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// cg_view.c -- setup all the parameters (position, angle, etc)
// for a 3D rendering
// this line must stay at top so the whole PCH thing works...
# include "cg_headers.h"
//#include "cg_local.h"
# include "cg_media.h"
# include "FxScheduler.h"
# include "cg_lights.h"
# include "..\game\wp_saber.h"
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# define MASK_CAMERACLIP (MASK_SOLID)
# define CAMERA_SIZE 4
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float cg_zoomFov ;
//#define CG_CAM_ABOVE 2
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extern qboolean CG_OnMovingPlat ( playerState_t * ps ) ;
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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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 .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
Ghoul2 Insert Start
*/
/*
= = = = = = = = = = = = = = = = =
CG_TestModel_f
Creates an entity in front of the current position , which
can then be moved around
= = = = = = = = = = = = = = = = =
*/
void CG_TestG2Model_f ( void ) {
vec3_t angles ;
CGhoul2Info_v * ghoul2 ;
memset ( & cg . testModelEntity , 0 , sizeof ( cg . testModelEntity ) ) ;
ghoul2 = new CGhoul2Info_v ;
cg . testModelEntity . ghoul2 = ghoul2 ;
if ( cgi_Argc ( ) < 2 ) {
return ;
}
Q_strncpyz ( cg . testModelName , CG_Argv ( 1 ) , MAX_QPATH ) ;
cg . testModelEntity . hModel = cgi_R_RegisterModel ( cg . testModelName ) ;
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cg . testModel = gi . G2API_InitGhoul2Model ( * ( ( CGhoul2Info_v * ) cg . testModelEntity . ghoul2 ) , cg . testModelName , cg . testModelEntity . hModel , NULL , NULL , 0 ) ;
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cg . testModelEntity . radius = 100.0f ;
if ( cgi_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 . refdefViewAngles [ 1 ] ;
angles [ ROLL ] = 0 ;
AnglesToAxis ( angles , cg . testModelEntity . axis ) ;
cg . testGun = qfalse ;
}
void CG_ListModelSurfaces_f ( void )
{
CGhoul2Info_v & ghoul2 = * ( ( CGhoul2Info_v * ) cg . testModelEntity . ghoul2 ) ;
gi . G2API_ListSurfaces ( & ghoul2 [ cg . testModel ] ) ;
}
void CG_ListModelBones_f ( void )
{
// test to see if we got enough args
if ( cgi_Argc ( ) < 2 )
{
return ;
}
CGhoul2Info_v & ghoul2 = * ( ( CGhoul2Info_v * ) cg . testModelEntity . ghoul2 ) ;
gi . G2API_ListBones ( & ghoul2 [ cg . testModel ] , atoi ( CG_Argv ( 1 ) ) ) ;
}
void CG_TestModelSurfaceOnOff_f ( void )
{
// test to see if we got enough args
if ( cgi_Argc ( ) < 3 )
{
return ;
}
CGhoul2Info_v & ghoul2 = * ( ( CGhoul2Info_v * ) cg . testModelEntity . ghoul2 ) ;
gi . G2API_SetSurfaceOnOff ( & ghoul2 [ cg . testModel ] , CG_Argv ( 1 ) , atoi ( CG_Argv ( 2 ) ) ) ;
}
void CG_TestModelSetAnglespre_f ( void )
{
vec3_t angles ;
if ( cgi_Argc ( ) < 3 )
{
return ;
}
CGhoul2Info_v & ghoul2 = * ( ( CGhoul2Info_v * ) cg . testModelEntity . ghoul2 ) ;
angles [ 0 ] = atof ( CG_Argv ( 2 ) ) ;
angles [ 1 ] = atof ( CG_Argv ( 3 ) ) ;
angles [ 2 ] = atof ( CG_Argv ( 4 ) ) ;
gi . G2API_SetBoneAngles ( & ghoul2 [ cg . testModel ] , CG_Argv ( 1 ) , angles , BONE_ANGLES_PREMULT , POSITIVE_X , POSITIVE_Z , POSITIVE_Y , NULL ) ;
}
void CG_TestModelSetAnglespost_f ( void )
{
vec3_t angles ;
if ( cgi_Argc ( ) < 3 )
{
return ;
}
CGhoul2Info_v & ghoul2 = * ( ( CGhoul2Info_v * ) cg . testModelEntity . ghoul2 ) ;
angles [ 0 ] = atof ( CG_Argv ( 2 ) ) ;
angles [ 1 ] = atof ( CG_Argv ( 3 ) ) ;
angles [ 2 ] = atof ( CG_Argv ( 4 ) ) ;
gi . G2API_SetBoneAngles ( & ghoul2 [ cg . testModel ] , CG_Argv ( 1 ) , angles , BONE_ANGLES_POSTMULT , POSITIVE_X , POSITIVE_Z , POSITIVE_Y , NULL ) ;
}
void CG_TestModelAnimate_f ( void )
{
char boneName [ 100 ] ;
CGhoul2Info_v & ghoul2 = * ( ( CGhoul2Info_v * ) cg . testModelEntity . ghoul2 ) ;
strcpy ( boneName , CG_Argv ( 1 ) ) ;
gi . G2API_SetBoneAnim ( & ghoul2 [ cg . testModel ] , boneName , atoi ( CG_Argv ( 2 ) ) , atoi ( CG_Argv ( 3 ) ) , BONE_ANIM_OVERRIDE_LOOP , atof ( CG_Argv ( 4 ) ) , cg . time ) ;
}
/*
Ghoul2 Insert End
*/
/*
= = = = = = = = = = = = = = = = =
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 ( cgi_Argc ( ) < 2 ) {
return ;
}
Q_strncpyz ( cg . testModelName , CG_Argv ( 1 ) , MAX_QPATH ) ;
cg . testModelEntity . hModel = cgi_R_RegisterModel ( cg . testModelName ) ;
if ( cgi_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 . refdefViewAngles [ 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 ;
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cg . testModelEntity . renderfx = RF_DEPTHHACK | RF_FIRST_PERSON ;
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}
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 = cgi_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 ;
}
}
cgi_R_AddRefEntityToScene ( & cg . testModelEntity ) ;
}
//============================================================================
/*
= = = = = = = = = = = = = = = = =
CG_CalcVrect
Sets the coordinates of the rendered window
= = = = = = = = = = = = = = = = =
*/
void CG_CalcVrect ( void ) {
const int size = 100 ;
cg . refdef . width = cgs . glconfig . vidWidth * size * 0.01 ;
cg . refdef . width & = ~ 1 ;
cg . refdef . height = cgs . glconfig . vidHeight * size * 0.01 ;
cg . refdef . height & = ~ 1 ;
cg . refdef . x = ( cgs . glconfig . vidWidth - cg . refdef . width ) * 0.5 ;
cg . refdef . y = ( cgs . glconfig . vidHeight - cg . refdef . height ) * 0.5 ;
}
//==============================================================================
//==============================================================================
# define CAMERA_DAMP_INTERVAL 50
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# define CAMERA_CROUCH_NUDGE 6
static vec3_t cameramins = { - CAMERA_SIZE , - CAMERA_SIZE , - CAMERA_SIZE } ;
static vec3_t cameramaxs = { CAMERA_SIZE , CAMERA_SIZE , CAMERA_SIZE } ;
vec3_t camerafwd , cameraup , camerahorizdir ;
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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 ;
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float cameraLastYaw = 0 ;
float cameraStiffFactor = 0.0f ;
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/*
= = = = = = = = = = = = = = =
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 . refdefViewAngles
- - 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 .
= = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = = = =
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CG_CalcIdealThirdPersonViewTarget
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= = = = = = = = = = = = = = =
*/
static void CG_CalcIdealThirdPersonViewTarget ( void )
{
// Initialize IdealTarget
VectorCopy ( cg . refdef . vieworg , cameraFocusLoc ) ;
if ( cg . snap - > ps . viewEntity > 0 & & cg . snap - > ps . viewEntity < ENTITYNUM_WORLD )
{
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gentity_t * gent = & g_entities [ cg . snap - > ps . viewEntity ] ;
if ( gent - > client & & ( gent - > client - > NPC_class ! = CLASS_GONK )
& & ( gent - > client - > NPC_class ! = CLASS_INTERROGATOR )
& & ( gent - > client - > NPC_class ! = CLASS_SENTRY )
& & ( gent - > client - > NPC_class ! = CLASS_PROBE )
& & ( gent - > client - > NPC_class ! = CLASS_MOUSE )
& & ( gent - > client - > NPC_class ! = CLASS_R2D2 )
& & ( gent - > client - > NPC_class ! = CLASS_R5D2 ) )
{ //use the NPC's viewheight
cameraFocusLoc [ 2 ] + = gent - > client - > ps . viewheight ;
}
else
{ //droids use a generic offset
cameraFocusLoc [ 2 ] + = 4 ;
}
VectorCopy ( cameraFocusLoc , cameraIdealTarget ) ;
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}
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else
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{
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// Add in the new viewheight
cameraFocusLoc [ 2 ] + = cg . predicted_player_state . viewheight ;
if ( cg . overrides . active & CG_OVERRIDE_3RD_PERSON_VOF )
{
// Add in a vertical offset from the viewpoint, which puts the actual target above the head, regardless of angle.
VectorCopy ( cameraFocusLoc , cameraIdealTarget ) ;
cameraIdealTarget [ 2 ] + = cg . overrides . thirdPersonVertOffset ;
//VectorMA(cameraFocusLoc, cg.overrides.thirdPersonVertOffset, cameraup, cameraIdealTarget);
}
else
{
// Add in a vertical offset from the viewpoint, which puts the actual target above the head, regardless of angle.
VectorCopy ( cameraFocusLoc , cameraIdealTarget ) ;
cameraIdealTarget [ 2 ] + = cg_thirdPersonVertOffset . value ;
//VectorMA(cameraFocusLoc, cg_thirdPersonVertOffset.value, cameraup, cameraIdealTarget);
}
// Now, if the player is crouching, do a little special tweak. The problem is that the player's head is way out of his bbox.
if ( cg . predicted_player_state . pm_flags & PMF_DUCKED )
{ // Nudge to focus location up a tad.
vec3_t nudgepos ;
trace_t trace ;
VectorCopy ( cameraFocusLoc , nudgepos ) ;
nudgepos [ 2 ] + = CAMERA_CROUCH_NUDGE ;
CG_Trace ( & trace , cameraFocusLoc , cameramins , cameramaxs , nudgepos , cg . predicted_player_state . clientNum , MASK_CAMERACLIP ) ;
if ( trace . fraction < 1.0 )
{
VectorCopy ( trace . endpos , cameraFocusLoc ) ;
}
else
{
VectorCopy ( nudgepos , cameraFocusLoc ) ;
}
}
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}
}
/*
= = = = = = = = = = = = = = =
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CG_CalcIdealThirdPersonViewLocation
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= = = = = = = = = = = = = = =
*/
static void CG_CalcIdealThirdPersonViewLocation ( void )
{
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if ( cg . overrides . active & CG_OVERRIDE_3RD_PERSON_RNG )
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{
VectorMA ( cameraIdealTarget , - ( cg . overrides . thirdPersonRange ) , camerafwd , cameraIdealLoc ) ;
}
else
{
VectorMA ( cameraIdealTarget , - ( cg_thirdPersonRange . value ) , camerafwd , cameraIdealLoc ) ;
}
if ( cg . renderingThirdPerson & & ( cg . snap - > ps . forcePowersActive & ( 1 < < FP_SPEED ) ) & & player - > client - > ps . forcePowerDuration [ FP_SPEED ] )
{
float timeLeft = player - > client - > ps . forcePowerDuration [ FP_SPEED ] - cg . time ;
float length = FORCE_SPEED_DURATION * forceSpeedValue [ player - > client - > ps . forcePowerLevel [ FP_SPEED ] ] ;
float amt = forceSpeedRangeMod [ player - > client - > ps . forcePowerLevel [ FP_SPEED ] ] ;
if ( timeLeft < 500 )
{ //start going back
VectorMA ( cameraIdealLoc , ( timeLeft ) / 500 * amt , camerafwd , cameraIdealLoc ) ;
}
else if ( length - timeLeft < 1000 )
{ //start zooming in
VectorMA ( cameraIdealLoc , ( length - timeLeft ) / 1000 * amt , camerafwd , cameraIdealLoc ) ;
}
else
{
VectorMA ( cameraIdealLoc , amt , 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.
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CG_Trace ( & trace , cameraFocusLoc , cameramins , cameramaxs , cameraCurTarget , cg . predicted_player_state . clientNum , MASK_CAMERACLIP ) ;
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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.
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CG_Trace ( & trace , cameraCurTarget , cameramins , cameramaxs , cameraCurLoc , cg . predicted_player_state . clientNum , MASK_CAMERACLIP ) ;
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if ( trace . fraction < = 1.0 )
{
VectorCopy ( trace . endpos , cameraCurLoc ) ;
}
cameraLastFrame = cg . time ;
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cameraLastYaw = cameraFocusAngles [ YAW ] ;
cameraStiffFactor = 0.0f ;
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}
// 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 ( ) ;
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if ( CG_OnMovingPlat ( & cg . snap - > ps ) )
{ //if moving on a plat, camera is *tight*
VectorCopy ( cameraIdealTarget , cameraCurTarget ) ;
}
else if ( cg_thirdPersonTargetDamp . value > = 1.0 ) //||cg.thisFrameTeleport)
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{ // 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 / cg_timescale . value ) * ( 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 = pow ( 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.
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CG_Trace ( & trace , cameraFocusLoc , cameramins , cameramaxs , cameraCurTarget , cg . predicted_player_state . clientNum , MASK_CAMERACLIP ) ;
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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.
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static int camWaterAdjust = 0 ;
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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.
