mirror of
https://git.code.sf.net/p/quake/quakeforge
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756 lines
18 KiB
C
756 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 "QF/cmd.h"
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#include "QF/compat.h"
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/draw.h"
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#include "QF/msg.h"
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#include "QF/screen.h"
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#include "chase.h"
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#include "client.h"
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#include "host.h"
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#include "r_local.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
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of entities sent from the server may not include everything in the pvs,
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especially when crossing a water boudnary.
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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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cvar_t *scr_ofsx;
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cvar_t *scr_ofsy;
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cvar_t *scr_ofsz;
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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_centermove;
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cvar_t *v_centerspeed;
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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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cvar_t *v_kicktime;
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cvar_t *v_kickroll;
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cvar_t *v_kickpitch;
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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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extern cvar_t *vid_gamma;
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extern int in_forward, in_forward2, in_back;
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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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cshift_t cshift_bonus = { {215, 186, 60}, 50};
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float
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V_CalcBob (void)
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{
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float bob;
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float cycle;
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cycle = cl.time - (int) (cl.time / 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 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.velocity[0] * cl.velocity[0] +
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cl.velocity[1] * cl.velocity[1]) * cl_bob->value;
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// Con_Printf ("speed: %5.1f\n", Length(cl.velocity));
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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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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 (noclip_anglehack || !cl.onground || 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 (cl.cmd.forwardmove) < cl_forwardspeed->value)
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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 = cl.idealpitch - 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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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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entity_t *ent;
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float side;
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float count;
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armor = MSG_ReadByte (net_message);
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blood = MSG_ReadByte (net_message);
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for (i = 0; i < 3; i++)
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from[i] = MSG_ReadCoord (net_message);
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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")) &
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// INFO_CSHIFT_DAMAGE)) {
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cl.cshifts[CSHIFT_DAMAGE].percent += 3 * count;
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cl.cshifts[CSHIFT_DAMAGE].percent =
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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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// calculate view angle kicks
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ent = &cl_entities[cl.viewentity];
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VectorSubtract (from, ent->origin, from);
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VectorNormalize (from);
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AngleVectors (ent->angles, 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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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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return;
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cl.cshifts[CSHIFT_BONUS] = cshift_bonus;
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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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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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}
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}
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void
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V_CalcItemCshift (void)
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{
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if (cl.stats[STAT_ITEMS] & IT_SUIT) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
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cl.cshifts[CSHIFT_POWERUP].percent = 20;
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} else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
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cl.cshifts[CSHIFT_POWERUP].percent = 100;
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} else
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cl.cshifts[CSHIFT_POWERUP].percent = 0;
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}
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void
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V_CalcGlowCshift (void)
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{
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if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY ||
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cl.stats[STAT_ITEMS] & IT_QUAD) {
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if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY &&
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cl.stats[STAT_ITEMS] & IT_QUAD) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
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cl.cshifts[CSHIFT_POWERUP].percent = 30;
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} else if (cl.stats[STAT_ITEMS] & IT_QUAD) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
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cl.cshifts[CSHIFT_POWERUP].percent = 30;
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} else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
