mirror of
https://github.com/DrBeef/JKXR.git
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3a4909e424
- New Hand models for relaxed and force hands and textures (@baggyg) - Additional selector screen when using the saber to change stance - show current item in the selector - Allow player to restart game if they die holding the saber Co-Authored-By: Grant Bagwell <general@grantbagwell.co.uk>
2088 lines
59 KiB
C++
2088 lines
59 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// cg_view.c -- setup all the parameters (position, angle, etc)
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// for a 3D rendering
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#include "cg_local.h"
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#include "cg_media.h"
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#include "FxScheduler.h"
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#include "../game/wp_saber.h"
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#include "../game/anims.h"
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#include "../game/g_functions.h"
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#include "bg_local.h"
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#include <JKVR/VrClientInfo.h>
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#define MASK_CAMERACLIP (MASK_SOLID)
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#define CAMERA_SIZE 4
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float cg_zoomFov;
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//#define CG_CAM_ABOVE 2
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extern qboolean CG_OnMovingPlat( playerState_t *ps );
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/*
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=============================================================================
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MODEL TESTING
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The viewthing and gun positioning tools from Q2 have been integrated and
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enhanced into a single model testing facility.
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Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".
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The names must be the full pathname after the basedir, like
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"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"
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Testmodel will create a fake entity 100 units in front of the current view
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position, directly facing the viewer. It will remain immobile, so you can
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move around it to view it from different angles.
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Testgun will cause the model to follow the player around and supress the real
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view weapon model. The default frame 0 of most guns is completely off screen,
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so you will probably have to cycle a couple frames to see it.
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"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
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frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in
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q3default.cfg.
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If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
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you adjust the positioning.
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Note that none of the model testing features update while the game is paused, so
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it may be convenient to test with deathmatch set to 1 so that bringing down the
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console doesn't pause the game.
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=============================================================================
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*/
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/*
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Ghoul2 Insert Start
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*/
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/*
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=================
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CG_TestModel_f
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Creates an entity in front of the current position, which
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can then be moved around
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=================
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*/
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void CG_TestG2Model_f (void) {
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vec3_t angles;
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CGhoul2Info_v *ghoul2;
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memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
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ghoul2 = new CGhoul2Info_v;
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cg.testModelEntity.ghoul2 = ghoul2;
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if ( cgi_Argc() < 2 ) {
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return;
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}
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Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
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cg.testModelEntity.hModel = cgi_R_RegisterModel( cg.testModelName );
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cg.testModel = gi.G2API_InitGhoul2Model( *((CGhoul2Info_v *)cg.testModelEntity.ghoul2), cg.testModelName, cg.testModelEntity.hModel, NULL_HANDLE, NULL_HANDLE, 0, 0 );
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cg.testModelEntity.radius = 100.0f;
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if ( cgi_Argc() == 3 ) {
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cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
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cg.testModelEntity.frame = 1;
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cg.testModelEntity.oldframe = 0;
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}
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if (! cg.testModelEntity.hModel ) {
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CG_Printf( "Can't register model\n" );
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return;
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}
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VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );
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angles[PITCH] = 0;
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angles[YAW] = 180 + cg.refdefViewAngles[1];
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angles[ROLL] = 0;
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AnglesToAxis( angles, cg.testModelEntity.axis );
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cg.testGun = qfalse;
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}
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void CG_ListModelSurfaces_f (void)
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{
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CGhoul2Info_v &ghoul2 = *((CGhoul2Info_v *)cg.testModelEntity.ghoul2);
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gi.G2API_ListSurfaces(&ghoul2[cg.testModel]);
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}
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void CG_ListModelBones_f (void)
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{
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// test to see if we got enough args
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if ( cgi_Argc() < 2 )
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{
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return;
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}
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CGhoul2Info_v &ghoul2 = *((CGhoul2Info_v *)cg.testModelEntity.ghoul2);
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gi.G2API_ListBones(&ghoul2[cg.testModel], atoi(CG_Argv(1)));
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}
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void CG_TestModelSurfaceOnOff_f(void)
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{
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// test to see if we got enough args
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if ( cgi_Argc() < 3 )
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{
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return;
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}
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CGhoul2Info_v &ghoul2 = *((CGhoul2Info_v *)cg.testModelEntity.ghoul2);
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gi.G2API_SetSurfaceOnOff(&ghoul2[cg.testModel], CG_Argv(1), atoi(CG_Argv(2)));
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}
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void CG_TestModelSetAnglespre_f(void)
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{
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vec3_t angles;
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if ( cgi_Argc() < 3 )
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{
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return;
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}
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CGhoul2Info_v &ghoul2 = *((CGhoul2Info_v *)cg.testModelEntity.ghoul2);
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angles[0] = atof(CG_Argv(2));
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angles[1] = atof(CG_Argv(3));
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angles[2] = atof(CG_Argv(4));
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gi.G2API_SetBoneAngles(&ghoul2[cg.testModel], CG_Argv(1), angles, BONE_ANGLES_PREMULT, POSITIVE_X, POSITIVE_Z, POSITIVE_Y, NULL, 0, 0);
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}
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void CG_TestModelSetAnglespost_f(void)
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{
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vec3_t angles;
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if ( cgi_Argc() < 3 )
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{
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return;
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}
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CGhoul2Info_v &ghoul2 = *((CGhoul2Info_v *)cg.testModelEntity.ghoul2);
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angles[0] = atof(CG_Argv(2));
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angles[1] = atof(CG_Argv(3));
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angles[2] = atof(CG_Argv(4));
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gi.G2API_SetBoneAngles(&ghoul2[cg.testModel], CG_Argv(1), angles, BONE_ANGLES_POSTMULT, POSITIVE_X, POSITIVE_Z, POSITIVE_Y, NULL, 0, 0);
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}
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void CG_TestModelAnimate_f(void)
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{
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char boneName[100];
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CGhoul2Info_v &ghoul2 = *((CGhoul2Info_v *)cg.testModelEntity.ghoul2);
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Q_strncpyz(boneName, CG_Argv(1), sizeof(boneName));
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gi.G2API_SetBoneAnim(&ghoul2[cg.testModel], boneName, atoi(CG_Argv(2)), atoi(CG_Argv(3)), BONE_ANIM_OVERRIDE_LOOP, atof(CG_Argv(4)), cg.time, -1, -1);
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}
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/*
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Ghoul2 Insert End
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*/
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/*
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=================
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CG_TestModel_f
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Creates an entity in front of the current position, which
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can then be moved around
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=================
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*/
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void CG_TestModel_f (void) {
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vec3_t angles;
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memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
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if ( cgi_Argc() < 2 ) {
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return;
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}
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Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
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cg.testModelEntity.hModel = cgi_R_RegisterModel( cg.testModelName );
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if ( cgi_Argc() == 3 ) {
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cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
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cg.testModelEntity.frame = 1;
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cg.testModelEntity.oldframe = 0;
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}
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if (! cg.testModelEntity.hModel ) {
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CG_Printf( "Can't register model\n" );
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return;
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}
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VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );
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angles[PITCH] = 0;
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angles[YAW] = 180 + cg.refdefViewAngles[1];
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angles[ROLL] = 0;
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AnglesToAxis( angles, cg.testModelEntity.axis );
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cg.testGun = qfalse;
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}
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/*
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=================
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CG_TestGun_f
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Replaces the current view weapon with the given model
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=================
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*/
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void CG_TestGun_f (void) {
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CG_TestModel_f();
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cg.testGun = qtrue;
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cg.testModelEntity.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON;
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}
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void CG_TestModelNextFrame_f (void) {
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cg.testModelEntity.frame++;
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CG_Printf( "frame %i\n", cg.testModelEntity.frame );
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}
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void CG_TestModelPrevFrame_f (void) {
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cg.testModelEntity.frame--;
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if ( cg.testModelEntity.frame < 0 ) {
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cg.testModelEntity.frame = 0;
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}
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CG_Printf( "frame %i\n", cg.testModelEntity.frame );
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}
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void CG_TestModelNextSkin_f (void) {
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cg.testModelEntity.skinNum++;
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CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
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}
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void CG_TestModelPrevSkin_f (void) {
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cg.testModelEntity.skinNum--;
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if ( cg.testModelEntity.skinNum < 0 ) {
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cg.testModelEntity.skinNum = 0;
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}
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CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
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}
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static void CG_AddTestModel (void) {
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int i;
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// re-register the model, because the level may have changed
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/* cg.testModelEntity.hModel = cgi_R_RegisterModel( cg.testModelName );
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if (! cg.testModelEntity.hModel ) {
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CG_Printf ("Can't register model\n");
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return;
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}
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*/
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// if testing a gun, set the origin reletive to the view origin
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if ( cg.testGun ) {
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VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
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VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
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VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] );
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VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );
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// allow the position to be adjusted
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for (i=0 ; i<3 ; i++) {
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value;
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value;
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value;
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}
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}
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cgi_R_AddRefEntityToScene( &cg.testModelEntity );
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}
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//============================================================================
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/*
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=================
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CG_CalcVrect
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Sets the coordinates of the rendered window
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=================
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*/
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void CG_CalcVrect (void) {
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const int size = 100;
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cg.refdef.width = cgs.glconfig.vidWidth * size * 0.01;
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cg.refdef.width &= ~1;
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cg.refdef.height = cgs.glconfig.vidHeight * size * 0.01;
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cg.refdef.height &= ~1;
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cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width) * 0.5;
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cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height) * 0.5;
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}
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//==============================================================================
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//==============================================================================
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#define CAMERA_DAMP_INTERVAL 50
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#define CAMERA_CROUCH_NUDGE 6
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static vec3_t cameramins = { -CAMERA_SIZE, -CAMERA_SIZE, -CAMERA_SIZE };
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static vec3_t cameramaxs = { CAMERA_SIZE, CAMERA_SIZE, CAMERA_SIZE };
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vec3_t camerafwd, cameraup, camerahorizdir;
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vec3_t cameraFocusAngles, cameraFocusLoc;
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vec3_t cameraIdealTarget, cameraIdealLoc;
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vec3_t cameraCurTarget={0,0,0}, cameraCurLoc={0,0,0};
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vec3_t cameraOldLoc={0,0,0}, cameraNewLoc={0,0,0};
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int cameraLastFrame=0;
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float cameraLastYaw=0;
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float cameraStiffFactor=0.0f;
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/*
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===============
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Notes on the camera viewpoint in and out...
