2013-04-04 22:35:38 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_view.c -- setup all the parameters (position, angle, etc)
// for a 3D rendering
# include "cg_local.h"
# include "bg_saga.h"
# if !defined(CL_LIGHT_H_INC)
# include "cg_lights.h"
# endif
# define MASK_CAMERACLIP (MASK_SOLID|CONTENTS_PLAYERCLIP)
# define CAMERA_SIZE 4
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
MODEL TESTING
The viewthing and gun positioning tools from Q2 have been integrated and
enhanced into a single model testing facility .
Model viewing can begin with either " testmodel <modelname> " or " testgun <modelname> " .
The names must be the full pathname after the basedir , like
" models/weapons/v_launch/tris.md3 " or " players/male/tris.md3 "
Testmodel will create a fake entity 100 units in front of the current view
position , directly facing the viewer . It will remain immobile , so you can
move around it to view it from different angles .
Testgun will cause the model to follow the player around and supress the real
view weapon model . The default frame 0 of most guns is completely off screen ,
so you will probably have to cycle a couple frames to see it .
" nextframe " , " prevframe " , " nextskin " , and " prevskin " commands will change the
frame or skin of the testmodel . These are bound to F5 , F6 , F7 , and F8 in
q3default . cfg .
If a gun is being tested , the " gun_x " , " gun_y " , and " gun_z " variables will let
you adjust the positioning .
Note that none of the model testing features update while the game is paused , so
it may be convenient to test with deathmatch set to 1 so that bringing down the
console doesn ' t pause the game .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = = = = = =
CG_TestModel_f
Creates an entity in front of the current position , which
can then be moved around
= = = = = = = = = = = = = = = = =
*/
void CG_TestModel_f ( void ) {
vec3_t angles ;
memset ( & cg . testModelEntity , 0 , sizeof ( cg . testModelEntity ) ) ;
if ( trap_Argc ( ) < 2 ) {
return ;
}
Q_strncpyz ( cg . testModelName , CG_Argv ( 1 ) , MAX_QPATH ) ;
cg . testModelEntity . hModel = trap_R_RegisterModel ( cg . testModelName ) ;
if ( trap_Argc ( ) = = 3 ) {
cg . testModelEntity . backlerp = atof ( CG_Argv ( 2 ) ) ;
cg . testModelEntity . frame = 1 ;
cg . testModelEntity . oldframe = 0 ;
}
if ( ! cg . testModelEntity . hModel ) {
CG_Printf ( " Can't register model \n " ) ;
return ;
}
VectorMA ( cg . refdef . vieworg , 100 , cg . refdef . viewaxis [ 0 ] , cg . testModelEntity . origin ) ;
angles [ PITCH ] = 0 ;
angles [ YAW ] = 180 + cg . refdef . viewangles [ 1 ] ;
angles [ ROLL ] = 0 ;
AnglesToAxis ( angles , cg . testModelEntity . axis ) ;
cg . testGun = qfalse ;
}
/*
= = = = = = = = = = = = = = = = =
CG_TestGun_f
Replaces the current view weapon with the given model
= = = = = = = = = = = = = = = = =
*/
void CG_TestGun_f ( void ) {
CG_TestModel_f ( ) ;
cg . testGun = qtrue ;
//cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
// rww - 9-13-01 [1-26-01-sof2]
cg . testModelEntity . renderfx = RF_DEPTHHACK | RF_FIRST_PERSON ;
}
void CG_TestModelNextFrame_f ( void ) {
cg . testModelEntity . frame + + ;
CG_Printf ( " frame %i \n " , cg . testModelEntity . frame ) ;
}
void CG_TestModelPrevFrame_f ( void ) {
cg . testModelEntity . frame - - ;
if ( cg . testModelEntity . frame < 0 ) {
cg . testModelEntity . frame = 0 ;
}
CG_Printf ( " frame %i \n " , cg . testModelEntity . frame ) ;
}
void CG_TestModelNextSkin_f ( void ) {
cg . testModelEntity . skinNum + + ;
CG_Printf ( " skin %i \n " , cg . testModelEntity . skinNum ) ;
}
void CG_TestModelPrevSkin_f ( void ) {
cg . testModelEntity . skinNum - - ;
if ( cg . testModelEntity . skinNum < 0 ) {
cg . testModelEntity . skinNum = 0 ;
}
CG_Printf ( " skin %i \n " , cg . testModelEntity . skinNum ) ;
}
static void CG_AddTestModel ( void ) {
int i ;
// re-register the model, because the level may have changed
cg . testModelEntity . hModel = trap_R_RegisterModel ( cg . testModelName ) ;
if ( ! cg . testModelEntity . hModel ) {
CG_Printf ( " Can't register model \n " ) ;
return ;
}
// if testing a gun, set the origin reletive to the view origin
if ( cg . testGun ) {
VectorCopy ( cg . refdef . vieworg , cg . testModelEntity . origin ) ;
VectorCopy ( cg . refdef . viewaxis [ 0 ] , cg . testModelEntity . axis [ 0 ] ) ;
VectorCopy ( cg . refdef . viewaxis [ 1 ] , cg . testModelEntity . axis [ 1 ] ) ;
VectorCopy ( cg . refdef . viewaxis [ 2 ] , cg . testModelEntity . axis [ 2 ] ) ;
// allow the position to be adjusted
for ( i = 0 ; i < 3 ; i + + ) {
cg . testModelEntity . origin [ i ] + = cg . refdef . viewaxis [ 0 ] [ i ] * cg_gun_x . value ;
cg . testModelEntity . origin [ i ] + = cg . refdef . viewaxis [ 1 ] [ i ] * cg_gun_y . value ;
cg . testModelEntity . origin [ i ] + = cg . refdef . viewaxis [ 2 ] [ i ] * cg_gun_z . value ;
}
}
trap_R_AddRefEntityToScene ( & cg . testModelEntity ) ;
}
//============================================================================
/*
= = = = = = = = = = = = = = = = =
CG_CalcVrect
Sets the coordinates of the rendered window
= = = = = = = = = = = = = = = = =
*/
static void CG_CalcVrect ( void ) {
int size ;
// the intermission should allways be full screen
if ( cg . snap - > ps . pm_type = = PM_INTERMISSION ) {
size = 100 ;
} else {
// bound normal viewsize
if ( cg_viewsize . integer < 30 ) {
trap_Cvar_Set ( " cg_viewsize " , " 30 " ) ;
size = 30 ;
} else if ( cg_viewsize . integer > 100 ) {
trap_Cvar_Set ( " cg_viewsize " , " 100 " ) ;
size = 100 ;
} else {
size = cg_viewsize . integer ;
}
}
cg . refdef . width = cgs . glconfig . vidWidth * size / 100 ;
cg . refdef . width & = ~ 1 ;
cg . refdef . height = cgs . glconfig . vidHeight * size / 100 ;
cg . refdef . height & = ~ 1 ;
cg . refdef . x = ( cgs . glconfig . vidWidth - cg . refdef . width ) / 2 ;
cg . refdef . y = ( cgs . glconfig . vidHeight - cg . refdef . height ) / 2 ;
}
//==============================================================================
//==============================================================================
//==============================================================================
// this causes a compiler bug on mac MrC compiler
static void CG_StepOffset ( void ) {
int timeDelta ;
// smooth out stair climbing
timeDelta = cg . time - cg . stepTime ;
if ( timeDelta < STEP_TIME ) {
cg . refdef . vieworg [ 2 ] - = cg . stepChange
* ( STEP_TIME - timeDelta ) / STEP_TIME ;
}
}
# define CAMERA_DAMP_INTERVAL 50
static vec3_t cameramins = { - CAMERA_SIZE , - CAMERA_SIZE , - CAMERA_SIZE } ;
static vec3_t cameramaxs = { CAMERA_SIZE , CAMERA_SIZE , CAMERA_SIZE } ;
vec3_t camerafwd , cameraup ;
vec3_t cameraFocusAngles , cameraFocusLoc ;
vec3_t cameraIdealTarget , cameraIdealLoc ;
vec3_t cameraCurTarget = { 0 , 0 , 0 } , cameraCurLoc = { 0 , 0 , 0 } ;
vec3_t cameraOldLoc = { 0 , 0 , 0 } , cameraNewLoc = { 0 , 0 , 0 } ;
int cameraLastFrame = 0 ;
float cameraLastYaw = 0 ;
float cameraStiffFactor = 0.0f ;
/*
= = = = = = = = = = = = = = =
Notes on the camera viewpoint in and out . . .
cg . refdef . vieworg
- - at the start of the function holds the player actor ' s origin ( center of player model ) .
- - it is set to the final view location of the camera at the end of the camera code .
cg . refdef . viewangles
- - at the start holds the client ' s view angles
- - it is set to the final view angle of the camera at the end of the camera code .
= = = = = = = = = = = = = = =
*/
extern qboolean gCGHasFallVector ;
extern vec3_t gCGFallVector ;
/*
= = = = = = = = = = = = = = =
CG_CalcTargetThirdPersonViewLocation
= = = = = = = = = = = = = = =
*/
static void CG_CalcIdealThirdPersonViewTarget ( void )
{
// Initialize IdealTarget
if ( gCGHasFallVector )
{
VectorCopy ( gCGFallVector , cameraFocusLoc ) ;
}
else
{
VectorCopy ( cg . refdef . vieworg , cameraFocusLoc ) ;
}
// Add in the new viewheight
cameraFocusLoc [ 2 ] + = cg . snap - > ps . viewheight ;
// Add in a vertical offset from the viewpoint, which puts the actual target above the head, regardless of angle.
// VectorMA(cameraFocusLoc, thirdPersonVertOffset, cameraup, cameraIdealTarget);
// Add in a vertical offset from the viewpoint, which puts the actual target above the head, regardless of angle.
VectorCopy ( cameraFocusLoc , cameraIdealTarget ) ;
{
float vertOffset = cg_thirdPersonVertOffset . value ;
if ( cg . snap & & cg . snap - > ps . m_iVehicleNum )
{
centity_t * veh = & cg_entities [ cg . snap - > ps . m_iVehicleNum ] ;
if ( veh - > m_pVehicle & &
veh - > m_pVehicle - > m_pVehicleInfo - > cameraOverride )
{ //override the range with what the vehicle wants it to be
if ( veh - > m_pVehicle - > m_pVehicleInfo - > cameraPitchDependantVertOffset )
{
if ( cg . snap - > ps . viewangles [ PITCH ] > 0 )
{
vertOffset = 130 + cg . predictedPlayerState . viewangles [ PITCH ] * - 10 ;
if ( vertOffset < - 170 )
{
vertOffset = - 170 ;
}
}
else if ( cg . snap - > ps . viewangles [ PITCH ] < 0 )
{
vertOffset = 130 + cg . predictedPlayerState . viewangles [ PITCH ] * - 5 ;
if ( vertOffset > 130 )
{
vertOffset = 130 ;
}
}
else
{
vertOffset = 30 ;
}
}
else
{
vertOffset = veh - > m_pVehicle - > m_pVehicleInfo - > cameraVertOffset ;
}
}
else if ( veh - > m_pVehicle
& & veh - > m_pVehicle - > m_pVehicleInfo
& & veh - > m_pVehicle - > m_pVehicleInfo - > type = = VH_ANIMAL )
{
vertOffset = 0 ;
}
}
cameraIdealTarget [ 2 ] + = vertOffset ;
}
//VectorMA(cameraFocusLoc, cg_thirdPersonVertOffset.value, cameraup, cameraIdealTarget);
}
/*
= = = = = = = = = = = = = = =
CG_CalcTargetThirdPersonViewLocation
= = = = = = = = = = = = = = =
*/
static void CG_CalcIdealThirdPersonViewLocation ( void )
{
float thirdPersonRange = cg_thirdPersonRange . value ;
if ( cg . snap & & cg . snap - > ps . m_iVehicleNum )
{
centity_t * veh = & cg_entities [ cg . snap - > ps . m_iVehicleNum ] ;
if ( veh - > m_pVehicle & &
veh - > m_pVehicle - > m_pVehicleInfo - > cameraOverride )
{ //override the range with what the vehicle wants it to be
thirdPersonRange = veh - > m_pVehicle - > m_pVehicleInfo - > cameraRange ;
if ( veh - > playerState - > hackingTime )
{
thirdPersonRange + = fabs ( ( ( float ) veh - > playerState - > hackingTime ) / MAX_STRAFE_TIME ) * 100.0f ;
}
}
}
if ( cg . snap
& & ( cg . snap - > ps . eFlags2 & EF2_HELD_BY_MONSTER )
& & cg . snap - > ps . hasLookTarget
& & cg_entities [ cg . snap - > ps . lookTarget ] . currentState . NPC_class = = CLASS_RANCOR ) //only possibility for now, may add Wampa and sand creature later
{ //stay back
//thirdPersonRange = 180.0f;
thirdPersonRange = 120.0f ;
}
VectorMA ( cameraIdealTarget , - ( thirdPersonRange ) , camerafwd , cameraIdealLoc ) ;
}
static void CG_ResetThirdPersonViewDamp ( void )
{
trace_t trace ;
// Cap the pitch within reasonable limits
if ( cameraFocusAngles [ PITCH ] > 89.0 )
{
cameraFocusAngles [ PITCH ] = 89.0 ;
}
else if ( cameraFocusAngles [ PITCH ] < - 89.0 )
{
cameraFocusAngles [ PITCH ] = - 89.0 ;
}
AngleVectors ( cameraFocusAngles , camerafwd , NULL , cameraup ) ;
// Set the cameraIdealTarget
CG_CalcIdealThirdPersonViewTarget ( ) ;
// Set the cameraIdealLoc
CG_CalcIdealThirdPersonViewLocation ( ) ;
// Now, we just set everything to the new positions.
