mirror of
https://github.com/DrBeef/QuakeQuest.git
synced 2024-11-25 05:21:48 +00:00
4be5f74ac5
Mostly corrected the FOV to avoid the "warp" Added an extra bullet time mode "SUPER" (can you guess?)
1274 lines
51 KiB
C
1274 lines
51 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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.
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See the 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, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// view.c -- player eye positioning
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#include "quakedef.h"
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#include "cl_collision.h"
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#include "image.h"
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/*
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The view is allowed to move slightly from it's true position for bobbing,
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but if it exceeds 8 pixels linear distance (spherical, not box), the list of
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entities sent from the server may not include everything in the pvs, especially
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when crossing a water boudnary.
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*/
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cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
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cvar_t cl_rollangle = {0, "cl_rollangle", "0.0", "how much to tilt the view when strafing"};
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cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.0", "view bobbing amount"};
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cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
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cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
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cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
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cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
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cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
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cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
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cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
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cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
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cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "0", "enables gun bobbing"};
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cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
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cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
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cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
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cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
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cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
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cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
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cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
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cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
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cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
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cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
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cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
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cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
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cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
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cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
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cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
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cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
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cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
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cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
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cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
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cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
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cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
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cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
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cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
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cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
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cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
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cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "0.6", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
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cvar_t v_kicktime = {0, "v_kicktime", "0.0", "how long a view kick from damage lasts"};
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cvar_t v_kickroll = {0, "v_kickroll", "0.0", "how much a view kick from damage rolls your view"};
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cvar_t v_kickpitch = {0, "v_kickpitch", "0.0 ", "how much a view kick from damage pitches your view"};
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cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
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cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
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cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
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cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
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cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
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cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
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cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
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cvar_t crosshair = {0, "crosshair", "0", "selects crosshair to use (0 is none)"};
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cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
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cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
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cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
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cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
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cvar_t chase_back = {CVAR_SAVE, "chase_back", "180", "chase cam distance from the player"};
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cvar_t chase_up = {CVAR_SAVE, "chase_up", "20", "chase cam distance from the player"};
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cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
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cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
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// GAME_GOODVSBAD2
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cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
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cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
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cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "0", "what roll angle to use when tilting the view while dead"};
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cvar_t cl_weaponoffset = {CVAR_SAVE, "cl_weaponoffset", "0.4", "gun handedness offset"};
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// Prophecy camera pitchangle by Alexander "motorsep" Zubov
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cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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float gunangles[3];
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float gunorg[3];
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float worldPosition[3];
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extern float weaponOffset[3];
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extern float hmdPosition[3];
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extern float playerHeight;
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extern cvar_t vr_worldscale;
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extern cvar_t cl_trackingmode;
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extern cvar_t cl_righthanded;
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/*
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===============
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V_CalcRoll
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Used by view and sv_user
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===============
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*/
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float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
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{
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vec3_t right;
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float sign;
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float side;
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float value;
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AngleVectors (angles, NULL, right, NULL);
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side = DotProduct (velocity, right);
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sign = side < 0 ? -1 : 1;
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side = fabs(side);
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value = cl_rollangle.value;
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if (side < cl_rollspeed.value)
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side = side * value / cl_rollspeed.value;
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else
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side = value;
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return side*sign;
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}
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void V_StartPitchDrift (void)
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{
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if (cl.laststop == cl.time)
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return; // something else is keeping it from drifting
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if (cl.nodrift || !cl.pitchvel)
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{
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cl.pitchvel = v_centerspeed.value;
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cl.nodrift = false;
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cl.driftmove = 0;
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}
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}
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void V_StopPitchDrift (void)
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{
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cl.laststop = cl.time;
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cl.nodrift = true;
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cl.pitchvel = 0;
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}
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/*
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===============
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V_DriftPitch
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Moves the client pitch angle towards cl.idealpitch sent by the server.
