mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-11 20:10:46 +00:00
9a47e3c92c
give you a little more screen real-estate. It does, but you still have a big gun blocking most of your screen in the center. If you turned off the HUD, you got more screen and less gun. That now happens whenever the HUD is displayed. This is a temporary measure. At a later point, the gun will always be at the bottom of the view area regardless of fov.
772 lines
18 KiB
C
772 lines
18 KiB
C
/*
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r_view.c
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player eye positioning
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <stdlib.h>
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#include <math.h>
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#include "bothdefs.h"
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#include "client.h"
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#include "cmd.h"
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#include "cvar.h"
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#include "host.h"
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#include "msg.h"
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#include "pmove.h"
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#include "screen.h"
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#include "vid.h"
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#include "view.h"
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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 *cl_rollspeed;
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cvar_t *cl_rollangle;
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cvar_t *cl_bob;
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cvar_t *cl_bobcycle;
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cvar_t *cl_bobup;
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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 *v_iyaw_cycle;
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cvar_t *v_iroll_cycle;
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cvar_t *v_ipitch_cycle;
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cvar_t *v_iyaw_level;
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cvar_t *v_iroll_level;
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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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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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void BuildGammaTable (float, float);
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/*
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V_CalcRoll
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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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{
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vec3_t forward, right, up;
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float sign;
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float side;
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float value;
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AngleVectors (angles, forward, right, up);
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side = DotProduct (velocity, right);
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sign = side < 0 ? -1 : 1;
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side = fabs (side);
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value = cl_rollangle->value;
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if (side < cl_rollspeed->value)
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side = side * value / cl_rollspeed->value;
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else
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side = value;
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return side * sign;
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}
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/*
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V_CalcBob
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*/
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float
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V_CalcBob (void)
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{
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static double bobtime;
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static float bob;
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float cycle;
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if (cl.spectator)
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return 0;
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if (onground == -1)
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return bob; // just use old value
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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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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 =
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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 =
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sqrt (cl.simvel[0] * cl.simvel[0] +
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cl.simvel[1] * cl.simvel[1]) * cl_bob->value;
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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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return bob;
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}
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//=============================================================================
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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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#if 1
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if (cl.laststop == cl.time) {
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return; // something else is keeping it from
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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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cl.driftmove = 0;
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}
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}
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void
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V_StopPitchDrift (void)
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{
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cl.laststop = cl.time;
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cl.nodrift = true;
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cl.pitchvel = 0;
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}
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/*
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V_DriftPitch
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Moves the client pitch angle towards cl.idealpitch sent by the server.
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If the user is adjusting pitch manually, either with lookup/lookdown,
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mlook and mouse, or klook and keyboard, pitch drifting is constantly
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stopped.
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Drifting is enabled when the center view key is hit, mlook is 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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{
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float delta, move;
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if (view_message->onground == -1 || cls.demoplayback) {
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cl.driftmove = 0;
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cl.pitchvel = 0;
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return;
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}
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// don't count small mouse motion
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if (cl.nodrift) {
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if (fabs
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(cl.frames[(cls.netchan.outgoing_sequence - 1) & UPDATE_MASK].cmd.