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cl.cshifts[CSHIFT_POWERUP].percent = 30;
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}
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} else {
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V_CalcItemCshift ();
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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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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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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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void
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V_BoundOffsets (void)
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{
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entity_t *ent;
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ent = &cl_entities[cl.viewentity];
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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] < ent->origin[0] - 14)
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r_refdef.vieworg[0] = ent->origin[0] - 14;
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else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
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r_refdef.vieworg[0] = ent->origin[0] + 14;
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if (r_refdef.vieworg[1] < ent->origin[1] - 14)
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r_refdef.vieworg[1] = ent->origin[1] - 14;
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else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
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r_refdef.vieworg[1] = ent->origin[1] + 14;
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if (r_refdef.vieworg[2] < ent->origin[2] - 22)
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r_refdef.vieworg[2] = ent->origin[2] - 22;
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else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
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r_refdef.vieworg[2] = ent->origin[2] + 30;
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}
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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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}
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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_entities[cl.viewentity].angles, cl.velocity);
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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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if (cl.stats[STAT_HEALTH] <= 0) {
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r_refdef.viewangles[ROLL] = 80; // dead view angle
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|
return;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void
|
|
V_CalcIntermissionRefdef (void)
|
|
{
|
|
entity_t *ent, *view;
|
|
float old;
|
|
|
|
// ent is the player model (visible when out of body)
|
|
ent = &cl_entities[cl.viewentity];
|
|
|
|
// 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;
|
|
|
|
// 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;
|
|
int i;
|
|
vec3_t forward, right, up;
|
|
vec3_t angles;
|
|
float bob;
|
|
static float oldz = 0;
|
|
|
|
V_DriftPitch ();
|
|
|
|
// ent is the player model (visible when out of body)
|
|
ent = &cl_entities[cl.viewentity];
|
|
// view is the weapon model (only visible from inside body)
|
|
view = &cl.viewent;
|
|
|
|
|
|
// transform the view offset by the model's matrix to get the offset from
|
|
// model origin for the view
|
|
ent->angles[YAW] = cl.viewangles[YAW]; // the model should face
|
|
// the view dir
|
|
ent->angles[PITCH] = -cl.viewangles[PITCH]; // the model should face
|
|
// the view dir
|
|
|
|
|
|
bob = V_CalcBob ();
|
|
|
|
// refresh position
|
|
VectorCopy (ent->origin, r_refdef.vieworg);
|
|
r_refdef.vieworg[2] += cl.viewheight + 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 1/16 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 ();
|
|
|
|
// offsets
|
|
angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are
|
|
// actually backward
|
|
angles[YAW] = ent->angles[YAW];
|
|
angles[ROLL] = ent->angles[ROLL];
|
|
|
|
AngleVectors (angles, forward, right, up);
|
|
|
|
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 ();
|
|
|
|
// 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;
|
|
// 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;
|
|
|
|
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
|
|
view->frame = cl.stats[STAT_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
|
|
VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
|
|
|
|
// smooth out stair step ups
|
|
if (cl.onground && ent->origin[2] - oldz > 0) {
|
|
float steptime;
|
|
|
|
steptime = cl.time - cl.oldtime;
|
|
if (steptime < 0)
|
|
//FIXME I_Error ("steptime < 0");
|
|
steptime = 0;
|
|
|
|
oldz += steptime * 80;
|
|
if (oldz > ent->origin[2])
|
|
oldz = ent->origin[2];
|
|
if (ent->origin[2] - oldz > 12)
|
|
oldz = ent->origin[2] - 12;
|
|
r_refdef.vieworg[2] += oldz - ent->origin[2];
|
|
view->origin[2] += oldz - ent->origin[2];
|
|
} else
|
|
oldz = ent->origin[2];
|
|
|
|
if (chase_active->int_val)
|
|
Chase_Update ();
|
|
}
|
|
|
|
|
|
/*
|
|
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
|
|
*/
|
|
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 {
|
|
if (!cl.paused)
|
|
V_CalcRefdef ();
|
|
}
|
|
|
|
R_RenderView ();
|
|
}
|
|
|
|
|
|
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.");
|
|
}
|
|
|
|
void
|
|
V_Init_Cvars (void)
|
|
{
|
|
v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, NULL,
|
|
"How far the player must move forward before the view re-centers");
|
|
v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, NULL,
|
|
"How quickly you return to a center view after a lookup or lookdown");
|
|
|
|
v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, NULL,
|
|
"How far you tilt right and left when v_idlescale is enabled");
|
|
v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, NULL,
|
|
"How quickly you tilt right and left when v_idlescale is enabled");
|
|
v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, NULL,
|
|
"How quickly you lean forwards and backwards when v_idlescale is enabled");
|
|
v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, NULL,
|
|
"How far you tilt right and left when v_idlescale is enabled");
|
|
v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, NULL,
|
|
"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,
|
|
"How far you lean forwards and backwards when v_idlescale is enabled");
|
|
|
|
v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, NULL,
|
|
"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");
|
|
cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, NULL,
|
|
"How quickly you straighten out after strafing");
|
|
cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, NULL,
|
|
"How much your screen tilts when strafing");
|
|
|
|
cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, NULL,
|
|
"How much your weapon moves up and down when walking");
|
|
cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, NULL,
|
|
"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");
|
|
|
|
v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, NULL,
|
|
"How long the kick from an attack lasts");
|
|
v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, NULL,
|
|
"How much you lean when hit");
|
|
v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, NULL,
|
|
"How much you look up when hit");
|
|
}
|