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If the user is adjusting pitch manually, either with lookup/lookdown,
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mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
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Drifting is enabled when the center view key is hit, mlook is released and
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lookspring is non 0, or when
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===============
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*/
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void V_DriftPitch (void)
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{
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float delta, move;
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if (noclip_anglehack || !cl.onground || cls.demoplayback )
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{
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cl.driftmove = 0;
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cl.pitchvel = 0;
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return;
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}
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// don't count small mouse motion
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if (cl.nodrift)
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{
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if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
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cl.driftmove = 0;
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else
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cl.driftmove += cl.realframetime;
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if ( cl.driftmove > v_centermove.value)
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{
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V_StartPitchDrift ();
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}
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return;
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}
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delta = cl.idealpitch - cl.viewangles[PITCH];
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if (!delta)
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{
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cl.pitchvel = 0;
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return;
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}
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move = cl.realframetime * cl.pitchvel;
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cl.pitchvel += cl.realframetime * v_centerspeed.value;
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if (delta > 0)
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{
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if (move > delta)
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{
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cl.pitchvel = 0;
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move = delta;
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}
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cl.viewangles[PITCH] += move;
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}
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else if (delta < 0)
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{
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if (move > -delta)
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{
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cl.pitchvel = 0;
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move = -delta;
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}
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cl.viewangles[PITCH] -= move;
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}
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}
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/*
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==============================================================================
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SCREEN FLASHES
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==============================================================================
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*/
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/*
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===============
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V_ParseDamage
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===============
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*/
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void V_ParseDamage (void)
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{
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int armor, blood;
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vec3_t from;
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//vec3_t forward, right;
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vec3_t localfrom;
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entity_t *ent;
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//float side;
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float count;
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armor = MSG_ReadByte(&cl_message);
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blood = MSG_ReadByte(&cl_message);
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MSG_ReadVector(&cl_message, from, cls.protocol);
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// Send the Dmg Globals to CSQC
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CL_VM_UpdateDmgGlobals(blood, armor, from);
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count = blood*0.5 + armor*0.5;
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if (count < 10)
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count = 10;
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cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
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cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
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cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
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if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
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cl.cshifts[CSHIFT_DAMAGE].percent = 0;
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if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
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cl.cshifts[CSHIFT_DAMAGE].percent = 150;
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if (armor > blood)
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{
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
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}
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else if (armor)
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{
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
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}
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else
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{
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
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}
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// calculate view angle kicks
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if (cl.entities[cl.viewentity].state_current.active)
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{
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ent = &cl.entities[cl.viewentity];
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Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
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VectorNormalize(localfrom);
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v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
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v_dmg_roll = count * localfrom[1] * v_kickroll.value;
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v_dmg_time = v_kicktime.value;
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}
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}
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static cshift_t v_cshift;
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/*
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==================
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V_cshift_f
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==================
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*/
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static void V_cshift_f (void)
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{