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dampfactor = 0.0f ;
if ( CG_OnMovingPlat ( & cg . snap - > ps ) )
{ //if moving on a plat, camera is *tight*
dampfactor = 1.0f ;
}
else if ( cg . overrides . active & CG_OVERRIDE_3RD_PERSON_CDP )
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{
if ( cg . overrides . thirdPersonCameraDamp ! = 0.0f )
{
double pitch ;
// 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 / = 89.0 ;
dampfactor = ( 1.0 - cg . overrides . thirdPersonCameraDamp ) * ( pitch * pitch ) ;
dampfactor + = cg . overrides . thirdPersonCameraDamp ;
}
}
else if ( cg_thirdPersonCameraDamp . value ! = 0.0f )
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{
double pitch ;
// 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 / = 89.0 ;
dampfactor = ( 1.0 - cg_thirdPersonCameraDamp . value ) * ( pitch * pitch ) ;
dampfactor + = cg_thirdPersonCameraDamp . value ;
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// 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 ;
}
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}
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 / cg_timescale . value ) * ( 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 = pow ( dampfactor , dtime ) ;
// This value is how much distance is "left" from the ideal.
VectorMA ( cameraIdealLoc , - ratio , locdiff , cameraCurLoc ) ;
/////////////////////////////////////////////////////////////////////////////////////////////////////////
}
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// Now we trace from the first person viewpoint to the new view location, to make sure there is nothing in the way between the user and the camera...
// CG_Trace(&trace, cameraFocusLoc, cameramins, cameramaxs, cameraCurLoc, cg.predicted_player_state.clientNum, MASK_CAMERACLIP);
// (OLD) 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 . predicted_player_state . clientNum , MASK_CAMERACLIP ) ;
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if ( trace . fraction < 1.0f )
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{
VectorCopy ( trace . endpos , cameraCurLoc ) ;
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// We didn't trace all the way back, so push down the target accordingly.
// VectorSubtract(cameraCurTarget, cameraFocusLoc, locdiff);
// VectorMA(cameraFocusLoc, trace.fraction, locdiff, cameraCurTarget);
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//FIXME: when the trace hits movers, it gets very very jaggy... ?
/*
//this doesn't actually help any
if ( trace . entityNum ! = ENTITYNUM_WORLD )
{
centity_t * cent = & cg_entities [ trace . entityNum ] ;
gentity_t * gent = & g_entities [ trace . entityNum ] ;
if ( cent ! = NULL & & gent ! = NULL )
{
if ( cent - > currentState . pos . trType = = TR_LINEAR | | cent - > currentState . pos . trType = = TR_LINEAR_STOP )
{
vec3_t diff ;
VectorSubtract ( cent - > lerpOrigin , gent - > currentOrigin , diff ) ;
VectorAdd ( cameraCurLoc , diff , 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 qboolean MatrixMode ;
static void CG_OffsetThirdPersonView ( void )
{
vec3_t diff ;
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float deltayaw ;
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camWaterAdjust = 0 ;
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cameraStiffFactor = 0.0 ;
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// Set camera viewing direction.
VectorCopy ( cg . refdefViewAngles , cameraFocusAngles ) ;
// if dead, look at killer
if ( cg . predicted_player_state . stats [ STAT_HEALTH ] < = 0 )
{
if ( MatrixMode )
{
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if ( cg . overrides . active & CG_OVERRIDE_3RD_PERSON_ANG )
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{
cameraFocusAngles [ YAW ] + = cg . overrides . thirdPersonAngle ;
}
else
{
cameraFocusAngles [ YAW ] = cg . predicted_player_state . stats [ STAT_DEAD_YAW ] ;
cameraFocusAngles [ YAW ] + = cg_thirdPersonAngle . value ;
}
}
else
{
cameraFocusAngles [ YAW ] = cg . predicted_player_state . stats [ STAT_DEAD_YAW ] ;
}
}
else
{ // Add in the third Person Angle.
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if ( cg . overrides . active & CG_OVERRIDE_3RD_PERSON_ANG )
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{
cameraFocusAngles [ YAW ] + = cg . overrides . thirdPersonAngle ;
}
else
{
cameraFocusAngles [ YAW ] + = cg_thirdPersonAngle . value ;
}
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if ( cg . overrides . active & CG_OVERRIDE_3RD_PERSON_POF )
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{
cameraFocusAngles [ PITCH ] + = cg . overrides . thirdPersonPitchOffset ;
}
else
{
cameraFocusAngles [ PITCH ] + = cg_thirdPersonPitchOffset . value ;
}
}
if ( ! cg . renderingThirdPerson & & ( cg . snap - > ps . weapon = = WP_SABER | | cg . snap - > ps . weapon = = WP_MELEE ) )
{ // First person saber
// FIXME: use something network-friendly
vec3_t org , viewDir ;
VectorCopy ( cg_entities [ 0 ] . gent - > client - > renderInfo . eyePoint , org ) ;
float blend = 1.0f - fabs ( cg . refdefViewAngles [ PITCH ] ) / 90.0f ;
AngleVectors ( cg . refdefViewAngles , viewDir , NULL , NULL ) ;
VectorMA ( org , - 8 , viewDir , org ) ;
VectorScale ( org , 1.0f - blend , org ) ;
VectorMA ( org , blend , cg . refdef . vieworg , cg . refdef . vieworg ) ;
return ;
}
// 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 ( cameraFocusAngles [ PITCH ] > 89.0 )
{
cameraFocusAngles [ PITCH ] = 89.0 ;
}
else if ( cameraFocusAngles [ PITCH ] < - 89.0 )
{
cameraFocusAngles [ PITCH ] = - 89.0 ;
}
AngleVectors ( cameraFocusAngles , camerafwd , NULL , cameraup ) ;
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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 ] ;
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// 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 ) ;
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//Com_Printf( "%s\n", vtos(diff) );
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float dist = VectorNormalize ( diff ) ;
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if ( dist < 1.0f )
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{ //must be hitting something, need some value to calc angles, so use cam forward
VectorCopy ( camerafwd , diff ) ;
}
vectoangles ( diff , cg . refdefViewAngles ) ;
// Temp: just move the camera to the side a bit
extern vmCvar_t cg_thirdPersonHorzOffset ;
if ( cg_thirdPersonHorzOffset . value ! = 0.0f )
{
AnglesToAxis ( cg . refdefViewAngles , cg . refdef . viewaxis ) ;
VectorMA ( cameraCurLoc , cg_thirdPersonHorzOffset . value , 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 ) ;
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//if we hit the water, do a last-minute adjustment
if ( camWaterAdjust )
{
cg . refdef . vieworg [ 2 ] + = camWaterAdjust ;
}
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cameraLastFrame = cg . time ;
}
/*
= = = = = = = = = = = = = = =
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 . predicted_player_state . viewheight ;
VectorCopy ( cg . refdefViewAngles , focusAngles ) ;
// if dead, look at killer
if ( cg . predicted_player_state . stats [ STAT_HEALTH ] < = 0 ) {
focusAngles [ YAW ] = cg . predicted_player_state . stats [ STAT_DEAD_YAW ] ;
cg . refdefViewAngles [ YAW ] = cg . predicted_player_state . 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 . refdefViewAngles [ PITCH ] * = 0.5 ;
AngleVectors ( cg . refdefViewAngles , forward , right , up ) ;
float tpAngle = cg . overrides . thirdPersonAngle ? cg . overrides . thirdPersonAngle : cg_thirdPersonAngle . value ;
forwardScale = cos ( tpAngle / 180 * M_PI ) ;
sideScale = sin ( tpAngle / 180 * M_PI ) ;
VectorMA ( view , - tpAngle * forwardScale , forward , view ) ;
VectorMA ( view , - tpAngle * 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
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CG_Trace ( & trace , cg . refdef . vieworg , mins , maxs , view , cg . predicted_player_state . clientNum , MASK_CAMERACLIP ) ;
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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
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CG_Trace ( & trace , cg . refdef . vieworg , mins , maxs , view , cg . predicted_player_state . clientNum , MASK_CAMERACLIP ) ;
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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 . refdefViewAngles [ PITCH ] = - 180 / M_PI * atan2 ( focusPoint [ 2 ] , focusDist ) ;
cg . refdefViewAngles [ YAW ] - = tpAngle ;
}
# define MIN_CAMERA_HEIGHT 75
# define MIN_CAMERA_PITCH 40
# define MAX_CAMERA_PITCH 90
//----------------------------------------------
static void CG_OffsetThirdPersonOverheadView ( void ) {
vec3_t view , angs ;
trace_t trace ;
static vec3_t mins = { - 4 , - 4 , - 4 } ;
static vec3_t maxs = { 4 , 4 , 4 } ;
VectorCopy ( cg . refdef . vieworg , view ) ;
// Move straight up from the player, making sure to always go at least the min camera height,
// otherwise, the camera will clip into the head of the player.
