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1707 lines
50 KiB
C
1707 lines
50 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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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_screenfx.h"
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#define MAX_SHAKE_INTENSITY 16.0f
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#define FRAMES_DOOR 16
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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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=================
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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 ( trap_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 = trap_R_RegisterModel( cg.testModelName );
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if ( trap_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 = trap_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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// 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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trap_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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static void CG_CalcVrect (void) {
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int size;
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// the intermission should allways be full screen
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if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
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size = 100;
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} else {
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// bound normal viewsize
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if (cg_viewsize.integer < 30) {
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trap_Cvar_Set ("cg_viewsize","30");
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size = 30;
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} else if (cg_viewsize.integer > 100) {
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trap_Cvar_Set ("cg_viewsize","100");
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size = 100;
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} else {
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size = cg_viewsize.integer;
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}
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}
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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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New Third Person Camera Code
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TiM: Based off of the logic of the camera code in Raven's Jedi Knight series,
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however written by me, and tuned down since EF may not be that fast to handle
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all of it.
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Although I consider copying someone else's logic to be somewhat lame, my programming
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skills are not yet at the point I could do this by myself. I understand the concept behind
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how the camera is offset and how the relevant angles are calculated, but am unsure how this
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is coupled with a non-linear interpolation algorithm.
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I am hoping that being able to trace how the JK code works will enlighten me to some
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furthur graphical programming methodology
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Meanings of CG variables from JKA:
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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.refdef.viewangles
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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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//TiM: Static Global Variables
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#define CAMERA_DAMP_INTERVAL 50
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#define CAMERA_SIZE 4
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#define MASK_CAMERACLIP (MASK_SOLID|CONTENTS_PLAYERCLIP)
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//Bounding Boxes for volume traces
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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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//Directional Vectors
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vec3_t cameraForward, cameraUp, cameraRight;
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vec3_t cameraFocusAngles, cameraFocusLoc; //location and view angles of the player's head
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vec3_t cameraIdealTarget, cameraIdealLoc; //location and view angles of where the camera should be
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vec3_t cameraCurTarget={0,0,0}, cameraCurLoc={0,0,0}; //Current view and location of camera
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vec3_t CameraOldLoc={0,0,0}, cameraNewLoc={0,0,0}; //Backup data for the lerp func
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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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qboolean freeRotate;
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/*
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===============
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CG_CalcIdealThirdPersonViewTarget
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TiM:
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First Function : Calculate the point we should be looking at
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as long as nothing is in the way
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===============
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*/
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static void CG_CalcIdealThirdPersonViewTarget ( void ) {
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//ATM, vieworg is the base of the feet
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VectorCopy ( cg.refdef.vieworg, cameraFocusLoc );
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//offset the Z value so it lines up with the eyeheight of the player
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if ( freeRotate )
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VectorMA( cameraFocusLoc, (float)cg.predictedPlayerState.viewheight * cgs.clientinfo[cg.predictedPlayerState.clientNum].height, cameraUp, cameraFocusLoc );
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else
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cameraFocusLoc[2] += (float)cg.predictedPlayerState.viewheight * cgs.clientinfo[cg.predictedPlayerState.clientNum].height; //cg.snap->ps.viewheight
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// emote based model offset
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if ( cg.predictedPlayerState.stats[EMOTES] & EMOTE_LOWER )
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{
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vec3_t yawForward, forward;
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VectorSet( yawForward, 0, cg.predictedPlayerEntity.pe.legs.yawAngle, 0 );
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AngleVectors( yawForward, forward, NULL, NULL );
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VectorMA( cameraFocusLoc, cgs.clientinfo[cg.predictedPlayerState.clientNum].modelOffset, forward, cameraFocusLoc );
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}
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//Transfer FocusLoc to CamTarget and use that from there
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VectorCopy( cameraFocusLoc, cameraIdealTarget );
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//Add in Horz offset
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if ( cg.zoomedLeft ) {
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float ratio = cg_thirdPersonRange.value * 0.02f;
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if ( ratio > 1.0f ) ratio = 1.0f;
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cg_thirdPersonHorzOffset.value += ( cg_thirdPersonZoomRate.value * ratio * 0.075 );
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}
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if ( cg.zoomedRight ) {
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float ratio = cg_thirdPersonRange.value * 0.02f;
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if ( ratio > 1.0f ) ratio = 1.0f;
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cg_thirdPersonHorzOffset.value -= ( cg_thirdPersonZoomRate.value * ratio * 0.075 );
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}
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if ( cg_thirdPersonHorzOffset.value ) {
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VectorMA( cameraIdealTarget, -cg_thirdPersonHorzOffset.value, cameraRight, cameraIdealTarget );
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}
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//Add in the vertOffset
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if ( cg.zoomedUp ) {
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float ratio = cg_thirdPersonRange.value * 0.02f;
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if ( ratio > 1.0f ) ratio = 1.0f;
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cg_thirdPersonVertOffset.value += ( cg_thirdPersonZoomRate.value * ratio * 0.075 );
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}
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if ( cg.zoomedDown ) {
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float ratio = cg_thirdPersonRange.value * 0.02f;
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if ( ratio > 1.0f ) ratio = 1.0f;
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cg_thirdPersonVertOffset.value -= ( cg_thirdPersonZoomRate.value * ratio * 0.075 );
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}
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if ( cg_thirdPersonVertOffset.value ) {
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if ( freeRotate )
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VectorMA( cameraFocusLoc, cg_thirdPersonVertOffset.value, cameraUp, cameraFocusLoc );
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else
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cameraIdealTarget[2] += cg_thirdPersonVertOffset.value;
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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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TiM:
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Second Function : Calculate the point we should be looking out
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from given all is good :)
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===============
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*/
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static void CG_CalcIdealThirdPersonViewLocation ( void ) {
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//float offset;
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if ( cg.zoomedForward ) {
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cg_thirdPersonRange.value -= ( cg_thirdPersonZoomRate.value * 0.1 );
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}
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else if ( cg.zoomedBackward ) {
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cg_thirdPersonRange.value += ( cg_thirdPersonZoomRate.value * 0.1 );
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}
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VectorMA( cameraIdealTarget, -cg_thirdPersonRange.value, cameraForward, cameraIdealLoc );
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}
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/*
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===============
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CG_ResetThirdPersonViewDamp
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TiM:
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Third Function : Reset all of the lerp and
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set it back to normal
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===============
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*/
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void CG_ResetThirdPersonViewDamp ( void ) {
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trace_t tr;
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//Clamp the pitch, so it won't cause bugs
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if ( !freeRotate )
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cameraFocusAngles[PITCH] = Com_Clamp( -89.0f, 89.0f, cameraFocusAngles[PITCH] );
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//Take our look directions and calculate vector angles
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AngleVectors( cameraFocusAngles, cameraForward, cameraRight, cameraUp );
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//Calc ideal cam target now
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CG_CalcIdealThirdPersonViewTarget();
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//Calc ideal cam view loaction now
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CG_CalcIdealThirdPersonViewLocation();
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//Take our ideal locations, and then set them to our active variables
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VectorCopy( cameraIdealLoc, cameraCurLoc );
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VectorCopy( cameraIdealTarget, cameraCurTarget );
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//Do a trace from the player's head out to the main location, in case something may be in the way
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//This is mainly for stopping things like the camera going thru ceilings n stuff
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CG_Trace( &tr, cameraFocusLoc, cameraMins, cameraMaxs, cameraCurTarget, cg.snap->ps.clientNum, MASK_CAMERACLIP );
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VectorCopy( tr.endpos, cameraCurTarget );
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//Do a trace from the target to our current location to see if there's anything potentially
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//blocking our view
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CG_Trace( &tr, cameraCurTarget, cameraMins, cameraMaxs, cameraCurLoc, cg.snap->ps.clientNum, MASK_CAMERACLIP );
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VectorCopy( tr.endpos, cameraCurLoc );
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//Initialise the lerp data
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cameraLastFrame = cg.time;
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cameraLastYaw = cameraFocusAngles[YAW];
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cameraStiffFactor = 0.0f;
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}
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/*
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======================
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CG_UpdateThirdPersonTargetDamp
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TiM: From the looks of this, target damp lags
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the position of the camera behind a certain amount
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when the player moves. The end result being a more
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fluid movement. :)
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Still trying to figure out how lerp actually works.