VectorCopy ( cameraIdealLoc , cameraCurLoc ) ;
VectorCopy ( cameraIdealTarget , cameraCurTarget ) ;
// First thing we do is trace from the first person viewpoint out to the new target location.
CG_Trace ( & trace , cameraFocusLoc , cameramins , cameramaxs , cameraCurTarget , cg . snap - > ps . clientNum , MASK_CAMERACLIP ) ;
if ( trace . fraction < = 1.0 )
{
VectorCopy ( trace . endpos , cameraCurTarget ) ;
}
// Now we trace from the new target location to the new view location, to make sure there is nothing in the way.
CG_Trace ( & trace , cameraCurTarget , cameramins , cameramaxs , cameraCurLoc , cg . snap - > ps . clientNum , MASK_CAMERACLIP ) ;
if ( trace . fraction < = 1.0 )
{
VectorCopy ( trace . endpos , cameraCurLoc ) ;
}
cameraLastFrame = cg . time ;
cameraLastYaw = cameraFocusAngles [ YAW ] ;
cameraStiffFactor = 0.0f ;
}
// This is called every frame.
static void CG_UpdateThirdPersonTargetDamp ( void )
{
trace_t trace ;
vec3_t targetdiff ;
float dampfactor , dtime , ratio ;
// Set the cameraIdealTarget
// Automatically get the ideal target, to avoid jittering.
CG_CalcIdealThirdPersonViewTarget ( ) ;
if ( cg . predictedVehicleState . hyperSpaceTime
& & ( cg . time - cg . predictedVehicleState . hyperSpaceTime ) < HYPERSPACE_TIME )
{ //hyperspacing, no damp
VectorCopy ( cameraIdealTarget , cameraCurTarget ) ;
}
else if ( cg_thirdPersonTargetDamp . value > = 1.0 | | cg . thisFrameTeleport | | cg . predictedPlayerState . m_iVehicleNum )
{ // No damping.
VectorCopy ( cameraIdealTarget , cameraCurTarget ) ;
}
else if ( cg_thirdPersonTargetDamp . value > = 0.0 )
{
// Calculate the difference from the current position to the new one.
VectorSubtract ( cameraIdealTarget , cameraCurTarget , targetdiff ) ;
// Now we calculate how much of the difference we cover in the time allotted.
// The equation is (Damp)^(time)
dampfactor = 1.0 - cg_thirdPersonTargetDamp . value ; // We must exponent the amount LEFT rather than the amount bled off
dtime = ( float ) ( cg . time - cameraLastFrame ) * ( 1.0 / ( float ) CAMERA_DAMP_INTERVAL ) ; // Our dampfactor is geared towards a time interval equal to "1".
// Note that since there are a finite number of "practical" delta millisecond values possible,
// the ratio should be initialized into a chart ultimately.
ratio = powf ( dampfactor , dtime ) ;
// This value is how much distance is "left" from the ideal.
VectorMA ( cameraIdealTarget , - ratio , targetdiff , cameraCurTarget ) ;
/////////////////////////////////////////////////////////////////////////////////////////////////////////
}
// Now we trace to see if the new location is cool or not.
// First thing we do is trace from the first person viewpoint out to the new target location.
CG_Trace ( & trace , cameraFocusLoc , cameramins , cameramaxs , cameraCurTarget , cg . snap - > ps . clientNum , MASK_CAMERACLIP ) ;
if ( trace . fraction < 1.0 )
{
VectorCopy ( trace . endpos , cameraCurTarget ) ;
}
// Note that previously there was an upper limit to the number of physics traces that are done through the world
// for the sake of camera collision, since it wasn't calced per frame. Now it is calculated every frame.
// This has the benefit that the camera is a lot smoother now (before it lerped between tested points),
// however two full volume traces each frame is a bit scary to think about.
}
// This can be called every interval, at the user's discretion.
extern void CG_CalcEntityLerpPositions ( centity_t * cent ) ; //cg_ents.c
static void CG_UpdateThirdPersonCameraDamp ( void )
{
trace_t trace ;
vec3_t locdiff ;
float dampfactor , dtime , ratio ;
// Set the cameraIdealLoc
CG_CalcIdealThirdPersonViewLocation ( ) ;
// First thing we do is calculate the appropriate damping factor for the camera.
dampfactor = 0.0 ;
if ( cg . predictedVehicleState . hyperSpaceTime
& & ( cg . time - cg . predictedVehicleState . hyperSpaceTime ) < HYPERSPACE_TIME )
{ //hyperspacing - don't damp camera
dampfactor = 1.0f ;
}
else if ( cg_thirdPersonCameraDamp . value ! = 0.0 )
{
float pitch ;
float dFactor ;
if ( ! cg . predictedPlayerState . m_iVehicleNum )
{
dFactor = cg_thirdPersonCameraDamp . value ;
}
else
{
dFactor = 1.0f ;
}
// Note that the camera pitch has already been capped off to 89.
pitch = Q_fabs ( cameraFocusAngles [ PITCH ] ) ;
// The higher the pitch, the larger the factor, so as you look up, it damps a lot less.
pitch / = 115.0 ;
dampfactor = ( 1.0 - dFactor ) * ( pitch * pitch ) ;
dampfactor + = dFactor ;
// Now we also multiply in the stiff factor, so that faster yaw changes are stiffer.
if ( cameraStiffFactor > 0.0f )
{ // The cameraStiffFactor is how much of the remaining damp below 1 should be shaved off, i.e. approach 1 as stiffening increases.
dampfactor + = ( 1.0 - dampfactor ) * cameraStiffFactor ;
}
}
if ( dampfactor > = 1.0 | | cg . thisFrameTeleport )
{ // No damping.
VectorCopy ( cameraIdealLoc , cameraCurLoc ) ;
}
else if ( dampfactor > = 0.0 )
{
// Calculate the difference from the current position to the new one.
VectorSubtract ( cameraIdealLoc , cameraCurLoc , locdiff ) ;
// Now we calculate how much of the difference we cover in the time allotted.
// The equation is (Damp)^(time)
dampfactor = 1.0 - dampfactor ; // We must exponent the amount LEFT rather than the amount bled off
dtime = ( float ) ( cg . time - cameraLastFrame ) * ( 1.0 / ( float ) CAMERA_DAMP_INTERVAL ) ; // Our dampfactor is geared towards a time interval equal to "1".
// Note that since there are a finite number of "practical" delta millisecond values possible,
// the ratio should be initialized into a chart ultimately.
ratio = powf ( dampfactor , dtime ) ;
// This value is how much distance is "left" from the ideal.
VectorMA ( cameraIdealLoc , - ratio , locdiff , cameraCurLoc ) ;
/////////////////////////////////////////////////////////////////////////////////////////////////////////
}
// Now we trace from the new target location to the new view location, to make sure there is nothing in the way.
CG_Trace ( & trace , cameraCurTarget , cameramins , cameramaxs , cameraCurLoc , cg . snap - > ps . clientNum , MASK_CAMERACLIP ) ;
if ( trace . fraction < 1.0 )
{
if ( trace . entityNum < ENTITYNUM_WORLD & &
cg_entities [ trace . entityNum ] . currentState . solid = = SOLID_BMODEL & &
cg_entities [ trace . entityNum ] . currentState . eType = = ET_MOVER )
{ //get a different position for movers -rww
centity_t * mover = & cg_entities [ trace . entityNum ] ;
//this is absolutely hackiful, since we calc view values before we add packet ents and lerp,
//if we hit a mover we want to update its lerp pos and force it when we do the trace against
//it.
if ( mover - > currentState . pos . trType ! = TR_STATIONARY & &
mover - > currentState . pos . trType ! = TR_LINEAR )
{
int curTr = mover - > currentState . pos . trType ;
vec3_t curTrB ;
VectorCopy ( mover - > currentState . pos . trBase , curTrB ) ;
//calc lerporigin for this client frame
CG_CalcEntityLerpPositions ( mover ) ;
//force the calc'd lerp to be the base and say we are stationary so we don't try to extrapolate
//out further.
mover - > currentState . pos . trType = TR_STATIONARY ;
VectorCopy ( mover - > lerpOrigin , mover - > currentState . pos . trBase ) ;
//retrace
CG_Trace ( & trace , cameraCurTarget , cameramins , cameramaxs , cameraCurLoc , cg . snap - > ps . clientNum , MASK_CAMERACLIP ) ;
//copy old data back in
mover - > currentState . pos . trType = ( trType_t ) curTr ;
VectorCopy ( curTrB , mover - > currentState . pos . trBase ) ;
}
if ( trace . fraction < 1.0f )
{ //still hit it, so take the proper trace endpos and use that.
VectorCopy ( trace . endpos , cameraCurLoc ) ;
}
}
else
{
VectorCopy ( trace . endpos , cameraCurLoc ) ;
}
}
// Note that previously there was an upper limit to the number of physics traces that are done through the world
// for the sake of camera collision, since it wasn't calced per frame. Now it is calculated every frame.
// This has the benefit that the camera is a lot smoother now (before it lerped between tested points),
// however two full volume traces each frame is a bit scary to think about.
}
/*
= = = = = = = = = = = = = = = `
CG_OffsetThirdPersonView
= = = = = = = = = = = = = = =
*/
extern vmCvar_t cg_thirdPersonHorzOffset ;
extern qboolean BG_UnrestrainedPitchRoll ( playerState_t * ps , Vehicle_t * pVeh ) ;
static void CG_OffsetThirdPersonView ( void )
{
vec3_t diff ;
float thirdPersonHorzOffset = cg_thirdPersonHorzOffset . value ;
float deltayaw ;
if ( cg . snap & & cg . snap - > ps . m_iVehicleNum )
{
centity_t * veh = & cg_entities [ cg . snap - > ps . m_iVehicleNum ] ;
if ( veh - > m_pVehicle & &
veh - > m_pVehicle - > m_pVehicleInfo - > cameraOverride )
{ //override the range with what the vehicle wants it to be
thirdPersonHorzOffset = veh - > m_pVehicle - > m_pVehicleInfo - > cameraHorzOffset ;
if ( veh - > playerState - > hackingTime )
{
thirdPersonHorzOffset + = ( ( ( float ) veh - > playerState - > hackingTime ) / MAX_STRAFE_TIME ) * - 80.0f ;
}
}
}
cameraStiffFactor = 0.0 ;
// Set camera viewing direction.
VectorCopy ( cg . refdef . viewangles , cameraFocusAngles ) ;
// if dead, look at killer
if ( cg . snap
& & ( cg . snap - > ps . eFlags2 & EF2_HELD_BY_MONSTER )
& & cg . snap - > ps . hasLookTarget
& & cg_entities [ cg . snap - > ps . lookTarget ] . currentState . NPC_class = = CLASS_RANCOR ) //only possibility for now, may add Wampa and sand creature later
{ //being held
//vec3_t monsterPos, dir2Me;
centity_t * monster = & cg_entities [ cg . snap - > ps . lookTarget ] ;
VectorSet ( cameraFocusAngles , 0 , AngleNormalize180 ( monster - > lerpAngles [ YAW ] + 180 ) , 0 ) ;
//make the look angle the vector from his mouth to me
/*
VectorCopy ( monster - > lerpOrigin , monsterPos ) ;
monsterPos [ 2 ] = cg . snap - > ps . origin [ 2 ] ;
VectorSubtract ( monsterPos , cg . snap - > ps . origin , dir2Me ) ;
vectoangles ( dir2Me , cameraFocusAngles ) ;
*/
}
else if ( cg . snap - > ps . stats [ STAT_HEALTH ] < = 0 )
{
cameraFocusAngles [ YAW ] = cg . snap - > ps . stats [ STAT_DEAD_YAW ] ;
}
else
{ // Add in the third Person Angle.
cameraFocusAngles [ YAW ] + = cg_thirdPersonAngle . value ;
{
float pitchOffset = cg_thirdPersonPitchOffset . value ;
if ( cg . snap & & cg . snap - > ps . m_iVehicleNum )
{
centity_t * veh = & cg_entities [ cg . snap - > ps . m_iVehicleNum ] ;
if ( veh - > m_pVehicle & &
veh - > m_pVehicle - > m_pVehicleInfo - > cameraOverride )
{ //override the range with what the vehicle wants it to be
if ( veh - > m_pVehicle - > m_pVehicleInfo - > cameraPitchDependantVertOffset )
{
if ( cg . snap - > ps . viewangles [ PITCH ] > 0 )
{
pitchOffset = cg . predictedPlayerState . viewangles [ PITCH ] * - 0.75 ;
}
else if ( cg . snap - > ps . viewangles [ PITCH ] < 0 )
{
pitchOffset = cg . predictedPlayerState . viewangles [ PITCH ] * - 0.75 ;
}
else
{
pitchOffset = 0 ;
}
}
else
{
pitchOffset = veh - > m_pVehicle - > m_pVehicleInfo - > cameraPitchOffset ;
}
}
}
if ( 0 & & cg . predictedPlayerState . m_iVehicleNum //in a vehicle
& & BG_UnrestrainedPitchRoll ( & cg . predictedPlayerState , cg_entities [ cg . predictedPlayerState . m_iVehicleNum ] . m_pVehicle ) ) //can roll/pitch without restriction
{
float pitchPerc = ( ( 90.0f - fabs ( cameraFocusAngles [ ROLL ] ) ) / 90.0f ) ;
cameraFocusAngles [ PITCH ] + = pitchOffset * pitchPerc ;
if ( cameraFocusAngles [ ROLL ] > 0 )
{
cameraFocusAngles [ YAW ] - = pitchOffset - ( pitchOffset * pitchPerc ) ;
}
else
{
cameraFocusAngles [ YAW ] + = pitchOffset - ( pitchOffset * pitchPerc ) ;
}
}
else
{
cameraFocusAngles [ PITCH ] + = pitchOffset ;
}
}
}
// The next thing to do is to see if we need to calculate a new camera target location.