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cg.refdef.vieworg
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--at the start of the function holds the player actor's origin (center of player model).
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--it is set to the final view location of the camera at the end of the camera code.
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cg.refdefViewAngles
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--at the start holds the client's view angles
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--it is set to the final view angle of the camera at the end of the camera code.
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===============
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*/
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/*
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===============
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CG_CalcIdealThirdPersonViewTarget
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===============
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*/
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static void CG_CalcIdealThirdPersonViewTarget(void)
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{
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// Initialize IdealTarget
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qboolean usesViewEntity = (qboolean)(cg.snap->ps.viewEntity && cg.snap->ps.viewEntity < ENTITYNUM_WORLD);
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VectorCopy(cg.refdef.vieworg, cameraFocusLoc);
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if ( usesViewEntity )
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{
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gentity_t *gent = &g_entities[cg.snap->ps.viewEntity];
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if ( gent->client && (gent->client->NPC_class == CLASS_GONK
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|| gent->client->NPC_class == CLASS_INTERROGATOR
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|| gent->client->NPC_class == CLASS_SENTRY
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|| gent->client->NPC_class == CLASS_PROBE
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|| gent->client->NPC_class == CLASS_MOUSE
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|| gent->client->NPC_class == CLASS_R2D2
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|| gent->client->NPC_class == CLASS_R5D2) )
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{ // Droids use a generic offset
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cameraFocusLoc[2] += 4;
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VectorCopy( cameraFocusLoc, cameraIdealTarget );
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return;
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}
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if( gent->client->ps.pm_flags & PMF_DUCKED )
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{ // sort of a nasty hack in order to get this to work. Don't tell Ensiform, or I'll have to kill him. --eez
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cameraFocusLoc[2] -= CAMERA_CROUCH_NUDGE*4;
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}
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}
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// Add in the new viewheight
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cameraFocusLoc[2] += cg.predicted_player_state.viewheight;
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if ( cg.overrides.active & CG_OVERRIDE_3RD_PERSON_VOF )
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{
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// Add in a vertical offset from the viewpoint, which puts the actual target above the head, regardless of angle.
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VectorCopy( cameraFocusLoc, cameraIdealTarget );
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cameraIdealTarget[2] += cg.overrides.thirdPersonVertOffset;
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//VectorMA(cameraFocusLoc, cg.overrides.thirdPersonVertOffset, cameraup, cameraIdealTarget);
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}
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else
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{
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// Add in a vertical offset from the viewpoint, which puts the actual target above the head, regardless of angle.
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VectorCopy( cameraFocusLoc, cameraIdealTarget );
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cameraIdealTarget[2] += cg_thirdPersonVertOffset.value;
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//VectorMA(cameraFocusLoc, cg_thirdPersonVertOffset.value, cameraup, cameraIdealTarget);
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}
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// Now, if the player is crouching, do a little special tweak. The problem is that the player's head is way out of his bbox.
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if (cg.predicted_player_state.pm_flags & PMF_DUCKED)
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{ // Nudge to focus location up a tad.
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vec3_t nudgepos;
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trace_t trace;
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VectorCopy(cameraFocusLoc, nudgepos);
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nudgepos[2]+=CAMERA_CROUCH_NUDGE;
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CG_Trace(&trace, cameraFocusLoc, cameramins, cameramaxs, nudgepos, cg.predicted_player_state.clientNum, MASK_CAMERACLIP);
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if (trace.fraction < 1.0)
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{
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VectorCopy(trace.endpos, cameraFocusLoc);
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}
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else
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{
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VectorCopy(nudgepos, cameraFocusLoc);
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}
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}
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}
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/*
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===============
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CG_CalcIdealThirdPersonViewLocation
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===============
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*/
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static void CG_CalcIdealThirdPersonViewLocation(void)
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{
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gentity_t *player = &g_entities[0];
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if ( cg.overrides.active & CG_OVERRIDE_3RD_PERSON_RNG )
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{
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VectorMA(cameraIdealTarget, -(cg.overrides.thirdPersonRange), camerafwd, cameraIdealLoc);
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}
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else
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{
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VectorMA(cameraIdealTarget, -(cg_thirdPersonRange.value), camerafwd, cameraIdealLoc);
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}
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if ( cg.renderingThirdPerson && (cg.snap->ps.forcePowersActive&(1<<FP_SPEED)) && player->client->ps.forcePowerDuration[FP_SPEED] )
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{
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float timeLeft = player->client->ps.forcePowerDuration[FP_SPEED] - cg.time;
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float length = FORCE_SPEED_DURATION*forceSpeedValue[player->client->ps.forcePowerLevel[FP_SPEED]];
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float amt = forceSpeedRangeMod[player->client->ps.forcePowerLevel[FP_SPEED]];
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if ( timeLeft < 500 )
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{//start going back
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VectorMA(cameraIdealLoc, (timeLeft)/500*amt, camerafwd, cameraIdealLoc);
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}
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else if ( length - timeLeft < 1000 )
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{//start zooming in
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VectorMA(cameraIdealLoc, (length - timeLeft)/1000*amt, camerafwd, cameraIdealLoc);
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}
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else
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{
|
|
VectorMA(cameraIdealLoc, amt, camerafwd, cameraIdealLoc);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
static void CG_ResetThirdPersonViewDamp(void)
|
|
{
|
|
trace_t trace;
|
|
|
|
// Cap the pitch within reasonable limits
|
|
if (cameraFocusAngles[PITCH] > 89.0)
|
|
{
|
|
cameraFocusAngles[PITCH] = 89.0;
|
|
}
|
|
else if (cameraFocusAngles[PITCH] < -89.0)
|
|
{
|
|
cameraFocusAngles[PITCH] = -89.0;
|
|
}
|
|
|
|
AngleVectors(cameraFocusAngles, camerafwd, NULL, cameraup);
|
|
|
|
// Set the cameraIdealTarget
|
|
CG_CalcIdealThirdPersonViewTarget();
|
|
|
|
// Set the cameraIdealLoc
|
|
CG_CalcIdealThirdPersonViewLocation();
|
|
|
|
// Now, we just set everything to the new positions.
|
|
VectorCopy(cameraIdealLoc, cameraCurLoc);
|
|
VectorCopy(cameraIdealTarget, cameraCurTarget);
|
|
|
|
// First thing we do is trace from the first person viewpoint out to the new target location.
|
|
CG_Trace(&trace, cameraFocusLoc, cameramins, cameramaxs, cameraCurTarget, cg.predicted_player_state.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.predicted_player_state.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_OnMovingPlat( &cg.snap->ps ) )
|
|
{//if moving on a plat, camera is *tight*
|
|
VectorCopy(cameraIdealTarget, cameraCurTarget);
|
|
}
|
|
else if (cg_thirdPersonTargetDamp.value>=1.0)//||cg.thisFrameTeleport)
|
|
{ // No damping.
|
|
VectorCopy(cameraIdealTarget, cameraCurTarget);
|
|
}
|
|
else if (cg_thirdPersonTargetDamp.value>=0.0)
|
|
{
|
|
// Calculate the difference from the current position to the new one.
|
|
VectorSubtract(cameraIdealTarget, cameraCurTarget, targetdiff);
|
|
|
|
// Now we calculate how much of the difference we cover in the time allotted.
|
|
// The equation is (Damp)^(time)
|
|
dampfactor = 1.0-cg_thirdPersonTargetDamp.value; // We must exponent the amount LEFT rather than the amount bled off
|
|
dtime = (float)(cg.time-cameraLastFrame) * (1.0/cg_timescale.value) * (1.0/(float)CAMERA_DAMP_INTERVAL); // Our dampfactor is geared towards a time interval equal to "1".
|
|
|
|
// Note that since there are a finite number of "practical" delta millisecond values possible,
|
|
// the ratio should be initialized into a chart ultimately.
|
|
ratio = pow(dampfactor, dtime);
|
|
|
|
// This value is how much distance is "left" from the ideal.
|
|
VectorMA(cameraIdealTarget, -ratio, targetdiff, cameraCurTarget);
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
}
|
|
|
|
// Now we trace to see if the new location is cool or not.
