 92 deletions
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@ -930,6 +930,7 @@ Host_Init (quakeparms_t *parms)
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R_Particles_Init_Cvars ();
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Mod_Init_Cvars ();
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Host_Skin_Init_Cvars ();
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V_Init_Cvars ();
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Cmd_StuffCmds_f ();
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Cbuf_Execute_Sets ();
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@ -83,11 +83,6 @@ cvar_t *v_kicktime;
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cvar_t *v_kickroll;
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cvar_t *v_kickpitch;
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cvar_t *crosshair;
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cvar_t *crosshaircolor;
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cvar_t *cl_crossx;
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cvar_t *cl_crossy;
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cvar_t *brightness;
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cvar_t *contrast;
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@ -144,7 +139,6 @@ V_StartPitchDrift (void)
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// drifting
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}
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#endif
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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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@ -163,15 +157,16 @@ V_StopPitchDrift (void)
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/*
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V_DriftPitch
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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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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,
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mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
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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 released and
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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 non 0, or when
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*/
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void
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V_DriftPitch (void)
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@ -226,7 +221,7 @@ V_DriftPitch (void)
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/*
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PALETTE FLASHES
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PALETTE FLASHES
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*/
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@ -235,15 +230,14 @@ V_CheckGamma (void)
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{
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static float oldgamma;
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if (vid_gamma) { // might get called before vid_gamma gets set
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if (vid_gamma) { // might get called before vid_gamma gets set
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if (oldgamma == vid_gamma->value)
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return false;
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oldgamma = vid_gamma->value;
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}
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vid.recalc_refdef = 1; // force a surface cache flush
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vid.recalc_refdef = 1; // force a surface cache flush
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return true;
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}
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@ -330,7 +324,6 @@ void
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V_BonusFlash_f (void)
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{
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if (!cl_cshift_bonus->int_val)
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// && !(atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_BONUS))
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return;
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cl.cshifts[CSHIFT_BONUS] = cshift_bonus;
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}
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@ -345,30 +338,29 @@ void
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V_SetContentsColor (int contents)
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{
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if (!cl_cshift_contents->int_val) {
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// && !(atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_CONTENTS)) {
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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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case CONTENTS_SOLID:
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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_EMPTY:
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case CONTENTS_SOLID:
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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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}
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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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@ -393,15 +385,10 @@ 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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@ -611,21 +598,16 @@ V_CalcRefdef (void)
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// fudge position around to keep amount of weapon visible
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// roughly equal with different FOV
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#if 0
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if (cl.model_precache[cl.stats[STAT_WEAPON]] &&
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strcmp (cl.model_precache[cl.stats[STAT_WEAPON]]->name,
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"progs/v_shot2.mdl"))
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#endif
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if (cl_sbar->int_val == 0 && scr_viewsize->int_val >= 100);
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else if (scr_viewsize->int_val == 110)
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view->origin[2] += 1;
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else if (scr_viewsize->int_val == 100)
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view->origin[2] += 2;
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else if (scr_viewsize->int_val == 90)
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view->origin[2] += 1;
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else if (scr_viewsize->int_val == 80)
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view->origin[2] += 0.5;
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if (cl_sbar->int_val == 0 && scr_viewsize->int_val >= 100)
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;
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else if (scr_viewsize->int_val == 110)
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view->origin[2] += 1;
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else if (scr_viewsize->int_val == 100)
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view->origin[2] += 2;
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else if (scr_viewsize->int_val == 90)
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view->origin[2] += 1;
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else if (scr_viewsize->int_val == 80)
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view->origin[2] += 0.5;
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view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
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view->frame = cl.stats[STAT_WEAPONFRAME];
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@ -683,8 +665,7 @@ V_RenderView (void)
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if (cl.intermission) { // intermission / finale rendering
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V_CalcIntermissionRefdef ();
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} else {
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if (!cl.paused /* && (sv.maxclients > 1 || key_dest
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== key_game) */ )
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if (!cl.paused)
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V_CalcRefdef ();
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}
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@ -695,40 +676,59 @@ V_RenderView (void)
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void
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V_Init (void)
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{
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Cmd_AddCommand ("v_cshift", V_cshift_f, "No Description");
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Cmd_AddCommand ("bf", V_BonusFlash_f, "No Description");
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Cmd_AddCommand ("centerview", V_StartPitchDrift, "No Description");
