reaction/code/cgame/cg_view.c
2014-05-03 22:47:46 +00:00

1480 lines
39 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.52 2007/02/08 23:49:59 jbravo
// Removing cg_RQ3_avidemo
//
// Revision 1.51 2007/02/03 15:02:21 jbravo
// Renamed RQ3 to Reaction, Dropped loading of various baseq3 media, disabled the follow command, fixed grenades killing teammates and some cleanups
//
// Revision 1.50 2005/09/07 22:19:15 makro
// Dead player view offset tweaks
//
// Revision 1.49 2005/09/07 20:29:05 makro
// Stuff I can't remember
//
// Revision 1.48 2005/02/15 16:33:38 makro
// Tons of updates (entity tree attachment system, UI vectors)
//
// Revision 1.47 2004/03/09 01:05:21 makro
// Flares
//
// Revision 1.46 2004/03/09 00:39:47 makro
// Flares
//
// Revision 1.45 2004/03/07 17:39:11 makro
// no message
//
// Revision 1.44 2004/01/28 23:26:33 makro
// Made flares additive
//
// Revision 1.43 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.42 2003/09/20 19:38:16 makro
// Lens flares, what else ?
//
// Revision 1.41 2003/09/19 21:22:52 makro
// Flares
//
// Revision 1.40 2003/09/19 00:54:23 makro
// Flares again
//
// Revision 1.39 2003/09/18 19:05:10 makro
// Lens flares
//
// Revision 1.38 2003/09/17 23:49:29 makro
// Lens flares. Opendoor trigger_multiple fixes
//
// Revision 1.37 2003/09/07 22:19:27 makro
// Typo !
//
// Revision 1.36 2003/09/07 19:51:40 makro
// no message
//
// Revision 1.35 2003/08/10 20:13:26 makro
// no message
//
// Revision 1.34 2003/04/23 17:49:38 slicer
// Added new cvar cg_RQ3_ssgZoomSensLock
//
// Revision 1.33 2003/04/19 15:27:30 jbravo
// Backing out of most of unlagged. Only optimized prediction and smooth clients
// remains.
//
// Revision 1.32 2003/04/13 21:58:00 slicer
// Added a Zoom Sensitivity Lock during fire sequence of ssg; removed unnecessary code
//
// Revision 1.31 2003/03/28 22:25:10 makro
// no message
//
// Revision 1.30 2003/03/09 21:30:38 jbravo
// Adding unlagged. Still needs work.
//
// Revision 1.29 2002/09/01 21:14:37 makro
// Sky portal tweaks
//
// Revision 1.28 2002/08/29 23:58:28 makro
// Sky portals
//
// Revision 1.27 2002/08/29 04:42:41 blaze
// Anti OGC code
//
// Revision 1.26 2002/08/25 00:45:40 niceass
// q3f atmosphere
//
// Revision 1.25 2002/08/07 03:35:57 jbravo
// Added dynamic radio and stopped all radio usage during lca
//
// Revision 1.24 2002/07/13 22:42:18 makro
// Semi-working fog hull, semi-working sky portals (cgame code commented out)
// Basically, semi-working stuff :P
//
// Revision 1.23 2002/06/16 20:06:13 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.22 2002/06/12 23:01:06 slicer
// SSG Zooming final tweak
//
// Revision 1.21 2002/05/23 15:54:35 makro
// cg_RQ3_avidemo tweak
//
// Revision 1.20 2002/05/21 14:59:11 makro
// cg_RQ3_avidemo
//
// Revision 1.19 2002/03/07 14:51:57 makro
// no message
//
// Revision 1.18 2002/02/23 18:07:46 slicer
// Changed Sniper code and Cam code
//
// Revision 1.17 2002/01/12 20:00:49 hal9000
// Fixed a few more instances of strcmp(blah,NULL)
//
// Revision 1.16 2002/01/11 19:48:29 jbravo
// Formatted the source in non DOS format.