|
|
|
|
// First thing we do is trace from the first person viewpoint out to the new target location.
|
|
CG_Trace(&trace, cameraFocusLoc, cameramins, cameramaxs, cameraCurTarget, cg.predicted_player_state.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 int camWaterAdjust = 0;
|
|
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=0.0f;
|
|
if ( CG_OnMovingPlat( &cg.snap->ps ) )
|
|
{//if moving on a plat, camera is *tight*
|
|
dampfactor=1.0f;
|
|
}
|
|
else if ( cg.overrides.active & CG_OVERRIDE_3RD_PERSON_CDP )
|
|
{
|
|
if ( cg.overrides.thirdPersonCameraDamp != 0.0f )
|
|
{
|
|
double pitch;
|
|
|
|
// Note that the camera pitch has already been capped off to 89.
|
|
pitch = Q_fabs(cameraFocusAngles[PITCH]);
|
|
|
|
// The higher the pitch, the larger the factor, so as you look up, it damps a lot less.
|
|
pitch /= 89.0;
|
|
dampfactor = (1.0-cg.overrides.thirdPersonCameraDamp)*(pitch*pitch);
|
|
|
|
dampfactor += cg.overrides.thirdPersonCameraDamp;
|
|
}
|
|
}
|
|
else if ( cg_thirdPersonCameraDamp.value != 0.0f )
|
|
{
|
|
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)//||cg.thisFrameTeleport)
|
|
{ // No damping.
|
|
VectorCopy(cameraIdealLoc, cameraCurLoc);
|
|
}
|
|
else if (dampfactor>=0.0)
|
|
{
|
|
// Calculate the difference from the current position to the new one.
|
|
VectorSubtract(cameraIdealLoc, cameraCurLoc, locdiff);
|
|
|
|
// Now we calculate how much of the difference we cover in the time allotted.
|
|
// The equation is (Damp)^(time)
|
|
dampfactor = 1.0-dampfactor; // We must exponent the amount LEFT rather than the amount bled off
|
|
dtime = (float)(cg.time-cameraLastFrame) * (1.0/cg_timescale.value) * (1.0/(float)CAMERA_DAMP_INTERVAL); // Our dampfactor is geared towards a time interval equal to "1".
|
|
|
|
// Note that since there are a finite number of "practical" delta millisecond values possible,
|
|
// the ratio should be initialized into a chart ultimately.
|
|
ratio = pow(dampfactor, dtime);
|
|
|
|
// This value is how much distance is "left" from the ideal.
|
|
VectorMA(cameraIdealLoc, -ratio, locdiff, cameraCurLoc);
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
}
|
|
|
|
// Now we trace from the first person viewpoint to the new view location, to make sure there is nothing in the way between the user and the camera...
|
|
// CG_Trace(&trace, cameraFocusLoc, cameramins, cameramaxs, cameraCurLoc, cg.predicted_player_state.clientNum, MASK_CAMERACLIP);
|
|
// (OLD) Now we trace from the new target location to the new view location, to make sure there is nothing in the way.
|
|
CG_Trace( &trace, cameraCurTarget, cameramins, cameramaxs, cameraCurLoc, cg.predicted_player_state.clientNum, MASK_CAMERACLIP);
|
|
if ( trace.fraction < 1.0f )
|
|
{
|
|
VectorCopy( trace.endpos, cameraCurLoc );
|
|
|
|
// We didn't trace all the way back, so push down the target accordingly.
|
|
// VectorSubtract(cameraCurTarget, cameraFocusLoc, locdiff);
|
|
// VectorMA(cameraFocusLoc, trace.fraction, locdiff, cameraCurTarget);
|
|
|
|
//FIXME: when the trace hits movers, it gets very very jaggy... ?
|
|
/*
|
|
//this doesn't actually help any
|
|
if ( trace.entityNum != ENTITYNUM_WORLD )
|
|
{
|
|
centity_t *cent = &cg_entities[trace.entityNum];
|
|
gentity_t *gent = &g_entities[trace.entityNum];
|
|
if ( cent != NULL && gent != NULL )
|
|
{
|
|
if ( cent->currentState.pos.trType == TR_LINEAR || cent->currentState.pos.trType == TR_LINEAR_STOP )
|
|
{
|
|
vec3_t diff;
|
|
VectorSubtract( cent->lerpOrigin, gent->currentOrigin, diff );
|
|
VectorAdd( cameraCurLoc, diff, cameraCurLoc );
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
// Note that previously there was an upper limit to the number of physics traces that are done through the world
|
|
// for the sake of camera collision, since it wasn't calced per frame. Now it is calculated every frame.
|
|
// This has the benefit that the camera is a lot smoother now (before it lerped between tested points),
|
|
// however two full volume traces each frame is a bit scary to think about.
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_OffsetThirdPersonView
|
|
|
|
===============
|
|
*/
|
|
extern qboolean MatrixMode;
|
|
static void CG_OffsetThirdPersonView( void )
|
|
{
|
|
vec3_t diff;
|
|
float deltayaw;
|
|
|
|
camWaterAdjust = 0;
|
|
cameraStiffFactor = 0.0;
|
|
|
|
// Set camera viewing direction.
|
|
VectorCopy( cg.refdefViewAngles, cameraFocusAngles );
|
|
|
|
// if dead, look at killer
|
|
if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
//Do nothing
|
|
/* if ( MatrixMode )
|
|
{
|
|
if ( cg.overrides.active & CG_OVERRIDE_3RD_PERSON_ANG )
|
|
{
|
|
cameraFocusAngles[YAW] += cg.overrides.thirdPersonAngle;
|
|
}
|
|
else
|
|
{
|
|
cameraFocusAngles[YAW] = cg.predicted_player_state.stats[STAT_DEAD_YAW];
|
|
cameraFocusAngles[YAW] += cg_thirdPersonAngle.value;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cameraFocusAngles[YAW] = cg.predicted_player_state.stats[STAT_DEAD_YAW];
|
|
}*/
|
|
}
|
|
else
|
|
{ // Add in the third Person Angle.
|
|
if ( cg.overrides.active & CG_OVERRIDE_3RD_PERSON_ANG )
|
|
{
|
|
cameraFocusAngles[YAW] += cg.overrides.thirdPersonAngle;
|
|
}
|
|
else
|
|
{
|
|
cameraFocusAngles[YAW] += cg_thirdPersonAngle.value;
|
|
}
|
|
if ( cg.overrides.active & CG_OVERRIDE_3RD_PERSON_POF )
|
|
{
|
|
cameraFocusAngles[PITCH] += cg.overrides.thirdPersonPitchOffset;
|
|
}
|
|
else
|
|
{
|
|
cameraFocusAngles[PITCH] += cg_thirdPersonPitchOffset.value;
|
|
}
|
|
}
|
|
|
|
if ( !cg.renderingThirdPerson && (cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE) )
|
|
{// First person saber
|
|
// FIXME: use something network-friendly
|
|
vec3_t org, viewDir;
|
|
VectorCopy( cg_entities[0].gent->client->renderInfo.eyePoint, org );
|
|
float blend = 1.0f - fabs(cg.refdefViewAngles[PITCH])/90.0f;
|
|
AngleVectors( cg.refdefViewAngles, viewDir, NULL, NULL );
|
|
VectorMA( org, -8, viewDir, org );
|
|
VectorScale( org, 1.0f - blend, org );
|
|
VectorMA( org, blend, cg.refdef.vieworg, cg.refdef.vieworg );
|
|
return;
|
|
}
|
|
// The next thing to do is to see if we need to calculate a new camera target location.
|
|
|
|
// If we went back in time for some reason, or if we just started, reset the sample.
|
|
if (cameraLastFrame == 0 || cameraLastFrame > cg.time)
|
|
{
|
|
CG_ResetThirdPersonViewDamp();
|
|
}
|
|
else
|
|
{
|
|
// Cap the pitch within reasonable limits
|
|
if (cameraFocusAngles[PITCH] > 89.0)
|
|
{
|
|
cameraFocusAngles[PITCH] = 89.0;
|
|
}
|
|
else if (cameraFocusAngles[PITCH] < -89.0)
|
|
{
|
|
cameraFocusAngles[PITCH] = -89.0;
|
|
}
|
|
|
|
AngleVectors(cameraFocusAngles, camerafwd, NULL, cameraup);
|
|
|
|
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);
|
|
//Com_Printf( "%s\n", vtos(diff) );
|
|
float dist = VectorNormalize(diff);
|
|
if ( dist < 1.0f )
|
|
{//must be hitting something, need some value to calc angles, so use cam forward
|
|
VectorCopy( camerafwd, diff );
|
|
}
|
|
vectoangles(diff, cg.refdefViewAngles);
|
|
|
|
// Temp: just move the camera to the side a bit
|
|
extern vmCvar_t cg_thirdPersonHorzOffset;
|
|
if ( cg_thirdPersonHorzOffset.value != 0.0f )
|
|
{
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
VectorMA( cameraCurLoc, cg_thirdPersonHorzOffset.value, cg.refdef.viewaxis[1], cameraCurLoc );
|
|
}
|
|
|
|
// ...and of course we should copy the new view location to the proper spot too.