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======================
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*/
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static void CG_UpdateThirdPersonTargetDamp ( void ) {
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trace_t tr;
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vec3_t targetDiff; //difference between our aimed target and current target
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float dampFactor, dampTime, dampRatio;
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//Just to be on the safe side, let's set the current ideal data again
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CG_CalcIdealThirdPersonViewTarget();
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//if the CVAR says no delay, or if we're currently teleporting, don't do the lerp (Or we could make the player sick lol)
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if ( cg_thirdPersonTargetDamp.value >= 1.0 || cg.thisFrameTeleport || cg.nextFrameTeleport || freeRotate || cg.thirdPersonNoLerp ) {
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VectorCopy( cameraIdealTarget, cameraCurTarget );
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}
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else if ( cg_thirdPersonTargetDamp.value >= 0.0 ) { //Okay, all's good, so let's get lerping lol
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//First, let's get the difference between where we're at, and where we should be
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VectorSubtract( cameraIdealTarget, cameraCurTarget, targetDiff );
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//Ugh.... maaaaath >.<
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//The JKA code says the equation is "(Damp)^(time)", so I'm guessing it's inverse exponential to
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//get that cool slowy down effect :)
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if ( !freeRotate )
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dampFactor = 1.0 - cg_thirdPersonTargetDamp.value; //yeh, I guess this is the inverse exponential bit.
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else
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dampFactor = 1.0 - Q_fabs( cameraFocusAngles[PITCH] ) / 90.0f;
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dampTime = (float)(cg.time - cameraLastFrame) * (1.0f/(float)CAMERA_DAMP_INTERVAL); //chikushou! I don't know how this time factor is caluclated O_o
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//Square this number for each unit of dampTime
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dampRatio = Q_powf( dampFactor, dampTime);
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//Okay, so our current position is calulated as the difference * -ratio + ideal... O_o
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VectorMA( cameraIdealTarget, -dampRatio, targetDiff, cameraCurTarget );
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}
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//Now, let's make sure we didn't lerp our way into a wall or summin
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CG_Trace( &tr, cameraFocusLoc, cameraMins, cameraMaxs, cameraCurTarget, cg.snap->ps.clientNum, MASK_CAMERACLIP );
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if ( tr.fraction < 1.0 ) {
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VectorCopy( tr.endpos, cameraCurTarget );
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}
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}
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/*
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===============
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CG_UpdateThirdPersonCameraDamp
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TiM: Okay, since the above function lagged
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the camera's position, logic stands to reason
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this one lags the camera's actual angles.
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With the dynamic crosshair enabled, this should look pretty damn sweet. :)
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Looks somewhat similar to Target Damp
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================
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*/
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static void CG_UpdateThirdPersonCameraDamp ( void ) {
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trace_t tr;
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vec3_t locationDiff;
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float dampFactor=0.0, dampTime, dampRatio;
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//Initialise our goal angle
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CG_CalcIdealThirdPersonViewLocation();
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//If we need to do any damping at all
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if ( cg_thirdPersonCameraDamp.value != 0.0 ) {
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float pitch;
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//get pitch, and make it all positive. Direction don't matter here
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pitch = Q_fabs( cameraFocusAngles[PITCH] );
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//If we're floating and rotate all around, perform this so the damping isn't so extreme
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/*if ( pitch > 89.0f ) {
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pitch = 90.0f - ( pitch - 90.0f );
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}*/
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//The JKA code says these statments are to get it to damp less the more u look up.
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//Makes sense. Still looking how tho lol
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pitch /= 115.0; //magic number I guess lol.
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dampFactor = (1.0-cg_thirdPersonCameraDamp.value) * ( pitch * pitch );
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dampFactor += cg_thirdPersonCameraDamp.value;
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//the stiff factor is based off speed, so faster yaw changes seem stiffer
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if ( cameraStiffFactor > 0.0f ) {
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dampFactor += ( 1.0 - dampFactor) * cameraStiffFactor;
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}
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}
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//if our result meant no damping, or we're actively teleporting
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//sigh I guess we'll need to disable dampin upon rotation. it causes absolute hell at the model's polar angles
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if ( dampFactor >= 1.0 || cg.thisFrameTeleport || cg.nextFrameTeleport || freeRotate || cg.thirdPersonNoLerp ) {
|
|
VectorCopy( cameraIdealLoc, cameraCurLoc );
|
|
}
|
|
else if ( dampFactor >= 0.0 ) {
|
|
//First, let's get the difference between where we're at, and where we should be
|
|
VectorSubtract( cameraIdealLoc, cameraCurLoc, locationDiff );
|
|
|
|
//Ugh.... maaaaath >.<
|
|
//The JKA code says the equation is "(Damp)^(time)", so I'm guessing it's inverse exponential to
|
|
//get that cool slowy down effect :)
|
|
dampFactor = 1.0 - dampFactor; //yeh, I guess this is the inverse exponential bit.
|
|
dampTime = (float)(cg.time - cameraLastFrame) * (1.0/(float)CAMERA_DAMP_INTERVAL); //chikushou! I don't know how this time factor is caluclated O_o
|
|
|
|
//Square this number for each unit of dampTime
|
|
dampRatio = Q_powf( dampFactor, dampTime);
|
|
|
|
//Okay, so our current position is calulated as the difference * -ratio + ideal... O_o
|
|
VectorMA( cameraIdealLoc, -dampRatio, locationDiff, cameraCurLoc );
|
|
}
|
|
|
|
//Now do a trace to see if we're all good for this loc
|
|
CG_Trace( &tr, cameraCurTarget, cameraMins, cameraMaxs, cameraCurLoc, cg.snap->ps.clientNum, MASK_CAMERACLIP );
|
|
|
|
//Now Raven added a huge hacky code tidbit at this stage regarding being on moving entities
|
|
//I'll see if I can get away without instituting it...
|
|
if ( tr.fraction < 1.0 ) {
|
|
VectorCopy( tr.endpos, cameraCurLoc );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_OffsetThirdPersonView
|
|
|
|
TiM: The end is nigh!
|
|
So, all of the funky code above is
|
|
finally consolidated into this main function.