//
// Revision 1.15 2001/12/31 16:28:41 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
// 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"
//Blaze: Should come in handy for cheat detection
static float CG_Cvar_Get(const char *cvar)
{
char buff[128];
memset(buff, 0, sizeof(buff));
trap_Cvar_VariableStringBuffer(cvar, buff, sizeof(buff));
return atof(buff);
}
/*
=============================================================================
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;
}
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;
}
//==============================================================================
/*
===============
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_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 enough that this is poking out
CG_Trace(&trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.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;
}
// 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;
}
}
/*
void CG_PositionRotatedEntityOnTag(refEntity_t * entity, const refEntity_t * parent,
qhandle_t parentModel, char *tagName)
{
int i;
orientation_t lerped;
vec3_t tempAxis[3];
//AxisClear( entity->axis );
// lerp the tag
trap_R_LerpTag(&lerped, parentModel, parent->oldframe, parent->frame, 1.0 - parent->backlerp, tagName);
// FIXME: allow origin offsets along tag?
VectorCopy(parent->origin, entity->origin);
for (i = 0; i < 3; i++) {
VectorMA(entity->origin, lerped.origin[i], parent->axis[i], entity->origin);
}
// had to cast away the const to avoid compiler problems...
MatrixMultiply(entity->axis, lerped.axis, tempAxis);
MatrixMultiply(tempAxis, ((refEntity_t *) parent)->axis, entity->axis);
}
*/
static void CG_DeadPlayerView( void )
{
if (cg.renderingThirdPerson || 0 != (cg.snap->ps.eFlags & EF_HEADLESS))
{
cg.refdefViewAngles[ROLL] = 40;
cg.refdefViewAngles[PITCH] = -15;
cg.refdefViewAngles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;
} else {
vec3_t mins = { -16, -16, -16, };
vec3_t maxs = { 16, 16, 16, };
trace_t tr;
VectorCopy(cg.headPos, cg.refdef.vieworg);
AxisCopy(cg.headAxis, cg.refdef.viewaxis);
// TODO: deal with the less fortunate cases (startsolid / allsolid)
CG_Trace(&tr, cg.oldHeadPos, mins, maxs, cg.refdef.vieworg, cg.clientNum, CONTENTS_SOLID);
VectorCopy(tr.endpos, cg.refdef.vieworg);
VectorCopy(tr.endpos, cg.oldHeadPos);
}
}
/*
===============
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) {
CG_DeadPlayerView();
/*
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
// This was removed by ioq3 commit 1874
//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
// This was removed by ioq3 commit 1874
//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
// Weapon kick management
if (cg.kick_time) {
int duration;
if (cg.kick_duration)
duration = cg.kick_duration;
else
duration = KICK_TIME;
if (cg.time - cg.kick_time >= duration) {
// Elder: clear kick origin and angles
VectorClear(cg.kick_angles);
VectorClear(cg.kick_origin);
cg.kick_time = 0;
cg.kick_duration = 0;
} else {
// Decay them
cg.kick_angles[0] = cg.kick_angles[0] * (1 - (float) (cg.time - cg.kick_time) / duration);
cg.kick_angles[1] = cg.kick_angles[1] * (1 - (float) (cg.time - cg.kick_time) / duration);
cg.kick_angles[2] = cg.kick_angles[2] * (1 - (float) (cg.time - cg.kick_time) / duration);
cg.kick_origin[0] = cg.kick_origin[0] * (1 - (float) (cg.time - cg.kick_time) / duration);
cg.kick_origin[1] = cg.kick_origin[1] * (1 - (float) (cg.time - cg.kick_time) / duration);
cg.kick_origin[2] = cg.kick_origin[2] * (1 - (float) (cg.time - cg.kick_time) / duration);
}
/*
CG_Printf("Kick Angles: (%f %f %f) Origin: (%f %f %f)\n",
cg.kick_angles[0], cg.kick_angles[1], cg.kick_angles[2],
cg.kick_origin[0], cg.kick_origin[1], cg.kick_origin[2]);
*/
}
}
//======================================================================
/* hawkins: not needed in rxn as is. however, useful for SSG. */
/*
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_RQ3_GetFov
Returns a FOV based on the current zoom state
====================
*/
static int CG_RQ3_GetFov( void )
{
if ((cg.zoomLevel & RQ3_ZOOM_LOW) == RQ3_ZOOM_LOW && (cg.zoomLevel & RQ3_ZOOM_MED) == RQ3_ZOOM_MED)
return 10;
else if ((cg.zoomLevel & RQ3_ZOOM_MED) == RQ3_ZOOM_MED)
return 20;
else if ((cg.zoomLevel & RQ3_ZOOM_LOW) == RQ3_ZOOM_LOW)
return 45;
return 90;
}
/*
====================
CG_RQ3_GetFov
Returns a FOV based on the last zoom state
====================
*/
static int CG_RQ3_GetLastFov( void )
{
if ((cg.lastZoomLevel & RQ3_ZOOM_LOW) == RQ3_ZOOM_LOW && (cg.lastZoomLevel & RQ3_ZOOM_MED) == RQ3_ZOOM_MED)
return 10;
else if ((cg.lastZoomLevel & RQ3_ZOOM_MED) == RQ3_ZOOM_MED)
return 20;
else if ((cg.lastZoomLevel & RQ3_ZOOM_LOW) == RQ3_ZOOM_LOW)
return 45;
return 90;
}
/*
====================
CG_CalcFov
Fixed fov at intermissions, otherwise account for fov variable and zooms.