|
|
VectorCopy(cameraCurLoc, cg.refdef.vieworg);
|
|
|
|
//if we hit the water, do a last-minute adjustment
|
|
if ( camWaterAdjust )
|
|
{
|
|
cg.refdef.vieworg[2] += camWaterAdjust;
|
|
}
|
|
cameraLastFrame=cg.time;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_OffsetThirdPersonView
|
|
|
|
===============
|
|
*/
|
|
/*
|
|
#define FOCUS_DISTANCE 512
|
|
static void CG_OffsetThirdPersonView( void ) {
|
|
vec3_t forward, right, up;
|
|
vec3_t view;
|
|
vec3_t focusAngles;
|
|
trace_t trace;
|
|
static vec3_t mins = { -4, -4, -4 };
|
|
static vec3_t maxs = { 4, 4, 4 };
|
|
vec3_t focusPoint;
|
|
float focusDist;
|
|
float forwardScale, sideScale;
|
|
|
|
cg.refdef.vieworg[2] += cg.predicted_player_state.viewheight;
|
|
|
|
VectorCopy( cg.refdefViewAngles, focusAngles );
|
|
|
|
// if dead, look at killer
|
|
if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 ) {
|
|
focusAngles[YAW] = cg.predicted_player_state.stats[STAT_DEAD_YAW];
|
|
cg.refdefViewAngles[YAW] = cg.predicted_player_state.stats[STAT_DEAD_YAW];
|
|
}
|
|
|
|
if ( focusAngles[PITCH] > 45 ) {
|
|
focusAngles[PITCH] = 45; // don't go too far overhead
|
|
}
|
|
AngleVectors( focusAngles, forward, NULL, NULL );
|
|
|
|
VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );
|
|
|
|
VectorCopy( cg.refdef.vieworg, view );
|
|
|
|
view[2] += 8;
|
|
|
|
cg.refdefViewAngles[PITCH] *= 0.5;
|
|
|
|
AngleVectors( cg.refdefViewAngles, forward, right, up );
|
|
|
|
float tpAngle = cg.overrides.thirdPersonAngle ? cg.overrides.thirdPersonAngle : cg_thirdPersonAngle.value;
|
|
forwardScale = cos( tpAngle / 180 * M_PI );
|
|
sideScale = sin( tpAngle / 180 * M_PI );
|
|
VectorMA( view, -tpAngle * forwardScale, forward, view );
|
|
VectorMA( view, -tpAngle * sideScale, right, view );
|
|
|
|
// trace a ray from the origin to the viewpoint to make sure the view isn't
|
|
// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
|
|
|
|
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predicted_player_state.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.predicted_player_state.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] -= tpAngle;
|
|
}
|
|
|
|
|
|
#define MIN_CAMERA_HEIGHT 75
|
|
#define MIN_CAMERA_PITCH 40
|
|
#define MAX_CAMERA_PITCH 90
|
|
|
|
//----------------------------------------------
|
|
static void CG_OffsetThirdPersonOverheadView( void ) {
|
|
vec3_t view, angs;
|
|
trace_t trace;
|
|
static vec3_t mins = { -4, -4, -4 };
|
|
static vec3_t maxs = { 4, 4, 4 };
|
|
|
|
VectorCopy( cg.refdef.vieworg, view );
|
|
|
|
// Move straight up from the player, making sure to always go at least the min camera height,
|
|
// otherwise, the camera will clip into the head of the player.
|
|
float tpRange = cg.overrides.thirdPersonRange ? cg.overrides.thirdPersonRange : cg_thirdPersonRange.value;
|
|
if ( tpRange < MIN_CAMERA_HEIGHT )
|
|
{
|
|
view[2] += MIN_CAMERA_HEIGHT;
|
|
}
|
|
else
|
|
{
|
|
view[2] += tpRange;
|
|
}
|
|
|
|
// Now adjust the camera angles, but we shouldn't adjust the viewAngles...only the viewAxis
|
|
VectorCopy( cg.refdefViewAngles, angs );
|
|
angs[PITCH] = cg.overrides.thirdPersonAngle ? cg.overrides.thirdPersonAngle : cg_thirdPersonAngle.value;
|
|
|
|
// Simple clamp to weed out any really obviously nasty angles
|
|
if ( angs[PITCH] < MIN_CAMERA_PITCH )
|
|
{
|
|
angs[PITCH] = MIN_CAMERA_PITCH;
|
|
}
|
|
else if ( angs[PITCH] > MAX_CAMERA_PITCH )
|
|
{
|
|
angs[PITCH] = MAX_CAMERA_PITCH;
|
|
}
|
|
|
|
// Convert our new desired camera angles and store them where they will get used by the engine
|
|
// when setting up the actual camera view.
|
|
AnglesToAxis( angs, cg.refdef.viewaxis );
|
|
cg.refdefViewAngles[PITCH] = 0;
|
|
g_entities[0].client->ps.delta_angles[PITCH] = 0;
|
|
|
|
// Trace a ray from the origin to the viewpoint to make sure the view isn't
|
|
// in a solid block.
|
|
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predicted_player_state.clientNum, MASK_CAMERACLIP);
|
|
|
|
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
|
|
|
|
===============
|
|
*/
|
|
extern qboolean PM_InForceGetUp( playerState_t *ps );
|
|
extern qboolean PM_InGetUp( playerState_t *ps );
|
|
extern qboolean PM_InKnockDown( playerState_t *ps );
|
|
extern int PM_AnimLength( int index, animNumber_t anim );
|
|
static void CG_OffsetFirstPersonView( qboolean firstPersonSaber ) {
|
|
float *origin;
|
|
float *angles;
|
|
float bob;
|
|
float ratio;
|
|
float delta;
|
|
float speed;
|
|
float f;
|
|
vec3_t predictedVelocity;
|
|
int timeDelta;
|
|
|
|
if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
|
|
return;
|
|
}
|
|
|
|
origin = cg.refdef.vieworg;
|
|
angles = cg.refdefViewAngles;
|
|
|
|
// if dead, fix the angle and don't add any kick
|
|
if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
angles[ROLL] = 40;
|
|
angles[PITCH] = -15;
|
|
angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
|
|
origin[2] += cg.predicted_player_state.viewheight;
|
|
return;
|
|
}
|
|
|
|
if ( g_entities[0].client && PM_InKnockDown( &g_entities[0].client->ps ) )
|
|
{
|
|
float perc, animLen = (float)PM_AnimLength( g_entities[0].client->clientInfo.animFileIndex, (animNumber_t)g_entities[0].client->ps.legsAnim );
|
|
if ( PM_InGetUp( &g_entities[0].client->ps ) || PM_InForceGetUp( &g_entities[0].client->ps ) )
|
|
{//start righting the view
|
|
perc = (float)g_entities[0].client->ps.legsAnimTimer/animLen*2;
|
|
}
|
|
else
|
|
{//tilt the view
|
|
perc = (animLen-g_entities[0].client->ps.legsAnimTimer)/animLen*2;
|
|
}
|
|
if ( perc > 1.0f )
|
|
{
|
|
perc = 1.0f;
|
|
}
|
|
angles[ROLL] = perc*40;
|
|
angles[PITCH] = perc*-15;
|
|
}
|
|
|
|
// add angles based on weapon kick
|
|
//VectorAdd (angles, cg.kick_angles, angles);
|
|
|
|
// add angles based on damage kick
|
|
if ( cg.damageTime ) {
|
|
ratio = cg.time - cg.damageTime;
|
|
if ( ratio < DAMAGE_DEFLECT_TIME ) {
|
|
ratio /= DAMAGE_DEFLECT_TIME;
|
|
angles[PITCH] += ratio * cg.v_dmg_pitch;
|
|
angles[ROLL] += ratio * cg.v_dmg_roll;
|
|
} else {
|
|
ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
|
|
if ( ratio > 0 ) {
|
|
angles[PITCH] += ratio * cg.v_dmg_pitch;
|
|
angles[ROLL] += ratio * cg.v_dmg_roll;
|
|
}
|
|
}
|
|
}
|
|
|
|
// add pitch based on fall kick
|
|
#if 0
|
|
ratio = ( cg.time - cg.landTime) / FALL_TIME;
|
|
if (ratio < 0)
|
|
ratio = 0;
|
|
angles[PITCH] += ratio * cg.fall_value;
|
|
#endif
|
|
|
|
// add angles based on velocity
|
|
VectorCopy( cg.predicted_player_state.velocity, predictedVelocity );
|
|
|
|
delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]);
|
|
angles[PITCH] += delta * cg_runpitch.value;
|
|
|
|
delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]);
|
|
angles[ROLL] -= delta * cg_runroll.value;
|
|
|
|
// add angles based on bob
|
|
|
|
// make sure the bob is visible even at low speeds
|
|
speed = cg.xyspeed > 200 ? cg.xyspeed : 200;
|
|
|
|
delta = cg.bobfracsin * cg_bobpitch.value * speed;
|
|
if (cg.predicted_player_state.pm_flags & PMF_DUCKED)
|
|
delta *= 3; // crouching
|
|
angles[PITCH] += delta;
|
|
delta = cg.bobfracsin * cg_bobroll.value * speed;
|
|
if (cg.predicted_player_state.pm_flags & PMF_DUCKED)
|
|
delta *= 3; // crouching accentuates roll
|
|
if (cg.bobcycle & 1)
|
|
delta = -delta;
|
|
angles[ROLL] += delta;
|
|
|
|
//===================================
|
|
|
|
if ( !firstPersonSaber )//First person saber
|
|
{
|
|
// add view height
|
|
if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
|
|
{
|
|
if ( &g_entities[cg.snap->ps.viewEntity] &&
|
|
g_entities[cg.snap->ps.viewEntity].client &&
|
|
g_entities[cg.snap->ps.viewEntity].client->ps.viewheight )
|
|
{
|
|
origin[2] += g_entities[cg.snap->ps.viewEntity].client->ps.viewheight;
|
|
}
|
|
else
|
|
{
|
|
origin[2] += 4;//???