float tpRange = cg . overrides . thirdPersonRange ? cg . overrides . thirdPersonRange : cg_thirdPersonRange . value ;
if ( tpRange < MIN_CAMERA_HEIGHT )
{
view [ 2 ] + = MIN_CAMERA_HEIGHT ;
}
else
{
view [ 2 ] + = tpRange ;
}
// Now adjust the camera angles, but we shouldn't adjust the viewAngles...only the viewAxis
VectorCopy ( cg . refdefViewAngles , angs ) ;
angs [ PITCH ] = cg . overrides . thirdPersonAngle ? cg . overrides . thirdPersonAngle : cg_thirdPersonAngle . value ;
// Simple clamp to weed out any really obviously nasty angles
if ( angs [ PITCH ] < MIN_CAMERA_PITCH )
{
angs [ PITCH ] = MIN_CAMERA_PITCH ;
}
else if ( angs [ PITCH ] > MAX_CAMERA_PITCH )
{
angs [ PITCH ] = MAX_CAMERA_PITCH ;
}
// Convert our new desired camera angles and store them where they will get used by the engine
// when setting up the actual camera view.
AnglesToAxis ( angs , cg . refdef . viewaxis ) ;
cg . refdefViewAngles [ PITCH ] = 0 ;
g_entities [ 0 ] . client - > ps . delta_angles [ PITCH ] = 0 ;
// Trace a ray from the origin to the viewpoint to make sure the view isn't
// in a solid block.
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CG_Trace ( & trace , cg . refdef . vieworg , mins , maxs , view , cg . predicted_player_state . clientNum , MASK_CAMERACLIP ) ;
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if ( trace . fraction ! = 1.0 )
{
VectorCopy ( trace . endpos , cg . refdef . vieworg ) ;
}
else
{
VectorCopy ( view , cg . refdef . vieworg ) ;
}
}
*/
// 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
= = = = = = = = = = = = = = =
*/
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extern qboolean PM_InForceGetUp ( playerState_t * ps ) ;
extern qboolean PM_InGetUp ( playerState_t * ps ) ;
extern qboolean PM_InKnockDown ( playerState_t * ps ) ;
extern int PM_AnimLength ( int index , animNumber_t anim ) ;
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static void CG_OffsetFirstPersonView ( qboolean firstPersonSaber ) {
float * origin ;
float * angles ;
float bob ;
float ratio ;
float delta ;
float speed ;
float f ;
vec3_t predictedVelocity ;
int timeDelta ;
if ( cg . snap - > ps . pm_type = = PM_INTERMISSION ) {
return ;
}
origin = cg . refdef . vieworg ;
angles = cg . refdefViewAngles ;
// 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 . predicted_player_state . viewheight ;
return ;
}
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if ( g_entities [ 0 ] . client & & PM_InKnockDown ( & g_entities [ 0 ] . client - > ps ) )
{
float perc , animLen = ( float ) PM_AnimLength ( g_entities [ 0 ] . client - > clientInfo . animFileIndex , ( animNumber_t ) g_entities [ 0 ] . client - > ps . legsAnim ) ;
if ( PM_InGetUp ( & g_entities [ 0 ] . client - > ps ) | | PM_InForceGetUp ( & g_entities [ 0 ] . client - > ps ) )
{ //start righting the view
perc = ( float ) g_entities [ 0 ] . client - > ps . legsAnimTimer / animLen * 2 ;
}
else
{ //tilt the view
perc = ( animLen - g_entities [ 0 ] . client - > ps . legsAnimTimer ) / animLen * 2 ;
}
if ( perc > 1.0f )
{
perc = 1.0f ;
}
angles [ ROLL ] = perc * 40 ;
angles [ PITCH ] = perc * - 15 ;
}
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// add angles based on weapon kick
VectorAdd ( angles , 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 . predicted_player_state . 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 . predicted_player_state . pm_flags & PMF_DUCKED )
delta * = 3 ; // crouching
angles [ PITCH ] + = delta ;
delta = cg . bobfracsin * cg_bobroll . value * speed ;
if ( cg . predicted_player_state . pm_flags & PMF_DUCKED )
delta * = 3 ; // crouching accentuates roll
if ( cg . bobcycle & 1 )
delta = - delta ;
angles [ ROLL ] + = delta ;
//===================================
if ( ! firstPersonSaber ) //First person saber
{
// add view height
if ( cg . snap - > ps . viewEntity > 0 & & cg . snap - > ps . viewEntity < ENTITYNUM_WORLD )
{
if ( & g_entities [ cg . snap - > ps . viewEntity ] & &
g_entities [ cg . snap - > ps . viewEntity ] . client & &
g_entities [ cg . snap - > ps . viewEntity ] . client - > ps . viewheight )
{
origin [ 2 ] + = g_entities [ cg . snap - > ps . viewEntity ] . client - > ps . viewheight ;
}
else
{
origin [ 2 ] + = 4 ; //???