|
|
|
|
Let's see if I can understand this in any way lol
|
|
===============
|
|
*/
|
|
static void CG_OffsetThirdPersonView( void ) {
|
|
vec3_t diff;
|
|
float deltaYaw;
|
|
qboolean neg=qfalse;
|
|
|
|
cameraStiffFactor = 0.0f;
|
|
|
|
//TiM: change the math a tad if we're in free rotate mode
|
|
if ( cg.predictedPlayerEntity.currentState.eFlags & EF_FULL_ROTATE )
|
|
freeRotate = qtrue;
|
|
else
|
|
freeRotate = qfalse;
|
|
|
|
//copy in our raw data values
|
|
VectorCopy( cg.refdefViewAngles, cameraFocusAngles );
|
|
|
|
//Add a rotation offset for viewAngle
|
|
if ( cg.zoomAngleRight ) {
|
|
cg_thirdPersonAngle.value -= ( cg_thirdPersonZoomRate.value * 0.1 );
|
|
}
|
|
if ( cg.zoomAngleLeft ) {
|
|
cg_thirdPersonAngle.value += ( cg_thirdPersonZoomRate.value * 0.1 );
|
|
}
|
|
cameraFocusAngles[YAW] -= cg_thirdPersonAngle.value; //TiM - offset so it swings the right way lol
|
|
|
|
//Add in pitch
|
|
if ( cg.zoomPitchUp ) {
|
|
cg_thirdPersonPitchOffset.value += ( cg_thirdPersonZoomRate.value * 0.075 );
|
|
cg_thirdPersonPitchOffset.value = Com_Clamp( -89.0f, 89.0f, cg_thirdPersonPitchOffset.value );
|
|
}
|
|
if ( cg.zoomPitchDown ) {
|
|
cg_thirdPersonPitchOffset.value -= ( cg_thirdPersonZoomRate.value * 0.075 );
|
|
cg_thirdPersonPitchOffset.value = Com_Clamp( -89.0f, 89.0f, cg_thirdPersonPitchOffset.value );
|
|
}
|
|
cameraFocusAngles[PITCH] += cg_thirdPersonPitchOffset.value;
|
|
|
|
//if something messed up, or we're just starting, initiliaze sample
|
|
if ( cameraLastFrame == 0 || cameraLastFrame > cg.time ) {
|
|
CG_ResetThirdPersonViewDamp();
|
|
}
|
|
else {
|
|
//Cap the final angles :)
|
|
if ( !freeRotate ) {
|
|
cameraFocusAngles[PITCH] = Com_Clamp( -80.0, 89.0, cameraFocusAngles[PITCH] );
|
|
}
|
|
|
|
AngleVectors( cameraFocusAngles, cameraForward, cameraRight, cameraUp );
|
|
|
|
deltaYaw = fabs( cameraFocusAngles[YAW] - cameraLastYaw );
|
|
//if we exceeded our norms, stick it back
|
|
if (deltaYaw > 180.0f ) {
|
|
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 {
|
|
cameraStiffFactor = (cameraStiffFactor-1.0f)*0.5f;
|
|
}
|
|
cameraLastYaw = cameraFocusAngles[YAW];
|
|
|
|
CG_UpdateThirdPersonTargetDamp();
|
|
CG_UpdateThirdPersonCameraDamp();
|
|
}
|
|
|
|
VectorSubtract( cameraCurTarget, cameraCurLoc, diff );
|
|
|
|
//if we're hitting something, use cameraForward to calc new angles
|
|
if ( VectorNormalize(diff) == 0 || diff[0] == 0 || diff[1] == 0 ) {
|
|
VectorCopy( cameraForward, diff );
|
|
}
|
|
|
|
//Hack-a-dood-do. vectoangles cannot comprehend if a player is upside-down.
|
|
//It assumes it's just an opposite direction vector, so everything is rendered the right way up. >.<
|
|
//To fix this, I'll hackily copy the viewangle pitch data, and then reset the angles afterwards
|
|
|
|
if ( freeRotate && Q_fabs( cg.refdefViewAngles[PITCH] ) > 90.0f )
|
|
neg = qtrue;
|
|
|
|
vectoangles( diff, cg.refdefViewAngles );
|
|
|
|
//Also if rotating, provide an offset when players turn fully upside down
|
|
if ( freeRotate && neg ) {
|
|
cg.refdefViewAngles[ROLL] -= 180; //AngleNormalize360( cg.refdefViewAngles[YAW] - 180);
|
|
}
|
|
|
|
/*if ( cg_thirdPersonHorzOffset.value != 0.0f ) {
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
VectorMA( cameraCurLoc, cg_thirdPersonHorzOffset.value, cg.refdef.viewaxis[1], cameraCurLoc );
|
|
}*/
|
|
|
|
//And update our origin lol
|
|
VectorCopy( cameraCurLoc, cg.refdef.vieworg );
|
|
|
|
cameraLastFrame = cg.time;
|
|
}
|
|
|
|
#define FOCUS_DISTANCE 512 //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;
|
|
char medicrevive[32];
|
|
int medicrevive_int;
|
|
vec3_t camPlayerPos; //TiM
|
|
|
|
//cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;
|
|
cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight * cgs.clientinfo[cg.predictedPlayerState.clientNum].height;
|
|
|
|
VectorCopy( cg.refdefViewAngles, focusAngles );
|
|
VectorCopy( cg.refdef.vieworg, camPlayerPos); //Copy the values b4 we offset;
|
|
|
|
//RPG-X: TiM - Incorporated offsets so third person can be more dynamic
|
|
//Woo! I figured out how AngleVectors and VectorMA work!! ^_^
|
|
AngleVectors( cg.refdefViewAngles, NULL, right, NULL);
|
|
VectorMA( cg.refdef.vieworg, cg_thirdPersonHorzOffset.value, right, cg.refdef.vieworg );
|
|
//cg.refdef.vieworg[0] += cg_thirdPersonHorzOffset.value;
|
|
cg.refdef.vieworg[2] += cg_thirdPersonVertOffset.value;
|
|
|
|
|
|
// if dead, look at killer
|
|
//RPG-X: Fix camera movment when play dies with medics revive turned on
|
|
trap_Cvar_VariableStringBuffer( "rpg_medicsrevive", medicrevive, 32 );
|
|
medicrevive_int = atoi(medicrevive);
|
|
|
|
//TiM: Meh, you don't spin around to look at your killer in real life. O_o
|
|
//Plus, this screws up the model system :(
|
|
if(medicrevive_int == 1){
|
|
if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 1 ) {
|
|
|
|
focusAngles[YAW] = cg_entities[cg.predictedPlayerState.clientNum].pe.legs.yawAngle;
|
|
cg.refdefViewAngles[YAW] = cg_entities[cg.predictedPlayerState.clientNum].pe.legs.yawAngle;
|
|
//focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
|
|
//cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
|
|
}
|
|
}else{
|
|
if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
|
|
|
|
focusAngles[YAW] = cg_entities[cg.predictedPlayerState.clientNum].pe.legs.yawAngle;
|
|
cg.refdefViewAngles[YAW] = cg_entities[cg.predictedPlayerState.clientNum].pe.legs.yawAngle;
|
|
//focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
|
|
//cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
|
|
}
|
|
}
|
|
|
|
if ( focusAngles[PITCH] > 89.9 )
|
|
{
|
|
focusAngles[PITCH] = 89.9f; // don't go too far overhead - has to be under 90 or bad things happen
|
|
}
|
|
else if ( focusAngles[PITCH] < -89.9 ) //89 - Stop from going through legs
|
|
{
|
|
focusAngles[PITCH] = -89.9f;
|
|
}
|
|
|
|
if ( cg.refdefViewAngles[PITCH] > 89.9 )
|
|
{
|
|
cg.refdefViewAngles[PITCH] = 89.9f; // don't go too far overhead - has to be under 90 or bad things happen
|
|
}
|
|
else if ( cg.refdefViewAngles[PITCH] < -79.9 ) //89 - Stop from going through legs
|
|
{
|
|
cg.refdefViewAngles[PITCH] = -79.9f;
|
|
}
|
|
|
|
AngleVectors( focusAngles, forward, NULL, NULL );
|
|
|
|
VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );
|
|
|
|
VectorCopy( cg.refdef.vieworg, view );
|
|
|
|
view[2] += 16;
|
|
|
|
//cg.refdefViewAngles[PITCH] *= 0.5;
|
|
|
|
AngleVectors( cg.refdefViewAngles, forward, right, up );
|
|
|
|
//VectorScale( forward, cg_thirdPersonAngle.value, normalize );
|
|
forwardScale = VectorNormalize( forward ); //cos( cg_thirdPersonAngle.value / 180 * M_PI );
|
|
|
|
///VectorScale( right, cg_thirdPersonAngle.value, normalize );
|
|
sideScale = VectorNormalize( right );//sin( cg_thirdPersonAngle.value / 180 * M_PI );
|
|
VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view );
|
|
VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view );
|
|
|
|
// trace a ray from the origin to the viewpoint to make sure the view isn't
|
|
// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
|
|
|
|
//TiM : Sometimes if the value of these variables is set to extreme numbers, they'll go thru walls. O_o
|
|
//This trace function is to fix that.