|
|
}
|
|
}
|
|
else
|
|
{
|
|
origin[2] += cg.predicted_player_state.viewheight;
|
|
}
|
|
}
|
|
|
|
// smooth out duck height changes
|
|
timeDelta = cg.time - cg.duckTime;
|
|
if ( timeDelta < DUCK_TIME) {
|
|
cg.refdef.vieworg[2] -= cg.duckChange * (DUCK_TIME - timeDelta) / DUCK_TIME;
|
|
}
|
|
|
|
// add bob height
|
|
bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value;
|
|
if (bob > 6) {
|
|
bob = 6;
|
|
}
|
|
|
|
origin[2] += bob;
|
|
|
|
|
|
// add fall height
|
|
delta = cg.time - cg.landTime;
|
|
if ( delta < LAND_DEFLECT_TIME ) {
|
|
f = delta / LAND_DEFLECT_TIME;
|
|
cg.refdef.vieworg[2] += cg.landChange * f;
|
|
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
|
|
delta -= LAND_DEFLECT_TIME;
|
|
f = 1.0 - ( delta / LAND_RETURN_TIME );
|
|
cg.refdef.vieworg[2] += cg.landChange * f;
|
|
}
|
|
|
|
// add step offset
|
|
CG_StepOffset();
|
|
|
|
if(cg.snap->ps.leanofs != 0)
|
|
{
|
|
vec3_t right;
|
|
//add leaning offset
|
|
//FIXME: when crouching, this bounces up and down?!
|
|
cg.refdefViewAngles[2] += (float)cg.snap->ps.leanofs/2;
|
|
AngleVectors(cg.refdefViewAngles, NULL, right, NULL);
|
|
VectorMA(cg.refdef.vieworg, (float)cg.snap->ps.leanofs, right, cg.refdef.vieworg);
|
|
}
|
|
|
|
// pivot the eye based on a neck length
|
|
#if 0
|
|
{
|
|
#define NECK_LENGTH 8
|
|
vec3_t forward, up;
|
|
|
|
cg.refdef.vieworg[2] -= NECK_LENGTH;
|
|
AngleVectors( cg.refdefViewAngles, forward, NULL, up );
|
|
VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg );
|
|
VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//======================================================================
|
|
/*
|
|
void CG_ZoomDown_f( void )
|
|
{
|
|
// Ignore zoom requests when yer paused
|
|
if ( cg_paused.integer || in_camera )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// The zoom hasn't been started yet, so do it now
|
|
if ( cg.zoomMode == 0 )
|
|
{
|
|
cg.zoomLocked = qfalse;
|
|
cg.zoomMode = 1;
|
|
if ( cg.overrides.active & CG_OVERRIDE_FOV )
|
|
{
|
|
cg_zoomFov = cg.overrides.fov;
|
|
}
|
|
else
|
|
{
|
|
cg_zoomFov = cg_fov.value;
|
|
}
|
|
cg.zoomTime = cg.time;
|
|
cgi_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomStart );
|
|
return;
|
|
}
|
|
|
|
// Can only snap out of the zoom mode if it has already been locked (CG_ZoomUp_f has been called)
|
|
if ( cg.zoomLocked )
|
|
{
|
|
// Snap out of zoom mode
|
|
cg.zoomMode = 0;
|
|
cg.zoomTime = cg.time;
|
|
cgi_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomEnd );
|
|
}
|
|
}
|
|
|
|
void CG_ZoomUp_f( void )
|
|
{
|
|
// Ignore zoom requests when yer paused
|
|
if ( cg_paused.integer || in_camera )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( cg.zoomMode ) {
|
|
// Freeze the zoom mode
|
|
cg.zoomLocked = qtrue;
|
|
}
|
|
}
|
|
*/
|
|
|
|
/*
|
|
====================
|
|
CG_CalcFovFromX
|
|
|
|
Calcs Y FOV from given X FOV
|
|
====================
|
|
*/
|
|
#define WAVE_AMPLITUDE 1
|
|
#define WAVE_FREQUENCY 0.4
|
|
|
|
qboolean CG_CalcFOVFromX( float fov_x )
|
|
{
|
|
float x;
|
|
float fov_y;
|
|
qboolean inwater;
|
|
|
|
if ( cg_fovAspectAdjust.integer ) {
|
|
// Based on LordHavoc's code for Darkplaces
|
|
// http://www.quakeworld.nu/forum/topic/53/what-does-your-qw-look-like/page/30
|
|
const float baseAspect = 0.75f; // 3/4
|
|
const float aspect = (float)cgs.glconfig.vidWidth/(float)cgs.glconfig.vidHeight;
|
|
const float desiredFov = fov_x;
|
|
|
|
fov_x = atan( tan( desiredFov*M_PI / 360.0f ) * baseAspect*aspect )*360.0f / M_PI;
|
|
}
|
|
|
|
x = cg.refdef.width / tan( fov_x / 360 * M_PI );
|
|
fov_y = atan2( cg.refdef.height, x );
|
|
fov_y = fov_y * 360 / M_PI;
|
|
|
|
// there's a problem with this, it only takes the leafbrushes into account, not the entity brushes,
|
|
// so if you give slime/water etc properties to a func_door area brush in order to move the whole water
|
|
// level up/down this doesn't take into account the door position, so warps the view the whole time
|
|
// whether the water is up or not. Fortunately there's only one slime area in Trek that you can be under,
|
|
// so lose it...
|
|
#if 1
|
|
// warp if underwater
|
|
float phase;
|
|
float v;
|
|
int contents;
|
|
contents = CG_PointContents( cg.refdef.vieworg, -1 );
|
|
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){
|
|
phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
|
|
v = WAVE_AMPLITUDE * sin( phase );
|
|
fov_x += v;
|
|
fov_y -= v;
|
|
inwater = qtrue;
|
|
}
|
|
else {
|
|
|
|
inwater = qfalse;
|
|
}
|
|
#else
|
|
//inwater = qfalse;
|
|
#endif
|
|
|
|
// see if we are drugged by an interrogator. We muck with the FOV here, a bit later, after viewangles are calc'ed, I muck with those too.
|
|
if ( cg.wonkyTime > 0 && cg.wonkyTime > cg.time )
|
|
{
|
|
float perc = (float)(cg.wonkyTime - cg.time) / 10000.0f; // goes for 10 seconds
|
|
|
|
fov_x += ( 25.0f * perc );
|
|
fov_y -= ( cos( cg.time * 0.0008f ) * 5.0f * perc );
|
|
}
|
|
|
|
// set it
|
|
cg.refdef.fov_x = fov_x;
|
|
cg.refdef.fov_y = fov_y;
|
|
|
|
return (inwater);
|
|
}
|
|
|
|
float CG_ForceSpeedFOV( float infov )
|
|
{
|
|
gentity_t *player = &g_entities[0];
|
|
float fov;
|
|
float timeLeft = player->client->ps.forcePowerDuration[FP_SPEED] - cg.time;
|
|
float length = FORCE_SPEED_DURATION*forceSpeedValue[player->client->ps.forcePowerLevel[FP_SPEED]];
|
|
float amt = forceSpeedFOVMod[player->client->ps.forcePowerLevel[FP_SPEED]];
|
|
if ( timeLeft < 500 )
|
|
{//start going back
|
|
fov = infov + (timeLeft)/500*amt;
|
|
}
|
|
else if ( length - timeLeft < 1000 )
|
|
{//start zooming in
|
|
fov = infov + (length - timeLeft)/1000*amt;
|
|
}
|
|
else
|
|
{//stay at this FOV
|
|
fov = infov+amt;
|
|
}
|
|
return fov;
|
|
}
|
|
/*
|
|
====================
|
|
CG_CalcFov
|
|
|
|
Fixed fov at intermissions, otherwise account for fov variable and zooms.
|
|
====================
|
|
*/
|
|
//extern float g_fov;
|
|
static qboolean CG_CalcFov( void ) {
|
|
float fov_x;
|
|
float f;
|
|
gentity_t *player = &g_entities[0];
|
|
|
|
if ( cg.predicted_player_state.pm_type == PM_INTERMISSION ) {
|
|
// if in intermission, use a fixed value
|
|
fov_x = 80;
|
|
}
|
|
else if ( cg.snap
|
|
&& cg.snap->ps.viewEntity > 0
|
|
&& cg.snap->ps.viewEntity < ENTITYNUM_WORLD
|
|
&& (!cg.renderingThirdPerson || g_entities[cg.snap->ps.viewEntity].e_DieFunc == dieF_camera_die) )
|
|
{
|
|
// if in entity camera view, use a special FOV
|
|
if ( &g_entities[cg.snap->ps.viewEntity] &&
|
|
g_entities[cg.snap->ps.viewEntity].NPC )
|
|
{//FIXME: looks bad when take over a jedi... but never really do that, do we?
