quake4-sdk/source/mpgame/PlayerView.cpp

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2007-06-15 00:00:00 +00:00
// RAVEN BEGIN
// bdube: note that this file is no longer merged with Doom3 updates
//
// MERGE_DATE 07/07/2004
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
#if defined(_XENON) && (defined(_PROFILE) || defined(_DEBUG))
#include "../sys/xenon/ProfilingSupport.h"
#endif
const int IMPULSE_DELAY = 150;
/*
==============
idPlayerView::idPlayerView
==============
*/
idPlayerView::idPlayerView() {
memset( screenBlobs, 0, sizeof( screenBlobs ) );
memset( &view, 0, sizeof( view ) );
player = NULL;
dvMaterial = NULL;
dvMaterialBlend = NULL;
tunnelMaterial = NULL;
armorMaterial = NULL;
bloodSprayMaterial = NULL;
bfgVision = false;
dvFinishTime = 0;
tvFinishTime = 0;
tvStartTime = 0;
kickFinishTime = 0;
kickAngles.Zero();
lastDamageTime = 0.0f;
fadeTime = 0;
fadeRate = 0.0;
fadeFromColor.Zero();
fadeToColor.Zero();
fadeColor.Zero();
ClearEffects();
dvScale = 1.0f;
shakeScale = 1.0f;
tvScale = 1.0f;
}
/*
==============
idPlayerView::Save
==============
*/
void idPlayerView::Save( idSaveGame *savefile ) const {
int i;
const screenBlob_t *blob;
blob = &screenBlobs[ 0 ];
for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
savefile->WriteMaterial( blob->material );
savefile->WriteFloat( blob->x );
savefile->WriteFloat( blob->y );
savefile->WriteFloat( blob->w );
savefile->WriteFloat( blob->h );
savefile->WriteFloat( blob->s1 );
savefile->WriteFloat( blob->t1 );
savefile->WriteFloat( blob->s2 );
savefile->WriteFloat( blob->t2 );
savefile->WriteInt( blob->finishTime );
savefile->WriteInt( blob->startFadeTime );
savefile->WriteFloat( blob->driftAmount );
}
savefile->WriteInt( dvFinishTime );
savefile->WriteMaterial( dvMaterial );
savefile->WriteMaterial( dvMaterialBlend ); // cnicholson: Added unsaved var
savefile->WriteFloat ( dvScale );
savefile->WriteInt( kickFinishTime );
savefile->WriteAngles( kickAngles );
savefile->WriteBool( bfgVision );
savefile->WriteMaterial( tunnelMaterial );
savefile->WriteMaterial( armorMaterial );
savefile->WriteMaterial( bloodSprayMaterial );
savefile->WriteFloat( lastDamageTime );
savefile->WriteFloat( shakeFinishTime );
savefile->WriteFloat( shakeScale );
savefile->WriteFloat( tvScale );
savefile->WriteInt( tvFinishTime );
savefile->WriteInt( tvStartTime );
savefile->WriteVec4( fadeColor );
savefile->WriteVec4( fadeToColor );
savefile->WriteVec4( fadeFromColor );
savefile->WriteFloat( fadeRate );
savefile->WriteInt( fadeTime );
savefile->WriteObject( player );
savefile->WriteRenderView( view );
}
/*
==============
idPlayerView::Restore
==============
*/
void idPlayerView::Restore( idRestoreGame *savefile ) {
int i;
screenBlob_t *blob;
blob = &screenBlobs[ 0 ];
for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
savefile->ReadMaterial( blob->material );
savefile->ReadFloat( blob->x );
savefile->ReadFloat( blob->y );
savefile->ReadFloat( blob->w );
savefile->ReadFloat( blob->h );
savefile->ReadFloat( blob->s1 );
savefile->ReadFloat( blob->t1 );
savefile->ReadFloat( blob->s2 );
savefile->ReadFloat( blob->t2 );
savefile->ReadInt( blob->finishTime );
savefile->ReadInt( blob->startFadeTime );
savefile->ReadFloat( blob->driftAmount );
}
savefile->ReadInt( dvFinishTime );
savefile->ReadMaterial( dvMaterial );
savefile->ReadMaterial( dvMaterialBlend ); // cnicholson: Added unrestored var
savefile->ReadFloat( dvScale );
savefile->ReadInt( kickFinishTime );
savefile->ReadAngles( kickAngles );
savefile->ReadBool( bfgVision );
savefile->ReadMaterial( tunnelMaterial );