|
|
//If player is using these CVARs...
|
|
if ( cg_thirdPersonVertOffset.value != 0 || cg_thirdPersonHorzOffset.value != 0) {
|
|
//Do a trace from playermodel's head to our view location
|
|
CG_Trace( &trace, camPlayerPos, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
|
|
|
|
//Okay, the trace hit something... O_o
|
|
if ( trace.fraction != 1.0 ) {
|
|
//copy where it hit to our view origin. :)
|
|
VectorCopy( trace.endpos, cg.refdef.vieworg );
|
|
}
|
|
}
|
|
|
|
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
|
|
|
|
if ( trace.fraction != 1.0 ) {
|
|
VectorCopy( trace.endpos, view );
|
|
view[2] += (1.0 - trace.fraction) * 32;
|
|
// try another trace to this position, because a tunnel may have the ceiling
|
|
// close enogh that this is poking out
|
|
|
|
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
|
|
VectorCopy( trace.endpos, view );
|
|
}
|
|
|
|
VectorCopy( view, cg.refdef.vieworg );
|
|
|
|
// select pitch to look at focus point from vieword
|
|
VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
|
|
focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
|
|
if ( focusDist < 1 ) {
|
|
focusDist = 1; // should never happen
|
|
}
|
|
//cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
|
|
cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle.value;
|
|
}*/
|
|
|
|
// this causes a compiler bug on mac MrC compiler
|
|
static void CG_StepOffset( void ) {
|
|
int timeDelta;
|
|
|
|
// smooth out stair climbing
|
|
timeDelta = cg.time - cg.stepTime;
|
|
if ( timeDelta < STEP_TIME ) {
|
|
cg.refdef.vieworg[2] -= cg.stepChange
|
|
* (STEP_TIME - timeDelta) / STEP_TIME;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_OffsetFirstPersonView
|
|
|
|
===============
|
|
*/
|
|
static void CG_OffsetFirstPersonView( void ) {
|
|
float *origin;
|
|
float *angles;
|
|
float bob;
|
|
float ratio;
|
|
float delta;
|
|
float speed;
|
|
float f;
|
|
vec3_t predictedVelocity;
|
|
int timeDelta;
|
|
char medicrevive[32];
|
|
int medicrevive_int;
|
|
|
|
if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
|
|
return;
|
|
}
|
|
|
|
origin = cg.refdef.vieworg;
|
|
angles = cg.refdefViewAngles;
|
|
|
|
// emote based model offset
|
|
if ( cg.predictedPlayerState.stats[EMOTES] & EMOTE_LOWER )
|
|
{
|
|
vec3_t yawForward, forward;
|
|
VectorSet( yawForward, 0, cg.predictedPlayerEntity.pe.legs.yawAngle, 0 );
|
|
AngleVectors( yawForward, forward, NULL, NULL );
|
|
|
|
VectorMA( origin, cgs.clientinfo[cg.predictedPlayerState.clientNum].modelOffset, forward, origin );
|
|
|
|
//CG_Printf(S_COLOR_RED "%i\n", cgs.clientinfo[cg.predictedPlayerState.clientNum].modelOffset );
|
|
}
|
|
|
|
// if dead, fix the angle and don't add any kick
|
|
//RPG-X: Fix camera movment when play dies with medics revive turned on
|
|
trap_Cvar_VariableStringBuffer( "rpg_medicsrevive", medicrevive, 32 );
|
|
medicrevive_int = atoi(medicrevive);
|
|
if(medicrevive_int == 1){
|
|
if ( cg.snap->ps.stats[STAT_HEALTH] <= 1 ) {
|
|
angles[ROLL] = 40;
|
|
angles[PITCH] = -15;
|
|
//angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
|
|
angles[YAW] = cg_entities[cg.predictedPlayerState.clientNum].pe.legs.yawAngle;
|
|
origin[2] += cg.predictedPlayerState.viewheight;
|
|
return;
|
|
}
|
|
}else{
|
|
if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) {
|
|
angles[ROLL] = 40;
|
|
angles[PITCH] = -15;
|
|
//angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
|
|
angles[YAW] = cg_entities[cg.predictedPlayerState.clientNum].pe.legs.yawAngle;
|
|
origin[2] += cg.predictedPlayerState.viewheight;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// add angles based on weapon kick
|
|
VectorAdd (angles, cg.kick_angles, angles);
|
|
|
|
// add angles based on damage kick
|
|
if ( cg.damageTime ) {
|
|
ratio = cg.time - cg.damageTime;
|
|
if ( ratio < DAMAGE_DEFLECT_TIME ) {
|
|
ratio /= DAMAGE_DEFLECT_TIME;
|
|
angles[PITCH] += ratio * cg.v_dmg_pitch;
|
|
angles[ROLL] += ratio * cg.v_dmg_roll;
|
|
} else {
|
|
ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
|
|
if ( ratio > 0 ) {
|
|
angles[PITCH] += ratio * cg.v_dmg_pitch;
|
|
angles[ROLL] += ratio * cg.v_dmg_roll;
|
|
}
|
|
}
|
|
}
|
|
|
|
// add pitch based on fall kick
|
|
#if 0
|
|
ratio = ( cg.time - cg.landTime) / FALL_TIME;
|
|
if (ratio < 0)
|
|
ratio = 0;
|
|
angles[PITCH] += ratio * cg.fall_value;
|
|
#endif
|
|
|
|
// add angles based on velocity
|
|
VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity );
|
|
|
|
delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]);
|
|
angles[PITCH] += delta * cg_runpitch.value;
|
|
|
|
delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]);
|
|
angles[ROLL] -= delta * cg_runroll.value;
|
|
|
|
// add angles based on bob
|
|
|
|
// make sure the bob is visible even at low speeds
|
|
speed = cg.xyspeed > 200 ? cg.xyspeed : 200;
|
|
|
|
delta = cg.bobfracsin * cg_bobpitch.value * speed;
|
|
if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
|
|
delta *= 3; // crouching
|
|
angles[PITCH] += delta;
|
|
delta = cg.bobfracsin * cg_bobroll.value * speed;
|
|
if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
|
|
delta *= 3; // crouching accentuates roll
|
|
if (cg.bobcycle & 1)
|
|
delta = -delta;
|
|
angles[ROLL] += delta;
|
|
|
|