|
|
//fov_x = g_entities[cg.snap->ps.viewEntity].NPC->stats.hfov;
|
|
fov_x = vr ? vr->fov : cg_fov.value;
|
|
//sanity-cap?
|
|
if ( fov_x > 120 )
|
|
{
|
|
fov_x = 120;
|
|
}
|
|
else if ( fov_x < 10 )
|
|
{
|
|
fov_x = 10;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( cg.overrides.active & CG_OVERRIDE_FOV )
|
|
{
|
|
fov_x = cg.overrides.fov;
|
|
}
|
|
else
|
|
{
|
|
//fov_x = 120;//FIXME: read from the NPC's fov stats?
|
|
fov_x = vr ? vr->fov : cg_fov.value;
|
|
}
|
|
}
|
|
}
|
|
else if ( (!cg.zoomMode || cg.zoomMode > 2) && (cg.snap->ps.forcePowersActive&(1<<FP_SPEED)) && player->client->ps.forcePowerDuration[FP_SPEED] )//cg.renderingThirdPerson &&
|
|
{
|
|
fov_x = CG_ForceSpeedFOV(vr ? vr->fov : cg_fov.value);
|
|
} else {
|
|
/*
|
|
// user selectable
|
|
if ( cg.overrides.active & CG_OVERRIDE_FOV )
|
|
{
|
|
fov_x = cg.overrides.fov;
|
|
}
|
|
else
|
|
{
|
|
fov_x = cg_fov.value;
|
|
}
|
|
if ( fov_x < 1 ) {
|
|
fov_x = 1;
|
|
} else if ( fov_x > 160 ) {
|
|
fov_x = 160;
|
|
}*/
|
|
|
|
fov_x = vr ? vr->fov : cg_fov.value;
|
|
|
|
// Disable zooming when in third person
|
|
if ( cg.zoomMode && cg.zoomMode < 3 )//&& !cg.renderingThirdPerson ) // light amp goggles do none of the zoom silliness
|
|
{
|
|
if ( !cg.zoomLocked )
|
|
{
|
|
if ( cg.zoomMode == 1 )
|
|
{
|
|
// binoculars zooming either in or out
|
|
cg_zoomFov += cg.zoomDir * cg.frametime * 0.05f;
|
|
}
|
|
else
|
|
{
|
|
// disruptor zooming in faster
|
|
cg_zoomFov -= cg.frametime * 0.075f;
|
|
}
|
|
|
|
// Clamp zoomFov
|
|
float actualFOV = (cg.overrides.active&CG_OVERRIDE_FOV) ? cg.overrides.fov : cg_fov.value;
|
|
if ( cg_zoomFov < MAX_ZOOM_FOV )
|
|
{
|
|
cg_zoomFov = MAX_ZOOM_FOV;
|
|
}
|
|
else if ( cg_zoomFov > actualFOV )
|
|
{
|
|
cg_zoomFov = actualFOV;
|
|
}
|
|
else
|
|
{//still zooming
|
|
static int zoomSoundTime = 0;
|
|
|
|
if ( zoomSoundTime < cg.time )
|
|
{
|
|
sfxHandle_t snd;
|
|
|
|
if ( cg.zoomMode == 1 )
|
|
{
|
|
snd = cgs.media.zoomLoop;
|
|
}
|
|
else
|
|
{
|
|
snd = cgs.media.disruptorZoomLoop;
|
|
}
|
|
|
|
// huh? This could probably just be added as a looping sound??
|
|
cgi_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_LOCAL, snd );
|
|
zoomSoundTime = cg.time + 150;
|
|
}
|
|
}
|
|
}
|
|
|
|
fov_x = cg_zoomFov;
|
|
} else {
|
|
f = ( cg.time - cg.zoomTime ) / ZOOM_OUT_TIME;
|
|
if ( f <= 1.0 ) {
|
|
fov_x = cg_zoomFov + f * ( fov_x - cg_zoomFov );
|
|
}
|
|
}
|
|
}
|
|
|
|
// g_fov = fov_x;
|
|
return ( CG_CalcFOVFromX( fov_x ) );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_DamageBlendBlob
|
|
|
|
===============
|
|
*/
|
|
static void CG_DamageBlendBlob( void )
|
|
{
|
|
int t;
|
|
int maxTime;
|
|
refEntity_t ent;
|
|
|
|
if ( !cg.damageValue ) {
|
|
return;
|
|
}
|
|
|
|
maxTime = DAMAGE_TIME;
|
|
t = cg.time - cg.damageTime;
|
|
if ( t <= 0 || t >= maxTime ) {
|
|
return;
|
|
}
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
ent.reType = RT_SPRITE;
|
|
ent.renderfx = RF_FIRST_PERSON;
|
|
|
|
VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin );
|
|
VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin );
|
|
VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin );
|
|
|
|
ent.radius = cg.damageValue * 3 * ( 1.0 - ((float)t / maxTime) );
|
|
ent.customShader = cgs.media.damageBlendBlobShader;
|
|
ent.shaderRGBA[0] = 180 * ( 1.0 - ((float)t / maxTime) );
|
|
ent.shaderRGBA[1] = 50 * ( 1.0 - ((float)t / maxTime) );
|
|
ent.shaderRGBA[2] = 50 * ( 1.0 - ((float)t / maxTime) );
|
|
ent.shaderRGBA[3] = 255;
|
|
|
|
cgi_R_AddRefEntityToScene( &ent );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CG_SaberClashFlare
|
|
====================
|
|
*/
|
|
extern int g_saberFlashTime;
|
|
extern vec3_t g_saberFlashPos;
|
|
extern qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, int *x, int *y);
|
|
void CG_SaberClashFlare( void )
|
|
{
|
|
int t, maxTime = 150;
|
|
|
|
t = cg.time - g_saberFlashTime;
|
|
|
|
if ( t <= 0 || t >= maxTime )
|
|
{
|
|
return;
|
|
}
|
|
|
|
vec3_t dif;
|
|
|
|
// Don't do clashes for things that are behind us
|
|
VectorSubtract( g_saberFlashPos, cg.refdef.vieworg, dif );
|
|
|
|
if ( DotProduct( dif, cg.refdef.viewaxis[0] ) < 0.2 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
trace_t tr;
|
|
|
|
CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, g_saberFlashPos, -1, CONTENTS_SOLID );
|
|
|
|
if ( tr.fraction < 1.0f )
|
|
{
|
|
return;
|
|
}
|
|
|
|
vec3_t color;
|
|
int x,y;
|
|
float v, len = VectorNormalize( dif );
|
|
|
|
// clamp to a known range
|
|
if ( len > 800 )
|
|
{
|
|
len = 800;
|
|
}
|
|
|
|
v = ( 1.0f - ((float)t / maxTime )) * ((1.0f - ( len / 800.0f )) * 2.0f + 0.35f);
|
|
|
|
CG_WorldCoordToScreenCoord( g_saberFlashPos, &x, &y );
|
|
|
|
VectorSet( color, 0.8f, 0.8f, 0.8f );
|
|
cgi_R_SetColor( color );
|
|
|
|
CG_DrawPic( x - ( v * 300 ), y - ( v * 300 ),
|
|
v * 600, v * 600,
|
|
cgi_R_RegisterShader( "gfx/effects/saberFlare" ));
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_CalcViewValues
|
|
|
|
Sets cg.refdef view values
|
|
===============
|
|
*/
|
|
static qboolean CG_CalcViewValues( void ) {
|
|
playerState_t *ps;
|
|
qboolean viewEntIsCam = qfalse;
|
|
//extern vec3_t cgRefdefVieworg;
|
|
|
|
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
|
|
|
|
// calculate size of 3D view
|
|
CG_CalcVrect();
|
|
|
|
if( cg.snap->ps.viewEntity != 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
|
|
{
|
|
if( g_entities[cg.snap->ps.viewEntity].client && g_entities[cg.snap->ps.viewEntity].NPC )
|
|
{
|
|
ps = &g_entities[cg.snap->ps.viewEntity].client->ps;
|
|
}
|
|
else
|
|
{
|
|
ps = &cg.predicted_player_state;
|
|
viewEntIsCam = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ps = &cg.predicted_player_state;
|
|
}
|
|
#ifndef FINAL_BUILD
|
|
trap_Com_SetOrgAngles(ps->origin,ps->viewangles);
|
|
#endif
|
|
// intermission view
|
|
if ( ps->pm_type == PM_INTERMISSION ) {
|
|
VectorCopy( ps->origin, cg.refdef.vieworg );
|
|
VectorCopy( ps->viewangles, cg.refdefViewAngles );
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
return CG_CalcFov();
|
|
}
|
|
|
|
cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
|
|
cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
|
|
cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] +
|
|
ps->velocity[1] * ps->velocity[1] );
|
|
|
|
|
|
if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
|
|
{//in an entity camera view
|
|
/*
|
|
if ( g_entities[cg.snap->ps.viewEntity].client && cg.renderingThirdPerson )
|
|
{
|
|
VectorCopy( g_entities[cg.snap->ps.viewEntity].client->renderInfo.eyePoint, cg.refdef.vieworg );
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
VectorCopy( cg_entities[cg.snap->ps.viewEntity].lerpOrigin, cg.refdef.vieworg );
|
|
}
|
|
VectorCopy( cg_entities[cg.snap->ps.viewEntity].lerpAngles, cg.refdefViewAngles );
|
|
if ( !Q_stricmp( "misc_camera", g_entities[cg.snap->ps.viewEntity].classname ) || g_entities[cg.snap->ps.viewEntity].s.weapon == WP_TURRET )
|
|
{
|
|
viewEntIsCam = qtrue;
|
|
}
|
|
}
|
|
else if ( cg.renderingThirdPerson && !cg.zoomMode && (cg.overrides.active&CG_OVERRIDE_3RD_PERSON_ENT) )