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forwardmove) < 200)
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cl.driftmove = 0;
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else
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cl.driftmove += host_frametime;
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if (cl.driftmove > v_centermove->value) {
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V_StartPitchDrift ();
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}
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return;
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}
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delta = 0 - cl.viewangles[PITCH];
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if (!delta) {
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cl.pitchvel = 0;
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return;
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}
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move = host_frametime * cl.pitchvel;
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cl.pitchvel += host_frametime * v_centerspeed->value;
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//Con_Printf ("move: %f (%f)\n", move, host_frametime);
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if (delta > 0) {
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if (move > delta) {
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cl.pitchvel = 0;
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move = delta;
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}
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cl.viewangles[PITCH] += move;
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} else if (delta < 0) {
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if (move > -delta) {
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cl.pitchvel = 0;
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move = -delta;
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}
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cl.viewangles[PITCH] -= move;
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}
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}
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/*
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PALETTE FLASHES
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*/
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extern cvar_t *cl_cshift_bonus;
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extern cvar_t *cl_cshift_contents;
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extern cvar_t *cl_cshift_damage;
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// extern cvar_t *cl_cshift_powerup;
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cshift_t cshift_empty = { {130, 80, 50}, 0 };
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cshift_t cshift_water = { {130, 80, 50}, 128 };
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cshift_t cshift_slime = { {0, 25, 5}, 150 };
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cshift_t cshift_lava = { {255, 80, 0}, 150 };
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cvar_t *brightness;
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cvar_t *contrast;
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byte gammatable[256]; // palette is sent through this
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/*
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V_CheckGamma
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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 oldbrightness;
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static float oldcontrast;
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if ((brightness->value == oldbrightness) && contrast->value == oldcontrast)
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return false;
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oldbrightness = brightness->value;
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oldcontrast = contrast->value;
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BuildGammaTable (brightness->value, contrast->value);
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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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/*
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V_ParseDamage
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*/
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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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vec3_t forward, right, up;
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float side;
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float count;
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armor = MSG_ReadByte ();
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blood = MSG_ReadByte ();
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for (i = 0; i < 3; i++)
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from[i] = MSG_ReadCoord ();
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count = blood * 0.5 + armor * 0.5;
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if (count < 10)
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count = 10;
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cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
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if (cl_cshift_damage->int_val
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|| (atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_DAMAGE)) {
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cl.cshifts[CSHIFT_DAMAGE].percent += 3 * count;
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cl.cshifts[CSHIFT_DAMAGE].percent = bound (0, cl.cshifts[CSHIFT_DAMAGE].percent, 150);
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if (armor > blood) {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
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} else if (armor) {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
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} else {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
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}
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}
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//
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// calculate view angle kicks
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//
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VectorSubtract (from, cl.simorg, from);
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VectorNormalize (from);
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AngleVectors (cl.simangles, forward, right, up);
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side = DotProduct (from, right);
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v_dmg_roll = count * side * v_kickroll->value;
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side = DotProduct (from, forward);
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v_dmg_pitch = count * side * v_kickpitch->value;
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v_dmg_time = v_kicktime->value;
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}
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/*
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V_cshift_f
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*/
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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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cshift_empty.percent = atoi (Cmd_Argv (4));