//===================================
|
|
|
|
// add view height
|
|
//origin[2] += cg.predictedPlayerState.viewheight;
|
|
origin[2] += (float)cg.predictedPlayerState.viewheight * cgs.clientinfo[cg.predictedPlayerState.clientNum].height;
|
|
//TiM: Model system enhancements
|
|
|
|
// smooth out duck height changes
|
|
timeDelta = cg.time - cg.duckTime;
|
|
if ( timeDelta < DUCK_TIME) {
|
|
cg.refdef.vieworg[2] -= cg.duckChange
|
|
* (DUCK_TIME - timeDelta) / DUCK_TIME;
|
|
}
|
|
|
|
// add bob height
|
|
bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value;
|
|
if (bob > 6) {
|
|
bob = 6;
|
|
}
|
|
|
|
origin[2] += bob;
|
|
|
|
|
|
// add fall height
|
|
delta = cg.time - cg.landTime;
|
|
if ( delta < LAND_DEFLECT_TIME ) {
|
|
f = delta / LAND_DEFLECT_TIME;
|
|
cg.refdef.vieworg[2] += cg.landChange * f;
|
|
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
|
|
delta -= LAND_DEFLECT_TIME;
|
|
f = 1.0 - ( delta / LAND_RETURN_TIME );
|
|
cg.refdef.vieworg[2] += cg.landChange * f;
|
|
}
|
|
|
|
// add step offset
|
|
CG_StepOffset();
|
|
|
|
// add kick offset
|
|
|
|
VectorAdd (origin, cg.kick_origin, origin);
|
|
|
|
//TiM : For rotated players
|
|
//if ( (cg.predictedPlayerEntity.currentState.eFlags & EF_FULL_ROTATE) && Q_fabs( angles[PITCH] ) > 89 )
|
|
//angles[ROLL] += 180;
|
|
|
|
// pivot the eye based on a neck length
|
|
//#if 0
|
|
{
|
|
#define NECK_LENGTH 8//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
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CGCam_Shake
|
|
-------------------------
|
|
*/
|
|
|
|
void CG_CameraShake( float intensity, int duration, qboolean addRumbleSound )
|
|
{
|
|
if ( intensity > MAX_SHAKE_INTENSITY )
|
|
intensity = MAX_SHAKE_INTENSITY;
|
|
|
|
cg.shake_intensity = intensity;
|
|
cg.shake_duration = duration;
|
|
cg.shake_start = cg.time;
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
-------------------------
|
|
CG_UpdateShake
|
|
|
|
This doesn't actually affect the camera's info, but passed information instead
|
|
-------------------------
|
|
*/
|
|
|
|
extern void CG_ClientShakeCamera( void );
|
|
|
|
void CG_UpdateCameraShake( vec3_t origin, vec3_t angles )
|
|
{
|
|
vec3_t curOrigin, curAngle; //moveDir,
|
|
//vec3_t zero = {0, 0, 0};
|
|
float intensity_scale, intensity;
|
|
//float ranIntensity;
|
|
float ratio;
|
|
int i;
|
|
|
|
//TiM - restart a server loop shake
|
|
if ( cg.shake_duration <= 0 && cg.shake_serverIndex > (cg.time - cgs.levelStartTime ) ) {
|
|
CG_ClientShakeCamera();
|
|
}
|
|
|
|
if ( cg.shake_duration <= 0 ) {
|
|
//VectorSet( cg.shake_LastOrigin, 0, 0, 0 );
|
|
//VectorSet( cg.shake_LastAngle, 0, 0, 0 );
|
|
|
|
//VectorSet( cg.shake_LerpOrigin, 0, 0, 0 );
|
|
//VectorSet( cg.shake_LerpAngle, 0, 0, 0 );
|
|
|
|
memset( &cg.shake_LastOrigin, 0, sizeof( cg.shake_LastOrigin ) );
|
|
memset( &cg.shake_LastAngle, 0, sizeof( cg.shake_LastAngle ) );
|
|
|
|
memset( &cg.shake_LerpOrigin, 0, sizeof( cg.shake_LerpOrigin ) );
|
|
memset( &cg.shake_LerpAngle, 0, sizeof( cg.shake_LerpAngle ) );
|
|
|
|
return;
|
|
}
|
|
|
|
//This is designed to try and make it lerp back to normal at the end
|
|
if ( cg.time > ( cg.shake_start + cg.shake_duration ) )
|
|
{
|
|
cg.shake_intensity = 0;
|
|
cg.shake_duration = 0;
|
|
cg.shake_start = 0;
|
|
|
|
return;
|
|
}
|
|
|
|
//intensity_scale now also takes into account FOV with 90.0 as normal
|
|
intensity_scale = 1.0f - ( (float) ( cg.time - cg.shake_start ) / (float) cg.shake_duration ) * (cg.refdef.fov_x/90.0f);
|
|
|
|
intensity = cg.shake_intensity * intensity_scale;
|
|
|
|
//LerpCode
|
|
if ( cg.time > cg.shake_nextLerp ) {
|
|
|
|
VectorCopy( cg.shake_LerpOrigin, cg.shake_LastOrigin );
|
|
VectorCopy( cg.shake_LerpAngle, cg.shake_LastAngle );
|
|
|
|
//ranIntensity = flrandom( ( 10000.0f * ( 1.0f - Q_fabs( intensity ) ) ), ( 30000.0f * ( 1.0f - Q_fabs( intensity ) )) );
|
|
|
|
cg.shake_lastLerp = cg.shake_nextLerp;
|
|
//cg.shake_nextLerp = cg.time + (int)ranIntensity;
|
|
cg.shake_nextLerp = cg.time + irandom( 30, 40 );
|
|
|
|
if( cg.shake_nextLerp > ( cg.shake_start + cg.shake_duration ) ) {
|
|
cg.shake_nextLerp = (cg.shake_start + cg.shake_duration);
|
|
VectorSet( cg.shake_LerpOrigin, 0, 0, 0 );
|
|
VectorSet( cg.shake_LerpAngle, 0, 0, 0 );
|
|
}
|
|
else {
|
|
for (i=0; i < 3; i++ ) {
|
|
cg.shake_LerpOrigin[i] = ( crandom() * intensity );
|
|
cg.shake_LerpAngle[i] = ( crandom() * intensity );
|
|
}
|
|
|
|
//If we're moving out of our boundary, away from the player... >.<
|
|
//clamp it bak in by inverting it
|
|
for ( i = 0; i < 3; i++ ) {
|
|
if ( ( cg.shake_LerpOrigin[i] + cg.shake_LastOrigin[i] ) > ( origin[i] * intensity ) ) {
|
|
cg.shake_LerpOrigin[i] = -(cg.shake_LerpOrigin[i]);
|
|
}
|
|
|
|
if ( ( cg.shake_LerpAngle[i] + cg.shake_LastAngle[i] ) > ( angles[i] * intensity ) ) {
|
|
cg.shake_LerpAngle[i] = -(cg.shake_LerpAngle[i]);
|
|
}
|
|
}
|
|
|
|
/*i = 0;
|
|
while ( 1 ) {
|
|
if ( ( cg.shake_LerpOrigin[i] + cg.shake_LastOrigin[i] ) > ( origin[i] * intensity ) || ( cg.shake_LerpAngle[i] + cg.shake_LastAngle[i] ) > ( angles[i] * intensity ) ) {
|
|
cg.shake_LerpOrigin[i] = crandom() * intensity;
|
|
cg.shake_LerpAngle[i] = crandom() * intensity;
|
|
}
|
|
else {
|
|
if ( i == 2 ) {
|
|
break;
|
|
}