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v_cshift.destcolor[0] = atof(Cmd_Argv(1));
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v_cshift.destcolor[1] = atof(Cmd_Argv(2));
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v_cshift.destcolor[2] = atof(Cmd_Argv(3));
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v_cshift.percent = atof(Cmd_Argv(4));
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}
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/*
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==================
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V_BonusFlash_f
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When you run over an item, the server sends this command
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==================
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*/
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static void V_BonusFlash_f (void)
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{
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if(Cmd_Argc() == 1)
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{
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cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
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cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
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cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
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cl.cshifts[CSHIFT_BONUS].percent = 50;
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cl.cshifts[CSHIFT_BONUS].alphafade = 100;
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}
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else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
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{
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cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
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cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
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cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
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if(Cmd_Argc() >= 5)
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cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
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else
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cl.cshifts[CSHIFT_BONUS].percent = 50;
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if(Cmd_Argc() >= 6)
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cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
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else
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cl.cshifts[CSHIFT_BONUS].alphafade = 100;
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}
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else
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Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
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}
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/*
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==============================================================================
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VIEW RENDERING
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==============================================================================
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*/
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extern matrix4x4_t viewmodelmatrix_nobob;
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extern matrix4x4_t viewmodelmatrix_withbob;
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#include "cl_collision.h"
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#include "csprogs.h"
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/*
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==================
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V_CalcRefdef
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==================
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*/
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#if 0
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static vec3_t eyeboxmins = {-16, -16, -24};
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static vec3_t eyeboxmaxs = { 16, 16, 32};
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#endif
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static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
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{
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frac = bound(0, frac, 1);
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return (*store = *store * (1 - frac) + value * frac);
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}
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static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
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{
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lowpass(value, frac, store);
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return (*store = bound(value - limit, *store, value + limit));
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}
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static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
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{
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return value - lowpass(value, frac, store);
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}
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|
|
static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
|
|
{
|
|
return value - lowpass_limited(value, frac, limit, store);
|
|
}
|
|
|
|
static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
|
|
{
|
|
out[0] = lowpass(value[0], fracx, &store[0]);
|
|
out[1] = lowpass(value[1], fracy, &store[1]);
|
|
out[2] = lowpass(value[2], fracz, &store[2]);
|
|
}
|
|
|
|
static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
|
|
{
|
|
out[0] = highpass(value[0], fracx, &store[0]);
|
|
out[1] = highpass(value[1], fracy, &store[1]);
|
|
out[2] = highpass(value[2], fracz, &store[2]);
|
|
}
|
|
|
|
static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
|
|
{
|
|
out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
|
|
out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
|
|
out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
|
|
}
|
|
|
|
/*
|
|
* State:
|
|
* cl.bob2_smooth
|
|
* cl.bobfall_speed
|
|
* cl.bobfall_swing
|
|
* cl.gunangles_adjustment_highpass
|
|
* cl.gunangles_adjustment_lowpass
|
|
* cl.gunangles_highpass
|
|
* cl.gunangles_prev
|
|
* cl.gunorg_adjustment_highpass
|
|
* cl.gunorg_adjustment_lowpass
|
|
* cl.gunorg_highpass
|
|
* cl.gunorg_prev
|
|
* cl.hitgroundtime
|
|
* cl.lastongroundtime
|
|
* cl.oldongrounbd
|
|
* cl.stairsmoothtime
|
|
* cl.stairsmoothz
|
|
* cl.calcrefdef_prevtime
|
|
* Extra input:
|
|
* cl.movecmd[0].time
|
|
* cl.movevars_stepheight
|
|
* cl.movevars_timescale
|
|
* cl.oldtime
|
|
* cl.punchangle
|
|
* cl.punchvector
|
|
* cl.qw_intermission_angles
|
|
* cl.qw_intermission_origin
|
|
* cl.qw_weaponkick
|
|
* cls.protocol
|
|
* cl.time
|
|
* Output:
|
|
* cl.csqc_viewanglesfromengine
|
|
* cl.csqc_viewmodelmatrixfromengine
|
|
* cl.csqc_vieworiginfromengine
|
|
* r_refdef.view.matrix
|
|
* viewmodelmatrix_nobob
|
|
* viewmodelmatrix_withbob
|
|
*/
|
|
void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity)
|
|
{
|
|
float vieworg[3], viewangles[3], smoothtime;
|
|
matrix4x4_t tmpmatrix;
|
|
|
|
static float viewheightavg;
|
|
float viewheight;
|
|
#if 0
|
|
// begin of chase camera bounding box size for proper collisions by Alexander Zubov
|
|
vec3_t camboxmins = {-3, -3, -3};
|
|
vec3_t camboxmaxs = {3, 3, 3};
|
|
// end of chase camera bounding box size for proper collisions by Alexander Zubov
|
|
#endif
|
|
trace_t trace;
|
|
|
|
// react to clonground state changes (for gun bob)
|
|
if (clonground)
|
|
{
|
|
if (!cl.oldonground)
|
|
cl.hitgroundtime = cl.movecmd[0].time;
|
|
cl.lastongroundtime = cl.movecmd[0].time;
|
|
}
|
|
cl.oldonground = clonground;
|
|
cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
|
|
|
|
VectorClear(gunorg);
|
|
viewmodelmatrix_nobob = identitymatrix;
|
|
viewmodelmatrix_withbob = identitymatrix;
|
|
r_refdef.view.matrix = identitymatrix;
|
|
|
|
// player can look around, so take the origin from the entity,
|
|
// and the angles from the input system
|
|
Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
|
|
VectorCopy(clviewangles, viewangles);
|
|
|
|
// calculate how much time has passed since the last V_CalcRefdef
|
|
smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
|
|