savefile->ReadMaterial( armorMaterial );
savefile->ReadMaterial( bloodSprayMaterial );
savefile->ReadFloat( lastDamageTime );
savefile->ReadFloat( shakeFinishTime );
savefile->ReadFloat( shakeScale );
savefile->ReadFloat( tvScale );
savefile->ReadInt( tvFinishTime );
savefile->ReadInt ( tvStartTime );
savefile->ReadVec4( fadeColor );
savefile->ReadVec4( fadeToColor );
savefile->ReadVec4( fadeFromColor );
savefile->ReadFloat( fadeRate );
savefile->ReadInt( fadeTime );
savefile->ReadObject( reinterpret_cast<idClass *&>( player ) );
savefile->ReadRenderView( view );
}
/*
==============
idPlayerView::SetPlayerEntity
==============
*/
void idPlayerView::SetPlayerEntity( idPlayer *playerEnt ) {
player = playerEnt;
const idDict* dict = NULL;
if( !playerEnt ) {
return;
}
dict = gameLocal.FindEntityDefDict( playerEnt->spawnArgs.GetString("def_playerView"), false );
if( dict ) {
dvMaterial = declManager->FindMaterial( dict->GetString("mtr_doubleVision") );
dvMaterialBlend = declManager->FindMaterial( dict->GetString("mtr_doubleVisionBlend") );
tunnelMaterial = declManager->FindMaterial( dict->GetString("mtr_tunnel") );
armorMaterial = declManager->FindMaterial( dict->GetString("mtr_armourEffect") );
bloodSprayMaterial = declManager->FindMaterial( dict->GetString("mtr_bloodspray") );
}
}
/*
==============
idPlayerView::ClearEffects
==============
*/
void idPlayerView::ClearEffects() {
lastDamageTime = MS2SEC( gameLocal.time - 99999 );
dvFinishTime = ( gameLocal.time - 99999 );
tvFinishTime = ( gameLocal.time - 99999 );
tvStartTime = ( gameLocal.time - 99999 );
kickFinishTime = ( gameLocal.time - 99999 );
shakeFinishTime = gameLocal.time;
for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) {
screenBlobs[i].finishTime = gameLocal.time;
}
fadeTime = 0;
bfgVision = false;
}
/*
==============
idPlayerView::GetScreenBlob
==============
*/
screenBlob_t *idPlayerView::GetScreenBlob() {
screenBlob_t *oldest = &screenBlobs[0];
for ( int i = 1 ; i < MAX_SCREEN_BLOBS ; i++ ) {
if ( screenBlobs[i].finishTime < oldest->finishTime ) {
oldest = &screenBlobs[i];
}
}
return oldest;
}
/*
==============
idPlayerView::DamageImpulse
LocalKickDir is the direction of force in the player's coordinate system,
which will determine the head kick direction
==============
*/
// RAVEN BEGIN
// jnewquist: Controller rumble
void idPlayerView::DamageImpulse( idVec3 localKickDir, const idDict *damageDef, int damage ) {
//
// double vision effect
//
float tvTime = damageDef->GetFloat( "tv_time" );
if ( tvTime ) {
tvStartTime = gameLocal.time;
tvFinishTime = gameLocal.time + tvTime;
damageDef->GetFloat ( "tv_scale", "1", tvScale );
}
if ( lastDamageTime > 0.0f && SEC2MS( lastDamageTime ) + IMPULSE_DELAY > gameLocal.time ) {
// keep shotgun from obliterating the view
return;
}
//
// double vision effect
//
float dvTime = damageDef->GetFloat( "dv_time" );
if ( dvTime ) {
dvFinishTime = gameLocal.time + (g_dvTime.GetFloat() * dvTime);
damageDef->GetFloat ( "dv_scale", "1", dvScale );
}
//
// head angle kick
//
const float modifierScale = 0.25f;
const float inverseModifier = ( 1.0f - modifierScale );
float modifier = idMath::ClampFloat( 0.0f, inverseModifier, damage / 100.0f * inverseModifier ) + modifierScale;
float kickTime = damageDef->GetFloat( "kick_time" );
if ( kickTime ) {
kickFinishTime = gameLocal.time + g_kickTime.GetFloat() * kickTime;
// forward / back kick will pitch view
kickAngles[0] = localKickDir[0];
// side kick will yaw view
kickAngles[1] = localKickDir[1]*0.5f;
// up / down kick will pitch view
kickAngles[0] += localKickDir[2];
// roll will come from side