}
}
else
{
origin [ 2 ] + = cg . predicted_player_state . 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 ( ) ;
if ( cg . snap - > ps . leanofs ! = 0 )
{
vec3_t right ;
//add leaning offset
//FIXME: when crouching, this bounces up and down?!
cg . refdefViewAngles [ 2 ] + = ( float ) cg . snap - > ps . leanofs / 2 ;
AngleVectors ( cg . refdefViewAngles , NULL , right , NULL ) ;
VectorMA ( cg . refdef . vieworg , ( float ) cg . snap - > ps . leanofs , right , cg . refdef . vieworg ) ;
}
// 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 . refdefViewAngles , forward , NULL , up ) ;
VectorMA ( cg . refdef . vieworg , 3 , forward , cg . refdef . vieworg ) ;
VectorMA ( cg . refdef . vieworg , NECK_LENGTH , up , cg . refdef . vieworg ) ;
}
# endif
}
//======================================================================
/*
void CG_ZoomDown_f ( void )
{
// Ignore zoom requests when yer paused
if ( cg_paused . integer | | in_camera )
{
return ;
}
// The zoom hasn't been started yet, so do it now
if ( cg . zoomMode = = 0 )
{
cg . zoomLocked = qfalse ;
cg . zoomMode = 1 ;
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if ( cg . overrides . active & CG_OVERRIDE_FOV )
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{
cg_zoomFov = cg . overrides . fov ;
}
else
{
cg_zoomFov = cg_fov . value ;
}
cg . zoomTime = cg . time ;
cgi_S_StartSound ( cg . refdef . vieworg , ENTITYNUM_WORLD , CHAN_AUTO , cgs . media . zoomStart ) ;
return ;
}
// Can only snap out of the zoom mode if it has already been locked (CG_ZoomUp_f has been called)
if ( cg . zoomLocked )
{
// Snap out of zoom mode
cg . zoomMode = 0 ;
cg . zoomTime = cg . time ;
cgi_S_StartSound ( cg . refdef . vieworg , ENTITYNUM_WORLD , CHAN_AUTO , cgs . media . zoomEnd ) ;
}
}
void CG_ZoomUp_f ( void )
{
// Ignore zoom requests when yer paused
if ( cg_paused . integer | | in_camera )
{
return ;
}
if ( cg . zoomMode ) {
// Freeze the zoom mode
cg . zoomLocked = qtrue ;
}
}
*/
/*
= = = = = = = = = = = = = = = = = = = =
CG_CalcFovFromX
Calcs Y FOV from given X FOV
= = = = = = = = = = = = = = = = = = = =
*/
# define WAVE_AMPLITUDE 1
# define WAVE_FREQUENCY 0.4
qboolean CG_CalcFOVFromX ( float fov_x )
{
float x ;
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 1
// warp if underwater
float phase ;
float v ;
int contents ;
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
// see if we are drugged by an interrogator. We muck with the FOV here, a bit later, after viewangles are calc'ed, I muck with those too.
if ( cg . wonkyTime > 0 & & cg . wonkyTime > cg . time )
{
float perc = ( float ) ( cg . wonkyTime - cg . time ) / 10000.0f ; // goes for 10 seconds
fov_x + = ( 25.0f * perc ) ;
fov_y - = ( cos ( cg . time * 0.0008f ) * 5.0f * perc ) ;
}
// set it
cg . refdef . fov_x = fov_x ;
cg . refdef . fov_y = fov_y ;
return ( inwater ) ;
}
2013-04-04 18:02:27 +00:00
float CG_ForceSpeedFOV ( void )
{
float fov ;
float timeLeft = player - > client - > ps . forcePowerDuration [ FP_SPEED ] - cg . time ;
float length = FORCE_SPEED_DURATION * forceSpeedValue [ player - > client - > ps . forcePowerLevel [ FP_SPEED ] ] ;
float amt = forceSpeedFOVMod [ player - > client - > ps . forcePowerLevel [ FP_SPEED ] ] ;
if ( timeLeft < 500 )
{ //start going back
fov = cg_fov . value + ( timeLeft ) / 500 * amt ;
}
else if ( length - timeLeft < 1000 )
{ //start zooming in
fov = cg_fov . value + ( length - timeLeft ) / 1000 * amt ;
}
else
{ //stay at this FOV
fov = cg_fov . value + amt ;
}
return fov ;
}
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/*
= = = = = = = = = = = = = = = = = = = =
CG_CalcFov
Fixed fov at intermissions , otherwise account for fov variable and zooms .
= = = = = = = = = = = = = = = = = = = =
*/
//extern float g_fov;
static qboolean CG_CalcFov ( void ) {
float fov_x ;
float f ;
if ( cg . predicted_player_state . pm_type = = PM_INTERMISSION ) {
// if in intermission, use a fixed value
fov_x = 80 ;
}
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else if ( cg . snap
& & cg . snap - > ps . viewEntity > 0
& & cg . snap - > ps . viewEntity < ENTITYNUM_WORLD
& & ( ! cg . renderingThirdPerson | | g_entities [ cg . snap - > ps . viewEntity ] . e_DieFunc = = dieF_camera_die ) )
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{
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// if in entity camera view, use a special FOV
if ( & g_entities [ cg . snap - > ps . viewEntity ] & &
g_entities [ cg . snap - > ps . viewEntity ] . NPC )
{ //FIXME: looks bad when take over a jedi... but never really do that, do we?
fov_x = g_entities [ cg . snap - > ps . viewEntity ] . NPC - > stats . hfov ;
//sanity-cap?
if ( fov_x > 120 )
{
fov_x = 120 ;
}
else if ( fov_x < 10 )
{
fov_x = 10 ;
}
}
else
{
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if ( cg . overrides . active & CG_OVERRIDE_FOV )
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{
fov_x = cg . overrides . fov ;
}
else
{
fov_x = 120 ; //FIXME: read from the NPC's fov stats?
}
}
}
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else if ( ( ! cg . zoomMode | | cg . zoomMode > 2 ) & & ( cg . snap - > ps . forcePowersActive & ( 1 < < FP_SPEED ) ) & & player - > client - > ps . forcePowerDuration [ FP_SPEED ] ) //cg.renderingThirdPerson &&
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{
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fov_x = CG_ForceSpeedFOV ( ) ;
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} else {
// user selectable
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if ( cg . overrides . active & CG_OVERRIDE_FOV )
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{
fov_x = cg . overrides . fov ;
}
else
{
fov_x = cg_fov . value ;
}
if ( fov_x < 1 ) {
fov_x = 1 ;
} else if ( fov_x > 160 ) {
fov_x = 160 ;
}
// Disable zooming when in third person
if ( cg . zoomMode & & cg . zoomMode < 3 ) //&& !cg.renderingThirdPerson ) // light amp goggles do none of the zoom silliness
{
if ( ! cg . zoomLocked )
{
if ( cg . zoomMode = = 1 )
{
// binoculars zooming either in or out
cg_zoomFov + = cg . zoomDir * cg . frametime * 0.05f ;
}
else
{
// disruptor zooming in faster
cg_zoomFov - = cg . frametime * 0.075f ;
}
// Clamp zoomFov
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float actualFOV = ( cg . overrides . active & CG_OVERRIDE_FOV ) ? cg . overrides . fov : cg_fov . value ;
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if ( cg_zoomFov < MAX_ZOOM_FOV )
{
cg_zoomFov = MAX_ZOOM_FOV ;
}
else if ( cg_zoomFov > actualFOV )
{
cg_zoomFov = actualFOV ;
}
else
{ //still zooming
static zoomSoundTime = 0 ;
if ( zoomSoundTime < cg . time )
{
sfxHandle_t snd ;
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# ifdef _IMMERSION
// ffHandle_t ff;
# endif // _IMMERSION
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if ( cg . zoomMode = = 1 )
{
snd = cgs . media . zoomLoop ;
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# ifdef _IMMERSION
// ff = cgs.media.zoomLoopForce;
# endif // _IMMERSION
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}
else
{
snd = cgs . media . disruptorZoomLoop ;
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# ifdef _IMMERSION
// ff = cgs.media.disruptorZoomLoopForce;
# endif // _IMMERSION
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}
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// huh? This could probably just be added as a looping sound??