cl.stairsmoothtime = cl.time;
|
|
|
|
// fade damage flash
|
|
if (v_dmg_time > 0)
|
|
v_dmg_time -= bound(0, smoothtime, 0.1);
|
|
|
|
if (clintermission)
|
|
{
|
|
// entity is a fixed camera, just copy the matrix
|
|
if (cls.protocol == PROTOCOL_QUAKEWORLD)
|
|
Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
|
|
else
|
|
{
|
|
r_refdef.view.matrix = *entrendermatrix;
|
|
Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
|
|
}
|
|
Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
|
|
Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
|
|
Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
|
|
|
|
VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
|
|
VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
|
|
|
|
Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
|
|
Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
|
|
}
|
|
else {
|
|
// smooth stair stepping, but only if clonground and enabled
|
|
if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
|
|
cl.stairsmoothz = vieworg[2];
|
|
else {
|
|
if (cl.stairsmoothz < vieworg[2])
|
|
vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight,
|
|
cl.stairsmoothz +
|
|
smoothtime * cl_stairsmoothspeed.value,
|
|
vieworg[2]);
|
|
else if (cl.stairsmoothz > vieworg[2])
|
|
vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime *
|
|
cl_stairsmoothspeed.value,
|
|
vieworg[2] + cl.movevars_stepheight);
|
|
}
|
|
|
|
// apply qw weapon recoil effect (this did not work in QW)
|
|
// TODO: add a cvar to disable this
|
|
viewangles[PITCH] += cl.qw_weaponkick;
|
|
|
|
// apply the viewofs (even if chasecam is used)
|
|
// Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
|
|
viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) /
|
|
max(0.0001, cl_smoothviewheight.value), 1);
|
|
viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
|
|
vieworg[2] += viewheightavg;
|
|
|
|
|
|
if (chase_active.value) {
|
|
// observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
|
|
vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
|
|
|
|
camback = chase_back.value;
|
|
camup = chase_up.value;
|
|
campitch = chase_pitchangle.value;
|
|
|
|
AngleVectors(viewangles, forward, NULL, NULL);
|
|
|
|
if (chase_overhead.integer) {
|
|
#if 1
|
|
vec3_t offset;
|
|
vec3_t bestvieworg;
|
|
#endif
|
|
vec3_t up;
|
|
viewangles[PITCH] = 0;
|
|
AngleVectors(viewangles, forward, NULL, up);
|
|
// trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
|
|
chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
|
|
chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
|
|
chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
|
|
#if 0
|
|
#if 1
|
|
//trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
|
|
trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
|
|
#else
|
|
//trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
|
|
trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
|
|
#endif
|
|
VectorCopy(trace.endpos, vieworg);
|
|
vieworg[2] -= 8;
|
|
#else
|
|
// trace from first person view location to our chosen third person view location
|
|
#if 1
|
|
trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL,
|
|
SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY,
|
|
true, false, NULL, false, true);
|
|
#else
|
|
trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
|
|
#endif
|
|
VectorCopy(trace.endpos, bestvieworg);
|
|
offset[2] = 0;
|
|
for (offset[0] = -16; offset[0] <= 16; offset[0] += 8) {
|
|
for (offset[1] = -16; offset[1] <= 16; offset[1] += 8) {
|
|
AngleVectors(viewangles, NULL, NULL, up);
|
|
chase_dest[0] =
|
|
vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
|
|
chase_dest[1] =
|
|
vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
|
|
chase_dest[2] =
|
|
vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
|
|
#if 1
|
|
trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL,
|
|
SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY |
|
|
SUPERCONTENTS_SKY, true, false, NULL, false, true);
|
|
#else
|
|
trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
|
|
#endif
|
|
if (bestvieworg[2] > trace.endpos[2])
|
|
bestvieworg[2] = trace.endpos[2];
|
|
}
|
|
}
|
|
bestvieworg[2] -= 8;
|
|
VectorCopy(bestvieworg, vieworg);
|
|
#endif
|
|
viewangles[PITCH] = campitch;
|
|
} else {
|
|
if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer) {
|
|
// look straight down from high above
|
|
viewangles[PITCH] = 90;
|
|
camback = 2048;
|
|
VectorSet(forward, 0, 0, -1);
|
|
}
|
|
|
|
// trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
|
|
dist = -camback - 8;
|
|
chase_dest[0] = vieworg[0] + forward[0] * dist;
|
|
chase_dest[1] = vieworg[1] + forward[1] * dist;
|
|
chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
|
|
trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL,
|
|
SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY,
|
|
true, false, NULL, false, true);
|
|
VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
|
|
}
|
|
} else {
|
|
// first person view from entity
|
|
// angles
|
|
//if (cldead && v_deathtilt.integer)
|
|
// viewangles[ROLL] = v_deathtiltangle.value;
|
|
//VectorAdd(viewangles, cl.punchangle, viewangles);
|
|
viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
|
|
if (v_dmg_time > 0) {
|
|
viewangles[ROLL] += v_dmg_time / v_kicktime.value * v_dmg_roll;
|
|
viewangles[PITCH] += v_dmg_time / v_kicktime.value * v_dmg_pitch;
|
|
}
|
|
// origin
|
|
//VectorAdd(vieworg, cl.punchvector, vieworg);
|
|
if (!cldead) {
|
|
double xyspeed, bob, bobfall;
|
|
float cycle;
|
|
vec_t frametime;
|
|
|
|
frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
|
|
|
|
// 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
|
|
if (teleported) {
|
|
// try to fix the first highpass; result is NOT
|
|
// perfect! TODO find a better fix
|
|
VectorCopy(viewangles, cl.gunangles_prev);
|
|
VectorCopy(vieworg, cl.gunorg_prev);
|
|
}
|
|
|
|
// 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
|
|
VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
|
|
highpass3_limited(vieworg, frametime * cl_followmodel_side_highpass1.value,
|
|
cl_followmodel_side_limit.value,
|
|
frametime * cl_followmodel_side_highpass1.value,
|
|
cl_followmodel_side_limit.value,
|
|
frametime * cl_followmodel_up_highpass1.value,
|
|
cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
|
|
VectorCopy(vieworg, cl.gunorg_prev);
|
|
VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
|
|
|
|
// in the highpass, we _store_ the DIFFERENCE to the actual view angles...
|
|
VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
|
|
cl.gunangles_highpass[PITCH] +=
|
|
360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
|
|
cl.gunangles_highpass[YAW] +=
|
|
360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
|
|
cl.gunangles_highpass[ROLL] +=
|
|
360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
|
|
VectorCopy(viewangles, cl.gunangles_prev);
|
|
VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
|
|
|
|
// 3calculate the RAW adjustment vectors
|
|
gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
|
|
gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
|
|
gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
|
|
|
|
|
|
// 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
|
|
// trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
|
|
highpass3(gunorg, frametime * cl_followmodel_side_highpass.value,
|
|
frametime * cl_followmodel_side_highpass.value,
|
|
frametime * cl_followmodel_up_highpass.value,
|
|
cl.gunorg_adjustment_highpass, gunorg);
|
|
lowpass3(gunorg, frametime * cl_followmodel_side_lowpass.value,
|
|
frametime * cl_followmodel_side_lowpass.value,
|
|
frametime * cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass,
|
|
gunorg);
|
|
|
|
|
|
|
|
// 5. use the adjusted vectors
|
|
VectorAdd(vieworg, gunorg, gunorg);
|
|
|
|
// bounded XY speed, used by several effects below
|
|
xyspeed = bound (0, sqrt(clvelocity[0] * clvelocity[0] +
|
|
clvelocity[1] * clvelocity[1]), 400);
|
|
|
|
// vertical view bobbing code
|
|
if (cl_bob.value && cl_bobcycle.value) {
|
|
// LordHavoc: this code is *weird*, but not replacable (I think it
|
|
// should be done in QC on the server, but oh well, quake is quake)
|
|
// LordHavoc: figured out bobup: the time at which the sin is at 180
|
|
// degrees (which allows lengthening or squishing the peak or valley)
|
|
cycle = cl.time / cl_bobcycle.value;
|
|
cycle -= (int) cycle;
|
|
if (cycle < cl_bobup.value)
|
|
cycle = sin(M_PI * cycle / cl_bobup.value);
|
|
else
|
|
cycle = sin(
|
|
M_PI + M_PI * (cycle - cl_bobup.value) / (1.0 - cl_bobup.value));
|
|
// bob is proportional to velocity in the xy plane
|
|
// (don't count Z, or jumping messes it up)
|
|
bob = xyspeed * bound(0, cl_bob.value, 0.05);
|
|
bob = bob * 0.3 + bob * 0.7 * cycle;
|
|
vieworg[2] += bob;
|
|
// we also need to adjust gunorg, or this appears like pushing the gun!