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Cmd_AddCommand ("v_cshift", V_cshift_f, "This adjusts all of the colors currently being displayed.\n"
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"Used when you are underwater, hit, have the Ring of Shadows, or Quad Damage. (v_cshift r g b intensity)");
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v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, NULL, "None");
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v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, NULL, "None");
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Cmd_AddCommand ("bf", V_BonusFlash_f, "Background flash, used when you pick up an item");
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Cmd_AddCommand ("centerview", V_StartPitchDrift, "Centers the player's view ahead after +lookup or +lookdown \n"
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"Will not work while mlook is active or freelook is 1.");
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}
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v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, NULL, "None");
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v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, NULL, "None");
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v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, NULL, "None");
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v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, NULL, "None");
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v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, NULL, "None");
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void
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V_Init_Cvars (void)
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{
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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");
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v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, NULL,
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"None");
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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, "None");
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crosshair = Cvar_Get ("crosshair", "0", CVAR_ARCHIVE, NULL, "None");
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crosshaircolor = Cvar_Get ("crosshaircolor", "79", CVAR_ARCHIVE, NULL,
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"None");
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cl_crossx = Cvar_Get ("cl_crossx", "0", CVAR_NONE, NULL, "None");
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cl_crossy = Cvar_Get ("cl_crossy", "0", CVAR_NONE, NULL, "None");
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v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, NULL,
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"Toggles whether the view remains idle");
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scr_ofsx = Cvar_Get ("scr_ofsx", "0", CVAR_NONE, NULL, "None");
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scr_ofsy = Cvar_Get ("scr_ofsy", "0", CVAR_NONE, NULL, "None");
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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, "None");
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cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, NULL, "None");
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cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, NULL, "None");
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cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, NULL, "None");
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cl_bobup = Cvar_Get ("cl_bobup", "0.5", 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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v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, NULL, "None");
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v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, NULL, "None");
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v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, NULL, "None");
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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");
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cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, NULL,
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"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");
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brightness = Cvar_Get ("brightness", "1", CVAR_ARCHIVE, NULL, "None");
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contrast = Cvar_Get ("contrast", "1", CVAR_ARCHIVE, NULL, "None");
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@ -80,9 +80,9 @@ cvar_t *v_ipitch_level;
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cvar_t *v_idlescale;
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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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extern int in_forward, in_forward2, in_back;
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extern int in_forward, in_forward2, in_back;
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frame_t *view_frame;
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player_state_t *view_message;
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@ -160,7 +160,6 @@ V_CalcBob (void)
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cvar_t *v_centermove;
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cvar_t *v_centerspeed;
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void
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V_StartPitchDrift (void)
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{
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@ -254,14 +253,14 @@ V_DriftPitch (void)
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/*
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PALETTE FLASHES
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PALETTE FLASHES
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*/
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qboolean
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V_CheckGamma (void)
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{
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static float oldgamma;
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static float oldgamma;
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if (vid_gamma) { // might get called before vid_gamma gets set
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if (oldgamma == vid_gamma->value)
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@ -279,7 +278,6 @@ V_CheckGamma (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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int i;
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@ -373,7 +371,6 @@ 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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if (!cl_cshift_contents->int_val
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&& !(atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_CONTENTS)) {
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cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
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@ -398,7 +395,7 @@ V_SetContentsColor (int contents)
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/*
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VIEW RENDERING
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VIEW RENDERING
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*/
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@ -614,7 +611,7 @@ V_CalcRefdef (void)
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// fudge position around to keep amount of weapon visible
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// roughly equal with different FOV
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if (cl_sbar->int_val == 0 &&scr_viewsize->int_val >= 100)
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if (cl_sbar->int_val == 0 && scr_viewsize->int_val >= 100)
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;
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else if (scr_viewsize->int_val == 110)
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view->origin[2] += 1;
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@ -700,13 +697,12 @@ V_Init (void)
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{
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Cmd_AddCommand ("v_cshift", V_cshift_f, "This adjusts all of the colors currently being displayed.\n"
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"Used when you are underwater, hit, have the Ring of Shadows, or Quad Damage. (v_cshift r g b intensity)");
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Cmd_AddCommand ("bf", V_BonusFlash_f, "Background flash, used when you pick up an item");
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Cmd_AddCommand ("centerview", V_StartPitchDrift, "Centers the player's view ahead after +lookup or +lookdown \n"
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"Will not work while mlook is active or freelook is 1.");
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}
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void
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V_Init_Cvars (void)
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{
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