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https://github.com/shawns-valve/halflife.git
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1683 lines
40 KiB
C++
1683 lines
40 KiB
C++
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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// view/refresh setup functions
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#include <string.h>
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#include "hud.h"
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#include "cl_util.h"
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#include "cvardef.h"
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#include "usercmd.h"
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "ref_params.h"
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#include "in_defs.h" // PITCH YAW ROLL
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#include "pm_movevars.h"
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#include "pm_shared.h"
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#include "pm_defs.h"
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#include "event_api.h"
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#include "pmtrace.h"
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#include "hltv.h"
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// QUAKECLASSIC
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extern int iMouseInUse;
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extern vec3_t vecTempAngles;
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extern bool bChangeAngles;
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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extern "C"
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{
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int CL_IsThirdPerson( void );
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void CL_CameraOffset( float *ofs );
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void EXPORT V_CalcRefdef( struct ref_params_s *pparams );
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void PM_ParticleLine( float *start, float *end, int pcolor, float life, float vert);
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int PM_GetInfo( int ent );
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void InterpolateAngles( float * start, float * end, float * output, float frac );
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void NormalizeAngles( float * angles );
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float Distance(const float * v1, const float * v2);
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float AngleBetweenVectors( const float * v1, const float * v2 );
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float vJumpOrigin[3];
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float vJumpAngles[3];
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}
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#include "r_studioint.h"
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#include "com_model.h"
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extern engine_studio_api_t IEngineStudio;
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void V_DropPunchAngle ( float frametime, float *ev_punchangle );
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void VectorAngles( const float *forward, float *angles );
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/*
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The view is allowed to move slightly from it's true position for bobbing,
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but if it exceeds 8 pixels linear distance (spherical, not box), the list of
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entities sent from the server may not include everything in the pvs, especially
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when crossing a water boudnary.
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*/
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extern cvar_t *cl_forwardspeed;
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extern cvar_t *chase_active;
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extern cvar_t *cl_vsmoothing;
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vec3_t v_origin, v_angles, v_cl_angles, v_sim_org, v_lastAngles;
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float v_frametime, v_lastDistance;
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vec3_t ev_punchangle;
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cvar_t *scr_ofsx;
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cvar_t *scr_ofsy;
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cvar_t *scr_ofsz;
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cvar_t *v_centermove;
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cvar_t *v_centerspeed;
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cvar_t *cl_bobcycle;
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cvar_t *cl_bob;
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cvar_t *cl_bobup;
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cvar_t *cl_waterdist;
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cvar_t *cl_chasedist;
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// These cvars are not registered (so users can't cheat), so set the ->value field directly
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// Register these cvars in V_Init() if needed for easy tweaking
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cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", 0, 2};
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cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", 0, 0.5};
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cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", 0, 1};
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cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", 0, 0.3};
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cvar_t v_iroll_level = {"v_iroll_level", "0.1", 0, 0.1};
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cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", 0, 0.3};
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float v_idlescale; // used by TFC for concussion grenade effect
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/*
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//=============================================================================
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void V_NormalizeAngles( float *angles )
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{
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int i;
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// Normalize angles
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for ( i = 0; i < 3; i++ )
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{
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if ( angles[i] > 180.0 )
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{
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angles[i] -= 360.0;
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}
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else if ( angles[i] < -180.0 )
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{
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angles[i] += 360.0;
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}
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}
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}
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/*
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===================
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V_InterpolateAngles
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Interpolate Euler angles.