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cgi_S_StartSound ( cg . refdef . vieworg , ENTITYNUM_WORLD , CHAN_LOCAL , snd ) ;
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# ifdef _IMMERSION
// cgi_FF_Start( ff, cg.snap->ps.clientNum );
# endif // _IMMERSION
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zoomSoundTime = cg . time + 150 ;
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}
}
}
fov_x = cg_zoomFov ;
} else {
f = ( cg . time - cg . zoomTime ) / ZOOM_OUT_TIME ;
if ( f > 1.0 ) {
fov_x = fov_x ;
} else {
fov_x = cg_zoomFov + f * ( fov_x - cg_zoomFov ) ;
}
}
}
// g_fov = fov_x;
return ( CG_CalcFOVFromX ( fov_x ) ) ;
}
/*
= = = = = = = = = = = = = = =
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 ) ) ;
ent . customShader = cgs . media . damageBlendBlobShader ;
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 ;
cgi_R_AddRefEntityToScene ( & ent ) ;
}
/*
= = = = = = = = = = = = = = = = = = = =
CG_SaberClashFlare
= = = = = = = = = = = = = = = = = = = =
*/
extern int g_saberFlashTime ;
extern vec3_t g_saberFlashPos ;
extern qboolean CG_WorldCoordToScreenCoord ( vec3_t worldCoord , int * x , int * y ) ;
void CG_SaberClashFlare ( void )
{
int t , maxTime = 150 ;
t = cg . time - g_saberFlashTime ;
if ( t < = 0 | | t > = maxTime )
{
return ;
}
vec3_t dif ;
// Don't do clashes for things that are behind us
VectorSubtract ( g_saberFlashPos , cg . refdef . vieworg , dif ) ;
if ( DotProduct ( dif , cg . refdef . viewaxis [ 0 ] ) < 0.2 )
{
return ;
}
trace_t tr ;
CG_Trace ( & tr , cg . refdef . vieworg , NULL , NULL , g_saberFlashPos , - 1 , CONTENTS_SOLID ) ;
if ( tr . fraction < 1.0f )
{
return ;
}
vec3_t color ;
int x , y ;
float v , len = VectorNormalize ( dif ) ;
// clamp to a known range
if ( len > 800 )
{
len = 800 ;
}
v = ( 1.0f - ( ( float ) t / maxTime ) ) * ( ( 1.0f - ( len / 800.0f ) ) * 2.0f + 0.35f ) ;
CG_WorldCoordToScreenCoord ( g_saberFlashPos , & x , & y ) ;
VectorSet ( color , 0.8f , 0.8f , 0.8f ) ;
cgi_R_SetColor ( color ) ;
CG_DrawPic ( x - ( v * 300 ) , y - ( v * 300 ) ,
v * 600 , v * 600 ,
cgi_R_RegisterShader ( " gfx/effects/saberFlare " ) ) ;
}
/*
= = = = = = = = = = = = = = =
CG_CalcViewValues
Sets cg . refdef view values
= = = = = = = = = = = = = = =
*/
static qboolean CG_CalcViewValues ( void ) {
playerState_t * ps ;
qboolean viewEntIsCam = qfalse ;
//extern vec3_t cgRefdefVieworg;
memset ( & cg . refdef , 0 , sizeof ( cg . refdef ) ) ;
// calculate size of 3D view
CG_CalcVrect ( ) ;
ps = & cg . predicted_player_state ;
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# ifndef FINAL_BUILD
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trap_Com_SetOrgAngles ( ps - > origin , ps - > viewangles ) ;
# endif
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// intermission view
if ( ps - > pm_type = = PM_INTERMISSION ) {
VectorCopy ( ps - > origin , cg . refdef . vieworg ) ;
VectorCopy ( ps - > viewangles , cg . refdefViewAngles ) ;
AnglesToAxis ( cg . refdefViewAngles , 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 . snap - > ps . viewEntity > 0 & & cg . snap - > ps . viewEntity < ENTITYNUM_WORLD )
{ //in an entity camera view
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/*
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if ( g_entities [ cg . snap - > ps . viewEntity ] . client & & cg . renderingThirdPerson )
{
VectorCopy ( g_entities [ cg . snap - > ps . viewEntity ] . client - > renderInfo . eyePoint , cg . refdef . vieworg ) ;
}
else
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*/
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{
VectorCopy ( cg_entities [ cg . snap - > ps . viewEntity ] . lerpOrigin , cg . refdef . vieworg ) ;
}
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VectorCopy ( cg_entities [ cg . snap - > ps . viewEntity ] . lerpAngles , cg . refdefViewAngles ) ;
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if ( ! Q_stricmp ( " misc_camera " , g_entities [ cg . snap - > ps . viewEntity ] . classname ) | | g_entities [ cg . snap - > ps . viewEntity ] . s . weapon = = WP_TURRET )
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{
viewEntIsCam = qtrue ;
}
}
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else if ( cg . renderingThirdPerson & & ! cg . zoomMode & & ( cg . overrides . active & CG_OVERRIDE_3RD_PERSON_ENT ) )
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{ //different center, same angle
VectorCopy ( cg_entities [ cg . overrides . thirdPersonEntity ] . lerpOrigin , cg . refdef . vieworg ) ;
VectorCopy ( ps - > viewangles , cg . refdefViewAngles ) ;
}
else
{ //player's center and angles
VectorCopy ( ps - > origin , cg . refdef . vieworg ) ;
VectorCopy ( ps - > viewangles , cg . refdefViewAngles ) ;
}
// 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 . renderingThirdPerson | | cg . snap - > ps . weapon = = WP_SABER | | cg . snap - > ps . weapon = = WP_MELEE )
& & ! cg . zoomMode
& & ! viewEntIsCam )
{
// back away from character
// if ( cg_thirdPerson.integer == CG_CAM_ABOVE)
// { `
// CG_OffsetThirdPersonOverheadView();
// }
// else
// {
// First person saber
if ( ! cg . renderingThirdPerson )
{
if ( cg . snap - > ps . weapon = = WP_SABER | | cg . snap - > ps . weapon = = WP_MELEE )
{
vec3_t dir ;
CG_OffsetFirstPersonView ( qtrue ) ;
cg . refdef . vieworg [ 2 ] + = 32 ;
AngleVectors ( cg . refdefViewAngles , dir , NULL , NULL ) ;
VectorMA ( cg . refdef . vieworg , - 2 , dir , cg . refdef . vieworg ) ;
}
}
CG_OffsetThirdPersonView ( ) ;
// }
}
else
{
// offset for local bobbing and kicks
CG_OffsetFirstPersonView ( qfalse ) ;
centity_t * playerCent = & cg_entities [ 0 ] ;
if ( playerCent & & playerCent - > gent & & playerCent - > gent - > client )
{