|
|
}
|
|
i++;
|
|
if ( i == 3 ) {
|
|
i= 0;
|
|
}
|
|
}*/
|
|
}
|
|
}
|
|
|
|
//Com_Printf( S_COLOR_RED "NextLerp: %i, origin = { %f, %f, %f }\n", cg.shake_nextLerp, origin[0], origin[1], origin[2] );
|
|
|
|
//FIXME: Lerp
|
|
//TiM : Doing that
|
|
|
|
ratio = ((float)( cg.time - cg.shake_lastLerp ) / (float)( cg.shake_nextLerp - cg.shake_lastLerp ) );
|
|
if (ratio < 0 )
|
|
ratio = 0.0f;
|
|
else if (ratio > 1 )
|
|
ratio = 1.0f;
|
|
|
|
for ( i = 0; i < 3; i++ ) {
|
|
curOrigin[i] = ratio * (float)( (origin[i] + cg.shake_LerpOrigin[i] ) - ( origin[i] + cg.shake_LastOrigin[i] ) ); //origin
|
|
}
|
|
|
|
//Move the camera
|
|
//VectorAdd( origin, curOrigin, origin );
|
|
VectorAdd( origin, cg.shake_LastOrigin, origin );
|
|
VectorAdd( origin, curOrigin, origin );
|
|
|
|
/*for ( i=0; i < 3; i++ )
|
|
moveDir[i] = ( crandom() * intensity );*/
|
|
for ( i =0; i < 3; i++ ) {
|
|
curAngle[i] = ratio * (float)( ( angles[i] + cg.shake_LerpAngle[i] ) - ( angles[i] + cg.shake_LastAngle[i] ) ); //angles
|
|
}
|
|
|
|
//FIXME: Lerp
|
|
|
|
//Move the angles
|
|
//VectorAdd( angles, curAngle, angles );
|
|
VectorAdd( angles, cg.shake_LastAngle, angles );
|
|
VectorAdd( angles, curAngle, angles );
|
|
|
|
//Com_Printf( S_COLOR_RED "ratio: %f, origin = { %f, %f, %f }\n", ratio, origin[0], origin[1], origin[2] );
|
|
}
|
|
|
|
|
|
//======================================================================
|
|
|
|
void CG_ZoomDown_f( void )
|
|
{
|
|
//if we're not holding a rifle or TR-116, don't draw
|
|
if ( !( cg.snap->ps.weapon == WP_COMPRESSION_RIFLE || cg.snap->ps.weapon == WP_TR116 ) ) {
|
|
cg.zoomed = qfalse;
|
|
cg.zoomLocked = qfalse;
|
|
return;
|
|
}
|
|
|
|
/*if ( cg.snap->ps.persistant[PERS_CLASS] == PC_NOCLASS
|
|
|| cg.snap->ps.persistant[PERS_CLASS] != PC_SECURITY
|
|
&& cg.snap->ps.persistant[PERS_CLASS] != PC_ALPHAOMEGA22
|
|
&& cg.snap->ps.persistant[PERS_CLASS] != PC_ADMIN )
|
|
{//in a class-based game, only these can zoom
|
|
cg.zoomed = qfalse;
|
|
cg.zoomLocked = qfalse;
|
|
return;
|
|
}*/
|
|
|
|
// The zoom hasn't been started yet, so do it now
|
|
if ( !cg.zoomed )
|
|
{
|
|
cg.zoomLocked = qfalse;
|
|
cg.zoomed = qtrue;
|
|
cg_zoomFov.value = cg_fov.value;
|
|
cg.zoomTime = cg.time;
|
|
if ( cg.snap->ps.weapon == WP_TR116 ) {
|
|
trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomStart116 );
|
|
}
|
|
else {
|
|
trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomStart );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Can only snap out of the zoom mode if it has already been locked (CG_ZoomUp_f has been called)
|
|
if ( cg.zoomLocked )
|
|
{
|
|
// Snap out of zoom mode
|
|
cg.zoomed = qfalse;
|
|
cg.zoomTime = cg.time;
|
|
|
|
if ( cg.snap->ps.weapon == WP_TR116 ) {
|
|
trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomEnd116 );
|
|
}
|
|
else {
|
|
trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomEnd );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CG_ZoomUp_f( void )
|
|
{
|
|
|
|
if ( cg.zoomed ) {
|
|
// Freeze the zoom mode
|
|
cg.zoomLocked = qtrue;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CG_CalcFov
|
|
|
|
Fixed fov at intermissions, otherwise account for fov variable and zooms.
|
|
====================
|
|
*/
|
|
#define WAVE_AMPLITUDE 1
|
|
#define WAVE_FREQUENCY 0.4
|
|
|
|
#define FOV_MAX 120
|
|
|
|
static int CG_CalcFov( void ) {
|
|
float x;
|
|
float phase;
|
|
float v;
|
|
int contents;
|
|
float fov_x, fov_y;
|
|
float zoomFov;
|
|
float f;
|
|
int inwater;
|
|
qboolean warpEffect=qfalse;
|
|
|
|
if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
|
|
// if in intermission, use a fixed value
|
|
fov_x = 90;
|
|
} else {
|
|
// user selectable
|
|
if ( cgs.dmflags & DF_FIXED_FOV ) {
|
|
// dmflag to prevent wide fov for all clients
|
|
fov_x = 80;
|
|
} else {
|
|
fov_x = cg_fov.value;
|
|
if ( fov_x < 1 ) {
|
|
fov_x = 1;
|
|
} else if ( fov_x > FOV_MAX ) {
|
|
fov_x = FOV_MAX;
|
|
}
|
|
}
|
|
|
|
// account for zooms
|
|
zoomFov = cg_zoomFov.value;
|
|
if ( zoomFov < 1 ) {
|
|
zoomFov = 1;
|
|
} else if ( zoomFov > FOV_MAX) {
|
|
zoomFov = FOV_MAX;
|
|
}
|
|
|
|
// Disable zooming when in third person
|
|
if ( cg.zoomed && !cg.renderingThirdPerson )
|
|
{
|
|
if ( !cg.zoomLocked )
|
|
{
|
|
// Interpolate current zoom level
|
|
cg_zoomFov.value = cg_fov.value - ((float)( cg.time - cg.zoomTime ) / ZOOM_IN_TIME + ZOOM_START_PERCENT)
|
|
* ( cg_fov.value - MAX_ZOOM_FOV );
|
|
|
|
// Clamp zoomFov
|
|
if ( cg_zoomFov.value < MAX_ZOOM_FOV )
|
|
{
|
|
cg_zoomFov.value = MAX_ZOOM_FOV;
|
|
}
|
|
else if ( cg_zoomFov.value > cg_fov.value )
|
|
{
|
|
cg_zoomFov.value = cg_fov.value;
|
|
}
|
|
else
|
|
{//still zooming
|
|
static int zoomSoundTime = 0;
|
|
|
|
if ( zoomSoundTime < cg.time )
|
|
{
|
|
trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_LOCAL, cgs.media.zoomLoop );
|
|
zoomSoundTime = cg.time + 300;
|
|
}
|
|
}
|
|
}
|
|
|
|
fov_x = cg_zoomFov.value;
|
|
} else {
|
|
f = ( cg.time - cg.zoomTime ) / (float)ZOOM_OUT_TIME;
|
|
if ( f > 1.0 ) {
|
|
fov_x = fov_x;
|
|
} else {
|
|
fov_x = zoomFov + f * ( fov_x - zoomFov );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*if (cg.predictedPlayerState.introTime > cg.time)
|
|
{ // The stuff is "holodecking in".