====================
*/
#define WAVE_AMPLITUDE 1
#define WAVE_FREQUENCY 0.4
static int CG_CalcFov(void)
{
float phase;
float v;
int contents;
float fov_x, fov_y; //Current zoom
float zoomFov; //Desired zoom
float f;
int inwater;
if (cg.predictedPlayerState.pm_type == PM_INTERMISSION) {
fov_x = 90;
}
// Slicer: Updates the cg.zoomLevel with the info sent by server
CG_RQ3_SyncZoom();
//Slicer
cg.zoomSensLock = qfalse;
if (cg.snap->ps.weapon == WP_SSG3000) {
//switching zoom
if (cg.zoomLevel != cg.lastZoomLevel) {
//Slicer
if (!cg.zooming) { // If this is the first zooming attempt
cg.zoomTime = cg.time; // Lets set the time
cg.zooming = qtrue; // and disable the IF condition
}
fov_x = CG_RQ3_GetLastFov();
//Get desired zoom FOV based on current FOV
if (cg.zoomLevel == 0) {
zoomFov = 90;
cg.zoomed = qfalse;
} else {
switch (CG_RQ3_GetLastFov()) {
case 20:
zoomFov = 10;
cg.zoomed = qtrue;
break;
case 45:
zoomFov = 20;
cg.zoomed = qtrue;
break;
case 90:
zoomFov = 45;
cg.zoomed = qtrue;
break;
case 10:
default:
zoomFov = 90;
cg.zoomed = qfalse;
break;
}
}
f = (cg.time - cg.zoomTime) / (float) ZOOM_TIME;
if (f > 1.0 || cg.zoomFirstReturn == ZOOM_OUT) {
//finished zoom switch
cg.lastZoomLevel = cg.zoomLevel;
fov_x = zoomFov;
//Slicer : zoom has finished, so the next one needs to have a new zoomTime
cg.zooming = qfalse;
} else
fov_x = fov_x + f * (zoomFov - fov_x);
}
//Idle state
else if (cg.snap->ps.weaponTime == 0 && cg.snap->ps.weaponstate == WEAPON_READY) {
fov_x = CG_RQ3_GetFov();
if (fov_x == 90) {
cg.zoomed = qfalse;
}
else
cg.zoomed = qtrue;
if (cg.lowAmmoWarning)
cg.zoomFirstReturn = ZOOM_OUTOFAMMO;
else
cg.zoomFirstReturn = ZOOM_IDLE;
}
//Zoom back in after a reload or fire
else if (cg.snap->ps.weaponTime < ZOOM_TIME &&
!(cg.snap->ps.weaponstate == WEAPON_DROPPING ||
cg.snap->ps.weaponstate == WEAPON_RAISING) &&
cg.snap->ps.stats[STAT_RELOADTIME] < ZOOM_TIME &&
!(cg.snap->ps.stats[STAT_RQ3] & RQ3_FASTRELOADS)) {
if (cg.zoomFirstReturn == ZOOM_OUT) {
cg.zoomTime = cg.time;
if (cg.lowAmmoWarning)
cg.zoomFirstReturn = ZOOM_OUTOFAMMO;
else
cg.zoomFirstReturn = ZOOM_IDLE;
}
fov_x = 90;
zoomFov = CG_RQ3_GetFov();
if (zoomFov == 90)
cg.zoomed = qfalse;
else
cg.zoomed = qtrue;
f = (cg.time - cg.zoomTime) / (float) ZOOM_TIME;
if (f > 1.0) //|| cg.zoomFirstReturn == ZOOM_OUTOFAMMO)
fov_x = zoomFov;
else
fov_x = fov_x + f * (zoomFov - fov_x);
//fov_x = zoomFov + f * ( fov_x - zoomFov );
}
//first time after a shot, reload, or weapon switch - zoom out
else {
fov_x = CG_RQ3_GetFov();
//Slicer: if the weapon is about to go to firing sequence, lock the zoomSensitivity
if(cg.snap->ps.weaponstate == WEAPON_FIRING && cg_RQ3_ssgZoomSensLock.value)
cg.zoomSensLock = qtrue;
if (cg.snap->ps.weaponstate == WEAPON_RELOADING && cg.zoomFirstReturn != ZOOM_OUT) {
cg.zoomTime = cg.time;
cg.zoomFirstReturn = ZOOM_OUT;
} else if (cg.zoomFirstReturn == ZOOM_IDLE &&
!(cg.snap->ps.weaponstate == WEAPON_DROPPING