// If we went back in time for some reason, or if we just started, reset the sample.
if ( cameraLastFrame = = 0 | | cameraLastFrame > cg . time )
{
CG_ResetThirdPersonViewDamp ( ) ;
}
else
{
// Cap the pitch within reasonable limits
if ( cg . predictedPlayerState . m_iVehicleNum //in a vehicle
& & BG_UnrestrainedPitchRoll ( & cg . predictedPlayerState , cg_entities [ cg . predictedPlayerState . m_iVehicleNum ] . m_pVehicle ) ) //can roll/pitch without restriction
{ //no clamp on pitch
//FIXME: when pitch >= 90 or <= -90, camera rotates oddly... need to CrossProduct not just vectoangles
}
else
{
if ( cameraFocusAngles [ PITCH ] > 80.0 )
{
cameraFocusAngles [ PITCH ] = 80.0 ;
}
else if ( cameraFocusAngles [ PITCH ] < - 80.0 )
{
cameraFocusAngles [ PITCH ] = - 80.0 ;
}
}
AngleVectors ( cameraFocusAngles , camerafwd , NULL , cameraup ) ;
deltayaw = fabs ( cameraFocusAngles [ YAW ] - cameraLastYaw ) ;
if ( deltayaw > 180.0f )
{ // Normalize this angle so that it is between 0 and 180.
deltayaw = fabs ( deltayaw - 360.0f ) ;
}
cameraStiffFactor = deltayaw / ( float ) ( cg . time - cameraLastFrame ) ;
if ( cameraStiffFactor < 1.0 )
{
cameraStiffFactor = 0.0 ;
}
else if ( cameraStiffFactor > 2.5 )
{
cameraStiffFactor = 0.75 ;
}
else
{ // 1 to 2 scales from 0.0 to 0.5
cameraStiffFactor = ( cameraStiffFactor - 1.0f ) * 0.5f ;
}
cameraLastYaw = cameraFocusAngles [ YAW ] ;
// Move the target to the new location.
CG_UpdateThirdPersonTargetDamp ( ) ;
CG_UpdateThirdPersonCameraDamp ( ) ;
}
// Now interestingly, the Quake method is to calculate a target focus point above the player, and point the camera at it.
// We won't do that for now.
// We must now take the angle taken from the camera target and location.
/*VectorSubtract(cameraCurTarget, cameraCurLoc, diff);
VectorNormalize ( diff ) ;
vectoangles ( diff , cg . refdef . viewangles ) ; */
VectorSubtract ( cameraCurTarget , cameraCurLoc , diff ) ;
{
float dist = VectorNormalize ( diff ) ;
//under normal circumstances, should never be 0.00000 and so on.
if ( ! dist | | ( diff [ 0 ] = = 0 | | diff [ 1 ] = = 0 ) )
{ //must be hitting something, need some value to calc angles, so use cam forward
VectorCopy ( camerafwd , diff ) ;
}
}
if ( 0 & & cg . predictedPlayerState . m_iVehicleNum //in a vehicle
& & BG_UnrestrainedPitchRoll ( & cg . predictedPlayerState , cg_entities [ cg . predictedPlayerState . m_iVehicleNum ] . m_pVehicle ) ) //can roll/pitch without restriction
{ //FIXME: this causes camera jerkiness, need to blend the roll?
float sav_Roll = cg . refdef . viewangles [ ROLL ] ;
vectoangles ( diff , cg . refdef . viewangles ) ;
cg . refdef . viewangles [ ROLL ] = sav_Roll ;
}
else
{
vectoangles ( diff , cg . refdef . viewangles ) ;
}
// Temp: just move the camera to the side a bit
if ( thirdPersonHorzOffset ! = 0.0f )
{
AnglesToAxis ( cg . refdef . viewangles , cg . refdef . viewaxis ) ;
VectorMA ( cameraCurLoc , thirdPersonHorzOffset , cg . refdef . viewaxis [ 1 ] , cameraCurLoc ) ;
}
// ...and of course we should copy the new view location to the proper spot too.
VectorCopy ( cameraCurLoc , cg . refdef . vieworg ) ;
cameraLastFrame = cg . time ;
}
2013-04-04 23:21:13 +00:00
void CG_GetVehicleCamPos ( vec3_t camPos )
{
VectorCopy ( cg . refdef . vieworg , camPos ) ;
}
2013-04-04 22:35:38 +00:00
/*
= = = = = = = = = = = = = = =
CG_OffsetThirdPersonView
= = = = = = = = = = = = = = =
*/ /*
# define FOCUS_DISTANCE 512
static void CG_OffsetThirdPersonView ( void ) {
vec3_t forward , right , up ;
vec3_t view ;
vec3_t focusAngles ;
trace_t trace ;
static vec3_t mins = { - 4 , - 4 , - 4 } ;
static vec3_t maxs = { 4 , 4 , 4 } ;
vec3_t focusPoint ;
float focusDist ;
float forwardScale , sideScale ;
cg . refdef . vieworg [ 2 ] + = cg . predictedPlayerState . viewheight ;
VectorCopy ( cg . refdef . viewangles , focusAngles ) ;
// if dead, look at killer
if ( cg . predictedPlayerState . stats [ STAT_HEALTH ] < = 0 ) {
focusAngles [ YAW ] = cg . predictedPlayerState . stats [ STAT_DEAD_YAW ] ;
cg . refdef . viewangles [ YAW ] = cg . predictedPlayerState . stats [ STAT_DEAD_YAW ] ;
}
if ( focusAngles [ PITCH ] > 45 ) {
focusAngles [ PITCH ] = 45 ; // don't go too far overhead
}
AngleVectors ( focusAngles , forward , NULL , NULL ) ;
VectorMA ( cg . refdef . vieworg , FOCUS_DISTANCE , forward , focusPoint ) ;
VectorCopy ( cg . refdef . vieworg , view ) ;
view [ 2 ] + = 8 ;
cg . refdef . viewangles [ PITCH ] * = 0.5 ;
AngleVectors ( cg . refdef . viewangles , forward , right , up ) ;
forwardScale = cos ( cg_thirdPersonAngle . value / 180 * M_PI ) ;
sideScale = sin ( cg_thirdPersonAngle . value / 180 * M_PI ) ;
VectorMA ( view , - cg_thirdPersonRange . value * forwardScale , forward , view ) ;
VectorMA ( view , - cg_thirdPersonRange . value * sideScale , right , view ) ;
// trace a ray from the origin to the viewpoint to make sure the view isn't
// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
if ( ! cg_cameraMode . integer ) {
CG_Trace ( & trace , cg . refdef . vieworg , mins , maxs , view , cg . predictedPlayerState . clientNum , MASK_CAMERACLIP ) ;
if ( trace . fraction ! = 1.0 ) {
VectorCopy ( trace . endpos , view ) ;
view [ 2 ] + = ( 1.0 - trace . fraction ) * 32 ;
// try another trace to this position, because a tunnel may have the ceiling
// close enogh that this is poking out
CG_Trace ( & trace , cg . refdef . vieworg , mins , maxs , view , cg . predictedPlayerState . clientNum , MASK_CAMERACLIP ) ;
VectorCopy ( trace . endpos , view ) ;
}
}
VectorCopy ( view , cg . refdef . vieworg ) ;
// select pitch to look at focus point from vieword
VectorSubtract ( focusPoint , cg . refdef . vieworg , focusPoint ) ;
focusDist = sqrt ( focusPoint [ 0 ] * focusPoint [ 0 ] + focusPoint [ 1 ] * focusPoint [ 1 ] ) ;
if ( focusDist < 1 ) {
focusDist = 1 ; // should never happen
}
cg . refdef . viewangles [ PITCH ] = - 180 / M_PI * atan2 ( focusPoint [ 2 ] , focusDist ) ;
cg . refdef . viewangles [ YAW ] - = cg_thirdPersonAngle . value ;
}
// this causes a compiler bug on mac MrC compiler
static void CG_StepOffset ( void ) {
int timeDelta ;
// smooth out stair climbing
timeDelta = cg . time - cg . stepTime ;
if ( timeDelta < STEP_TIME ) {
cg . refdef . vieworg [ 2 ] - = cg . stepChange
* ( STEP_TIME - timeDelta ) / STEP_TIME ;
}
} */
/*
= = = = = = = = = = = = = = =
CG_OffsetFirstPersonView
= = = = = = = = = = = = = = =
*/
static void CG_OffsetFirstPersonView ( void ) {
float * origin ;
float * angles ;
float bob ;
float ratio ;
float delta ;
float speed ;
float f ;
vec3_t predictedVelocity ;
int timeDelta ;
int kickTime ;
if ( cg . snap - > ps . pm_type = = PM_INTERMISSION ) {
return ;
}
origin = cg . refdef . vieworg ;
angles = cg . refdef . viewangles ;
// if dead, fix the angle and don't add any kick
if ( cg . snap - > ps . stats [ STAT_HEALTH ] < = 0 ) {
angles [ ROLL ] = 40 ;
angles [ PITCH ] = - 15 ;
angles [ YAW ] = cg . snap - > ps . stats [ STAT_DEAD_YAW ] ;
origin [ 2 ] + = cg . predictedPlayerState . viewheight ;
return ;
}
// add angles based on weapon kick
kickTime = ( cg . time - cg . kick_time ) ;
if ( kickTime < 800 )
{ //kicks are always 1 second long. Deal with it.