|
|
{//different center, same angle
|
|
VectorCopy( cg_entities[cg.overrides.thirdPersonEntity].lerpOrigin, cg.refdef.vieworg );
|
|
VectorCopy( ps->viewangles, cg.refdefViewAngles );
|
|
}
|
|
else
|
|
{//player's center and angles
|
|
VectorCopy( ps->origin, cg.refdef.vieworg );
|
|
VectorCopy( ps->viewangles, cg.refdefViewAngles );
|
|
}
|
|
|
|
// add error decay
|
|
if ( cg_errorDecay.value > 0 ) {
|
|
int t;
|
|
float f;
|
|
|
|
t = cg.time - cg.predictedErrorTime;
|
|
f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
|
|
if ( f > 0 && f < 1 ) {
|
|
VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
|
|
} else {
|
|
cg.predictedErrorTime = 0;
|
|
}
|
|
}
|
|
|
|
if ( (cg.renderingThirdPerson) //||cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE)
|
|
&& !cg.zoomMode
|
|
&& !viewEntIsCam )
|
|
{
|
|
// back away from character
|
|
// if ( cg_thirdPerson.integer == CG_CAM_ABOVE)
|
|
// { `
|
|
// CG_OffsetThirdPersonOverheadView();
|
|
// }
|
|
// else
|
|
// {
|
|
// First person saber
|
|
if ( !cg.renderingThirdPerson )
|
|
{
|
|
if ( cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE )
|
|
{
|
|
vec3_t dir;
|
|
CG_OffsetFirstPersonView( qtrue );
|
|
cg.refdef.vieworg[2] += 32;
|
|
AngleVectors( cg.refdefViewAngles, dir, NULL, NULL );
|
|
VectorMA( cg.refdef.vieworg, -2, dir, cg.refdef.vieworg );
|
|
}
|
|
}
|
|
CG_OffsetThirdPersonView();
|
|
// }
|
|
}
|
|
else
|
|
{
|
|
// offset for local bobbing and kicks
|
|
CG_OffsetFirstPersonView( qfalse );
|
|
centity_t *playerCent = &cg_entities[0];
|
|
if ( playerCent && playerCent->gent && playerCent->gent->client )
|
|
{
|
|
VectorCopy( cg.refdef.vieworg, playerCent->gent->client->renderInfo.eyePoint );
|
|
VectorCopy( cg.refdefViewAngles, playerCent->gent->client->renderInfo.eyeAngles );
|
|
if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
|
|
{//in an entity camera view
|
|
if ( cg_entities[cg.snap->ps.viewEntity].gent->client )
|
|
{//looking through a client's eyes
|
|
VectorCopy( cg.refdef.vieworg, cg_entities[cg.snap->ps.viewEntity].gent->client->renderInfo.eyePoint );
|
|
VectorCopy( cg.refdefViewAngles, cg_entities[cg.snap->ps.viewEntity].gent->client->renderInfo.eyeAngles );
|
|
}
|
|
else
|
|
{//looking through a regular ent's eyes
|
|
VectorCopy( cg.refdef.vieworg, cg_entities[cg.snap->ps.viewEntity].lerpOrigin );
|
|
VectorCopy( cg.refdefViewAngles, cg_entities[cg.snap->ps.viewEntity].lerpAngles );
|
|
}
|
|
}
|
|
VectorCopy( playerCent->gent->client->renderInfo.eyePoint, playerCent->gent->client->renderInfo.headPoint );
|
|
if ( cg.snap->ps.viewEntity <= 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{//not in entity cam
|
|
playerCent->gent->client->renderInfo.headPoint[2] -= 8;
|
|
}
|
|
}
|
|
}
|
|
|
|
//VectorCopy( cg.refdef.vieworg, cgRefdefVieworg );
|
|
// shake the camera if necessary
|
|
CGCam_UpdateSmooth( cg.refdef.vieworg, cg.refdefViewAngles );
|
|
CGCam_UpdateShake( cg.refdef.vieworg, cg.refdefViewAngles );
|
|
|
|
/*
|
|
if ( in_camera )
|
|
{
|
|
Com_Printf( "%s %s\n", vtos(client_camera.origin), vtos(cg.refdef.vieworg) );
|
|
}
|
|
*/
|
|
|
|
// see if we are drugged by an interrogator. We muck with the angles here, just a bit earlier, we mucked with the FOV
|
|
if ( cg.wonkyTime > 0 && cg.wonkyTime > cg.time )
|
|
{
|
|
float perc = (float)(cg.wonkyTime - cg.time) / 10000.0f; // goes for 10 seconds
|
|
|
|
cg.refdefViewAngles[ROLL] += ( sin( cg.time * 0.0004f ) * 7.0f * perc );
|
|
cg.refdefViewAngles[PITCH] += ( 26.0f * perc + sin( cg.time * 0.0011f ) * 3.0f * perc );
|
|
}
|
|
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
|
|
if ( cg.hyperspace )
|
|
{
|
|
cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
|
|
}
|
|
|
|
// field of view
|
|
return CG_CalcFov();
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
CG_PowerupTimerSounds
|
|
=====================
|
|
*/
|
|
static void CG_PowerupTimerSounds( void )
|
|
{
|
|
int i, time;
|
|
|
|
// powerup timers going away
|
|
for ( i = 0 ; i < MAX_POWERUPS ; i++ )
|
|
{
|
|
time = cg.snap->ps.powerups[i];
|
|
|
|
if ( time > 0 && time < cg.time )
|
|
{
|
|
// add any special powerup expiration sounds here
|
|
// switch( i )
|
|
// {
|
|
// case PW_WEAPON_OVERCHARGE:
|
|
// cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.overchargeEndSound );
|
|
// break;
|
|
// }
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------
|
|
void CG_RunEmplacedWeapon()
|
|
{
|
|
gentity_t *player = &g_entities[0],
|
|
*gun = player->owner;
|
|
|
|
// Override the camera when we are locked onto the gun.
|
|
if ( player && gun && ( player->s.eFlags & EF_LOCKED_TO_WEAPON ))
|
|
{
|
|
// float dist = -1; // default distance behind gun
|
|
|
|
// don't let the player try and change this
|
|
cg.renderingThirdPerson = qtrue;
|
|
|
|
// cg.refdefViewAngles[PITCH] += cg.overrides.thirdPersonPitchOffset? cg.overrides.thirdPersonPitchOffset: cg_thirdPersonPitchOffset.value;
|
|
// cg.refdefViewAngles[YAW] += cg.overrides.thirdPersonAngle ? cg.overrides.thirdPersonAngle : cg_thirdPersonAngle.value;;
|
|
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
|
|
// Slide in behind the gun.
|
|
// if ( gun->delay + 500 > cg.time )
|
|
// {
|
|
// dist -= (( gun->delay + 500 ) - cg.time ) * 0.02f;
|
|
// }
|
|
|
|
VectorCopy( gun->pos2, cg.refdef.vieworg );
|
|
VectorMA( cg.refdef.vieworg, -20.0f, gun->pos3, cg.refdef.vieworg );
|
|
if ( cg.snap->ps.viewEntity <= 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD )
|
|
{
|
|
VectorMA( cg.refdef.vieworg, 35.0f, gun->pos4, cg.refdef.vieworg );
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
/*
|
|
=================
|
|
CG_DrawActiveFrame
|
|
|
|
Generates and draws a game scene and status information at the given time.
|
|
=================
|
|
*/
|
|
extern void CG_BuildSolidList( void );
|
|
void cgi_CM_SnapPVS(vec3_t origin,byte *buffer);
|
|
extern vec3_t serverViewOrg;
|
|
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
|
|
qboolean inwater = qfalse;
|
|
|
|
cg.time = serverTime;
|
|
|
|
// update cvars
|
|
CG_UpdateCvars();
|
|
|
|
// if we are only updating the screen as a loading
|
|
// pacifier, don't even try to read snapshots
|
|
if ( cg.infoScreenText[0] != 0 ) {
|
|
CG_DrawInformation();
|
|
return;
|
|
}
|
|
|
|
|
|
CG_RunLightStyles();
|
|
|
|
// any looped sounds will be respecified as entities
|
|
// are added to the render list
|
|
cgi_S_ClearLoopingSounds();
|
|
|
|
// clear all the render lists
|
|
cgi_R_ClearScene();
|
|
|
|
CG_BuildSolidList();
|
|
|
|
// 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;
|
|
}
|
|
|
|
// make sure the lagometerSample and frame timing isn't done twice when in stereo
|
|
if ( stereoView != STEREO_RIGHT ) {
|
|
cg.frametime = cg.time - cg.oldTime;
|
|
cg.oldTime = cg.time;
|
|
}
|
|
// Make sure the helper has the updated time
|
|
theFxHelper.AdjustTime( cg.frametime );
|
|
|
|
// let the client system know what our weapon and zoom settings are
|
|
//FIXME: should really send forcePowersActive over network onto cg.snap->ps...