|| cg.snap->ps.weaponstate == WEAPON_RAISING)) {
cg.zoomTime = cg.time;
cg.zoomFirstReturn = ZOOM_OUT;
}
if (cg.zoomFirstReturn == ZOOM_OUTOFAMMO) {
zoomFov = fov_x;
f = 1.0f; // don't bother zooming out
} else {
zoomFov = 90;
f = (cg.time - cg.zoomTime) / (float) ZOOM_TIME;
}
if (f > 1.0) {
fov_x = zoomFov;
if (fov_x == 90)
cg.zoomed = qfalse;
else
cg.zoomed = qtrue;
} else
fov_x = fov_x + f * (zoomFov - fov_x);
}
}
//Using anything but the SSG3000
else {
//Always at 90 degrees
fov_x = 90;
cg.zoomed = qfalse;
cg.zoomSensLock = qfalse;
}
// Makro - adjust for cg_fov
fov_x *= cg_fov.value / 90.f;
// Makro - adjust for wide screen
// We first determine fov_y corresponding to the previously computed fov_x,
// if the screen had been 4:3. Then, given that fov_y, we determine fov_x
// taking into account the actual aspect ratio.
fov_y = atan2(tan(fov_x / 360 * M_PI), 4.f / 3.f) * 360 / M_PI;
fov_x = 360.f / M_PI * atan2(tan(fov_y * M_PI / 360.f) * cg.refdef.width, cg.refdef.height);
// 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;
}
// warp if dead
if (cg.snap->ps.stats[STAT_HEALTH] <= 0)
{
const float DEATH_WAVE_AMPLITUDE = 5.f;
float delta = (cg.time - cg.timeOfDeath) / 1000.f + 1.f;
float amp = 1.f / (delta * delta);
phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
v = DEATH_WAVE_AMPLITUDE * sin(phase) * amp;
fov_x += v;
fov_y -= v;
}
// set it
cg.refdef.fov_x = fov_x;
cg.refdef.fov_y = fov_y;
//Slicer: Don't calculate new values for the zoomSensitivity when doing the firing sequence
if(!cg.zoomSensLock) {
if (!cg.zoomed ) {
cg.zoomSensitivity = 1;
} else {
if (cg_RQ3_ssgSensitivityAuto.integer)
cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
else {
// Use user-defined sensitivites
switch (CG_RQ3_GetLastFov()) {
case 45:
cg.zoomSensitivity = cg_RQ3_ssgSensitivity2x.value;
break;
case 20:
cg.zoomSensitivity = cg_RQ3_ssgSensitivity4x.value;
break;
case 10:
cg.zoomSensitivity = cg_RQ3_ssgSensitivity6x.value;
break;
}
}
}
}
return inwater;
}
/*
===============
CG_DamageBlendBlob
===============
*/
static void CG_DamageBlendBlob(void)
{
int t;
int maxTime;
refEntity_t ent;
if (!cg_blood.integer) {
return;
}
if (!cg.damageValue) {
return;
}
//if (cg.cameraMode) {
// 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;
ent.customShader = cgs.media.viewBloodShader;
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 255;
ent.shaderRGBA[2] = 255;
ent.shaderRGBA[3] = 200 * (1.0 - ((float) t / maxTime));
trap_R_AddRefEntityToScene(&ent);
}
/*
===============
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]);
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) {
// back away from character
CG_OffsetThirdPersonView();
} else {
// offset for local bobbing and kicks
CG_OffsetFirstPersonView();
}
// Makro - explosion shake
if (cg.explosionTime > cg.time)
{
const float frac = (cg.explosionTime - cg.time) / ((float)EXPLOSION_SHAKE_TIME);