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}
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/*
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V_BonusFlash_f
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When you run over an item, the server sends this command
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*/
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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].destcolor[0] = 215;
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cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
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cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
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cl.cshifts[CSHIFT_BONUS].percent = 50;
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}
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/*
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V_SetContentsColor
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Underwater, lava, etc each has a color shift
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*/
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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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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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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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*/
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float
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angledelta (float a)
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{
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a = anglemod (a);
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if (a > 180)
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a -= 360;
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return a;
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}
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/*
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CalcGunAngle
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*/
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void
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CalcGunAngle (void)
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{
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float yaw, pitch, move;
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static float oldyaw = 0;
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static float oldpitch = 0;
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yaw = r_refdef.viewangles[YAW];
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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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yaw = bound (-10, yaw, 10);
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pitch = angledelta (-pitch - r_refdef.viewangles[PITCH]) * 0.4;
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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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yaw = oldyaw + move;
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} else {
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if (oldyaw - move > yaw)
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yaw = oldyaw - move;
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}
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if (pitch > oldpitch) {
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if (oldpitch + move < pitch)
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pitch = oldpitch + move;
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} else {
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if (oldpitch - move > pitch)
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pitch = oldpitch - move;
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}
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oldyaw = yaw;
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oldpitch = pitch;
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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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}
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/*
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V_BoundOffsets
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*/
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void
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V_BoundOffsets (void)
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{
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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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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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r_refdef.vieworg[0] = cl.simorg[0] + 14;
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if (r_refdef.vieworg[1] < cl.simorg[1] - 14)
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r_refdef.vieworg[1] = cl.simorg[1] - 14;
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else if (r_refdef.vieworg[1] > cl.simorg[1] + 14)
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r_refdef.vieworg[1] = cl.simorg[1] + 14;
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if (r_refdef.vieworg[2] < cl.simorg[2] - 22)
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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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}
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/*
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V_AddIdle
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Idle swaying
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*/
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void
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V_AddIdle (void)
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{
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r_refdef.viewangles[ROLL] +=
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v_idlescale->value * sin (cl.time * v_iroll_cycle->value) *
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v_iroll_level->value;
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r_refdef.viewangles[PITCH] +=
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v_idlescale->value * sin (cl.time * v_ipitch_cycle->value) *
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v_ipitch_level->value;
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r_refdef.viewangles[YAW] +=
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v_idlescale->value * sin (cl.time * v_iyaw_cycle->value) *
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v_iyaw_level->value;
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cl.viewent.angles[ROLL] -=
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v_idlescale->value * sin (cl.time * v_iroll_cycle->value) *
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v_iroll_level->value;
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cl.viewent.angles[PITCH] -=
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v_idlescale->value * sin (cl.time * v_ipitch_cycle->value) *
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v_ipitch_level->value;
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cl.viewent.angles[YAW] -=
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v_idlescale->value * sin (cl.time * v_iyaw_cycle->value) *
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v_iyaw_level->value;
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}