float kickPerc = 0.0f ;
if ( kickTime < = 200 )
{ //winding up
kickPerc = kickTime / 200.0f ;
}
else
{ //returning to normal
kickTime = 800 - kickTime ;
kickPerc = kickTime / 600.0f ;
}
VectorMA ( angles , kickPerc , cg . kick_angles , angles ) ;
}
// add angles based on damage kick
if ( cg . damageTime ) {
ratio = cg . time - cg . damageTime ;
if ( ratio < DAMAGE_DEFLECT_TIME ) {
ratio / = DAMAGE_DEFLECT_TIME ;
angles [ PITCH ] + = ratio * cg . v_dmg_pitch ;
angles [ ROLL ] + = ratio * cg . v_dmg_roll ;
} else {
ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME ;
if ( ratio > 0 ) {
angles [ PITCH ] + = ratio * cg . v_dmg_pitch ;
angles [ ROLL ] + = ratio * cg . v_dmg_roll ;
}
}
}
// add pitch based on fall kick
#if 0
ratio = ( cg . time - cg . landTime ) / FALL_TIME ;
if ( ratio < 0 )
ratio = 0 ;
angles [ PITCH ] + = ratio * cg . fall_value ;
# endif
// add angles based on velocity
VectorCopy ( cg . predictedPlayerState . velocity , predictedVelocity ) ;
delta = DotProduct ( predictedVelocity , cg . refdef . viewaxis [ 0 ] ) ;
angles [ PITCH ] + = delta * cg_runpitch . value ;
delta = DotProduct ( predictedVelocity , cg . refdef . viewaxis [ 1 ] ) ;
angles [ ROLL ] - = delta * cg_runroll . value ;
// add angles based on bob
// make sure the bob is visible even at low speeds
speed = cg . xyspeed > 200 ? cg . xyspeed : 200 ;
delta = cg . bobfracsin * cg_bobpitch . value * speed ;
if ( cg . predictedPlayerState . pm_flags & PMF_DUCKED )
delta * = 3 ; // crouching
angles [ PITCH ] + = delta ;
delta = cg . bobfracsin * cg_bobroll . value * speed ;
if ( cg . predictedPlayerState . pm_flags & PMF_DUCKED )
delta * = 3 ; // crouching accentuates roll
if ( cg . bobcycle & 1 )
delta = - delta ;
angles [ ROLL ] + = delta ;
//===================================
// add view height
origin [ 2 ] + = cg . predictedPlayerState . viewheight ;
// smooth out duck height changes
timeDelta = cg . time - cg . duckTime ;
if ( timeDelta < DUCK_TIME ) {
cg . refdef . vieworg [ 2 ] - = cg . duckChange
* ( DUCK_TIME - timeDelta ) / DUCK_TIME ;
}
// add bob height
bob = cg . bobfracsin * cg . xyspeed * cg_bobup . value ;
if ( bob > 6 ) {
bob = 6 ;
}
origin [ 2 ] + = bob ;
// add fall height
delta = cg . time - cg . landTime ;
if ( delta < LAND_DEFLECT_TIME ) {
f = delta / LAND_DEFLECT_TIME ;
cg . refdef . vieworg [ 2 ] + = cg . landChange * f ;
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
delta - = LAND_DEFLECT_TIME ;
f = 1.0 - ( delta / LAND_RETURN_TIME ) ;
cg . refdef . vieworg [ 2 ] + = cg . landChange * f ;
}
// add step offset
CG_StepOffset ( ) ;
// add kick offset
VectorAdd ( origin , cg . kick_origin , origin ) ;
// pivot the eye based on a neck length
#if 0
{
# define NECK_LENGTH 8
vec3_t forward , up ;
cg . refdef . vieworg [ 2 ] - = NECK_LENGTH ;
AngleVectors ( cg . refdef . viewangles , forward , NULL , up ) ;
VectorMA ( cg . refdef . vieworg , 3 , forward , cg . refdef . vieworg ) ;
VectorMA ( cg . refdef . vieworg , NECK_LENGTH , up , cg . refdef . vieworg ) ;
}
# endif
}
static void CG_OffsetFighterView ( void )
{
vec3_t vehFwd , vehRight , vehUp , backDir ;
vec3_t camOrg , camBackOrg ;
float horzOffset = cg_thirdPersonHorzOffset . value ;
float vertOffset = cg_thirdPersonVertOffset . value ;
float pitchOffset = cg_thirdPersonPitchOffset . value ;
float yawOffset = cg_thirdPersonAngle . value ;
float range = cg_thirdPersonRange . value ;
trace_t trace ;
centity_t * veh = & cg_entities [ cg . predictedPlayerState . m_iVehicleNum ] ;
AngleVectors ( cg . refdef . viewangles , vehFwd , vehRight , vehUp ) ;
if ( veh - > m_pVehicle & &
veh - > m_pVehicle - > m_pVehicleInfo - > cameraOverride )
{ //override the horizontal offset with what the vehicle wants it to be
horzOffset = veh - > m_pVehicle - > m_pVehicleInfo - > cameraHorzOffset ;
vertOffset = veh - > m_pVehicle - > m_pVehicleInfo - > cameraVertOffset ;
//NOTE: no yaw offset?
pitchOffset = veh - > m_pVehicle - > m_pVehicleInfo - > cameraPitchOffset ;
range = veh - > m_pVehicle - > m_pVehicleInfo - > cameraRange ;
if ( veh - > playerState - > hackingTime )
{
horzOffset + = ( ( ( float ) veh - > playerState - > hackingTime ) / MAX_STRAFE_TIME ) * - 80.0f ;
range + = fabs ( ( ( float ) veh - > playerState - > hackingTime ) / MAX_STRAFE_TIME ) * 100.0f ;
}
}
//Set camera viewing position
VectorMA ( cg . refdef . vieworg , horzOffset , vehRight , camOrg ) ;
VectorMA ( camOrg , vertOffset , vehUp , camOrg ) ;
//trace to that pos
CG_Trace ( & trace , cg . refdef . vieworg , cameramins , cameramaxs , camOrg , cg . snap - > ps . clientNum , MASK_CAMERACLIP ) ;
if ( trace . fraction < 1.0 )
{
VectorCopy ( trace . endpos , camOrg ) ;
}
// Set camera viewing direction.
cg . refdef . viewangles [ YAW ] + = yawOffset ;
cg . refdef . viewangles [ PITCH ] + = pitchOffset ;
//Now bring the cam back from that pos and angles at range
AngleVectors ( cg . refdef . viewangles , backDir , NULL , NULL ) ;
VectorScale ( backDir , - 1 , backDir ) ;
VectorMA ( camOrg , range , backDir , camBackOrg ) ;
//trace to that pos
CG_Trace ( & trace , camOrg , cameramins , cameramaxs , camBackOrg , cg . snap - > ps . clientNum , MASK_CAMERACLIP ) ;
VectorCopy ( trace . endpos , camOrg ) ;
//FIXME: do we need to smooth the org?
// ...and of course we should copy the new view location to the proper spot too.
VectorCopy ( camOrg , cg . refdef . vieworg ) ;
}
//======================================================================
void CG_ZoomDown_f ( void ) {
if ( cg . zoomed ) {
return ;
}
cg . zoomed = qtrue ;
cg . zoomTime = cg . time ;
}
void CG_ZoomUp_f ( void ) {
if ( ! cg . zoomed ) {
return ;
}
cg . zoomed = qfalse ;
cg . zoomTime = cg . time ;
}
/*
= = = = = = = = = = = = = = = = = = = =
CG_CalcFovFromX
Calcs Y FOV from given X FOV
= = = = = = = = = = = = = = = = = = = =
*/
qboolean CG_CalcFOVFromX ( float fov_x )
{
float x ;
// float phase;
// float v;
// int contents;
float fov_y ;
qboolean inwater ;
x = cg . refdef . width / tan ( fov_x / 360 * M_PI ) ;
fov_y = atan2 ( cg . refdef . height , x ) ;
fov_y = fov_y * 360 / M_PI ;
// there's a problem with this, it only takes the leafbrushes into account, not the entity brushes,
// so if you give slime/water etc properties to a func_door area brush in order to move the whole water
// level up/down this doesn't take into account the door position, so warps the view the whole time
// whether the water is up or not. Fortunately there's only one slime area in Trek that you can be under,
// so lose it...
#if 0
/*
// warp if underwater
contents = CG_PointContents ( cg . refdef . vieworg , - 1 ) ;
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
phase = cg . time / 1000.0 * WAVE_FREQUENCY * M_PI * 2 ;
v = WAVE_AMPLITUDE * sin ( phase ) ;
fov_x + = v ;
fov_y - = v ;
inwater = qtrue ;
}
else {
inwater = qfalse ;
}
*/
# else
inwater = qfalse ;
# endif
// set it
cg . refdef . fov_x = fov_x ;
cg . refdef . fov_y = fov_y ;
# ifdef _XBOX
if ( cg . widescreen )
cg . refdef . fov_x * = 1.125f ;
# endif
return ( inwater ) ;
}
/*
= = = = = = = = = = = = = = = = = = = =
CG_CalcFov
Fixed fov at intermissions , otherwise account for fov variable and zooms .
= = = = = = = = = = = = = = = = = = = =
*/
# define WAVE_AMPLITUDE 1
# define WAVE_FREQUENCY 0.4
float zoomFov ; //this has to be global client-side
static int CG_CalcFov ( void ) {
float x ;
float phase ;
float v ;
float fov_x , fov_y ;
float f ;
int inwater ;
float cgFov = cg_fov . value ;
if ( cgFov < 1 )
{
cgFov = 1 ;
}
if ( cgFov > 97 )
{
cgFov = 97 ;
}
if ( cg . predictedPlayerState . pm_type = = PM_INTERMISSION ) {
// if in intermission, use a fixed value
fov_x = 80 ; //90;
} else {
// user selectable
if ( cgs . dmflags & DF_FIXED_FOV ) {
// dmflag to prevent wide fov for all clients
fov_x = 80 ; //90;
} else {
fov_x = cgFov ;
if ( fov_x < 1 ) {
fov_x = 1 ;
} else if ( fov_x > 160 ) {
fov_x = 160 ;
}
}
if ( cg . predictedPlayerState . zoomMode = = 2 )
{ //binoculars
if ( zoomFov > 40.0f )
{
zoomFov - = cg . frametime * 0.075f ;
if ( zoomFov < 40.0f )
{
zoomFov = 40.0f ;
}
else if ( zoomFov > cgFov )
{
zoomFov = cgFov ;
}
}
fov_x = zoomFov ;
}
else if ( cg . predictedPlayerState . zoomMode )
{
if ( ! cg . predictedPlayerState . zoomLocked )
{
if ( zoomFov > 50 )
{ //Now starting out at nearly half zoomed in
zoomFov = 50 ;
}
zoomFov - = cg . frametime * 0.035f ; //0.075f;
if ( zoomFov < MAX_ZOOM_FOV )
{
zoomFov = MAX_ZOOM_FOV ;
}
else if ( zoomFov > cgFov )
{
zoomFov = cgFov ;
}
else
{ // Still zooming
static int zoomSoundTime = 0 ;
if ( zoomSoundTime < cg . time | | zoomSoundTime > cg . time + 10000 )
{
trap_S_StartSound ( cg . refdef . vieworg , ENTITYNUM_WORLD , CHAN_LOCAL , cgs . media . disruptorZoomLoop ) ;
zoomSoundTime = cg . time + 300 ;
}
}
}
if ( zoomFov < MAX_ZOOM_FOV )
{
zoomFov = 50 ; // hack to fix zoom during vid restart
}
fov_x = zoomFov ;
}
else
{
zoomFov = 80 ;
f = ( cg . time - cg . predictedPlayerState . zoomTime ) / ZOOM_OUT_TIME ;
if ( f > 1.0 )
{
fov_x = fov_x ;
}
else
{
fov_x = cg . predictedPlayerState . zoomFov + f * ( fov_x - cg . predictedPlayerState . zoomFov ) ;
}
}
}
x = cg . refdef . width / tan ( fov_x / 360 * M_PI ) ;
fov_y = atan2 ( cg . refdef . height , x ) ;
fov_y = fov_y * 360 / M_PI ;
// warp if underwater
cg . refdef . viewContents = CG_PointContents ( cg . refdef . vieworg , - 1 ) ;
if ( cg . refdef . viewContents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
phase = cg . time / 1000.0 * WAVE_FREQUENCY * M_PI * 2 ;
v = WAVE_AMPLITUDE * sin ( phase ) ;
fov_x + = v ;
fov_y - = v ;
inwater = qtrue ;
}
else {
inwater = qfalse ;
}
# ifdef _XBOX
if ( cg . widescreen )
fov_x = fov_y * 1.77777f ;
# endif
// set it
cg . refdef . fov_x = fov_x ;
cg . refdef . fov_y = fov_y ;
if ( cg . predictedPlayerState . zoomMode )
{
cg . zoomSensitivity = zoomFov / cgFov ;
}
else if ( ! cg . zoomed ) {
cg . zoomSensitivity = 1 ;
} else {
cg . zoomSensitivity = cg . refdef . fov_y / 75.0 ;
}
return inwater ;
}
/*
= = = = = = = = = = = = = = =
CG_DamageBlendBlob
= = = = = = = = = = = = = = =
*/
static void CG_DamageBlendBlob ( void )
{
int t ;
int maxTime ;
refEntity_t ent ;
if ( ! cg . damageValue ) {
return ;
}
maxTime = DAMAGE_TIME ;
t = cg . time - cg . damageTime ;
if ( t < = 0 | | t > = maxTime ) {
return ;
}
memset ( & ent , 0 , sizeof ( ent ) ) ;
ent . reType = RT_SPRITE ;
ent . renderfx = RF_FIRST_PERSON ;
VectorMA ( cg . refdef . vieworg , 8 , cg . refdef . viewaxis [ 0 ] , ent . origin ) ;
VectorMA ( ent . origin , cg . damageX * - 8 , cg . refdef . viewaxis [ 1 ] , ent . origin ) ;
VectorMA ( ent . origin , cg . damageY * 8 , cg . refdef . viewaxis [ 2 ] , ent . origin ) ;
ent . radius = cg . damageValue * 3 * ( 1.0 - ( ( float ) t / maxTime ) ) ;
if ( cg . snap - > ps . damageType = = 0 )
{ //pure health
ent . customShader = cgs . media . viewPainShader ;
ent . shaderRGBA [ 0 ] = 180 * ( 1.0 - ( ( float ) t / maxTime ) ) ;
ent . shaderRGBA [ 1 ] = 50 * ( 1.0 - ( ( float ) t / maxTime ) ) ;
ent . shaderRGBA [ 2 ] = 50 * ( 1.0 - ( ( float ) t / maxTime ) ) ;
ent . shaderRGBA [ 3 ] = 255 ;
}
else if ( cg . snap - > ps . damageType = = 1 )
{ //pure shields
ent . customShader = cgs . media . viewPainShader_Shields ;