const float freq = 10.f;
const float angle = frac * 10.f * cg.explosionForce;
float wave = sin(freq * 2.f * M_PI * cg.time / 1000.f);
cg.refdefViewAngles[ROLL] += wave * angle;
}
// position eye reletive to origin
if (cg.snap->ps.stats[STAT_HEALTH] > 0)
AnglesToAxis(cg.refdefViewAngles, cg.refdef.viewaxis);
if (cg.hyperspace) {
cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
}
// field of view
return CG_CalcFov();
}
/*
=====================
CG_PowerupTimerSounds
=====================
*/
/* JBravo: Nope
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 + 1100;
}
}
}
//=========================================================================
#define FLARE_FADEOUT_TIME 200
#define FLARE_BLIND_ALPHA 0.25f
//Makro - lens flare
/* JBravo - Temporarily disabled
void CG_AddLensFlare(qboolean sun)
{
vec3_t dir, dp;
if (cgs.numFlares <= 0 && (cgs.sunFlareSize <= 0 || cgs.sunAlpha == 0))
return;
if (sun)
{
float PI180 = M_PI/180, pitch, yaw, cx, cy,
hfovx = cg.refdef.fov_x/2, hfovy = cg.refdef.fov_y/2;
vec3_t end;
trace_t tr;
int timeDelta = 0, visible = 0;
float screenDist = 0.5f * cgs.screenWidth / tan(cg.refdef.fov_x * M_PI / 360.f);
cgs.flareFadeFactor = 0.0f;
VectorCopy(cgs.sunDir, dir);
dp[0] = DotProduct(dir, cg.refdef.viewaxis[0]);
dp[1] = DotProduct(dir, cg.refdef.viewaxis[1]);
dp[2] = DotProduct(dir, cg.refdef.viewaxis[2]);
//do a trace in the direction of the sun
VectorMA(cg.refdef.vieworg, 16384, dir, end);
CG_Trace(&tr, cg.refdef.vieworg, NULL, NULL, end, 0, CONTENTS_SOLID);
//if we hit the sky
if (tr.surfaceFlags & SURF_SKY)
{
yaw = 90.0f - acos(dp[1])/PI180;
pitch = 90.0f - acos(dp[2])/PI180;
cgs.flareForwardFactor = dp[0];
//if the sun is in fov
if (cgs.flareForwardFactor > 0 && abs(yaw) <= hfovx && abs(pitch) <= hfovy) {
//get the screen co-ordinates of the sun
cx = 320.f - screenDist * dp[1] / dp[0];
cy = 240.f - screenDist * dp[2] / dp[0];
cgs.lastSunX = cx;
cgs.lastSunY = cy;
cgs.lastSunTime = cg.time;
visible = qtrue;
cgs.flareFadeFactor = 1.0f;
}
//Note - we could do more traces if we hit transparent objects instead
//of the sky for example, but that would slow things down
}
if (!visible && cgs.lastSunTime) {
timeDelta = cg.time - cgs.lastSunTime;
if (timeDelta > FLARE_FADEOUT_TIME)
{
cgs.lastSunTime = 0;
timeDelta = FLARE_FADEOUT_TIME;
}
cgs.flareFadeFactor = 1.0f - (float)timeDelta / FLARE_FADEOUT_TIME;
}
//global vars
if (cg.refdef.fov_x < 90)
cgs.flareFovFactor = 5 - 0.05f * cg.refdef.fov_x;
else
cgs.flareFovFactor = 1.0f;
//finally, add the sun
if (1) {
//if (cgs.sunFlareSize > 0 && cgs.sunAlpha > 0 && cgs.flareFadeFactor != 0.0f) {
refEntity_t ent;
memset(&ent, 0, sizeof(ent));
VectorCopy(tr.endpos, ent.origin);
ent.reType = RT_SPRITE;
ent.customShader = cgs.media.sunFlareShader;
//this function wouldn't be complete without some funny math
//this makes the sprite as big as the mapper wanted it to be
ent.radius = cgs.sunFlareSize * tr.fraction * 25.6f;
