jedioutcast/CODE-mp/cgame/cg_view.c
2013-04-04 17:24:29 -05:00

1666 lines
45 KiB
C

// 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"
#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.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;
//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.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.
===============
*/
extern qboolean gCGHasFallVector;
extern vec3_t gCGFallVector;
/*
===============
CG_CalcTargetThirdPersonViewLocation
===============
*/
static void CG_CalcIdealThirdPersonViewTarget(void)
{
float thirdPersonVertOffset = cg_thirdPersonVertOffset.value;
if (cg.snap && cg.snap->ps.usingATST)
{
thirdPersonVertOffset = 200;
}
// 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 );
cameraIdealTarget[2] += cg_thirdPersonVertOffset.value;
//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.usingATST)
{
thirdPersonRange = 300;
}
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_thirdPersonTargetDamp.value>=1.0)
{ // 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.
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_thirdPersonCameraDamp.value != 0.0)
{
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;
// 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)
{ // 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)
{
VectorCopy( trace.endpos, cameraCurLoc );
//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 vmCvar_t cg_thirdPersonHorzOffset;
static void CG_OffsetThirdPersonView( void )
{
vec3_t diff;
float thirdPersonHorzOffset = cg_thirdPersonHorzOffset.value;
float deltayaw;
cameraStiffFactor = 0.0;
// Set camera viewing direction.
VectorCopy( cg.refdefViewAngles, cameraFocusAngles );
// if dead, look at killer
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;
cameraFocusAngles[PITCH] += cg_thirdPersonPitchOffset.value;
}
// 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] > 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.refdefViewAngles);*/
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 );
}
}
vectoangles(diff, cg.refdefViewAngles);
// Temp: just move the camera to the side a bit
if ( thirdPersonHorzOffset != 0.0f )
{
AnglesToAxis( cg.refdefViewAngles, 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;
}
/*
===============
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.refdefViewAngles, focusAngles );
// if dead, look at killer
if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
cg.refdefViewAngles[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.refdefViewAngles[PITCH] *= 0.5;
AngleVectors( cg.refdefViewAngles, 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.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
cg.refdefViewAngles[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;
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.predictedPlayerState.viewheight;
return;
}
// 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.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.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 ) {
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
====================
*/
#define WAVE_AMPLITUDE 1
#define WAVE_FREQUENCY 0.4
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;
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;
int contents;
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 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;
}
}
}
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
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;
}
// 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 );
}
qboolean CheckOutOfConstrict(float curAng)
{
float degrees_negative, degrees_positive;
float angle_ideal = cg.constrictValue;
float angle_current = curAng;
float angle_dif = 0;
if (angle_current < 0)
{
angle_current += 360;
}
if (angle_current > 360)
{
angle_current -= 360;
}
if (cg.doConstrict <= cg.time)
{
return qfalse;
}
if (angle_ideal <= angle_current)
{
degrees_negative = (angle_current - angle_ideal);
degrees_positive = (360 - angle_current) + angle_ideal;
}
else
{
degrees_negative = angle_current + (360 - angle_ideal);
degrees_positive = (angle_ideal - angle_current);
}
if (degrees_negative < degrees_positive)
{
angle_dif = degrees_negative;
}
else
{
angle_dif = degrees_positive;
}
if (angle_dif > 60)
{
return qtrue;
}
return qfalse;
}
/*
===============
CG_CalcViewValues
Sets cg.refdef view values
===============
*/
static int CG_CalcViewValues( void ) {
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.refdefViewAngles);
AnglesToAxis( cg.refdefViewAngles, 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.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.xyspeed > 270)
{
cg.xyspeed = 270;
}
VectorCopy( ps->origin, cg.refdef.vieworg );
VectorCopy( ps->viewangles, cg.refdefViewAngles );
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.renderingThirdPerson && !cg.snap->ps.zoomMode) {
// back away from character
CG_OffsetThirdPersonView();
} else {
// offset for local bobbing and kicks
CG_OffsetFirstPersonView();
}
// position eye reletive to origin
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;
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_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)
{ //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 );
}
}
}
}
//=========================================================================
/*
================================
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.refdefViewAngles);
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;
}
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_DrawActiveFrame
Generates and draws a game scene and status information at the given time.
=================
*/
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
int inwater;
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]) );
}
// 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.refdef.vieworg, cg.refdef.viewaxis );
CG_RunLightStyles();
// any looped sounds will be respecified as entities
// are added to the render list
trap_S_ClearLoopingSounds(qfalse);
// 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 ) ) {
CG_DrawInformation();
return;
}
// let the client system know what our weapon and zoom settings are
if (cg.snap && cg.snap->ps.saberLockTime > cg.time)
{
trap_SetUserCmdValue( cg.weaponSelect, 0.01, cg.forceSelect, cg.itemSelect );
}
else if (cg.snap && cg.snap->ps.usingATST)
{
trap_SetUserCmdValue( cg.weaponSelect, 0.2, cg.forceSelect, cg.itemSelect );
}
else
{
trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity, cg.forceSelect, cg.itemSelect );
}
// 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 && (cg.predictedPlayerState.weapon == WP_SABER || cg.predictedPlayerState.usingATST ||
cg.predictedPlayerState.forceHandExtend == HANDEXTEND_KNOCKDOWN || cg.predictedPlayerState.fallingToDeath))
{
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;
}
// build cg.refdef
inwater = CG_CalcViewValues();
CG_CalcScreenEffects();
// 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_AddParticles ();
CG_AddLocalEntities();
}
CG_AddViewWeapon( &cg.predictedPlayerState );
if ( !cg.hyperspace)
{
trap_FX_AddScheduledEffects();
}
// add buffered sounds
CG_PlayBufferedSounds();
// play buffered voice chats
CG_PlayBufferedVoiceChats();
// 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);
}
// 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 );
if ( cg_stats.integer ) {
CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
}
}