kickAngles[2] = localKickDir[1];
float kickAmplitude = damageDef->GetFloat( "kick_amplitude" );
if ( kickAmplitude ) {
kickAngles *= kickAmplitude;
}
if ( modifier < kickAmplitude ) {
modifier = kickAmplitude;
}
}
else {
kickTime = 500;
}
//
// screen blob
//
float blobTime = damageDef->GetFloat( "blob_time" );
if ( blobTime ) {
screenBlob_t *blob = GetScreenBlob();
blob->startFadeTime = gameLocal.time;
blob->finishTime = gameLocal.time + blobTime * g_blobTime.GetFloat();
const char *materialName = damageDef->GetString( "mtr_blob" );
blob->material = declManager->FindMaterial( materialName );
blob->x = damageDef->GetFloat( "blob_x" );
blob->x += ( gameLocal.random.RandomInt()&63 ) - 32;
blob->y = damageDef->GetFloat( "blob_y" );
blob->y += ( gameLocal.random.RandomInt()&63 ) - 32;
float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f;
blob->w = damageDef->GetFloat( "blob_width" ) * g_blobSize.GetFloat() * scale;
blob->h = damageDef->GetFloat( "blob_height" ) * g_blobSize.GetFloat() * scale;
blob->s1 = 0;
blob->t1 = 0;
blob->s2 = 1;
blob->t2 = 1;
}
//
// save lastDamageTime for tunnel vision accentuation
//
lastDamageTime = MS2SEC( gameLocal.time );
}
// RAVEN END
/*
==================
idPlayerView::AddBloodSpray
If we need a more generic way to add blobs then we can do that
but having it localized here lets the material be pre-looked up etc.
==================
*/
void idPlayerView::AddBloodSpray( float duration ) {
/*
if ( duration <= 0 || bloodSprayMaterial == NULL || g_skipViewEffects.GetBool() ) {
return;
}
// visit this for chainsaw
screenBlob_t *blob = GetScreenBlob();
blob->startFadeTime = gameLocal.time;
blob->finishTime = gameLocal.time + ( duration * 1000 );
blob->material = bloodSprayMaterial;
blob->x = ( gameLocal.random.RandomInt() & 63 ) - 32;
blob->y = ( gameLocal.random.RandomInt() & 63 ) - 32;
blob->driftAmount = 0.5f + gameLocal.random.CRandomFloat() * 0.5;
float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f;
blob->w = 600 * g_blobSize.GetFloat() * scale;
blob->h = 480 * g_blobSize.GetFloat() * scale;
float s1 = 0.0f;
float t1 = 0.0f;
float s2 = 1.0f;
float t2 = 1.0f;
if ( blob->driftAmount < 0.6 ) {
s1 = 1.0f;
s2 = 0.0f;
} else if ( blob->driftAmount < 0.75 ) {
t1 = 1.0f;
t2 = 0.0f;
} else if ( blob->driftAmount < 0.85 ) {
s1 = 1.0f;
s2 = 0.0f;
t1 = 1.0f;
t2 = 0.0f;
}
blob->s1 = s1;
blob->t1 = t1;
blob->s2 = s2;
blob->t2 = t2;
*/
}
/*
==================
idPlayerView::WeaponFireFeedback
Called when a weapon fires, generates head twitches, etc
==================
*/
void idPlayerView::WeaponFireFeedback( const idDict *weaponDef ) {
int recoilTime;
recoilTime = weaponDef->GetInt( "recoilTime" );
// don't shorten a damage kick in progress
if ( recoilTime && recoilTime > (kickFinishTime - gameLocal.time) ) {
idAngles angles;
weaponDef->GetAngles( "recoilAngles", "5 0 0", angles );
kickAngles = angles;
int finish = gameLocal.time + g_kickTime.GetFloat() * recoilTime;
kickFinishTime = finish;
}
}
/*
===================
idPlayerView::CalculateShake
===================
*/
// RAVEN BEGIN
// jnewquist: Controller rumble
float idPlayerView::CalculateShake( idAngles &shakeAngleOffset ) const {
idVec3 origin, matrix;
float shakeVolume = soundSystem->CurrentShakeAmplitudeForPosition( SOUNDWORLD_GAME, gameLocal.time, player->firstPersonViewOrigin );
//
// shakeVolume should somehow be molded into an angle here
// it should be thought of as being in the range 0.0 -> 1.0, although
// since CurrentShakeAmplitudeForPosition() returns all the shake sounds
// the player can hear, it can go over 1.0 too.