|
|
fov_x = 80;
|
|
}*/
|
|
|
|
|
|
x = cg.refdef.width / tan( fov_x / 360 * M_PI );
|
|
fov_y = atan2( cg.refdef.height, x );
|
|
fov_y = fov_y * 360 / M_PI;
|
|
|
|
// warp if underwater //TiM Also do it if we're critically injured
|
|
contents = CG_PointContents( cg.refdef.vieworg, -1 );
|
|
|
|
warpEffect = ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) )
|
|
|| ( !cg.renderingThirdPerson && cg.predictedPlayerState.stats[STAT_HEALTH] <= INJURED_MODE_HEALTH && cg.predictedPlayerState.stats[STAT_HEALTH] > 1 );
|
|
|
|
if ( warpEffect ){
|
|
//phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
|
|
phase = cg.time * 0.001 * WAVE_FREQUENCY * M_PI * 2;
|
|
v = WAVE_AMPLITUDE * sin( phase );
|
|
fov_x += v;
|
|
fov_y -= v;
|
|
inwater = qtrue;
|
|
}
|
|
else {
|
|
inwater = qfalse;
|
|
}
|
|
|
|
|
|
// set it
|
|
cg.refdef.fov_x = fov_x;
|
|
cg.refdef.fov_y = fov_y;
|
|
|
|
if ( !cg.zoomed ) {
|
|
cg.zoomSensitivity = 1;
|
|
} else {
|
|
cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
|
|
}
|
|
|
|
return inwater;
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_CalcViewValues
|
|
|
|
Sets cg.refdef view values
|
|
===============
|
|
*/
|
|
static int CG_CalcViewValues( void ) {
|
|
playerState_t *ps;
|
|
|
|
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
|
|
|
|
// strings for in game rendering
|
|
// Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) );
|
|
// Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) );
|
|
|
|
// calculate size of 3D view
|
|
CG_CalcVrect();
|
|
|
|
ps = &cg.predictedPlayerState;
|
|
|
|
// intermission view
|
|
if ( ps->pm_type == PM_INTERMISSION ) {
|
|
VectorCopy( ps->origin, cg.refdef.vieworg );
|
|
VectorCopy( ps->viewangles, cg.refdefViewAngles );
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
return CG_CalcFov();
|
|
}
|
|
|
|
cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
|
|
cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
|
|
cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] +
|
|
ps->velocity[1] * ps->velocity[1] );
|
|
|
|
|
|
VectorCopy( ps->origin, cg.refdef.vieworg );
|
|
VectorCopy( ps->viewangles, cg.refdefViewAngles );
|
|
|
|
// add error decay
|
|
if ( cg_errorDecay.value > 0 ) {
|
|
int t;
|
|
float f;
|
|
|
|
t = cg.time - cg.predictedErrorTime;
|
|
f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
|
|
if ( f > 0 && f < 1 ) {
|
|
VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
|
|
} else {
|
|
cg.predictedErrorTime = 0;
|
|
}
|
|
}
|
|
|
|
if ( cg.renderingThirdPerson && ps->pm_type != PM_CCAM ) {
|
|
// back away from character
|
|
CG_OffsetThirdPersonView();
|
|
} else {
|
|
// offset for local bobbing and kicks
|
|
CG_OffsetFirstPersonView();
|
|
}
|
|
|
|
// shake the camera if necessary
|
|
CG_UpdateCameraShake( cg.refdef.vieworg, cg.refdefViewAngles );
|
|
// position eye reletive to origin
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
|
|
//TiM - As far as I can see, all this does is cause flashy
|
|
//effects on-screen when a player teleports the hide the delay.
|
|
//This probably doesn't really apply to us now...
|
|
/*if ( cg.hyperspace ) {
|
|
cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
|
|
}*/
|
|
|
|
// field of view
|
|
return CG_CalcFov();
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
CG_PowerupTimerSounds
|
|
=====================
|
|
*/
|
|
/*static void CG_PowerupTimerSounds( void ) {
|
|
int i;
|
|
int t;
|
|
|
|
// powerup timers going away
|
|
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
|
|
t = cg.snap->ps.powerups[i];
|
|
|
|
// kef -- hack hack hack. additionally, hack.
|
|
if ( (PW_OUCH == i) || (PW_GHOST == i) )
|
|
{
|
|
continue;
|
|
}
|
|
if ( t <= cg.time ) {
|
|
continue;
|
|
}
|
|
if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) {
|
|
continue;
|
|
}
|
|
if ( ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) {
|
|
//trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound );
|
|
}
|
|
}
|
|
}*/
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
/*
|
|
=============
|
|
CG_IntroModel
|
|
|
|
This is when the player is starting the level.
|
|
=============
|
|
*/
|
|
/*void CG_AddIntroModel(playerState_t *ps, int time)
|
|
{
|
|
static int soundpoint=0, lasttime=999999;
|
|
refEntity_t doorbox;
|
|
float alpha;
|
|
byte a;
|
|
//char pClass[MAX_QPATH];
|
|
//char pRank[MAX_QPATH];
|
|
|
|
if (lasttime > time)
|
|
{ // Restart everything.
|
|
soundpoint=0;
|
|
}
|
|
|
|
lasttime=time;
|
|
|
|
// add the model
|
|
memset( &doorbox, 0, sizeof( doorbox ) );
|
|
VectorCopy( cg.refdef.vieworg, doorbox.lightingOrigin );
|
|
|
|
doorbox.shaderRGBA[0] = 255;
|
|
doorbox.shaderRGBA[1] = 255;
|
|
doorbox.shaderRGBA[2] = 255;
|
|
doorbox.shaderRGBA[3] = 255;
|
|
|
|
doorbox.hModel = cgs.media.doorbox;
|
|
if (!doorbox.hModel) {
|
|
return;
|
|
}
|
|
|
|
VectorMA(cg.refdef.vieworg, 25, cg.refdef.viewaxis[0], doorbox.origin);
|
|
VectorMA(doorbox.origin, -35, cg.refdef.viewaxis[2], doorbox.origin);
|
|
AnglesToAxis(cg.refdefViewAngles, doorbox.axis);
|
|
|
|
VectorScale(doorbox.axis[0], -1.0, doorbox.axis[0]);
|
|
VectorScale(doorbox.axis[1], -1.0, doorbox.axis[1]);
|
|
|
|
if (soundpoint <= 0)
|
|
{ // First part... "Prepare to compete."
|
|
if (time >= TIME_INIT)
|
|
{
|
|
soundpoint = 1;
|
|
trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.holoInitSound );
|
|
}
|
|
doorbox.frame = 0;
|
|
}
|
|
else if (soundpoint == 1)
|
|
{ // Second part... Open door after "prepare".
|
|
if (time >= TIME_DOOR_START)
|
|
{
|
|
soundpoint = 2;
|
|
trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.holoDoorSound );
|
|
}
|
|
doorbox.frame = 0;
|
|
}
|
|
else if (soundpoint == 2)
|
|
{ // Third part... Fade in after opening door.
|
|
if (time >= TIME_FADE_START)
|
|
{
|
|
soundpoint = 3;
|
|
trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.holoFadeSound );
|
|
doorbox.frame = FRAMES_DOOR-1;
|
|
}
|
|
else
|
|
{
|
|
doorbox.frame = ((float)(time - TIME_DOOR_START) / 100.0) + 1;
|
|
if (doorbox.frame >= FRAMES_DOOR)
|
|
{
|
|
doorbox.frame=FRAMES_DOOR-1;
|
|
}
|
|
else
|
|
{
|
|
doorbox.oldframe = doorbox.frame-1;
|
|
doorbox.backlerp = (float)(doorbox.frame) - ((float)(time - TIME_DOOR_START) / 100.0);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ // Final part... Fade out the model.
|
|
|
|
alpha = 1.0 - ((float)(time - TIME_FADE_START) / (float)TIME_FADE_DUR);
|
|
|
|
if (alpha<0.0)
|
|
{
|
|
alpha=0.0;
|
|
}
|
|
|
|
a=255.0*alpha;
|
|
if (a<=0)
|
|
{ // An alpha of zero defaults to opaque... Makes sense, why even send something that is 100% transparent?