VectorCopy ( cg . refdef . vieworg , playerCent - > gent - > client - > renderInfo . eyePoint ) ;
VectorCopy ( cg . refdefViewAngles , playerCent - > gent - > client - > renderInfo . eyeAngles ) ;
if ( cg . snap - > ps . viewEntity > 0 & & cg . snap - > ps . viewEntity < ENTITYNUM_WORLD )
{ //in an entity camera view
if ( cg_entities [ cg . snap - > ps . viewEntity ] . gent - > client )
{ //looking through a client's eyes
VectorCopy ( cg . refdef . vieworg , cg_entities [ cg . snap - > ps . viewEntity ] . gent - > client - > renderInfo . eyePoint ) ;
VectorCopy ( cg . refdefViewAngles , cg_entities [ cg . snap - > ps . viewEntity ] . gent - > client - > renderInfo . eyeAngles ) ;
}
else
{ //looking through a regular ent's eyes
VectorCopy ( cg . refdef . vieworg , cg_entities [ cg . snap - > ps . viewEntity ] . lerpOrigin ) ;
VectorCopy ( cg . refdefViewAngles , cg_entities [ cg . snap - > ps . viewEntity ] . lerpAngles ) ;
}
}
VectorCopy ( playerCent - > gent - > client - > renderInfo . eyePoint , playerCent - > gent - > client - > renderInfo . headPoint ) ;
if ( cg . snap - > ps . viewEntity < = 0 | | cg . snap - > ps . viewEntity > = ENTITYNUM_WORLD )
{ //not in entity cam
playerCent - > gent - > client - > renderInfo . headPoint [ 2 ] - = 8 ;
}
}
}
//VectorCopy( cg.refdef.vieworg, cgRefdefVieworg );
// shake the camera if necessary
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CGCam_UpdateSmooth ( cg . refdef . vieworg , cg . refdefViewAngles ) ;
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CGCam_UpdateShake ( cg . refdef . vieworg , cg . refdefViewAngles ) ;
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/*
if ( in_camera )
{
Com_Printf ( " %s %s \n " , vtos ( client_camera . origin ) , vtos ( cg . refdef . vieworg ) ) ;
}
*/
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// see if we are drugged by an interrogator. We muck with the angles here, just a bit earlier, we mucked with the FOV
if ( cg . wonkyTime > 0 & & cg . wonkyTime > cg . time )
{
float perc = ( float ) ( cg . wonkyTime - cg . time ) / 10000.0f ; // goes for 10 seconds
cg . refdefViewAngles [ ROLL ] + = ( sin ( cg . time * 0.0004f ) * 7.0f * perc ) ;
cg . refdefViewAngles [ PITCH ] + = ( 26.0f * perc + sin ( cg . time * 0.0011f ) * 3.0f * perc ) ;
}
AnglesToAxis ( cg . refdefViewAngles , 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 , time ;
// powerup timers going away
for ( i = 0 ; i < MAX_POWERUPS ; i + + )
{
time = cg . snap - > ps . powerups [ i ] ;
if ( time > 0 & & time < cg . time )
{
// add any special powerup expiration sounds here
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// switch( i )
// {
// case PW_WEAPON_OVERCHARGE:
// cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.overchargeEndSound );
// break;
// }
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}
}
}
//----------------------------
void CG_RunEmplacedWeapon ( )
{
gentity_t * player = & g_entities [ 0 ] ,
* gun = player - > owner ;
// Override the camera when we are locked onto the gun.
if ( player & & gun & & ( player - > s . eFlags & EF_LOCKED_TO_WEAPON ) )
{
// float dist = -1; // default distance behind gun
// don't let the player try and change this
cg . renderingThirdPerson = qtrue ;
// cg.refdefViewAngles[PITCH] += cg.overrides.thirdPersonPitchOffset? cg.overrides.thirdPersonPitchOffset: cg_thirdPersonPitchOffset.value;
// cg.refdefViewAngles[YAW] += cg.overrides.thirdPersonAngle ? cg.overrides.thirdPersonAngle : cg_thirdPersonAngle.value;;
AnglesToAxis ( cg . refdefViewAngles , cg . refdef . viewaxis ) ;
// Slide in behind the gun.
// if ( gun->delay + 500 > cg.time )
// {
// dist -= (( gun->delay + 500 ) - cg.time ) * 0.02f;
// }
VectorCopy ( gun - > pos2 , cg . refdef . vieworg ) ;
VectorMA ( cg . refdef . vieworg , - 20.0f , gun - > pos3 , cg . refdef . vieworg ) ;
if ( cg . snap - > ps . viewEntity < = 0 | | cg . snap - > ps . viewEntity > = ENTITYNUM_WORLD )
{
VectorMA ( cg . refdef . vieworg , 35.0f , gun - > pos4 , cg . refdef . vieworg ) ;
}
}
}
//=========================================================================
/*
= = = = = = = = = = = = = = = = =
CG_DrawActiveFrame
Generates and draws a game scene and status information at the given time .
= = = = = = = = = = = = = = = = =
*/
extern void CG_BuildSolidList ( void ) ;
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void cgi_CM_SnapPVS ( vec3_t origin , byte * buffer ) ;
extern vec3_t serverViewOrg ;
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void CG_DrawActiveFrame ( int serverTime , stereoFrame_t stereoView ) {
qboolean inwater = qfalse ;
cg . time = serverTime ;
// 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 ;
}
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2013-04-04 14:52:42 +00:00
CG_RunLightStyles ( ) ;
// any looped sounds will be respecified as entities
// are added to the render list
cgi_S_ClearLoopingSounds ( ) ;
// clear all the render lists
cgi_R_ClearScene ( ) ;
CG_BuildSolidList ( ) ;
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// set up cg.snap and possibly cg.nextSnap
CG_ProcessSnapshots ( ) ;
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// if we haven't received any snapshots yet, all
// we can draw is the information screen
if ( ! cg . snap ) {
CG_DrawInformation ( ) ;
return ;
}
// make sure the lagometerSample and frame timing isn't done twice when in stereo
if ( stereoView ! = STEREO_RIGHT ) {
cg . frametime = cg . time - cg . oldTime ;
cg . oldTime = cg . time ;
}
// Make sure the helper has the updated time
theFxHelper . AdjustTime ( cg . frametime ) ;
// let the client system know what our weapon and zoom settings are
//FIXME: should really send forcePowersActive over network onto cg.snap->ps...
