// cg_view.c -- setup all the parameters (position, angle, etc) // for a 3D rendering #include "cg_local.h" #include "fx_public.h" float cg_zoomFov; #define CG_CAM_ABOVE 2 /* ============================================================================= 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 " or "testgun ". 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 ( 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; cg.testModelEntity.renderfx = RF_MINLIGHT | 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 = 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) { int size; // the intermission should allways be full screen if ( cg.snap && cg.snap->ps.pm_type == PM_INTERMISSION ) { size = 100; } else { // bound normal viewsize if (cg_viewsize.integer < 30) { cgi_Cvar_Set ("cg_viewsize","30"); size = 30; } else if (cg_viewsize.integer > 100) { cgi_Cvar_Set ("cg_viewsize","100"); size = 100; } else { size = cg_viewsize.integer; } } 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; } //============================================================================== /* =============== 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 ); 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 CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predicted_player_state.clientNum, MASK_SOLID ); 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.predicted_player_state.clientNum, MASK_SOLID ); 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; } #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. if ( cg_thirdPersonRange.value < MIN_CAMERA_HEIGHT ) { view[2] += MIN_CAMERA_HEIGHT; } else { view[2] += cg_thirdPersonRange.value; } // Now adjust the camera angles, but we shouldn't adjust the viewAngles...only the viewAxis VectorCopy( cg.refdefViewAngles, angs ); angs[PITCH] = cg_thirdPersonAngle.integer; // 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. CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predicted_player_state.clientNum, MASK_SOLID ); 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 =============== */ 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.predicted_player_state.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.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; //=================================== // add view height 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 { 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 ); } } } //====================================================================== void CG_ZoomDown_f( void ) { // Ignore zoom requests when yer paused if ( cg_paused.integer || in_camera ) { return; } //Captain Proton has no zoom technology if ( cg.weaponSelect == WP_PROTON_GUN ) { cg.zoomLocked = qfalse; cg.zoomed = qfalse; return; } // The zoom hasn't been started yet, so do it now if ( !cg.zoomed ) { cg.zoomLocked = qfalse; cg.zoomed = qtrue; 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.zoomed = qfalse; 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.zoomed ) { // 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 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. ==================== */ 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; } else { // user selectable 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.zoomed && !cg.renderingThirdPerson ) { if ( !cg.zoomLocked ) { // Interpolate current zoom level cg_zoomFov = cg_fov.value - ((float)( cg.time - cg.zoomTime ) / ZOOM_IN_TIME + ZOOM_START_PERCENT) * ( cg_fov.value - MAX_ZOOM_FOV ); // Clamp zoomFov if ( cg_zoomFov < MAX_ZOOM_FOV ) cg_zoomFov = MAX_ZOOM_FOV; else if ( cg_zoomFov > cg_fov.value ) cg_zoomFov = cg_fov.value; else {//still zooming static zoomSoundTime = 0; if ( zoomSoundTime < cg.time ) { cgi_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_LOCAL, cgs.media.zoomLoop ); zoomSoundTime = cg.time + 300; } } } 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 ); } } } return ( CG_CalcFOVFromX( fov_x ) ); } /* =============== CG_DamageBlendBlob =============== */ static void CG_DamageBlendBlob( void ) { int t; int maxTime; refEntity_t ent; if ( !cg.damageValue ) { return; } // ragePro systems can't fade blends, so don't obscure the screen if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) { 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.borgEyeFlareShader; 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_CalcViewValues Sets cg.refdef view values =============== */ static qboolean CG_CalcViewValues( void ) { playerState_t *ps; memset( &cg.refdef, 0, sizeof( cg.refdef ) ); // calculate size of 3D view CG_CalcVrect(); ps = &cg.predicted_player_state; // 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] ); 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 ) { // back away from character if ( cg_thirdPerson.integer == CG_CAM_ABOVE) { CG_OffsetThirdPersonOverheadView(); } else { CG_OffsetThirdPersonView(); } } else { // offset for local bobbing and kicks CG_OffsetFirstPersonView(); } // shake the camera if necessary CGCam_UpdateShake( cg.refdef.vieworg, cg.refdefViewAngles ); // Doing this when the camera is directly above will look bad if ( cg_thirdPerson.integer != CG_CAM_ABOVE ) { // 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 ) { cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound ); } } */ } //========================================================================= /* ================= CG_DrawActiveFrame Generates and draws a game scene and status information at the given time. ================= */ extern void CG_BuildSolidList( void ); void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) { qboolean inwater = qfalse; cg.time = serverTime; CG_BuildSolidList(); // 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; } // 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(); // set up cg.snap and possibly cg.nextSnap CG_ProcessSnapshots(); // if we haven't received any snapshots yet, all // we can draw is the information screen if ( !cg.snap ) { CG_DrawInformation(); return; } // let the client system know what our weapon and zoom settings are cgi_SetUserCmdValue( cg.weaponSelect, cg.refdef.fov_y / 75.0 ); // 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 cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0); 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(); } //This is done from the vieworg to get origin for non-attenuated sounds cgi_S_UpdateAmbientSet( CG_ConfigString( CS_AMBIENT_SET ), cg.refdef.vieworg ); // 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(); } // Don't draw the in-view weapon when in camera mode if ( !in_camera && !cg_pano.integer ) CG_AddViewWeapon( &cg.predicted_player_state ); // 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 cgi_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater ); // warning sounds when powerup is wearing off CG_PowerupTimerSounds(); // 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; } //Add all effects if (cg.frametime >= 0) { FX_Add(); } 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 ); } }