mirror of
https://github.com/UberGames/rpgxEF.git
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a39565b783
... not quite content with where the project files lie but it is ok for now. ... compiling works fine so far (only tested mingw32 right now)
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
|
|
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_6 || cg.snap->ps.weapon == WP_7 ) ) {
|
|
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_7 ) {
|
|
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_7 ) {
|
|
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.
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|
soundpoint=0;
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|
}
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|
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|
lasttime=time;
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|
|
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// add the model
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memset( &doorbox, 0, sizeof( doorbox ) );
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VectorCopy( cg.refdef.vieworg, doorbox.lightingOrigin );
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doorbox.shaderRGBA[0] = 255;
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doorbox.shaderRGBA[1] = 255;
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doorbox.shaderRGBA[2] = 255;
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doorbox.shaderRGBA[3] = 255;
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|
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|
doorbox.hModel = cgs.media.doorbox;
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|
if (!doorbox.hModel) {
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return;
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|
}
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|
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VectorMA(cg.refdef.vieworg, 25, cg.refdef.viewaxis[0], doorbox.origin);
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VectorMA(doorbox.origin, -35, cg.refdef.viewaxis[2], doorbox.origin);
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AnglesToAxis(cg.refdefViewAngles, doorbox.axis);
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VectorScale(doorbox.axis[0], -1.0, doorbox.axis[0]);
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VectorScale(doorbox.axis[1], -1.0, doorbox.axis[1]);
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if (soundpoint <= 0)
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{ // First part... "Prepare to compete."
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if (time >= TIME_INIT)
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|
{
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soundpoint = 1;
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trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.holoInitSound );
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}
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doorbox.frame = 0;
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|
}
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else if (soundpoint == 1)
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|
{ // Second part... Open door after "prepare".
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if (time >= TIME_DOOR_START)
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|
{
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soundpoint = 2;
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trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.holoDoorSound );
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}
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doorbox.frame = 0;
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}
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else if (soundpoint == 2)
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{ // Third part... Fade in after opening door.
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if (time >= TIME_FADE_START)
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{
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soundpoint = 3;
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trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.holoFadeSound );
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doorbox.frame = FRAMES_DOOR-1;
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}
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else
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{
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doorbox.frame = ((float)(time - TIME_DOOR_START) / 100.0) + 1;
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if (doorbox.frame >= FRAMES_DOOR)
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{
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doorbox.frame=FRAMES_DOOR-1;
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}
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else
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{
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doorbox.oldframe = doorbox.frame-1;
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doorbox.backlerp = (float)(doorbox.frame) - ((float)(time - TIME_DOOR_START) / 100.0);
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}
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}
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}
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else
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{ // Final part... Fade out the model.
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alpha = 1.0 - ((float)(time - TIME_FADE_START) / (float)TIME_FADE_DUR);
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if (alpha<0.0)
|
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{
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alpha=0.0;
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}
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a=255.0*alpha;
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|
if (a<=0)
|
|
{ // An alpha of zero defaults to opaque... Makes sense, why even send something that is 100% transparent?
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|
a=1;
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}
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|
|
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doorbox.shaderRGBA[0] = 255;
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|
doorbox.shaderRGBA[1] = 255;
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|
doorbox.shaderRGBA[2] = 255;
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doorbox.shaderRGBA[3] = a;
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doorbox.frame = FRAMES_DOOR-1;
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}
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|
|
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doorbox.renderfx |= (RF_DEPTHHACK|RF_FORCE_ENT_ALPHA|RF_FULLBRIGHT);
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|
|
|
trap_R_AddRefEntityToScene(&doorbox);
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|
}*/
|
|
|
|
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 );
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|
|
|
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;
|
|
}
|
|
|