//ent.renderfx = RF_DEPTHHACK | RF_SUNFLARE;
ent.renderfx = RF_SUNFLARE;
ent.shaderRGBA[0] = cgs.flareFadeFactor * cgs.sunAlpha * 255;
ent.shaderRGBA[1] = cgs.sunAlpha * 255;
ent.shaderRGBA[2] = 0;
ent.shaderRGBA[3] = 0;
trap_R_AddRefEntityToScene(&ent);
}
//speed hack
cgs.flareFadeFactor *= cg_RQ3_flareIntensity.value;
} else {
//add the reflection particles
if (cgs.flareFadeFactor != 0.0f)
{
float len = 0, color[4];
float size, hsize;
int i;
VectorSet(dir, 320-cgs.lastSunX, 240-cgs.lastSunY, 0);
len = 2 * VectorNormalize(dir);
for (i=0; i<cgs.numFlares; i++) {
float alpha = cg.flareColor[i][3] * cgs.flareFadeFactor;
size = cg.flareShaderSize[i] * cgs.flareFovFactor;
hsize = size/2.0f;
dp[2] = len / cgs.numFlares * (i+1);
dp[0] = cgs.lastSunX + dp[2] * dir[0];
dp[1] = cgs.lastSunY + dp[2] * dir[1];
color[0] = cg.flareColor[i][0] * alpha;
color[1] = cg.flareColor[i][1] * alpha;
color[2] = cg.flareColor[i][2] * alpha;
color[3] = 1.0f;
trap_R_SetColor(color);
CG_DrawPic(dp[0] - hsize, dp[1] - hsize, size, size,
cgs.media.flareShader[cg.flareShaderNum[i]]);
}
//if (cgs.flareForwardFactor > ffov)
{
float atten_x = 1.f - 2.f * Q_fabs(cgs.lastSunX - 320.f) / cgs.screenWidth;
float atten_y = 1.f - 2.f * Q_fabs(cgs.lastSunY - 240.f) / SCREEN_HEIGHT;
float min_atten = atten_x < atten_y ? atten_x : atten_y;
color[0] = color[1] = color[2] = 1.0f;
//color[3] = cgs.sunAlpha * cgs.flareForwardFactor * cgs.flareFadeFactor * FLARE_BLIND_ALPHA;
color[3] = min_atten * min_atten * cgs.flareFadeFactor * FLARE_BLIND_ALPHA;
//CG_FillRect(cgs.screenXMin, 0, cgs.screenWidth, SCREEN_HEIGHT, color);
}
}
}
}
*/
static qboolean CG_UnderWater( void )
{
return 0 != (CG_PointContents(cg.refdef.vieworg, -1) & (CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA));
}
static void CG_UpdateWaterTransitions( void )
{
qboolean inWater = CG_UnderWater();
if (inWater != cg.inWaterLastFrame)
cg.waterTransitionTime = cg.time;
cg.inWaterLastFrame = inWater;
}
/*
=================
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;
int skyPortalMode = ADDENTS_NOSKYPORTAL;
//Blaze: for cheat detection
int i;
float cvar_val;
//end Blaze
cg.time = serverTime;
cg.demoPlayback = demoPlayback;
// 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
trap_S_ClearLoopingSounds(qfalse);
// clear all the render lists
trap_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.snap->snapFlags & SNAPFLAG_NOT_ACTIVE)) {
CG_DrawInformation();
return;
}
// let the client system know what our weapon and zoom settings are
trap_SetUserCmdValue(cg.weaponSelect, cg.zoomSensitivity);
// this counter will be bumped for every valid scene we generate
cg.clientFrame++;
// update cg.predictedPlayerState
CG_PredictPlayerState();
// decide on third person view
// Elder: remove third-person death rendering
cg.renderingThirdPerson = cg_thirdPerson.integer; //|| (cg.snap->ps.stats[STAT_HEALTH] <= 0);
// build cg.refdef