ent . shaderRGBA [ 0 ] = 50 * ( 1.0 - ( ( float ) t / maxTime ) ) ;
ent . shaderRGBA [ 1 ] = 180 * ( 1.0 - ( ( float ) t / maxTime ) ) ;
ent . shaderRGBA [ 2 ] = 50 * ( 1.0 - ( ( float ) t / maxTime ) ) ;
ent . shaderRGBA [ 3 ] = 255 ;
}
else
{ //shields and health
ent . customShader = cgs . media . viewPainShader_ShieldsAndHealth ;
ent . shaderRGBA [ 0 ] = 180 * ( 1.0 - ( ( float ) t / maxTime ) ) ;
ent . shaderRGBA [ 1 ] = 180 * ( 1.0 - ( ( float ) t / maxTime ) ) ;
ent . shaderRGBA [ 2 ] = 50 * ( 1.0 - ( ( float ) t / maxTime ) ) ;
ent . shaderRGBA [ 3 ] = 255 ;
}
trap_R_AddRefEntityToScene ( & ent ) ;
}
int cg_actionCamLastTime = 0 ;
vec3_t cg_actionCamLastPos ;
//action cam routine -rww
static qboolean CG_ThirdPersonActionCam ( void )
{
centity_t * cent = & cg_entities [ cg . snap - > ps . clientNum ] ;
clientInfo_t * ci = & cgs . clientinfo [ cg . snap - > ps . clientNum ] ;
trace_t tr ;
vec3_t positionDir ;
vec3_t desiredAngles ;
vec3_t desiredPos ;
vec3_t v ;
const float smoothFactor = 0.1f * cg_timescale . value ;
int i ;
if ( ! cent - > ghoul2 )
{ //if we don't have a g2 instance this frame for whatever reason then do nothing
return qfalse ;
}
if ( cent - > currentState . weapon ! = WP_SABER )
{ //just being safe, should not ever happen
return qfalse ;
}
if ( ( cg . time - ci - > saber [ 0 ] . blade [ 0 ] . trail . lastTime ) > 300 )
{ //too long since we last got the blade position
return qfalse ;
}
//get direction from base to ent origin
VectorSubtract ( ci - > saber [ 0 ] . blade [ 0 ] . trail . base , cent - > lerpOrigin , positionDir ) ;
VectorNormalize ( positionDir ) ;
//position the cam based on the direction and saber position
VectorMA ( cent - > lerpOrigin , cg_thirdPersonRange . value * 2 , positionDir , desiredPos ) ;
//trace to the desired pos to see how far that way we can actually go before we hit something
//the endpos will be valid for our desiredpos no matter what
CG_Trace ( & tr , cent - > lerpOrigin , NULL , NULL , desiredPos , cent - > currentState . number , MASK_SOLID ) ;
VectorCopy ( tr . endpos , desiredPos ) ;
if ( ( cg . time - cg_actionCamLastTime ) > 300 )
{
//do a third person offset first and grab the initial point from that
CG_OffsetThirdPersonView ( ) ;
VectorCopy ( cg . refdef . vieworg , cg_actionCamLastPos ) ;
}
cg_actionCamLastTime = cg . time ;
//lerp the vieworg to the desired pos from the last valid
VectorSubtract ( desiredPos , cg_actionCamLastPos , v ) ;
if ( VectorLength ( v ) > 64.0f )
{ //don't bother moving yet if not far from the last pos
for ( i = 0 ; i < 3 ; i + + )
{
cg_actionCamLastPos [ i ] = ( cg_actionCamLastPos [ i ] + ( v [ i ] * smoothFactor ) ) ;
cg . refdef . vieworg [ i ] = cg_actionCamLastPos [ i ] ;
}
}
else
{
VectorCopy ( cg_actionCamLastPos , cg . refdef . vieworg ) ;
}
//Make sure the point is alright
CG_Trace ( & tr , cent - > lerpOrigin , NULL , NULL , cg . refdef . vieworg , cent - > currentState . number , MASK_SOLID ) ;
VectorCopy ( tr . endpos , cg . refdef . vieworg ) ;
VectorSubtract ( cent - > lerpOrigin , cg . refdef . vieworg , positionDir ) ;
vectoangles ( positionDir , desiredAngles ) ;
//just set the angles for now
VectorCopy ( desiredAngles , cg . refdef . viewangles ) ;
return qtrue ;
}
vec3_t cg_lastTurretViewAngles = { 0 } ;
qboolean CG_CheckPassengerTurretView ( void )
{
if ( cg . predictedPlayerState . m_iVehicleNum //in a vehicle
& & cg . predictedPlayerState . generic1 ) //as a passenger
{ //passenger in a vehicle
centity_t * vehCent = & cg_entities [ cg . predictedPlayerState . m_iVehicleNum ] ;
if ( vehCent - > m_pVehicle
& & vehCent - > m_pVehicle - > m_pVehicleInfo
& & vehCent - > m_pVehicle - > m_pVehicleInfo - > maxPassengers )
{ //a vehicle capable of carrying passengers
int turretNum ;
for ( turretNum = 0 ; turretNum < MAX_VEHICLE_TURRETS ; turretNum + + )
{
if ( vehCent - > m_pVehicle - > m_pVehicleInfo - > turret [ turretNum ] . iAmmoMax )
{ // valid turret
if ( vehCent - > m_pVehicle - > m_pVehicleInfo - > turret [ turretNum ] . passengerNum = = cg . predictedPlayerState . generic1 )
{ //I control this turret
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//Ah, crap, just look around freely... below method is way too wiggy
VectorCopy ( cg . predictedPlayerState . origin , cg . refdef . vieworg ) ;
VectorCopy ( cg . predictedPlayerState . viewangles , cg . refdef . viewangles ) ;
return qtrue ;
/*
2013-04-04 22:35:38 +00:00
int boltIndex = - 1 ;
qboolean hackPosAndAngle = qfalse ;
if ( vehCent - > m_pVehicle - > m_iGunnerViewTag [ turretNum ] ! = - 1 )
{
boltIndex = vehCent - > m_pVehicle - > m_iGunnerViewTag [ turretNum ] ;
}
else
{ //crap... guess?
hackPosAndAngle = qtrue ;
if ( vehCent - > m_pVehicle - > m_pVehicleInfo - > turret [ turretNum ] . yawBone )
{
boltIndex = trap_G2API_AddBolt ( vehCent - > ghoul2 , 0 , vehCent - > m_pVehicle - > m_pVehicleInfo - > turret [ turretNum ] . yawBone ) ;
}
else if ( vehCent - > m_pVehicle - > m_pVehicleInfo - > turret [ turretNum ] . pitchBone )
{
boltIndex = trap_G2API_AddBolt ( vehCent - > ghoul2 , 0 , vehCent - > m_pVehicle - > m_pVehicleInfo - > turret [ turretNum ] . pitchBone ) ;
}
else
{ //well, no way of knowing, so screw it
return qfalse ;
}
}
if ( boltIndex ! = - 1 )
{
mdxaBone_t boltMatrix ;
vec3_t fwd , up ;
trap_G2API_GetBoltMatrix_NoRecNoRot ( vehCent - > ghoul2 , 0 , boltIndex , & boltMatrix , vehCent - > lerpAngles ,
vehCent - > lerpOrigin , cg . time , NULL , vehCent - > modelScale ) ;
BG_GiveMeVectorFromMatrix ( & boltMatrix , ORIGIN , cg . refdef . vieworg ) ;
if ( hackPosAndAngle )
{
//FIXME: these are assumptions, externalize? BETTER YET: give me a controller view bolt/tag for each turret
BG_GiveMeVectorFromMatrix ( & boltMatrix , NEGATIVE_X , fwd ) ;
BG_GiveMeVectorFromMatrix ( & boltMatrix , NEGATIVE_Y , up ) ;
VectorMA ( cg . refdef . vieworg , 8.0f , fwd , cg . refdef . vieworg ) ;
VectorMA ( cg . refdef . vieworg , 4.0f , up , cg . refdef . vieworg ) ;
}
else
{
BG_GiveMeVectorFromMatrix ( & boltMatrix , NEGATIVE_Y , fwd ) ;
}
{
vec3_t newAngles , deltaAngles ;
vectoangles ( fwd , newAngles ) ;
AnglesSubtract ( newAngles , cg_lastTurretViewAngles , deltaAngles ) ;
VectorMA ( cg_lastTurretViewAngles , 0.5f * ( float ) cg . frametime / 100.0f , deltaAngles , cg . refdef . viewangles ) ;
}
return qtrue ;
}
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*/
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}
}
}
}
}
return qfalse ;
}
/*
= = = = = = = = = = = = = = =
CG_CalcViewValues
Sets cg . refdef view values
= = = = = = = = = = = = = = =
*/
void CG_EmplacedView ( vec3_t angles ) ;
static int CG_CalcViewValues ( void ) {
qboolean manningTurret = qfalse ;
playerState_t * ps ;
memset ( & cg . refdef , 0 , sizeof ( cg . refdef ) ) ;
// strings for in game rendering
// Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) );
// Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) );
// calculate size of 3D view
CG_CalcVrect ( ) ;
ps = & cg . predictedPlayerState ;
/*
if ( cg . cameraMode ) {
vec3_t origin , angles ;
if ( trap_getCameraInfo ( cg . time , & origin , & angles ) ) {
VectorCopy ( origin , cg . refdef . vieworg ) ;
angles [ ROLL ] = 0 ;
VectorCopy ( angles , cg . refdef . viewangles ) ;
AnglesToAxis ( cg . refdef . viewangles , cg . refdef . viewaxis ) ;
return CG_CalcFov ( ) ;
} else {
cg . cameraMode = qfalse ;
}
}
*/
// intermission view
if ( ps - > pm_type = = PM_INTERMISSION ) {
VectorCopy ( ps - > origin , cg . refdef . vieworg ) ;
VectorCopy ( ps - > viewangles , cg . refdef . viewangles ) ;
AnglesToAxis ( cg . refdef . viewangles , cg . refdef . viewaxis ) ;
return CG_CalcFov ( ) ;
}
cg . bobcycle = ( ps - > bobCycle & 128 ) > > 7 ;
cg . bobfracsin = fabs ( sin ( ( ps - > bobCycle & 127 ) / 127.0 * M_PI ) ) ;
cg . xyspeed = sqrt ( ps - > velocity [ 0 ] * ps - > velocity [ 0 ] +
ps - > velocity [ 1 ] * ps - > velocity [ 1 ] ) ;
if ( cg . xyspeed > 270 )
{
cg . xyspeed = 270 ;
}
manningTurret = CG_CheckPassengerTurretView ( ) ;
if ( ! manningTurret )
{ //not manning a turret on a vehicle
VectorCopy ( ps - > origin , cg . refdef . vieworg ) ;
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# ifdef VEH_CONTROL_SCHEME_4
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if ( cg . predictedPlayerState . m_iVehicleNum ) //in a vehicle
{
Vehicle_t * pVeh = cg_entities [ cg . predictedPlayerState . m_iVehicleNum ] . m_pVehicle ;
if ( BG_UnrestrainedPitchRoll ( & cg . predictedPlayerState , pVeh ) ) //can roll/pitch without restriction
{ //use the vehicle's viewangles to render view!
VectorCopy ( cg . predictedVehicleState . viewangles , cg . refdef . viewangles ) ;
}
else if ( pVeh //valid vehicle data pointer
& & pVeh - > m_pVehicleInfo //valid vehicle info
& & pVeh - > m_pVehicleInfo - > type = = VH_FIGHTER ) //fighter
{
VectorCopy ( cg . predictedVehicleState . viewangles , cg . refdef . viewangles ) ;
cg . refdef . viewangles [ PITCH ] = AngleNormalize180 ( cg . refdef . viewangles [ PITCH ] ) ;
}
else
{
VectorCopy ( ps - > viewangles , cg . refdef . viewangles ) ;
}
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}
# else // VEH_CONTROL_SCHEME_4
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if ( cg . predictedPlayerState . m_iVehicleNum //in a vehicle
& & BG_UnrestrainedPitchRoll ( & cg . predictedPlayerState , cg_entities [ cg . predictedPlayerState . m_iVehicleNum ] . m_pVehicle ) ) //can roll/pitch without restriction
{ //use the vehicle's viewangles to render view!
VectorCopy ( cg . predictedVehicleState . viewangles , cg . refdef . viewangles ) ;
}
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# endif // VEH_CONTROL_SCHEME_4
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else
{
VectorCopy ( ps - > viewangles , cg . refdef . viewangles ) ;
}
}
VectorCopy ( cg . refdef . viewangles , cg_lastTurretViewAngles ) ;
if ( cg_cameraOrbit . integer ) {
if ( cg . time > cg . nextOrbitTime ) {
cg . nextOrbitTime = cg . time + cg_cameraOrbitDelay . integer ;
cg_thirdPersonAngle . value + = cg_cameraOrbit . value ;
}
}
// add error decay
if ( cg_errorDecay . value > 0 ) {
int t ;
float f ;
t = cg . time - cg . predictedErrorTime ;
f = ( cg_errorDecay . value - t ) / cg_errorDecay . value ;
if ( f > 0 & & f < 1 ) {
VectorMA ( cg . refdef . vieworg , f , cg . predictedError , cg . refdef . vieworg ) ;
} else {
cg . predictedErrorTime = 0 ;
}
}
if ( cg . snap - > ps . weapon = = WP_EMPLACED_GUN & &
cg . snap - > ps . emplacedIndex )
{ //constrain the view properly for emplaced guns
CG_EmplacedView ( cg_entities [ cg . snap - > ps . emplacedIndex ] . currentState . angles ) ;
}
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//FIX: okay, if manning a turret, let view turn freely,
// and use the vehicle chase camera info to place vieworg
//if ( !manningTurret )
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{
if ( cg . predictedPlayerState . m_iVehicleNum //in a vehicle
& & BG_UnrestrainedPitchRoll ( & cg . predictedPlayerState , cg_entities [ cg . predictedPlayerState . m_iVehicleNum ] . m_pVehicle ) ) //can roll/pitch without restriction
{ //use the vehicle's viewangles to render view!