//
shakeAngleOffset[0] = gameLocal.random.CRandomFloat() * shakeVolume;
shakeAngleOffset[1] = gameLocal.random.CRandomFloat() * shakeVolume;
shakeAngleOffset[2] = gameLocal.random.CRandomFloat() * shakeVolume;
return shakeVolume;
}
// RAVEN END
/*
===================
idPlayerView::AngleOffset
kickVector, a world space direction that the attack should
===================
*/
idAngles idPlayerView::AngleOffset() const {
idAngles ang;
ang.Zero();
if ( gameLocal.time < kickFinishTime ) {
float offset = kickFinishTime - gameLocal.time;
ang = kickAngles * offset * offset * g_kickAmplitude.GetFloat();
for ( int i = 0 ; i < 3 ; i++ ) {
if ( ang[i] > 70.0f ) {
ang[i] = 70.0f;
} else if ( ang[i] < -70.0f ) {
ang[i] = -70.0f;
}
}
}
return ang;
}
/*
===================
idPlayerView::ShakeOffsets
===================
*/
// RAVEN BEGIN
// jnewquist: Controller rumble
void idPlayerView::ShakeOffsets( idVec3 &shakeOffset, idAngles &shakeAngleOffset, const idBounds bounds ) const {
float shakeVolume = 0.0f;
shakeOffset.Zero();
shakeAngleOffset.Zero();
if( gameLocal.isMultiplayer ) {
return;
}
shakeVolume = CalculateShake( shakeAngleOffset );
if( gameLocal.time < shakeFinishTime ) {
float offset = ( shakeFinishTime - gameLocal.time ) * shakeScale * 0.001f;
shakeOffset[0] = idMath::ClampFloat( bounds[0][0] - 1.0f, bounds[1][0] + 1.0f, rvRandom::flrand( -offset, offset ) );
shakeOffset[1] = idMath::ClampFloat( bounds[0][1] - 1.0f, bounds[1][1] + 1.0f, rvRandom::flrand( -offset, offset ) );
shakeOffset[2] = idMath::ClampFloat( bounds[0][2] - 1.0f, bounds[1][2] + 1.0f, rvRandom::flrand( -offset, offset ) );
shakeAngleOffset[0] = idMath::ClampFloat( -70.0f, 70.0f, rvRandom::flrand( -offset, offset ) );
shakeAngleOffset[1] = idMath::ClampFloat( -70.0f, 70.0f, rvRandom::flrand( -offset, offset ) );
shakeAngleOffset[2] = idMath::ClampFloat( -70.0f, 70.0f, rvRandom::flrand( -offset, offset ) );
}
}
// RAVEN END
/*
==================
idPlayerView::SingleView
==================
*/
void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view, int renderFlags ) {
// normal rendering
if ( !view ) {
return;
}
if ( !( RF_GUI_ONLY & renderFlags ) ) {
// jscott: portal sky rendering with KRABS
idCamera *portalSky = gameLocal.GetPortalSky();
if ( portalSky ) {
renderView_t portalSkyView = *view;
portalSky->GetViewParms( &portalSkyView );
gameRenderWorld->RenderScene( &portalSkyView, ( renderFlags & ( ~RF_PRIMARY_VIEW ) ) | RF_DEFER_COMMAND_SUBMIT | RF_PORTAL_SKY );
}
gameRenderWorld->RenderScene( view, renderFlags | RF_PENUMBRA_MAP );
}
if ( RF_NO_GUI & renderFlags ) {
return;
}
// draw screen blobs
if ( !pm_thirdPerson.GetBool() && !g_skipViewEffects.GetBool() ) {
for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) {
screenBlob_t *blob = &screenBlobs[i];
if ( blob->finishTime <= gameLocal.time ) {
continue;
}
blob->y += blob->driftAmount;
float fade = (float)( blob->finishTime - gameLocal.time ) / ( blob->finishTime - blob->startFadeTime );
if ( fade > 1.0f ) {
fade = 1.0f;
}
if ( fade ) {
renderSystem->SetColor4( 1,1,1,fade );