inwater = CG_CalcViewValues();
CG_UpdateWaterTransitions();
// first person blend blobs, done after AnglesToAxis
if (!cg.renderingThirdPerson) {
CG_DamageBlendBlob();
}
//Makro - these were a few lines below
cg.refdef.time = cg.time;
memcpy(cg.refdef.areamask, cg.snap->areamask, sizeof(cg.refdef.areamask));
//Makro - fog hull
if (cgs.clearColorSet) {
float fogcolor[4];
fogcolor[0] = cgs.clearColor[0];
fogcolor[1] = cgs.clearColor[1];
fogcolor[2] = cgs.clearColor[2];
fogcolor[3] = 1.0f;
CG_FillRect(cgs.screenXMin, 0, cgs.screenWidth, SCREEN_HEIGHT, fogcolor);
}
//CG_DrawBigPolygon();
//Makro - draw sky portal first
if (cgs.skyPortalSet) {
vec3_t oldOrigin;
CG_AddPacketEntities(ADDENTS_SKYPORTAL);
skyPortalMode = ADDENTS_NORMAL;
VectorCopy(cg.refdef.vieworg, oldOrigin);
//Makro - move the portal with the player
cg.refdef.vieworg[0] *= cgs.skyPortalMoveFactor[0];
cg.refdef.vieworg[1] *= cgs.skyPortalMoveFactor[1];
cg.refdef.vieworg[2] *= cgs.skyPortalMoveFactor[2];
VectorAdd(cgs.skyPortalOrigin, cg.refdef.vieworg, cg.refdef.vieworg);
trap_R_RenderScene(&cg.refdef);
VectorCopy(oldOrigin, cg.refdef.vieworg);
}
// build the render lists
if (!cg.hyperspace) {
CG_AddPacketEntities(skyPortalMode); // adter calcViewValues, so predicted player state is correct
CG_AddMarks();
CG_AddParticles();
CG_AddLocalEntities();
CG_AddAtmosphericEffects(); // q3f atmospheric stuff: Add rain/snow etc.
}
CG_AddViewWeapon(&cg.predictedPlayerState);
//Elder: check local laser status
//CG_CheckLaser();
// add buffered sounds
CG_PlayBufferedSounds();
// play buffered voice chats
CG_PlayBufferedVoiceChats();
// finish up the rest of the refdef
if (cg.testModelEntity.hModel) {
CG_AddTestModel();
}
//Makro - moved a few lines up, before the sky portal code
//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(); // JBravo: we dont use this ?
// 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);
}
//if ((cg.time - cgs.levelStartTime) / 10000 == 1)
// Elder: working timer implementation
if (cg.time > cg.cvarCheckTime) {
//cg.cvarCheckTime = cg.time + 5000 + rand() % 6000;
cg.cvarCheckTime = cg.time + 10000;
if (0 == CG_Cvar_Get("ogc_islame"))
{
Com_Error(ERR_DISCONNECT, "No OGC plzkthx");
}
//Blaze: Check for invalid video settings.
for (i = 0; i < 30; i++) {
if (strcmp(cheats[i].cvar, "") != 0) {
cvar_val = CG_Cvar_Get(cheats[i].cvar);
//CG_Printf("%s is set to %f\n",cheats[i].cvar, cvar_val);
if ((cvar_val < cheats[i].low || cvar_val > cheats[i].high)) {
CG_Printf("This server restricts %s to be between %1.11f and %1.11f\n",
cheats[i].cvar, cheats[i].low, cheats[i].high);
//Makro - a Com_Error would be nicer
//trap_Cvar_Set("RQ3_CvarKickReason", cheats[i].cvar );
//trap_SendConsoleCommand(va("disconnect\n"));
Com_Error(ERR_DISCONNECT,
"WARNING: You have been disconnected from the server because %s was out of range (%f - %f)",
cheats[i].cvar, cheats[i].low, cheats[i].high);
}
}
}
}
}