CG_OffsetFighterView ( ) ;
}
else if ( cg . renderingThirdPerson ) {
// back away from character
if ( cg_thirdPersonSpecialCam . integer & &
BG_SaberInSpecial ( cg . snap - > ps . saberMove ) )
{ //the action cam
if ( ! CG_ThirdPersonActionCam ( ) )
{ //couldn't do it for whatever reason, resort back to third person then
CG_OffsetThirdPersonView ( ) ;
}
}
else
{
CG_OffsetThirdPersonView ( ) ;
}
} else {
// offset for local bobbing and kicks
CG_OffsetFirstPersonView ( ) ;
}
}
// position eye relative to origin
AnglesToAxis ( cg . refdef . viewangles , cg . refdef . viewaxis ) ;
if ( cg . hyperspace ) {
cg . refdef . rdflags | = RDF_NOWORLDMODEL | RDF_HYPERSPACE ;
}
// field of view
return CG_CalcFov ( ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = =
CG_PowerupTimerSounds
= = = = = = = = = = = = = = = = = = = = =
*/
static void CG_PowerupTimerSounds ( void ) {
int i ;
int t ;
// powerup timers going away
for ( i = 0 ; i < MAX_POWERUPS ; i + + ) {
t = cg . snap - > ps . powerups [ i ] ;
if ( t < = cg . time ) {
continue ;
}
if ( t - cg . time > = POWERUP_BLINKS * POWERUP_BLINK_TIME ) {
continue ;
}
if ( ( t - cg . time ) / POWERUP_BLINK_TIME ! = ( t - cg . oldTime ) / POWERUP_BLINK_TIME ) {
//trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound );
}
}
}
/*
= = = = = = = = = = = = = =
CG_DrawSkyBoxPortal
= = = = = = = = = = = = = =
*/
extern qboolean cg_skyOri ;
extern vec3_t cg_skyOriPos ;
extern float cg_skyOriScale ;
extern qboolean cg_noFogOutsidePortal ;
void CG_DrawSkyBoxPortal ( const char * cstr )
{
static float lastfov ;
refdef_t backuprefdef ;
float fov_x ;
float fov_y ;
float x ;
char * token ;
float f = 0 ;
lastfov = zoomFov ; // for transitions back from zoomed in modes
backuprefdef = cg . refdef ;
token = COM_ParseExt ( & cstr , qfalse ) ;
if ( ! token | | ! token [ 0 ] )
{
CG_Error ( " CG_DrawSkyBoxPortal: error parsing skybox configstring \n " ) ;
}
cg . refdef . vieworg [ 0 ] = atof ( token ) ;
token = COM_ParseExt ( & cstr , qfalse ) ;
if ( ! token | | ! token [ 0 ] )
{
CG_Error ( " CG_DrawSkyBoxPortal: error parsing skybox configstring \n " ) ;
}
cg . refdef . vieworg [ 1 ] = atof ( token ) ;
token = COM_ParseExt ( & cstr , qfalse ) ;
if ( ! token | | ! token [ 0 ] )
{
CG_Error ( " CG_DrawSkyBoxPortal: error parsing skybox configstring \n " ) ;
}
cg . refdef . vieworg [ 2 ] = atof ( token ) ;
token = COM_ParseExt ( & cstr , qfalse ) ;
if ( ! token | | ! token [ 0 ] )
{
CG_Error ( " CG_DrawSkyBoxPortal: error parsing skybox configstring \n " ) ;
}
fov_x = atoi ( token ) ;
if ( ! fov_x )
{
fov_x = cg_fov . value ;
}
// setup fog the first time, ignore this part of the configstring after that
token = COM_ParseExt ( & cstr , qfalse ) ;
if ( ! token | | ! token [ 0 ] )
{
CG_Error ( " CG_DrawSkyBoxPortal: error parsing skybox configstring. No fog state \n " ) ;
}
else
{
vec4_t fogColor ;
int fogStart , fogEnd ;
if ( atoi ( token ) )
{ // this camera has fog
token = COM_ParseExt ( & cstr , qfalse ) ;
if ( ! token | | ! token [ 0 ] )
{
CG_Error ( " CG_DrawSkyBoxPortal: error parsing skybox configstring. No fog[0] \n " ) ;
}
fogColor [ 0 ] = atof ( token ) ;
token = COM_ParseExt ( & cstr , qfalse ) ;
if ( ! token | | ! token [ 0 ] )
{
CG_Error ( " CG_DrawSkyBoxPortal: error parsing skybox configstring. No fog[1] \n " ) ;
}
fogColor [ 1 ] = atof ( token ) ;
token = COM_ParseExt ( & cstr , qfalse ) ;
if ( ! token | | ! token [ 0 ] )
{
CG_Error ( " CG_DrawSkyBoxPortal: error parsing skybox configstring. No fog[2] \n " ) ;
}
fogColor [ 2 ] = atof ( token ) ;
token = COM_ParseExt ( & cstr , qfalse ) ;
if ( ! token | | ! token [ 0 ] )
{
fogStart = 0 ;
}
else
{
fogStart = atoi ( token ) ;
}
token = COM_ParseExt ( & cstr , qfalse ) ;
if ( ! token | | ! token [ 0 ] )
{
fogEnd = 0 ;
}
else
{
fogEnd = atoi ( token ) ;
}
}
}
if ( cg . predictedPlayerState . pm_type = = PM_INTERMISSION )
{
// if in intermission, use a fixed value
fov_x = cg_fov . value ;
}
else
{
fov_x = cg_fov . value ;
if ( fov_x < 1 )
{
fov_x = 1 ;
}
else if ( fov_x > 160 )
{
fov_x = 160 ;
}
if ( cg . predictedPlayerState . zoomMode )
{
fov_x = zoomFov ;
}
// do smooth transitions for zooming
if ( cg . predictedPlayerState . zoomMode )
{ //zoomed/zooming in
f = ( cg . time - cg . zoomTime ) / ( float ) ZOOM_OUT_TIME ;
if ( f > 1.0 ) {
fov_x = zoomFov ;
} else {
fov_x = fov_x + f * ( zoomFov - fov_x ) ;
}
lastfov = fov_x ;
}
else
{ //zooming out
f = ( cg . time - cg . zoomTime ) / ( float ) ZOOM_OUT_TIME ;
if ( f > 1.0 ) {
fov_x = fov_x ;
} else {
fov_x = zoomFov + f * ( fov_x - zoomFov ) ;
}
}
}
x = cg . refdef . width / tan ( fov_x / 360 * M_PI ) ;
fov_y = atan2 ( cg . refdef . height , x ) ;
fov_y = fov_y * 360 / M_PI ;
cg . refdef . fov_x = fov_x ;
cg . refdef . fov_y = fov_y ;
cg . refdef . rdflags | = RDF_SKYBOXPORTAL ;
cg . refdef . rdflags | = RDF_DRAWSKYBOX ;
cg . refdef . time = cg . time ;
if ( ! cg . hyperspace )
{ //rww - also had to add this to add effects being rendered in portal sky areas properly.
trap_FX_AddScheduledEffects ( qtrue ) ;
}
CG_AddPacketEntities ( qtrue ) ; //rww - There was no proper way to put real entities inside the portal view before.
//This will put specially flagged entities in the render.
if ( cg_skyOri )
{ //ok, we want to orient the sky refdef vieworg based on the normal vieworg's relation to the ori pos
vec3_t dif ;
VectorSubtract ( backuprefdef . vieworg , cg_skyOriPos , dif ) ;
VectorScale ( dif , cg_skyOriScale , dif ) ;
VectorAdd ( cg . refdef . vieworg , dif , cg . refdef . vieworg ) ;
}
if ( cg_noFogOutsidePortal )
{ //make sure no fog flag is stripped first, and make sure it is set on the normal refdef
cg . refdef . rdflags & = ~ RDF_NOFOG ;
backuprefdef . rdflags | = RDF_NOFOG ;
}
// draw the skybox
trap_R_RenderScene ( & cg . refdef ) ;
cg . refdef = backuprefdef ;
}
/*
= = = = = = = = = = = = = = = = = = = = =
CG_AddBufferedSound
= = = = = = = = = = = = = = = = = = = = =
*/
void CG_AddBufferedSound ( sfxHandle_t sfx ) {
if ( ! sfx )
return ;
cg . soundBuffer [ cg . soundBufferIn ] = sfx ;
cg . soundBufferIn = ( cg . soundBufferIn + 1 ) % MAX_SOUNDBUFFER ;
if ( cg . soundBufferIn = = cg . soundBufferOut ) {
cg . soundBufferOut + + ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = =
CG_PlayBufferedSounds
= = = = = = = = = = = = = = = = = = = = =
*/
static void CG_PlayBufferedSounds ( void ) {
if ( cg . soundTime < cg . time ) {
if ( cg . soundBufferOut ! = cg . soundBufferIn & & cg . soundBuffer [ cg . soundBufferOut ] ) {
trap_S_StartLocalSound ( cg . soundBuffer [ cg . soundBufferOut ] , CHAN_ANNOUNCER ) ;
cg . soundBuffer [ cg . soundBufferOut ] = 0 ;
cg . soundBufferOut = ( cg . soundBufferOut + 1 ) % MAX_SOUNDBUFFER ;
cg . soundTime = cg . time + 750 ;
}
}
}
void CG_UpdateSoundTrackers ( )
{
int num ;
centity_t * cent ;
for ( num = 0 ; num < ENTITYNUM_NONE ; num + + )
{
cent = & cg_entities [ num ] ;
if ( cent & & ( cent - > currentState . eFlags & EF_SOUNDTRACKER ) & & cent - > currentState . number = = num )
//make sure the thing is valid at least.
{ //keep sound for this entity updated in accordance with its attached entity at all times
if ( cg . snap & & cent - > currentState . trickedentindex = = cg . snap - > ps . clientNum )
{ //this is actually the player, so center the sound origin right on top of us
VectorCopy ( cg . refdef . vieworg , cent - > lerpOrigin ) ;
trap_S_UpdateEntityPosition ( cent - > currentState . number , cent - > lerpOrigin ) ;
}
else
{
trap_S_UpdateEntityPosition ( cent - > currentState . number , cg_entities [ cent - > currentState . trickedentindex ] . lerpOrigin ) ;
}
}
if ( cent - > currentState . number = = num )
{
//update all looping sounds..