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/*
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V_CalcViewRoll
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Roll is induced by movement and damage
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*/
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void
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V_CalcViewRoll (void)
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{
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float side;
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side = V_CalcRoll (cl.simangles, cl.simvel);
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r_refdef.viewangles[ROLL] += side;
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if (v_dmg_time > 0) {
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r_refdef.viewangles[ROLL] +=
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v_dmg_time / v_kicktime->value * v_dmg_roll;
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r_refdef.viewangles[PITCH] +=
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v_dmg_time / v_kicktime->value * v_dmg_pitch;
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v_dmg_time -= host_frametime;
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}
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|
|
}
|
|
|
|
|
|
/*
|
|
V_CalcIntermissionRefdef
|
|
*/
|
|
void
|
|
V_CalcIntermissionRefdef (void)
|
|
{
|
|
entity_t *view;
|
|
float old;
|
|
|
|
// view is the weapon model
|
|
view = &cl.viewent;
|
|
|
|
VectorCopy (cl.simorg, r_refdef.vieworg);
|
|
VectorCopy (cl.simangles, r_refdef.viewangles);
|
|
view->model = NULL;
|
|
|
|
// allways idle in intermission
|
|
old = v_idlescale->value;
|
|
Cvar_SetValue (v_idlescale, 1);
|
|
V_AddIdle ();
|
|
Cvar_SetValue (v_idlescale, old);
|
|
}
|
|
|
|
/*
|
|
V_CalcRefdef
|
|
*/
|
|
void
|
|
V_CalcRefdef (void)
|
|
{
|
|
entity_t *view;
|
|
int i;
|
|
vec3_t forward, right, up;
|
|
float bob;
|
|
static float oldz = 0;
|
|
int zofs = 22;
|
|
|
|
if (cl.stdver)
|
|
zofs = cl.stats[STAT_VIEWHEIGHT];
|
|
|
|
V_DriftPitch ();
|
|
|
|
// view is the weapon model (only visible from inside body)
|
|
view = &cl.viewent;
|
|
|
|
bob = V_CalcBob ();
|
|
|
|
// refresh position from simulated origin
|
|
VectorCopy (cl.simorg, r_refdef.vieworg);
|
|
|
|
r_refdef.vieworg[2] += bob;
|
|
|
|
// 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 1/8 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;
|
|
|
|
VectorCopy (cl.simangles, r_refdef.viewangles);
|
|
V_CalcViewRoll ();
|
|
V_AddIdle ();
|
|
|
|
if (view_message->flags & PF_GIB)
|
|
r_refdef.vieworg[2] += 8; // gib view height
|
|
else if (view_message->flags & PF_DEAD)
|
|
r_refdef.vieworg[2] -= 16; // corpse view height
|
|
else
|
|
r_refdef.vieworg[2] += zofs; // view height
|
|
|
|
if (view_message->flags & PF_DEAD) // PF_GIB will also set PF_DEAD
|
|
r_refdef.viewangles[ROLL] = 80; // dead view angle
|
|
|
|
|
|
// offsets
|
|
AngleVectors (cl.simangles, forward, right, up);
|
|
|
|
// set up gun position
|
|
VectorCopy (cl.simangles, view->angles);
|
|
|
|
CalcGunAngle ();
|
|
|
|
VectorCopy (cl.simorg, view->origin);
|
|
view->origin[2] += zofs;
|
|
|
|
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;
|
|
}
|
|
view->origin[2] += bob;
|
|
|
|
// fudge position around to keep amount of weapon visible
|
|
// roughly equal with different FOV
|
|
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;
|
|
|
|
if (view_message->flags & (PF_GIB | PF_DEAD))
|
|
view->model = NULL;
|
|
else
|
|
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
|
|
view->frame = view_message->weaponframe;
|
|
view->colormap = vid.colormap;
|
|
// LordHavoc: make gun visible
|
|
view->alpha = 1;
|
|
view->colormod[0] = view->colormod[1] = view->colormod[2] = 1;
|
|
|
|
// set up the refresh position
|
|
r_refdef.viewangles[PITCH] += cl.punchangle;
|
|
|
|
// smooth out stair step ups
|
|
if ((cl.onground != -1) && (cl.simorg[2] - oldz > 0)) {
|
|
float steptime;
|
|
|
|
steptime = host_frametime;
|
|
|
|
oldz += steptime * 80;
|
|
if (oldz > cl.simorg[2])
|
|
oldz = cl.simorg[2];
|
|
if (cl.simorg[2] - oldz > 12)
|
|
oldz = cl.simorg[2] - 12;
|
|
r_refdef.vieworg[2] += oldz - cl.simorg[2];
|
|
view->origin[2] += oldz - cl.simorg[2];
|
|
} else
|
|
oldz = cl.simorg[2];
|
|
}
|
|
|
|
/*
|
|
DropPunchAngle
|
|
*/
|
|
void
|
|
DropPunchAngle (void)
|
|
{
|
|
cl.punchangle -= 10 * host_frametime;
|
|
if (cl.punchangle < 0)
|
|
cl.punchangle = 0;
|
|
}
|
|
|
|
/*
|
|
V_RenderView
|
|
|
|
The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
|
|
the entity origin, so any view position inside that will be valid
|
|
*/
|
|
extern vrect_t scr_vrect;
|
|
|
|
void
|
|
V_RenderView (void)
|
|
{
|
|
// if (cl.simangles[ROLL])
|
|
// Sys_Error ("cl.simangles[ROLL]"); // DEBUG
|
|
cl.simangles[ROLL] = 0; // FIXME @@@
|
|
|
|
if (cls.state != ca_active)
|
|
return;
|
|
|
|
view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
|
|
view_message = &view_frame->playerstate[cl.playernum];
|
|
|
|
DropPunchAngle ();
|
|
if (cl.intermission) { // intermission / finale rendering
|
|
V_CalcIntermissionRefdef ();
|
|
} else {
|
|
V_CalcRefdef ();
|
|
}
|
|
|
|
R_PushDlights (vec3_origin);
|
|
|
|
R_RenderView ();
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
V_Init
|
|
*/
|
|
void
|
|
V_Init (void)
|
|
{
|
|
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.");
|
|
|
|
BuildGammaTable (1.0, 1.0); // no gamma yet
|
|
}
|
|
|
|
void
|
|
V_Init_Cvars (void)
|
|
{
|
|
v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, "How far the player must move forward before the view re-centers");
|
|
v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, "How quickly you return to a center view after a lookup or lookdown");
|
|
|
|
v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, "How far you tilt right and left when v_idlescale is enabled");
|
|
v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, "How quickly you tilt right and left when v_idlescale is enabled");
|
|
v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, "How quickly you lean forwards and backwards when v_idlescale is enabled");
|
|
v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, "How far you tilt right and left when v_idlescale is enabled");
|
|
v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, "How far you tilt right and left when v_idlescale is enabled");
|
|
v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, "How far you lean forwards and backwards when v_idlescale is enabled");
|
|
|
|
v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, "Toggles whether the view remains idle");
|
|
|
|
cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, "How quickly you straighten out after strafing");
|
|
cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, "How much your screen tilts when strafing");
|
|
|
|
cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, "How much your weapon moves up and down when walking");
|
|
cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, "How quickly your weapon moves up and down when walking");
|
|
cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, "How long your weapon stays up before cycling when walking");
|
|
|
|
v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, "How long the kick from an attack lasts");
|
|
v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, "How much you lean when hit");
|
|
v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, "How much you look up when hit");
|
|
|
|
brightness = Cvar_Get ("brightness", "1", CVAR_ARCHIVE, "Brightness level");
|
|
contrast = Cvar_Get ("contrast", "1", CVAR_ARCHIVE, "Contrast level");
|
|
}
|