|
|
a=1;
|
|
}
|
|
|
|
doorbox.shaderRGBA[0] = 255;
|
|
doorbox.shaderRGBA[1] = 255;
|
|
doorbox.shaderRGBA[2] = 255;
|
|
doorbox.shaderRGBA[3] = a;
|
|
doorbox.frame = FRAMES_DOOR-1;
|
|
}
|
|
|
|
doorbox.renderfx |= (RF_DEPTHHACK|RF_FORCE_ENT_ALPHA|RF_FULLBRIGHT);
|
|
|
|
trap_R_AddRefEntityToScene(&doorbox);
|
|
}*/
|
|
|
|
void CG_DrawEVAHelmet ( playerState_t *ps )
|
|
{
|
|
refEntity_t helmet;
|
|
|
|
if ( !ps->powerups[PW_EVOSUIT] && !( cgs.clientinfo[ps->clientNum].isHazardModel && ps->powerups[PW_BOLTON] ) ) {
|
|
return;
|
|
}
|
|
|
|
memset( &helmet, 0, sizeof(helmet) );
|
|
VectorCopy( ps->origin, helmet.lightingOrigin );
|
|
helmet.renderfx = RF_LIGHTING_ORIGIN | RF_DEPTHHACK | RF_FIRST_PERSON;
|
|
helmet.hModel = cgs.media.evaInterior;
|
|
|
|
if ( !helmet.hModel ) {
|
|
CG_Printf("EVA Helmet Model not found\n");
|
|
return;
|
|
}
|
|
|
|
VectorCopy( cg.refdef.vieworg, helmet.origin );
|
|
AxisCopy( cg.refdef.viewaxis, helmet.axis );
|
|
VectorMA( helmet.origin, 6, cg.refdef.viewaxis[0], helmet.origin );
|
|
|
|
CG_AddRefEntityWithPowerups( &helmet,
|
|
cg.predictedPlayerEntity.currentState.powerups,
|
|
cg.predictedPlayerEntity.currentState.eFlags,
|
|
&cg.predictedPlayerEntity.beamData,
|
|
cg.predictedPlayerEntity.cloakTime,
|
|
cg.predictedPlayerEntity.decloakTime,
|
|
qfalse );
|
|
|
|
}
|
|
|
|
|
|
//=========================================================================
|
|
|
|
/*
|
|
=================
|
|
CG_DrawActiveFrame
|
|
|
|
Generates and draws a game scene and status information at the given time.
|
|
=================
|
|
*/
|
|
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
|
|
int inwater;
|
|
char cvarYaw[16]; //an uber long floating point value lol
|
|
float yaw;
|
|
|
|
cg.time = serverTime;
|
|
cg.demoPlayback = demoPlayback;
|
|
|
|
//RPG-X: TiM - Set up for giant uber rant.
|
|
//GARRRRRGGGGGGGGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!! ->O_O<-
|
|
//Here's me looking at the BFP mod, wondering how the gravynuggets they managed
|
|
//to flip the yaw value when the players rotated beyond the normal view axis.
|
|
//I developed a totally l33tzor rotational offset algorithm that came oh so close
|
|
//to working, but after noticing a little inconsistancy in their rotation ingame, I realised
|
|
//all they did was change the player's mouse yaw CVAR to invert!!!! O_O
|
|
//Ohhhhh I just lost several years of my life and the use of my wrists.....
|
|
//Probably just as well we disabled the RPG-X online webcam... that wasn't pretty. O_o
|
|
|
|
//load our yaw value
|
|
trap_Cvar_VariableStringBuffer( "m_yaw", cvarYaw, sizeof( cvarYaw ) );
|
|
yaw = atof ( cvarYaw );
|
|
|
|
if ( cg.predictedPlayerEntity.currentState.eFlags & EF_FULL_ROTATE
|
|
&& Q_fabs( cg.predictedPlayerEntity.lerpAngles[PITCH] ) > 89.0f )
|
|
{
|
|
if ( yaw > 0.0f )
|
|
{
|
|
//yaw = -yaw;
|
|
//trap_Cvar_Set( "m_yaw", va( "%f", yaw ) );
|
|
trap_Cvar_Set( "m_yaw", va( "-%s", cvarYaw ) );
|
|
|
|
//CG_Printf( S_COLOR_RED "%f\n", yaw );
|
|
}
|
|
}
|
|
else { //ugh... I hope no one plays with their yaws inverted. >.< This MAY need to be CVAR controlled
|
|
if ( yaw < 0.0f )
|
|
{
|
|
char *tmp = cvarYaw;
|
|
if ( tmp[0] == '-') tmp++; //erase the neg sign
|
|
|
|
//trap_Cvar_Set( "m_yaw", va( "%f", Q_fabs( yaw ) ) );
|
|
trap_Cvar_Set( "m_yaw", va( "%s", tmp ) );
|
|
}
|
|
}
|
|
|
|
// update cvars
|
|
CG_UpdateCvars();
|
|
|
|
// if we are only updating the screen as a loading
|
|
// pacifier, don't even try to read snapshots
|
|
if ( cg.infoScreenText[0] != 0 ) {
|
|
CG_DrawInformation();
|
|
return;
|
|
}
|
|
|
|
// any looped sounds will be respecified as entities
|
|
// are added to the render list
|
|
trap_S_ClearLoopingSounds();
|
|
|
|
// clear all the render lists
|
|
trap_R_ClearScene();
|
|
|
|
// set up cg.snap and possibly cg.nextSnap
|
|
CG_ProcessSnapshots();
|
|
|
|
// if we haven't received any snapshots yet, all
|
|
// we can draw is the information screen
|
|
if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
|
|
CG_DrawInformation();
|
|
return;
|
|
}
|
|
|
|
// let the client system know what our weapon and zoom settings are
|
|
trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );
|
|
|
|
// this counter will be bumped for every valid scene we generate
|
|
cg.clientFrame++;
|
|
|
|
// update cg.predictedPlayerState
|
|
CG_PredictPlayerState();
|
|
|
|
// decide on third person view
|
|
cg.renderingThirdPerson = ( cg_thirdPerson.integer && !cg.zoomed && cg.predictedPlayerState.pm_type != PM_SPECTATOR ) || (cg.snap->ps.stats[STAT_HEALTH] <= 1 ) ; //TiM - So we'll always be first person in zooming //0
|
|
|
|
// build cg.refdef
|
|
inwater = CG_CalcViewValues();
|
|
|
|
// first person blend blobs, done after AnglesToAxis
|
|
if ( !cg.renderingThirdPerson )
|
|
{
|
|
CG_DrawFullScreenFX();
|
|
CG_DrawEVAHelmet( &cg.predictedPlayerState );
|
|
}
|
|
|
|
|
|
// build the render lists
|
|
if ( !cg.hyperspace ) {
|
|
CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
|
|
CG_AddMarks();
|
|
CG_AddLocalEntities();
|
|
}
|
|
|
|
/*if (cg.predictedPlayerState.introTime > cg.time)
|
|
{ // Render the holodeck doors
|
|
CG_AddIntroModel(&cg.predictedPlayerState, TIME_INTRO - (cg.predictedPlayerState.introTime - cg.time));
|
|
}*/
|
|
|
|
CG_AddViewWeapon( &cg.predictedPlayerState );
|
|
|
|
// 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
|
|
trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
|
|
|
|
// warning sounds when powerup is wearing off
|
|
//TiM - Not really needed :P
|
|
//CG_PowerupTimerSounds();
|
|
|
|
// make sure the lagometerSample and frame timing isn't done twice when in stereo
|
|
if ( stereoView != STEREO_RIGHT ) {
|
|
cg.frametime = cg.time - cg.oldTime;
|
|
if ( cg.frametime < 0 ) {
|
|
cg.frametime = 0;
|
|
}
|
|
cg.oldTime = cg.time;
|
|
CG_AddLagometerFrameInfo();
|
|
}
|
|
|
|
// actually issue the rendering calls
|
|
CG_DrawActive( stereoView );
|
|
|
|
if ( cg_stats.integer ) {
|
|
CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
|
|
}
|
|
|
|
//TiM - Reset the lerp code at the end of this frame.
|
|
if ( cg.thirdPersonNoLerp )
|
|
cg.thirdPersonNoLerp = qfalse;
|
|
}
|
|
|