float speed = cg . refdef . fov_y / 75.0 * ( ( cg_entities [ 0 ] . gent - > client - > ps . forcePowersActive & ( 1 < < FP_SPEED ) ) ? 1.0f : cg_timescale . value ) ;
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//FIXME: junk code, BUG:168
static bool wasForceSpeed = false ;
bool isForceSpeed = cg_entities [ 0 ] . gent - > client - > ps . forcePowersActive & ( 1 < < FP_SPEED ) ? true : false ;
if ( isForceSpeed & & ! wasForceSpeed )
{
CGCam_Smooth ( 0.75f , 5000 ) ;
}
wasForceSpeed = isForceSpeed ;
//
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float mPitchOverride = 0.0f ;
float mYawOverride = 0.0f ;
if ( cg . snap - > ps . clientNum = = 0 )
{ //pointless check, but..
if ( cg_entities [ 0 ] . gent - > s . eFlags & EF_LOCKED_TO_WEAPON )
{
speed * = 0.25f ;
}
if ( cg_entities [ 0 ] . gent - > s . eFlags & EF_IN_ATST )
{
mPitchOverride = 0.01f ;
mYawOverride = 0.0075f ;
}
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}
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cgi_SetUserCmdValue ( cg . weaponSelect , speed , mPitchOverride , mYawOverride ) ;
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// this counter will be bumped for every valid scene we generate
cg . clientFrame + + ;
// update cg.predicted_player_state
CG_PredictPlayerState ( ) ;
// decide on third person view
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cg . renderingThirdPerson = cg_thirdPerson . integer | | ( cg . snap - > ps . stats [ STAT_HEALTH ] < = 0 ) | | ( g_entities [ 0 ] . client & & g_entities [ 0 ] . client - > NPC_class = = CLASS_ATST ) ;
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if ( cg . zoomMode )
{
// zoomed characters should never do third person stuff??
cg . renderingThirdPerson = qfalse ;
}
if ( in_camera )
{
// The camera takes over the view
CGCam_RenderScene ( ) ;
}
else
{
//Finish any fading that was happening
CGCam_UpdateFade ( ) ;
// build cg.refdef
inwater = CG_CalcViewValues ( ) ;
}
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// NOTE: this may completely override the camera
CG_RunEmplacedWeapon ( ) ;
// first person blend blobs, done after AnglesToAxis
if ( ! cg . renderingThirdPerson ) {
CG_DamageBlendBlob ( ) ;
}
// build the render lists
if ( ! cg . hyperspace ) {
CG_AddPacketEntities ( ) ; // adter calcViewValues, so predicted player state is correct
CG_AddMarks ( ) ;
CG_AddLocalEntities ( ) ;
}
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//check for opaque water
if ( 1 )
{
vec3_t camTest ;
VectorCopy ( cg . refdef . vieworg , camTest ) ;
camTest [ 2 ] + = 6 ;
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if ( ! ( CG_PointContents ( camTest , 0 ) & CONTENTS_SOLID ) & & ! gi . inPVS ( cg . refdef . vieworg , camTest ) )
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{ //crossed visible line into another room
cg . refdef . vieworg [ 2 ] - = 6 ;
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//cgi_CM_SnapPVS(cg.refdef.vieworg,cg.snap->areamask);
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}
else
{
VectorCopy ( cg . refdef . vieworg , camTest ) ;
camTest [ 2 ] - = 6 ;
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if ( ! ( CG_PointContents ( camTest , 0 ) & CONTENTS_SOLID ) & & ! gi . inPVS ( cg . refdef . vieworg , camTest ) )
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{
cg . refdef . vieworg [ 2 ] + = 6 ;
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//cgi_CM_SnapPVS(cg.refdef.vieworg,cg.snap->areamask);
}
else //if ( inwater )
{ //extra-special hack... sometimes when crouched in water with first person lightsaber, your PVS is wrong???
/*
if ( ! cg . renderingThirdPerson & & ( cg . snap - > ps . weapon = = WP_SABER | | cg . snap - > ps . weapon = = WP_MELEE ) )
{ //pseudo first-person for saber and fists
cgi_CM_SnapPVS ( cg . refdef . vieworg , cg . snap - > areamask ) ;
}
*/
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}
}
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}
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//FIXME: first person crouch-uncrouch STILL FUCKS UP THE AREAMASK!!!
//if ( !VectorCompare2( cg.refdef.vieworg, cg.snap->ps.serverViewOrg ) && !gi.inPVS( cg.refdef.vieworg, cg.snap->ps.serverViewOrg ) )
{ //actual view org and server's view org don't match and aren't same PVS, rebuild the areamask
//Com_Printf( S_COLOR_RED"%s != %s\n", vtos(cg.refdef.vieworg), vtos(cg.snap->ps.serverViewOrg) );
cgi_CM_SnapPVS ( cg . refdef . vieworg , cg . snap - > areamask ) ;
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}
// Don't draw the in-view weapon when in camera mode
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if ( ! in_camera
& & ! cg_pano . integer
& & cg . snap - > ps . weapon ! = WP_SABER
& & ( cg . snap - > ps . viewEntity = = 0 | | cg . snap - > ps . viewEntity > = ENTITYNUM_WORLD ) )
{
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CG_AddViewWeapon ( & cg . predicted_player_state ) ;
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}
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if ( ! cg . hyperspace )
{
//Add all effects
theFxScheduler . AddScheduledEffects ( ) ;
}
// 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 ) ) ;
// update audio positions
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//This is done from the vieworg to get origin for non-attenuated sounds
cgi_S_UpdateAmbientSet ( CG_ConfigString ( CS_AMBIENT_SET ) , cg . refdef . vieworg ) ;
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//NOTE: if we want to make you be able to hear far away sounds with electrobinoculars, add the hacked-in positional offset here (base on fov)
cgi_S_Respatialize ( cg . snap - > ps . clientNum , cg . refdef . vieworg , cg . refdef . viewaxis , inwater ) ;
// warning sounds when powerup is wearing off
CG_PowerupTimerSounds ( ) ;
if ( cg_pano . integer ) { // let's grab a panorama!
cg . levelShot = qtrue ; //hide the 2d
VectorClear ( cg . refdefViewAngles ) ;
cg . refdefViewAngles [ YAW ] = - 360 * cg_pano . integer / cg_panoNumShots . integer ; //choose angle
AnglesToAxis ( cg . refdefViewAngles , cg . refdef . viewaxis ) ;
CG_DrawActive ( stereoView ) ;
cg . levelShot = qfalse ;
} else {
// actually issue the rendering calls
CG_DrawActive ( stereoView ) ;
}
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/*
if ( in_camera & & ! cg_skippingcin . integer )
{
Com_Printf ( S_COLOR_GREEN " ang: %s \n " , vtos ( cg . refdefViewAngles ) ) ;
}
*/
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}