renderSystem->DrawStretchPic( blob->x, blob->y, blob->w, blob->h,blob->s1, blob->t1, blob->s2, blob->t2, blob->material );
}
}
// Render tunnel vision
if ( gameLocal.time < tvFinishTime ) {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, tvScale * ((float)(tvFinishTime - gameLocal.time) / (float)(tvFinishTime - tvStartTime)) );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
}
player->DrawHUD( hud );
/*
// tunnel vision
float health = 0.0f;
if ( g_testHealthVision.GetFloat() != 0.0f ) {
health = g_testHealthVision.GetFloat();
} else {
health = player->health;
}
float alpha = health / 100.0f;
if ( alpha < 0.0f ) {
alpha = 0.0f;
}
if ( alpha > 1.0f ) {
alpha = 1.0f;
}
if ( alpha < 1.0f ) {
renderSystem->SetColor4( ( player->health <= 0.0f ) ? MS2SEC( gameLocal.time ) : lastDamageTime, 1.0f, 1.0f, ( player->health <= 0.0f ) ? 0.0f : alpha );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
}
*/
// Render the object system
// RAVEN BEGIN
// twhitaker: always draw objective system
if ( player->objectiveSystem ) {
player->objectiveSystem->Redraw( gameLocal.time );
}
// RAVEN END
}
// test a single material drawn over everything
if ( g_testPostProcess.GetString()[0] ) {
const idMaterial *mtr = declManager->FindMaterial( g_testPostProcess.GetString(), false );
if ( !mtr ) {
common->Printf( "Material not found.\n" );
g_testPostProcess.SetString( "" );
} else {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, mtr );
}
}
}
/*
===================
idPlayerView::DoubleVision
===================
*/
void idPlayerView::DoubleVision( idUserInterface *hud, const renderView_t *view, int offset ) {
if ( !g_doubleVision.GetBool() ) {
SingleView( hud, view, RF_NO_GUI );
return;
}
float scale = offset * g_dvAmplitude.GetFloat() * dvScale;
if( scale < 0.0f ) {
return;
}
if ( scale > 0.5f ) {
scale = 0.5f;
}
float shift = scale * idMath::Sin( idMath::Sqrt ( offset ) * g_dvFrequency.GetFloat() );
shift = fabs( shift );
// if double vision, render to a texture
renderSystem->CropRenderSize( 512, 256, true );
SingleView( hud, view, RF_NO_GUI );
renderSystem->CaptureRenderToImage( "_scratch" );
renderSystem->UnCrop();
// carry red tint if in berserk mode
idVec4 color(1, 1, 1, 1);
renderSystem->SetColor4( color.x, color.y, color.z, 1.0f );
// RAVEN BEGIN
// jnewquist: Call DrawStretchCopy, which will flip the texcoords for D3D
renderSystem->DrawStretchCopy( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, shift, 1, 1, 0, dvMaterial );
renderSystem->DrawStretchCopy( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1-shift, 0, dvMaterialBlend );
// RAVEN END
}
/*
=================
idPlayerView::Flash
flashes the player view with the given color
=================
*/
void idPlayerView::Flash(idVec4 color, int time ) {
Fade(idVec4(0, 0, 0, 0), time);
fadeFromColor = colorWhite;
}
/*
=================
idPlayerView::Fade
used for level transition fades
assumes: color.w is 0 or 1
=================
*/
void idPlayerView::Fade( idVec4 color, int time ) {
if ( !fadeTime ) {
fadeFromColor.Set( 0.0f, 0.0f, 0.0f, 1.0f - color[ 3 ] );