CG_S_UpdateLoopingSounds ( num ) ;
}
}
}
//=========================================================================
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Screen Effect stuff starts here
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
# define CAMERA_DEFAULT_FOV 90.0f
# define MAX_SHAKE_INTENSITY 16.0f
cgscreffects_t cgScreenEffects ;
void CG_SE_UpdateShake ( vec3_t origin , vec3_t angles )
{
vec3_t moveDir ;
float intensity_scale , intensity ;
int i ;
if ( cgScreenEffects . shake_duration < = 0 )
return ;
if ( cg . time > ( cgScreenEffects . shake_start + cgScreenEffects . shake_duration ) )
{
cgScreenEffects . shake_intensity = 0 ;
cgScreenEffects . shake_duration = 0 ;
cgScreenEffects . shake_start = 0 ;
return ;
}
cgScreenEffects . FOV = CAMERA_DEFAULT_FOV ;
cgScreenEffects . FOV2 = CAMERA_DEFAULT_FOV ;
//intensity_scale now also takes into account FOV with 90.0 as normal
intensity_scale = 1.0f - ( ( float ) ( cg . time - cgScreenEffects . shake_start ) / ( float ) cgScreenEffects . shake_duration ) * ( ( ( cgScreenEffects . FOV + cgScreenEffects . FOV2 ) / 2.0f ) / 90.0f ) ;
intensity = cgScreenEffects . shake_intensity * intensity_scale ;
for ( i = 0 ; i < 3 ; i + + )
{
moveDir [ i ] = ( crandom ( ) * intensity ) ;
}
//Move the camera
VectorAdd ( origin , moveDir , origin ) ;
for ( i = 0 ; i < 2 ; i + + ) // Don't do ROLL
moveDir [ i ] = ( crandom ( ) * intensity ) ;
//Move the angles
VectorAdd ( angles , moveDir , angles ) ;
}
void CG_SE_UpdateMusic ( void )
{
if ( cgScreenEffects . music_volume_multiplier < 0.1 )
{
cgScreenEffects . music_volume_multiplier = 1.0 ;
return ;
}
if ( cgScreenEffects . music_volume_time < cg . time )
{
if ( cgScreenEffects . music_volume_multiplier ! = 1.0 | | cgScreenEffects . music_volume_set )
{
char musMultStr [ 512 ] ;
cgScreenEffects . music_volume_multiplier + = 0.1 ;
if ( cgScreenEffects . music_volume_multiplier > 1.0 )
{
cgScreenEffects . music_volume_multiplier = 1.0 ;
}
Com_sprintf ( musMultStr , sizeof ( musMultStr ) , " %f " , cgScreenEffects . music_volume_multiplier ) ;
trap_Cvar_Set ( " s_musicMult " , musMultStr ) ;
if ( cgScreenEffects . music_volume_multiplier = = 1.0 )
{
cgScreenEffects . music_volume_set = qfalse ;
}
else
{
cgScreenEffects . music_volume_time = cg . time + 200 ;
}
}
return ;
}
if ( ! cgScreenEffects . music_volume_set )
{ //if the volume_time is >= cg.time, we should have a volume multiplier set
char musMultStr [ 512 ] ;
Com_sprintf ( musMultStr , sizeof ( musMultStr ) , " %f " , cgScreenEffects . music_volume_multiplier ) ;
trap_Cvar_Set ( " s_musicMult " , musMultStr ) ;
cgScreenEffects . music_volume_set = qtrue ;
}
}
/*
= = = = = = = = = = = = = = = = =
CG_CalcScreenEffects
Currently just for screen shaking ( and music volume management )
= = = = = = = = = = = = = = = = =
*/
void CG_CalcScreenEffects ( void )
{
CG_SE_UpdateShake ( cg . refdef . vieworg , cg . refdef . viewangles ) ;
CG_SE_UpdateMusic ( ) ;
}
void CGCam_Shake ( float intensity , int duration )
{
if ( intensity > MAX_SHAKE_INTENSITY )
intensity = MAX_SHAKE_INTENSITY ;
cgScreenEffects . shake_intensity = intensity ;
cgScreenEffects . shake_duration = duration ;
cgScreenEffects . shake_start = cg . time ;
//JLFRUMBLE
# ifdef _XBOX
extern void FF_XboxShake ( float intensity , int duration ) ;
FF_XboxShake ( intensity , duration ) ;
# endif
}
2013-04-04 23:21:13 +00:00
void CG_DoCameraShake ( vec3_t origin , float intensity , int radius , int time )
{
//FIXME: When exactly is the vieworg calculated in relation to the rest of the frame?s
vec3_t dir ;
float dist , intensityScale ;
float realIntensity ;
VectorSubtract ( cg . refdef . vieworg , origin , dir ) ;
dist = VectorNormalize ( dir ) ;
//Use the dir to add kick to the explosion
if ( dist > radius )
return ;
intensityScale = 1 - ( dist / ( float ) radius ) ;
realIntensity = intensity * intensityScale ;
CGCam_Shake ( realIntensity , time ) ;
}
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void CGCam_SetMusicMult ( float multiplier , int duration )
{
if ( multiplier < 0.1f )
{
multiplier = 0.1f ;
}
if ( multiplier > 1.0f )
{
multiplier = 1.0f ;
}
cgScreenEffects . music_volume_multiplier = multiplier ;
cgScreenEffects . music_volume_time = cg . time + duration ;
cgScreenEffects . music_volume_set = qfalse ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Screen Effect stuff ends here
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = = = = = =
CG_EmplacedView
Keep view reasonably constrained in relation to gun - rww
= = = = = = = = = = = = = = = = =
*/
# include "../namespace_begin.h"
int BG_EmplacedView ( vec3_t baseAngles , vec3_t angles , float * newYaw , float constraint ) ;
# include "../namespace_end.h"
void CG_EmplacedView ( vec3_t angles )
{
float yaw ;
int override ;
override = BG_EmplacedView ( cg . refdef . viewangles , angles , & yaw ,
cg_entities [ cg . snap - > ps . emplacedIndex ] . currentState . origin2 [ 0 ] ) ;
if ( override )
{
cg . refdef . viewangles [ YAW ] = yaw ;
AnglesToAxis ( cg . refdef . viewangles , cg . refdef . viewaxis ) ;
if ( override = = 2 )
{
trap_SetClientForceAngle ( cg . time + 5000 , cg . refdef . viewangles ) ;
}
}
//we want to constrain the predicted player state viewangles as well
override = BG_EmplacedView ( cg . predictedPlayerState . viewangles , angles , & yaw ,
cg_entities [ cg . snap - > ps . emplacedIndex ] . currentState . origin2 [ 0 ] ) ;
if ( override )
{
cg . predictedPlayerState . viewangles [ YAW ] = yaw ;
}
}
//specially add cent's for automap
static void CG_AddRefentForAutoMap ( centity_t * cent )
{
refEntity_t ent ;
vec3_t flat ;
if ( cent - > currentState . eFlags & EF_NODRAW )
{
return ;
}
memset ( & ent , 0 , sizeof ( refEntity_t ) ) ;
ent . reType = RT_MODEL ;
VectorCopy ( cent - > lerpAngles , flat ) ;
flat [ PITCH ] = flat [ ROLL ] = 0.0f ;
VectorCopy ( cent - > lerpOrigin , ent . origin ) ;
VectorCopy ( flat , ent . angles ) ;
AnglesToAxis ( flat , ent . axis ) ;
if ( cent - > ghoul2 & &
( cent - > currentState . eType = = ET_PLAYER | |
cent - > currentState . eType = = ET_NPC | |
cent - > currentState . modelGhoul2 ) )
{ //using a ghoul2 model
ent . ghoul2 = cent - > ghoul2 ;
ent . radius = cent - > currentState . g2radius ;
if ( ! ent . radius )
{
ent . radius = 64.0f ;
}
}
else
{ //then assume a standard indexed model
ent . hModel = cgs . gameModels [ cent - > currentState . modelindex ] ;
}
trap_R_AddRefEntityToScene ( & ent ) ;
}
//add all entities that would be on the radar
void CG_AddRadarAutomapEnts ( void )
{
int i = 0 ;
//first add yourself
CG_AddRefentForAutoMap ( & cg_entities [ cg . predictedPlayerState . clientNum ] ) ;
while ( i < cg . radarEntityCount )
{
CG_AddRefentForAutoMap ( & cg_entities [ cg . radarEntities [ i ] ] ) ;
i + + ;
}
}
/*
= = = = = = = = = = = = = = = =
CG_DrawAutoMap
Draws the automap scene . - rww
= = = = = = = = = = = = = = = =
*/
float cg_autoMapZoom = 512.0f ;
float cg_autoMapZoomMainOffset = 0.0f ;
vec3_t cg_autoMapAngle = { 90.0f , 0.0f , 0.0f } ;
autoMapInput_t cg_autoMapInput ;
int cg_autoMapInputTime = 0 ;
# define SIDEFRAME_WIDTH 16
# define SIDEFRAME_HEIGHT 32
void CG_DrawAutoMap ( void )
{
clientInfo_t * local ;
refdef_t refdef ;
trace_t tr ;
vec3_t fwd ;
vec3_t playerMins , playerMaxs ;
int vWidth , vHeight ;
float hScale , vScale ;
float x , y , w , h ;
if ( ! cg_autoMap . integer )
{ //don't do anything then
return ;
}
if ( cg . snap - > ps . stats [ STAT_HEALTH ] < = 0 )
{ //don't show when dead
return ;
}
if ( ( cg . predictedPlayerState . pm_flags & PMF_FOLLOW ) | | cg . predictedPlayerState . persistant [ PERS_TEAM ] = = TEAM_SPECTATOR )
{ //don't show when spec
return ;
}
local = & cgs . clientinfo [ cg . predictedPlayerState . clientNum ] ;
if ( ! local - > infoValid )
{ //don't show if bad ci
return ;
}
if ( cgs . gametype < GT_TEAM )
{ //don't show in non-team gametypes
return ;
}
if ( cg_autoMapInputTime > = cg . time )
{
if ( cg_autoMapInput . up )
{
cg_autoMapZoom - = cg_autoMapInput . up ;
if ( cg_autoMapZoom < cg_autoMapZoomMainOffset + 64.0f )
{
cg_autoMapZoom = cg_autoMapZoomMainOffset + 64.0f ;
}
}
if ( cg_autoMapInput . down )
{
cg_autoMapZoom + = cg_autoMapInput . down ;
if ( cg_autoMapZoom > cg_autoMapZoomMainOffset + 4096.0f )
{
cg_autoMapZoom = cg_autoMapZoomMainOffset + 4096.0f ;
}
}
if ( cg_autoMapInput . yaw )
{
cg_autoMapAngle [ YAW ] + = cg_autoMapInput . yaw ;
}
if ( cg_autoMapInput . pitch )
{
cg_autoMapAngle [ PITCH ] + = cg_autoMapInput . pitch ;
}
if ( cg_autoMapInput . goToDefaults )
{
cg_autoMapZoom = 512.0f ;
VectorSet ( cg_autoMapAngle , 90.0f , 0.0f , 0.0f ) ;
}
}
memset ( & refdef , 0 , sizeof ( refdef ) ) ;
refdef . rdflags = ( RDF_NOWORLDMODEL | RDF_AUTOMAP ) ;
VectorCopy ( cg . predictedPlayerState . origin , refdef . vieworg ) ;
VectorCopy ( cg_autoMapAngle , refdef . viewangles ) ;
//scale out in the direction of the view angles base on the zoom factor
AngleVectors ( refdef . viewangles , fwd , 0 , 0 ) ;
VectorMA ( refdef . vieworg , - cg_autoMapZoom , fwd , refdef . vieworg ) ;
AnglesToAxis ( refdef . viewangles , refdef . viewaxis ) ;
refdef . fov_x = 50 ;
refdef . fov_y = 50 ;
//guess this doesn't need to be done every frame, but eh
trap_R_GetRealRes ( & vWidth , & vHeight ) ;
//set scaling values so that the 640x480 will result at 1.0/1.0
hScale = vWidth / 640.0f ;
vScale = vHeight / 480.0f ;
x = cg_autoMapX . value ;
y = cg_autoMapY . value ;
w = cg_autoMapW . value ;
h = cg_autoMapH . value ;
refdef . x = x * hScale ;
refdef . y = y * vScale ;
refdef . width = w * hScale ;
refdef . height = h * vScale ;
CG_DrawPic ( x - SIDEFRAME_WIDTH , y , SIDEFRAME_WIDTH , h , cgs . media . wireframeAutomapFrame_left ) ;
CG_DrawPic ( x + w , y , SIDEFRAME_WIDTH , h , cgs . media . wireframeAutomapFrame_right ) ;
CG_DrawPic ( x - SIDEFRAME_WIDTH , y - SIDEFRAME_HEIGHT , w + ( SIDEFRAME_WIDTH * 2 ) , SIDEFRAME_HEIGHT , cgs . media . wireframeAutomapFrame_top ) ;
CG_DrawPic ( x - SIDEFRAME_WIDTH , y + h , w + ( SIDEFRAME_WIDTH * 2 ) , SIDEFRAME_HEIGHT , cgs . media . wireframeAutomapFrame_bottom ) ;
refdef . time = cg . time ;
trap_R_ClearScene ( ) ;
CG_AddRadarAutomapEnts ( ) ;
if ( cg . predictedPlayerState . m_iVehicleNum & &
cg_entities [ cg . predictedPlayerState . m_iVehicleNum ] . currentState . eType = = ET_NPC & &
cg_entities [ cg . predictedPlayerState . m_iVehicleNum ] . currentState . NPC_class = = CLASS_VEHICLE & &
cg_entities [ cg . predictedPlayerState . m_iVehicleNum ] . m_pVehicle & &
cg_entities [ cg . predictedPlayerState . m_iVehicleNum ] . m_pVehicle - > m_pVehicleInfo - > type = = VH_FIGHTER )
{ //constantly adjust to current height
trap_R_AutomapElevAdj ( cg . predictedPlayerState . origin [ 2 ] ) ;
}
else
{
//Trace down and set the ground elevation as the main automap elevation point
VectorSet ( playerMins , - 15 , - 15 , DEFAULT_MINS_2 ) ;
VectorSet ( playerMaxs , 15 , 15 , DEFAULT_MAXS_2 ) ;
VectorCopy ( cg . predictedPlayerState . origin , fwd ) ;
fwd [ 2 ] - = 4096.0f ;
CG_Trace ( & tr , cg . predictedPlayerState . origin , playerMins , playerMaxs , fwd , cg . predictedPlayerState . clientNum , MASK_SOLID ) ;
if ( ! tr . startsolid & & ! tr . allsolid )
{
trap_R_AutomapElevAdj ( tr . endpos [ 2 ] ) ;
}
}
trap_R_RenderScene ( & refdef ) ;
}
/*
= = = = = = = = = = = = = = = = =
CG_DrawActiveFrame
Generates and draws a game scene and status information at the given time .