|
|
// In the old code, this was applied to vieworg BEFORE copying to gunorg,
|
|
// but this is not viable with the new followmodel code as that would mean
|
|
// that followmodel would work on the munged-by-bob vieworg and do feedback
|
|
gunorg[2] += bob;
|
|
}
|
|
|
|
// horizontal view bobbing code
|
|
if (cl_bob2.value && cl_bob2cycle.value) {
|
|
vec3_t bob2vel;
|
|
vec3_t forward, right, up;
|
|
float side, front;
|
|
|
|
cycle = cl.time / cl_bob2cycle.value;
|
|
cycle -= (int) cycle;
|
|
if (cycle < 0.5)
|
|
cycle = cos(M_PI * cycle /
|
|
0.5); // cos looks better here with the other view bobbing using sin
|
|
else
|
|
cycle = cos(M_PI + M_PI * (cycle - 0.5) / 0.5);
|
|
bob = bound(0, cl_bob2.value, 0.05) * cycle;
|
|
|
|
// this value slowly decreases from 1 to 0 when we stop touching the ground.
|
|
// The cycle is later multiplied with it so the view smooths back to normal
|
|
if (clonground &&
|
|
!clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
|
|
cl.bob2_smooth = 1;
|
|
else {
|
|
if (cl.bob2_smooth > 0)
|
|
cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
|
|
else
|
|
cl.bob2_smooth = 0;
|
|
}
|
|
|
|
// calculate the front and side of the player between the X and Y axes
|
|
AngleVectors(viewangles, forward, right, up);
|
|
// now get the speed based on those angles. The bounds should match the same value as xyspeed's
|
|
side = bound(-400, DotProduct(clvelocity, right) * cl.bob2_smooth, 400);
|
|
front = bound(-400, DotProduct(clvelocity, forward) * cl.bob2_smooth, 400);
|
|
VectorScale(forward, bob, forward);
|
|
VectorScale(right, bob, right);
|
|
// we use side with forward and front with right, so the bobbing goes
|
|
// to the side when we walk forward and to the front when we strafe
|
|
VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
|
|
vieworg[0] += bob2vel[0];
|
|
vieworg[1] += bob2vel[1];
|
|
// we also need to adjust gunorg, or this appears like pushing the gun!
|
|
// In the old code, this was applied to vieworg BEFORE copying to gunorg,
|
|
// but this is not viable with the new followmodel code as that would mean
|
|
// that followmodel would work on the munged-by-bob vieworg and do feedback
|
|
gunorg[0] += bob2vel[0];
|
|
gunorg[1] += bob2vel[1];
|
|
}
|
|
|
|
// fall bobbing code
|
|
// causes the view to swing down and back up when touching the ground
|
|
if (cl_bobfall.value && cl_bobfallcycle.value) {
|
|
if (!clonground) {
|
|
cl.bobfall_speed =
|
|
bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
|
|
if (clvelocity[2] < -cl_bobfallminspeed.value)
|
|
cl.bobfall_swing = 1;
|
|
else
|
|
cl.bobfall_swing = 0; // TODO really?
|
|
} else {
|
|
cl.bobfall_swing = max(0, cl.bobfall_swing -
|
|
cl_bobfallcycle.value * frametime);
|
|
|
|
bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
|
|
vieworg[2] += bobfall;
|
|
gunorg[2] += bobfall;
|
|
}
|
|
}
|
|
|
|
// gun model bobbing code
|
|
if (cl_bobmodel.value) {
|
|
// calculate for swinging gun model
|
|
// the gun bobs when running on the ground, but doesn't bob when you're in the air.
|
|
// Sajt: I tried to smooth out the transitions between bob and no bob, which works
|
|
// for the most part, but for some reason when you go through a message trigger or
|
|
// pick up an item or anything like that it will momentarily jolt the gun.