|
|
float speed = cg.refdef.fov_y / 75.0 * ((cg_entities[0].gent->client->ps.forcePowersActive&(1<<FP_SPEED))?1.0f:cg_timescale.value);
|
|
|
|
//FIXME: junk code, BUG:168
|
|
|
|
static bool wasForceSpeed=false;
|
|
bool isForceSpeed=cg_entities[0].gent->client->ps.forcePowersActive&(1<<FP_SPEED)?true:false;
|
|
if (isForceSpeed&&!wasForceSpeed)
|
|
{
|
|
CGCam_Smooth(0.75f,5000);
|
|
}
|
|
wasForceSpeed=isForceSpeed;
|
|
|
|
//
|
|
float mPitchOverride = 0.0f;
|
|
float mYawOverride = 0.0f;
|
|
if ( cg.snap->ps.clientNum == 0 )
|
|
{//pointless check, but..
|
|
if ( cg_entities[0].gent->s.eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
speed *= 0.25f;
|
|
}
|
|
if ( cg_entities[0].gent->s.eFlags & EF_IN_ATST )
|
|
{
|
|
mPitchOverride = 0.01f;
|
|
mYawOverride = 0.0075f;
|
|
}
|
|
}
|
|
cgi_SetUserCmdValue( cg.weaponSelect, speed, mPitchOverride, mYawOverride );
|
|
|
|
if ( stereoView == STEREO_LEFT ) {
|
|
// 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 = (qboolean)(
|
|
cg_thirdPerson.integer ||
|
|
(cg.snap->ps.stats[STAT_HEALTH] <= 0) ||
|
|
(g_entities[0].client &&
|
|
g_entities[0].client->NPC_class == CLASS_ATST));
|
|
|
|
if ( cg.zoomMode )
|
|
{
|
|
// zoomed characters should never do third person stuff??
|
|
cg.renderingThirdPerson = qfalse;
|
|
}
|
|
|
|
vr->in_camera = in_camera;
|
|
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();
|
|
}
|
|
|
|
// NOTE: this may completely override the camera
|
|
CG_RunEmplacedWeapon();
|
|
|
|
// first person blend blobs, done after AnglesToAxis
|
|
if ( !cg.renderingThirdPerson ) {
|
|
CG_DamageBlendBlob();
|
|
}
|
|
|
|
// build the render lists
|
|
if ( !cg.hyperspace ) {
|
|
CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
|
|
CG_AddMarks();
|
|
CG_AddLocalEntities();
|
|
}
|
|
|
|
//check for opaque water
|
|
if ( 1 )
|
|
{
|
|
vec3_t camTest;
|
|
VectorCopy( cg.refdef.vieworg, camTest );
|
|
camTest[2] += 6;
|
|
if ( !(CG_PointContents( camTest, 0 )&CONTENTS_SOLID) && !gi.inPVS( cg.refdef.vieworg, camTest ) )
|
|
{//crossed visible line into another room
|
|
cg.refdef.vieworg[2] -= 6;
|
|
//cgi_CM_SnapPVS(cg.refdef.vieworg,cg.snap->areamask);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( cg.refdef.vieworg, camTest );
|
|
camTest[2] -= 6;
|
|
if ( !(CG_PointContents( camTest, 0 )&CONTENTS_SOLID) && !gi.inPVS( cg.refdef.vieworg, camTest ) )
|
|
{
|
|
cg.refdef.vieworg[2] += 6;
|
|
//cgi_CM_SnapPVS(cg.refdef.vieworg,cg.snap->areamask);
|
|
}
|
|
else //if ( inwater )
|
|
{//extra-special hack... sometimes when crouched in water with first person lightsaber, your PVS is wrong???
|
|
/*
|
|
if ( !cg.renderingThirdPerson && (cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE) )
|
|
{//pseudo first-person for saber and fists
|
|
cgi_CM_SnapPVS(cg.refdef.vieworg,cg.snap->areamask);
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
//FIXME: first person crouch-uncrouch STILL FUCKS UP THE AREAMASK!!!
|
|
//if ( !VectorCompare2( cg.refdef.vieworg, cg.snap->ps.serverViewOrg ) && !gi.inPVS( cg.refdef.vieworg, cg.snap->ps.serverViewOrg ) )
|
|
{//actual view org and server's view org don't match and aren't same PVS, rebuild the areamask
|
|
//Com_Printf( S_COLOR_RED"%s != %s\n", vtos(cg.refdef.vieworg), vtos(cg.snap->ps.serverViewOrg) );
|
|
cgi_CM_SnapPVS( cg.refdef.vieworg, cg.snap->areamask );
|
|
}
|
|
|
|
|
|
|
|
if (vr->item_selector)
|
|
{
|
|
CG_DrawItemSelector();
|
|
}
|
|
else {
|
|
// Don't draw the in-view weapon when in camera mode
|
|
if (!in_camera
|
|
&& !cg_pano.integer
|
|
&& cg.snap->ps.weapon != WP_SABER
|
|
&& (cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD)) {
|
|
CG_AddViewWeapon(&cg.predicted_player_state);
|
|
} else if (cg.snap->ps.viewEntity != 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD &&
|
|
g_entities[cg.snap->ps.viewEntity].client) {
|
|
CG_AddViewWeapon(
|
|
&g_entities[cg.snap->ps.viewEntity].client->ps); // HAX - because I wanted to --eez
|
|
}
|
|
|
|
if (!in_camera
|
|
&& !cg.renderingThirdPerson
|
|
&& cg.predicted_player_state.stats[STAT_HEALTH] > 0
|
|
&& cg.snap->ps.weapon != WP_MELEE
|
|
&& !vr->weapon_stabilised
|
|
&& !cg_pano.integer
|
|
&& (cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD))
|
|
{
|
|
vec3_t end, forward;
|
|
refEntity_t handEnt;
|
|
memset( &handEnt, 0, sizeof(refEntity_t) );
|
|
BG_CalculateVROffHandPosition(handEnt.origin, handEnt.angles);
|
|
|
|
//Move it back a bit?
|
|
AngleVectors(handEnt.angles, forward, NULL, NULL);
|
|
VectorMA( handEnt.origin, -1.0f, forward, handEnt.origin );
|
|
|
|
|
|
handEnt.renderfx = RF_DEPTHHACK;
|
|
|
|
if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time ||
|
|
(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||
|
|
(cg.snap->ps.forcePowersActive & (1<<FP_LIGHTNING)))
|
|
{
|
|
handEnt.hModel = cgs.media.handModel_force;
|
|
}
|
|
else
|
|
{
|
|
handEnt.hModel = cgs.media.handModel_relaxed;
|
|
}
|
|
VectorCopy(handEnt.origin, handEnt.oldorigin);
|
|
AnglesToAxis(handEnt.angles, handEnt.axis);
|
|
|
|
cgi_R_AddRefEntityToScene(&handEnt);
|
|
}
|
|
}
|
|
|
|
if ( !cg.hyperspace )
|
|
{
|
|
//Add all effects
|
|
theFxScheduler.AddScheduledEffects( );
|
|
}
|
|
|
|
// finish up the rest of the refdef
|
|
if ( cg.testModelEntity.hModel ) {
|
|
CG_AddTestModel();
|
|
}
|
|
|
|
cg.refdef.time = cg.time;
|
|
memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );
|
|
|
|
// update audio positions
|
|
//This is done from the vieworg to get origin for non-attenuated sounds
|
|
cgi_S_UpdateAmbientSet( CG_ConfigString( CS_AMBIENT_SET ), cg.refdef.vieworg );
|
|
//NOTE: if we want to make you be able to hear far away sounds with electrobinoculars, add the hacked-in positional offset here (base on fov)
|
|
cgi_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
|
|
|
|
// warning sounds when powerup is wearing off
|
|
CG_PowerupTimerSounds();
|
|
|
|
if ( cg_pano.integer ) { // let's grab a panorama!
|
|
cg.levelShot = qtrue; //hide the 2d
|
|
VectorClear(cg.refdefViewAngles);
|
|
cg.refdefViewAngles[YAW] = -360 * cg_pano.integer/cg_panoNumShots.integer; //choose angle
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
CG_DrawActive( stereoView );
|
|
cg.levelShot = qfalse;
|
|
} else {
|
|
// actually issue the rendering calls
|
|
CG_DrawActive( stereoView );
|
|
}
|
|
/*
|
|
if ( in_camera && !cg_skippingcin.integer )
|
|
{
|
|
Com_Printf( S_COLOR_GREEN"ang: %s\n", vtos(cg.refdefViewAngles) );
|
|
}
|
|
*/
|
|
}
|
|
|