= = = = = = = = = = = = = = = = =
*/
static qboolean cg_rangedFogging = qfalse ; //so we know if we should go back to normal fog
float cg_linearFogOverride = 0.0f ; //designer-specified override for linear fogging style
# include "../namespace_begin.h"
extern void BG_VehicleTurnRateForSpeed ( Vehicle_t * pVeh , float speed , float * mPitchOverride , float * mYawOverride ) ;
extern qboolean PM_InKnockDown ( playerState_t * ps ) ;
# include "../namespace_end.h"
extern qboolean cgQueueLoad ;
extern void CG_ActualLoadDeferredPlayers ( void ) ;
static int cg_siegeClassIndex = - 2 ;
void CG_DrawActiveFrame ( int serverTime , stereoFrame_t stereoView , qboolean demoPlayback ) {
int inwater ;
const char * cstr ;
float mSensitivity = cg . zoomSensitivity ;
float mPitchOverride = 0.0f ;
float mYawOverride = 0.0f ;
2013-04-04 23:21:13 +00:00
static centity_t * veh = NULL ;
# ifdef VEH_CONTROL_SCHEME_4
2013-04-04 22:35:38 +00:00
float mSensitivityOverride = 0.0f ;
qboolean bUseFighterPitch = qfalse ;
qboolean isFighter = qfalse ;
2013-04-04 23:21:13 +00:00
# endif
2013-04-04 22:35:38 +00:00
if ( cgQueueLoad )
{ //do this before you start messing around with adding ghoul2 refents and crap
CG_ActualLoadDeferredPlayers ( ) ;
cgQueueLoad = qfalse ;
}
cg . time = serverTime ;
cg . demoPlayback = demoPlayback ;
if ( cg . snap & & ui_myteam . integer ! = cg . snap - > ps . persistant [ PERS_TEAM ] )
{
trap_Cvar_Set ( " ui_myteam " , va ( " %i " , cg . snap - > ps . persistant [ PERS_TEAM ] ) ) ;
}
if ( cgs . gametype = = GT_SIEGE & &
cg . snap & &
cg_siegeClassIndex ! = cgs . clientinfo [ cg . snap - > ps . clientNum ] . siegeIndex )
{
cg_siegeClassIndex = cgs . clientinfo [ cg . snap - > ps . clientNum ] . siegeIndex ;
if ( cg_siegeClassIndex = = - 1 )
{
trap_Cvar_Set ( " ui_mySiegeClass " , " <none> " ) ;
}
else
{
trap_Cvar_Set ( " ui_mySiegeClass " , bgSiegeClasses [ cg_siegeClassIndex ] . name ) ;
}
}
// update cvars
CG_UpdateCvars ( ) ;
// if we are only updating the screen as a loading
// pacifier, don't even try to read snapshots
if ( cg . infoScreenText [ 0 ] ! = 0 ) {
CG_DrawInformation ( ) ;
return ;
}
trap_FX_AdjustTime ( cg . time ) ;
CG_RunLightStyles ( ) ;
// any looped sounds will be respecified as entities
// are added to the render list
trap_S_ClearLoopingSounds ( ) ;
// clear all the render lists
trap_R_ClearScene ( ) ;
// set up cg.snap and possibly cg.nextSnap
CG_ProcessSnapshots ( ) ;
trap_ROFF_UpdateEntities ( ) ;
// if we haven't received any snapshots yet, all
// we can draw is the information screen
if ( ! cg . snap | | ( cg . snap - > snapFlags & SNAPFLAG_NOT_ACTIVE ) )
{
#if 0
// Transition from zero to negative one on the snapshot timeout.
// The reason we do this is because the first client frame is responsible for
// some farily slow processing (such as weather) and we dont want to include
// that processing time into our calculations
if ( ! cg . snapshotTimeoutTime )
{
cg . snapshotTimeoutTime = - 1 ;
}
// Transition the snapshot timeout time from -1 to the current time in
// milliseconds which will start the timeout.
else if ( cg . snapshotTimeoutTime = = - 1 )
{
cg . snapshotTimeoutTime = trap_Milliseconds ( ) ;
}
// If we have been waiting too long then just error out
if ( cg . snapshotTimeoutTime > 0 & & ( trap_Milliseconds ( ) - cg . snapshotTimeoutTime > cg_snapshotTimeout . integer * 1000 ) )
{
Com_Error ( ERR_DROP , CG_GetStringEdString ( " MP_SVGAME " , " SNAPSHOT_TIMEOUT " ) ) ;
return ;
}
# endif
CG_DrawInformation ( ) ;
return ;
}
// let the client system know what our weapon and zoom settings are
if ( cg . snap & & cg . snap - > ps . saberLockTime > cg . time )
{
mSensitivity = 0.01f ;
}
else if ( cg . predictedPlayerState . weapon = = WP_EMPLACED_GUN )
{ //lower sens for emplaced guns and vehicles
mSensitivity = 0.2f ;
}
2013-04-04 23:21:13 +00:00
# ifdef VEH_CONTROL_SCHEME_4
2013-04-04 22:35:38 +00:00
else if ( cg . predictedPlayerState . m_iVehicleNum //in a vehicle
& & ! cg . predictedPlayerState . generic1 ) //not as a passenger
{
centity_t * cent = & cg_entities [ cg . predictedPlayerState . m_iVehicleNum ] ;
if ( cent - > m_pVehicle
& & cent - > m_pVehicle - > m_pVehicleInfo
& & cent - > m_pVehicle - > m_pVehicleInfo - > type = = VH_FIGHTER )
{
BG_VehicleTurnRateForSpeed ( cent - > m_pVehicle , cent - > currentState . speed , & mPitchOverride , & mYawOverride ) ;
//mSensitivityOverride = 5.0f;//old default value
mSensitivityOverride = 0.0f ;
bUseFighterPitch = qtrue ;
trap_SetUserCmdValue ( cg . weaponSelect , mSensitivity , mPitchOverride , mYawOverride , mSensitivityOverride , cg . forceSelect , cg . itemSelect , bUseFighterPitch ) ;
isFighter = qtrue ;
}
}
if ( ! isFighter )
2013-04-04 23:21:13 +00:00
# endif //VEH_CONTROL_SCHEME_4
2013-04-04 22:35:38 +00:00
{
if ( cg . predictedPlayerState . m_iVehicleNum )
{
veh = & cg_entities [ cg . predictedPlayerState . m_iVehicleNum ] ;
}
if ( veh & &
veh - > currentState . eType = = ET_NPC & &
veh - > currentState . NPC_class = = CLASS_VEHICLE & &
veh - > m_pVehicle & &
veh - > m_pVehicle - > m_pVehicleInfo - > type = = VH_FIGHTER & &
bg_fighterAltControl . integer )
{
trap_SetUserCmdValue ( cg . weaponSelect , mSensitivity , mPitchOverride , mYawOverride , 0.0f , cg . forceSelect , cg . itemSelect , qtrue ) ;
veh = NULL ; //this is done because I don't want an extra assign each frame because I am so perfect and super efficient.
}
else
{
trap_SetUserCmdValue ( cg . weaponSelect , mSensitivity , mPitchOverride , mYawOverride , 0.0f , cg . forceSelect , cg . itemSelect , qfalse ) ;
}
}
// this counter will be bumped for every valid scene we generate
cg . clientFrame + + ;
// update cg.predictedPlayerState
CG_PredictPlayerState ( ) ;
// decide on third person view
cg . renderingThirdPerson = cg_thirdPerson . integer | | ( cg . snap - > ps . stats [ STAT_HEALTH ] < = 0 ) ;
if ( cg . snap - > ps . stats [ STAT_HEALTH ] > 0 )
{
if ( cg . predictedPlayerState . weapon = = WP_EMPLACED_GUN & & cg . predictedPlayerState . emplacedIndex /*&&
cg_entities [ cg . predictedPlayerState . emplacedIndex ] . currentState . weapon = = WP_NONE */ )
{ //force third person for e-web and emplaced use
cg . renderingThirdPerson = 1 ;
}
else if ( cg . predictedPlayerState . weapon = = WP_SABER | | cg . predictedPlayerState . weapon = = WP_MELEE | |
BG_InGrappleMove ( cg . predictedPlayerState . torsoAnim ) | | BG_InGrappleMove ( cg . predictedPlayerState . legsAnim ) | |
cg . predictedPlayerState . forceHandExtend = = HANDEXTEND_KNOCKDOWN | | cg . predictedPlayerState . fallingToDeath | |
cg . predictedPlayerState . m_iVehicleNum | | PM_InKnockDown ( & cg . predictedPlayerState ) )
{
if ( cg_fpls . integer & & cg . predictedPlayerState . weapon = = WP_SABER )
{ //force to first person for fpls
cg . renderingThirdPerson = 0 ;
}
else
{
cg . renderingThirdPerson = 1 ;
}
}
else if ( cg . snap - > ps . zoomMode )
{ //always force first person when zoomed
cg . renderingThirdPerson = 0 ;
}
}
if ( cg . predictedPlayerState . pm_type = = PM_SPECTATOR )
{ //always first person for spec
cg . renderingThirdPerson = 0 ;
}
if ( cg . snap - > ps . persistant [ PERS_TEAM ] = = TEAM_SPECTATOR )
{
cg . renderingThirdPerson = 0 ;
}
// build cg.refdef
inwater = CG_CalcViewValues ( ) ;
if ( cg_linearFogOverride )
{
trap_R_SetRangeFog ( - cg_linearFogOverride ) ;
}
else if ( cg . predictedPlayerState . zoomMode )
{ //zooming with binoculars or sniper, set the fog range based on the zoom level -rww
cg_rangedFogging = qtrue ;
//smaller the fov the less fog we have between the view and cull dist
trap_R_SetRangeFog ( cg . refdef . fov_x * 64.0f ) ;
}
else if ( cg_rangedFogging )
{ //disable it
cg_rangedFogging = qfalse ;
trap_R_SetRangeFog ( 0.0f ) ;
}
cstr = CG_ConfigString ( CS_SKYBOXORG ) ;
if ( cstr & & cstr [ 0 ] )
{ //we have a skyportal
CG_DrawSkyBoxPortal ( cstr ) ;
}
CG_CalcScreenEffects ( ) ;
// first person blend blobs, done after AnglesToAxis
if ( ! cg . renderingThirdPerson & & cg . predictedPlayerState . pm_type ! = PM_SPECTATOR ) {
CG_DamageBlendBlob ( ) ;
}
// build the render lists
if ( ! cg . hyperspace ) {
CG_AddPacketEntities ( qfalse ) ; // adter calcViewValues, so predicted player state is correct
CG_AddMarks ( ) ;
CG_AddParticles ( ) ;
CG_AddLocalEntities ( ) ;
CG_DrawMiscEnts ( ) ;
}
CG_AddViewWeapon ( & cg . predictedPlayerState ) ;
if ( ! cg . hyperspace )
{
trap_FX_AddScheduledEffects ( qfalse ) ;
}
// add buffered sounds
CG_PlayBufferedSounds ( ) ;
// finish up the rest of the refdef
if ( cg . testModelEntity . hModel ) {
CG_AddTestModel ( ) ;
}
cg . refdef . time = cg . time ;
memcpy ( cg . refdef . areamask , cg . snap - > areamask , sizeof ( cg . refdef . areamask ) ) ;
// warning sounds when powerup is wearing off
CG_PowerupTimerSounds ( ) ;
// if there are any entities flagged as sound trackers and attached to other entities, update their sound pos
CG_UpdateSoundTrackers ( ) ;
if ( gCGHasFallVector )
{
vec3_t lookAng ;
VectorSubtract ( cg . snap - > ps . origin , cg . refdef . vieworg , lookAng ) ;
VectorNormalize ( lookAng ) ;
vectoangles ( lookAng , lookAng ) ;
VectorCopy ( gCGFallVector , cg . refdef . vieworg ) ;
AnglesToAxis ( lookAng , cg . refdef . viewaxis ) ;
}
//This is done from the vieworg to get origin for non-attenuated sounds
cstr = CG_ConfigString ( CS_GLOBAL_AMBIENT_SET ) ;
if ( cstr & & cstr [ 0 ] )
{
trap_S_UpdateAmbientSet ( cstr , cg . refdef . vieworg ) ;
}
// update audio positions
trap_S_Respatialize ( cg . snap - > ps . clientNum , cg . refdef . vieworg , cg . refdef . viewaxis , inwater ) ;
// make sure the lagometerSample and frame timing isn't done twice when in stereo
if ( stereoView ! = STEREO_RIGHT ) {
cg . frametime = cg . time - cg . oldTime ;
if ( cg . frametime < 0 ) {
cg . frametime = 0 ;
}
cg . oldTime = cg . time ;
CG_AddLagometerFrameInfo ( ) ;
}
if ( cg_timescale . value ! = cg_timescaleFadeEnd . value ) {
if ( cg_timescale . value < cg_timescaleFadeEnd . value ) {
cg_timescale . value + = cg_timescaleFadeSpeed . value * ( ( float ) cg . frametime ) / 1000 ;
if ( cg_timescale . value > cg_timescaleFadeEnd . value )
cg_timescale . value = cg_timescaleFadeEnd . value ;
}
else {
cg_timescale . value - = cg_timescaleFadeSpeed . value * ( ( float ) cg . frametime ) / 1000 ;
if ( cg_timescale . value < cg_timescaleFadeEnd . value )
cg_timescale . value = cg_timescaleFadeEnd . value ;
}
if ( cg_timescaleFadeSpeed . value ) {
trap_Cvar_Set ( " timescale " , va ( " %f " , cg_timescale . value ) ) ;
}
}
// actually issue the rendering calls
CG_DrawActive ( stereoView ) ;
CG_DrawAutoMap ( ) ;
if ( cg_stats . integer ) {
CG_Printf ( " cg.clientFrame:%i \n " , cg . clientFrame ) ;
}
}