|
|
vec3_t forward, right, up;
|
|
float bspeed;
|
|
float s;
|
|
float t;
|
|
|
|
s = cl.time * cl_bobmodel_speed.value;
|
|
if (clonground) {
|
|
if (cl.time - cl.hitgroundtime < 0.2) {
|
|
// just hit the ground, speed the bob back up over the next 0.2 seconds
|
|
t = cl.time - cl.hitgroundtime;
|
|
t = bound(0, t, 0.2);
|
|
t *= 5;
|
|
} else
|
|
t = 1;
|
|
} else {
|
|
// recently left the ground, slow the bob down over the next 0.2 seconds
|
|
t = cl.time - cl.lastongroundtime;
|
|
t = 0.2 - bound(0, t, 0.2);
|
|
t *= 5;
|
|
}
|
|
|
|
bspeed = xyspeed * 0.01f;
|
|
AngleVectors(gunangles, forward, right, up);
|
|
bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin(s) * t;
|
|
VectorMA (gunorg, bob, right, gunorg);
|
|
bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos(s * 2) * t;
|
|
VectorMA (gunorg, bob, up, gunorg);
|
|
}
|
|
}
|
|
}
|
|
// calculate a view matrix for rendering the scene
|
|
if (v_idlescale.value) {
|
|
viewangles[0] +=
|
|
v_idlescale.value * sin(cl.time * v_ipitch_cycle.value) * v_ipitch_level.value;
|
|
viewangles[1] +=
|
|
v_idlescale.value * sin(cl.time * v_iyaw_cycle.value) * v_iyaw_level.value;
|
|
viewangles[2] +=
|
|
v_idlescale.value * sin(cl.time * v_iroll_cycle.value) * v_iroll_level.value;
|
|
}
|
|
|
|
//Custom scaling required
|
|
matrix4x4_t weapon_position_adjust;
|
|
Matrix4x4_CreateTranslate(&weapon_position_adjust, -6.0f, 0.0f, 7.0f);
|
|
float weaponScale = cl_viewmodel_scale.value;
|
|
|
|
matrix4x4_t weapon_pitch_adjust; // small adjustment to the pitch for the model
|
|
Matrix4x4_CreateFromQuakeEntity(&weapon_pitch_adjust, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f);
|
|
|
|
// fb / lr / ud
|
|
if (cl.stats[STAT_ACTIVEWEAPON] == IT_ROCKET_LAUNCHER)
|
|
{
|
|
Matrix4x4_CreateTranslate(&weapon_position_adjust, -16.0f, 0.0f, 11.0f);
|
|
Matrix4x4_CreateFromQuakeEntity(&weapon_pitch_adjust, 0.0f, 0.0f, 0.0f, -5.0f, 0.0f, 0.0f, 1.0f);
|
|
weaponScale = 0.45f;
|
|
}
|
|
else if (cl.stats[STAT_ACTIVEWEAPON] == IT_GRENADE_LAUNCHER)
|
|
{
|
|
Matrix4x4_CreateTranslate(&weapon_position_adjust, -8.0f, 0.0f, 10.0f);
|
|
}
|
|
else if (cl.stats[STAT_ACTIVEWEAPON] == IT_AXE)
|
|
{
|
|
Matrix4x4_CreateTranslate(&weapon_position_adjust, -22.0f, 12.0f, 28.0f);
|
|
weaponScale = 0.5f;
|
|
}
|
|
else if (cl.stats[STAT_ACTIVEWEAPON] == IT_SHOTGUN)
|
|
{
|
|
Matrix4x4_CreateTranslate(&weapon_position_adjust, -6.0f, 0.0f, 7.0f);
|
|
Matrix4x4_CreateFromQuakeEntity(&weapon_pitch_adjust, 0.0f, 0.0f, 0.0f, -5.0f, 0.0f, 0.0f, 1.0f);
|
|
weaponScale = 0.65f;
|
|
}
|
|
else if (cl.stats[STAT_ACTIVEWEAPON] == IT_SUPER_SHOTGUN)
|
|
{
|
|
Matrix4x4_CreateTranslate(&weapon_position_adjust, -7.0f, 0.0f, 8.0f);
|
|
weaponScale = 0.9f;
|
|
}
|
|
else if (cl.stats[STAT_ACTIVEWEAPON] == IT_SUPER_NAILGUN)
|
|
{
|
|
Matrix4x4_CreateTranslate(&weapon_position_adjust, -16.0f, 0.0f, 16.0f);
|
|
weaponScale = 0.4f;
|
|
}
|
|
else if (cl.stats[STAT_ACTIVEWEAPON] == IT_NAILGUN)
|
|
{
|
|
Matrix4x4_CreateTranslate(&weapon_position_adjust, -12.0f, 0.0f, 14.0f);
|
|
weaponScale = 0.5f;
|
|
}
|
|
else if (cl.stats[STAT_ACTIVEWEAPON] == IT_LIGHTNING)
|
|
{
|
|
Matrix4x4_CreateTranslate(&weapon_position_adjust, -8.0f, 0.0f, 9.0f);
|
|
}
|
|
else if (cl.stats[STAT_ACTIVEWEAPON] == IT_SUPER_LIGHTNING)
|
|
{
|
|
Matrix4x4_CreateTranslate(&weapon_position_adjust, -8.0f, 0.0f, 9.0f);
|
|
}
|
|
|
|
{
|
|
vieworg[2] += ((hmdPosition[1] - playerHeight) * vr_worldscale.value); // Up/Down
|
|
}
|
|
|
|
if (cl_trackingmode.integer == 0) //3DoF
|
|
{
|
|
VectorCopy(vieworg, gunorg);
|
|
|
|
{
|
|
//Move gun to left or right depending on handedness
|
|
matrix4x4_t temp;
|
|
Matrix4x4_CreateTranslate(&temp, 10.0f, ((cl_righthanded.integer ? -1.0f : 1.0f) * cl_weaponoffset.value * vr_worldscale.value), -10.0f);
|
|
matrix4x4_t temp2;
|
|
Matrix4x4_Concat(&temp2, &weapon_position_adjust, &temp);
|
|
Matrix4x4_Copy(&weapon_position_adjust, &temp2);
|
|
}
|
|
|
|
//viewmodelmatrix_withbob
|
|
matrix4x4_t temp;
|
|
Matrix4x4_CreateFromQuakeEntity(&temp, vieworg[0],
|
|
vieworg[1],
|
|
vieworg[2],
|
|
gunangles[0],
|
|
gunangles[1],
|
|
//No roll
|
|
0.0f, weaponScale);
|
|
Matrix4x4_Concat(&viewmodelmatrix_withbob, &temp, &weapon_position_adjust);
|
|
|
|
//Now set the gun origin from the matrix for use later
|
|
Matrix4x4_OriginFromMatrix(&viewmodelmatrix_withbob, gunorg);
|
|
|
|
Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
|
|
|
|
// calculate a viewmodel matrix for use in view-attached entities
|
|
Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
|
|
Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
|
|
}
|
|
else //6DoF
|
|
{
|
|
Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1],
|
|
vieworg[2],
|
|
viewangles[0], viewangles[1], viewangles[2], 1);
|
|
|
|
// calculate a viewmodel matrix for use in view-attached entities
|
|
Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
|
|
Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
|
|
|
|
VectorSet(gunorg, vieworg[0] - weaponOffset[2] * vr_worldscale.value,
|
|
vieworg[1] - weaponOffset[0] * vr_worldscale.value,
|
|
vieworg[2] + weaponOffset[1] * vr_worldscale.value);
|
|
|
|
//viewmodelmatrix_withbob
|
|
matrix4x4_t temp;
|
|
Matrix4x4_CreateFromQuakeEntity(&temp, gunorg[0],
|
|
gunorg[1],
|
|
gunorg[2],
|
|
gunangles[0],
|
|
gunangles[1],
|
|
gunangles[2], weaponScale);
|
|
matrix4x4_t temp2;
|
|
Matrix4x4_Concat(&temp2, &weapon_position_adjust, &weapon_pitch_adjust);