} else {
fadeFromColor = fadeColor;
}
fadeToColor = color;
if ( time <= 0 ) {
fadeRate = 0;
time = 0;
fadeColor = fadeToColor;
} else {
fadeRate = 1.0f / ( float )time;
}
if ( gameLocal.realClientTime == 0 && time == 0 ) {
fadeTime = 1;
} else {
fadeTime = gameLocal.realClientTime + time;
}
}
/*
=================
idPlayerView::ScreenFade
=================
*/
void idPlayerView::ScreenFade() {
int msec;
float t;
if ( !fadeTime ) {
return;
}
msec = fadeTime - gameLocal.realClientTime;
if ( msec <= 0 ) {
fadeColor = fadeToColor;
if ( fadeColor[ 3 ] == 0.0f ) {
fadeTime = 0;
}
} else {
t = ( float )msec * fadeRate;
fadeColor = fadeFromColor * t + fadeToColor * ( 1.0f - t );
}
if ( fadeColor[ 3 ] != 0.0f ) {
renderSystem->SetColor4( fadeColor[ 0 ], fadeColor[ 1 ], fadeColor[ 2 ], fadeColor[ 3 ] );
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, declManager->FindMaterial( "_white" ) );
}
}
/*
===================
idPlayerView::InfluenceVision
===================
*/
void idPlayerView::InfluenceVision( idUserInterface *hud, const renderView_t *view ) {
float distance = 0.0f;
float pct = 1.0f;
if ( player->GetInfluenceEntity() ) {
distance = ( player->GetInfluenceEntity()->GetPhysics()->GetOrigin() - player->GetPhysics()->GetOrigin() ).Length();
if ( player->GetInfluenceRadius() != 0.0f && distance < player->GetInfluenceRadius() ) {
pct = distance / player->GetInfluenceRadius();
pct = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, pct );
}
}
if ( player->GetInfluenceMaterial() ) {
SingleView( hud, view );
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, pct );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, player->GetInfluenceMaterial() );
} else if ( player->GetInfluenceEntity() == NULL ) {
SingleView( hud, view, RF_NO_GUI );
return;
} else {
int offset = 25 + idMath::Sin ( gameLocal.time );
DoubleVision( hud, view, pct * offset );
}
}
/*
===================
idPlayerView::RenderPlayerView
===================
*/
void idPlayerView::RenderPlayerView( idUserInterface *hud ) {
if ( !player ) {
return;
}
const renderView_t *view = player->GetRenderView();
if ( !view ) {
return;
}
bool guiRendered = false;
// place the sound origin for the player
soundSystem->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1, gameLocal.time, "Undefined" );
if ( g_skipViewEffects.GetBool() ) {
SingleView( hud, view );
} else {
if ( player->GetInfluenceMaterial() || player->GetInfluenceEntity() ) {
InfluenceVision( hud, view );
guiRendered = true;
} else if ( g_doubleVision.GetBool() && gameLocal.time < dvFinishTime ) {
DoubleVision( hud, view, dvFinishTime - gameLocal.time );
guiRendered = false;
} else {
SingleView( hud, view, RF_NO_GUI | RF_PRIMARY_VIEW );
}
// Now draw GUI's.
if ( !guiRendered ) {
SingleView( hud, view, RF_GUI_ONLY );
}
ScreenFade();
}
if ( net_clientLagOMeter.GetBool() && gameLocal.isClient && !( gameLocal.GetDemoState() == DEMO_PLAYING && ( gameLocal.IsServerDemoPlaying() || gameLocal.IsTimeDemo() ) ) ) {
gameLocal.lagometer.Draw();
}
}
// RAVEN END