|
|
|
|
Matrix4x4_Concat(&viewmodelmatrix_withbob, &temp, &temp2);
|
|
}
|
|
|
|
VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
|
|
VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
|
|
|
|
Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
|
|
Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
|
|
}
|
|
|
|
cl.calcrefdef_prevtime = cl.time;
|
|
}
|
|
|
|
void V_CalcRefdef (void)
|
|
{
|
|
entity_t *ent;
|
|
qboolean cldead;
|
|
|
|
if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
|
|
{
|
|
// ent is the view entity (visible when out of body)
|
|
ent = &cl.entities[cl.viewentity];
|
|
|
|
cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
|
|
V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, false, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
|
|
}
|
|
else
|
|
{
|
|
viewmodelmatrix_nobob = identitymatrix;
|
|
viewmodelmatrix_withbob = identitymatrix;
|
|
cl.csqc_viewmodelmatrixfromengine = identitymatrix;
|
|
r_refdef.view.matrix = identitymatrix;
|
|
VectorClear(cl.csqc_vieworiginfromengine);
|
|
VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
|
|
}
|
|
}
|
|
|
|
void V_FadeViewFlashs(void)
|
|
{
|
|
// don't flash if time steps backwards
|
|
if (cl.time <= cl.oldtime)
|
|
return;
|
|
// drop the damage value
|
|
cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
|
|
if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
|
|
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
|
|
// drop the bonus value
|
|
cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
|
|
if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
|
|
cl.cshifts[CSHIFT_BONUS].percent = 0;
|
|
}
|
|
|
|
void V_CalcViewBlend(void)
|
|
{
|
|
float a2;
|
|
int j;
|
|
r_refdef.viewblend[0] = 0;
|
|
r_refdef.viewblend[1] = 0;
|
|
r_refdef.viewblend[2] = 0;
|
|
r_refdef.viewblend[3] = 0;
|
|
r_refdef.frustumscale_x = 1;
|
|
r_refdef.frustumscale_y = 1;
|
|
if (cls.state == ca_connected && cls.signon == SIGNONS)
|
|
{
|
|
// set contents color
|
|
int supercontents;
|
|
vec3_t vieworigin;
|
|
Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
|
|
supercontents = CL_PointSuperContents(vieworigin);
|
|
if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
|
|
{
|
|
r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
|
|
r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
|
|
if (supercontents & SUPERCONTENTS_LAVA)
|
|
{
|
|
cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
|
|
cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
|
|
cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
|
|
}
|
|
else if (supercontents & SUPERCONTENTS_SLIME)
|
|
{
|
|
cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
|
|
cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
|
|
cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
|
|
}
|
|
else
|
|
{
|
|
cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
|
|
cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
|
|
cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
|
|
}
|
|
cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
|
|
}
|
|
else
|
|
{
|
|
cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
|
|
cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
|
|
cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
|
|
cl.cshifts[CSHIFT_CONTENTS].percent = 0;
|
|
}
|
|
|
|
if (gamemode != GAME_TRANSFUSION)
|
|
{
|
|
if (cl.stats[STAT_ITEMS] & IT_QUAD)
|
|
{
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 30;
|
|
}
|
|
else if (cl.stats[STAT_ITEMS] & IT_SUIT)
|
|
{
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 20;
|
|
}
|
|
else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
|
|
{
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 100;
|
|
}
|
|
else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
|
|
{
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 30;
|
|
}
|
|
else
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 0;
|
|
}
|
|
|
|
cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
|
|
cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
|
|
cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
|
|
cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
|
|
|
|
// LordHavoc: fixed V_CalcBlend
|
|
for (j = 0;j < NUM_CSHIFTS;j++)
|
|
{
|
|
a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
|
|
if (a2 > 0)
|
|
{
|
|
VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
|
|
r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
|
|
}
|
|
}
|
|
// saturate color (to avoid blending in black)
|
|
if (r_refdef.viewblend[3])
|
|
{
|
|
a2 = 1 / r_refdef.viewblend[3];
|
|
VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
|
|
}
|
|
r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
|
|
r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
|
|
r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
|
|
r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
|
|
if (vid.sRGB3D)
|
|
{
|
|
r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
|
|
r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
|
|
r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
|
|
}
|
|
else
|
|
{
|
|
r_refdef.viewblend[0] *= (1.0f/256.0f);
|
|
r_refdef.viewblend[1] *= (1.0f/256.0f);
|
|
r_refdef.viewblend[2] *= (1.0f/256.0f);
|
|
}
|
|
|
|
// Samual: Ugly hack, I know. But it's the best we can do since
|
|
// there is no way to detect client states from the engine.
|
|
if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
|
|
cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
|
|
{
|
|
cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
|
|
cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
|
|
}
|
|
else
|
|
cl.deathfade = 0.0f;
|
|
|
|
if(cl.deathfade > 0)
|
|
{
|
|
float a;
|
|
float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
|
|
a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
|
|
if(a > 0)
|
|
VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
|
|
r_refdef.viewblend[3] = a;
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
=============
|
|
V_Init
|
|
=============
|
|
*/
|
|
void V_Init (void)
|
|
{
|
|
Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
|
|
Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks");
|
|
Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
|
|
|
|
Cvar_RegisterVariable (&v_centermove);
|
|
Cvar_RegisterVariable (&v_centerspeed);
|
|
|
|
Cvar_RegisterVariable (&v_iyaw_cycle);
|
|
Cvar_RegisterVariable (&v_iroll_cycle);
|
|
Cvar_RegisterVariable (&v_ipitch_cycle);
|
|
Cvar_RegisterVariable (&v_iyaw_level);
|
|
Cvar_RegisterVariable (&v_iroll_level);
|
|
Cvar_RegisterVariable (&v_ipitch_level);
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|
|
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Cvar_RegisterVariable (&v_idlescale);
|
|
Cvar_RegisterVariable (&crosshair);
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|
|
|
Cvar_RegisterVariable (&cl_rollspeed);
|
|
Cvar_RegisterVariable (&cl_rollangle);
|
|
Cvar_RegisterVariable (&cl_bob);
|
|
Cvar_RegisterVariable (&cl_bobcycle);
|
|
Cvar_RegisterVariable (&cl_bobup);
|
|
Cvar_RegisterVariable (&cl_bob2);
|
|
Cvar_RegisterVariable (&cl_bob2cycle);
|
|
Cvar_RegisterVariable (&cl_bob2smooth);
|
|
Cvar_RegisterVariable (&cl_bobfall);
|
|
Cvar_RegisterVariable (&cl_bobfallcycle);
|
|
Cvar_RegisterVariable (&cl_bobfallminspeed);
|
|
Cvar_RegisterVariable (&cl_bobmodel);
|
|
Cvar_RegisterVariable (&cl_bobmodel_side);
|
|
Cvar_RegisterVariable (&cl_bobmodel_up);
|
|
Cvar_RegisterVariable (&cl_bobmodel_speed);
|
|
|
|
Cvar_RegisterVariable (&cl_leanmodel);
|
|
Cvar_RegisterVariable (&cl_leanmodel_side_speed);
|
|
Cvar_RegisterVariable (&cl_leanmodel_side_limit);
|
|
Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
|
|
Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
|
|
Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
|
|
Cvar_RegisterVariable (&cl_leanmodel_up_speed);
|
|
Cvar_RegisterVariable (&cl_leanmodel_up_limit);
|
|
Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
|
|
Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
|
|
Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
|
|
|
|
Cvar_RegisterVariable (&cl_followmodel);
|
|
Cvar_RegisterVariable (&cl_followmodel_side_speed);
|
|
Cvar_RegisterVariable (&cl_followmodel_side_limit);
|
|
Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
|
|
Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
|
|
Cvar_RegisterVariable (&cl_followmodel_side_highpass);
|
|
Cvar_RegisterVariable (&cl_followmodel_up_speed);
|
|
Cvar_RegisterVariable (&cl_followmodel_up_limit);
|
|
Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
|
|
Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
|
|
Cvar_RegisterVariable (&cl_followmodel_up_highpass);
|
|
|
|
Cvar_RegisterVariable (&cl_viewmodel_scale);
|
|
|
|
Cvar_RegisterVariable (&v_kicktime);
|
|
Cvar_RegisterVariable (&v_kickroll);
|
|
Cvar_RegisterVariable (&v_kickpitch);
|
|
|
|
Cvar_RegisterVariable (&cl_stairsmoothspeed);
|
|
|
|
Cvar_RegisterVariable (&cl_smoothviewheight);
|
|
|
|
Cvar_RegisterVariable (&chase_back);
|
|
Cvar_RegisterVariable (&chase_up);
|
|
Cvar_RegisterVariable (&chase_active);
|
|
Cvar_RegisterVariable (&chase_overhead);
|
|
Cvar_RegisterVariable (&chase_pitchangle);
|
|
Cvar_RegisterVariable (&chase_stevie);
|
|
|
|
Cvar_RegisterVariable (&cl_weaponoffset);
|
|
|
|
Cvar_RegisterVariable (&v_deathtilt);
|
|
Cvar_RegisterVariable (&v_deathtiltangle);
|
|
}
|
|
|