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FIXME: Use Quaternions to avoid discontinuities
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Frac is 0.0 to 1.0 ( i.e., should probably be clamped, but doesn't have to be )
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===================
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void V_InterpolateAngles( float *start, float *end, float *output, float frac )
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{
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int i;
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float ang1, ang2;
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float d;
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V_NormalizeAngles( start );
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V_NormalizeAngles( end );
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for ( i = 0 ; i < 3 ; i++ )
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{
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ang1 = start[i];
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ang2 = end[i];
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d = ang2 - ang1;
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if ( d > 180 )
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{
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d -= 360;
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}
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else if ( d < -180 )
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{
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d += 360;
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}
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output[i] = ang1 + d * frac;
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}
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V_NormalizeAngles( output );
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} */
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// Quakeworld bob code, this fixes jitters in the mutliplayer since the clock (pparams->time) isn't quite linear
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float V_CalcBob ( struct ref_params_s *pparams )
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{
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static double bobtime;
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static float bob;
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float cycle;
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static float lasttime;
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vec3_t vel;
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if ( pparams->onground == -1 ||
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pparams->time == lasttime )
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{
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// just use old value
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return bob;
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}
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lasttime = pparams->time;
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bobtime += pparams->frametime;
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cycle = bobtime - (int)( bobtime / cl_bobcycle->value ) * cl_bobcycle->value;
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cycle /= cl_bobcycle->value;
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if ( cycle < cl_bobup->value )
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{
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cycle = M_PI * cycle / cl_bobup->value;
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}
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else
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{
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cycle = M_PI + M_PI * ( cycle - cl_bobup->value )/( 1.0 - cl_bobup->value );
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}
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// bob is proportional to simulated velocity in the xy plane
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// (don't count Z, or jumping messes it up)
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VectorCopy( pparams->simvel, vel );
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vel[2] = 0;
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bob = sqrt( vel[0] * vel[0] + vel[1] * vel[1] ) * cl_bob->value;
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bob = bob * 0.3 + bob * 0.7 * sin(cycle);
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bob = min( bob, 4.0f );
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bob = max( bob, -7.0f );
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return bob;
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}
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/*
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===============
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V_CalcRoll
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Used by view and sv_user
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===============
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*/
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float V_CalcRoll (vec3_t angles, vec3_t velocity, float rollangle, float rollspeed )
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{
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float sign;
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float side;
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float value;
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vec3_t forward, right, up;
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AngleVectors ( angles, forward, right, up );
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side = DotProduct (velocity, right);
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sign = side < 0 ? -1 : 1;
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side = fabs( side );
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value = rollangle;
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if (side < rollspeed)
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{
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side = side * value / rollspeed;
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}
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else
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{
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side = value;
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}
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return side * sign;
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}
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typedef struct pitchdrift_s
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{
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float pitchvel;
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int nodrift;
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float driftmove;
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double laststop;
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} pitchdrift_t;
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static pitchdrift_t pd;
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void V_StartPitchDrift( void )
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{
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if ( pd.laststop == gEngfuncs.GetClientTime() )
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{
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return; // something else is keeping it from drifting
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}
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if ( pd.nodrift || !pd.pitchvel )
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{
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pd.pitchvel = v_centerspeed->value;
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pd.nodrift = 0;
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pd.driftmove = 0;
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}
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}
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void V_StopPitchDrift ( void )
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{
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pd.laststop = gEngfuncs.GetClientTime();
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pd.nodrift = 1;
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pd.pitchvel = 0;
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}
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/*
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===============
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V_DriftPitch
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Moves the client pitch angle towards idealpitch sent by the server.
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If the user is adjusting pitch manually, either with lookup/lookdown,
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mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
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===============
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*/
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#include "kbutton.h"
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extern kbutton_t in_mlook;
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void V_DriftPitch ( struct ref_params_s *pparams )
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{
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float delta, move;
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if ( ( in_mlook.state & 1) || gEngfuncs.IsNoClipping() || !pparams->onground || pparams->demoplayback || pparams->spectator )
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{
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pd.driftmove = 0;
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pd.pitchvel = 0;
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return;
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}
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// don't count small mouse motion
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if (pd.nodrift)
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{
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if ( fabs( pparams->cmd->forwardmove ) < cl_forwardspeed->value )
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pd.driftmove = 0;
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else
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pd.driftmove += pparams->frametime;
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if ( pd.driftmove > v_centermove->value)
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{
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V_StartPitchDrift ();
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}
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return;
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}
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delta = pparams->idealpitch - pparams->cl_viewangles[PITCH];
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if (!delta)
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{
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pd.pitchvel = 0;
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return;
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}
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move = pparams->frametime * pd.pitchvel;
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pd.pitchvel += pparams->frametime * v_centerspeed->value;
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//Con_Printf ("move: %f (%f)\n", move, pparams->frametime);
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if (delta > 0)
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{
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if (move > delta)
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{
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pd.pitchvel = 0;
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move = delta;
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}
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pparams->cl_viewangles[PITCH] += move;
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}
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else if (delta < 0)
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{
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if (move > -delta)
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{
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pd.pitchvel = 0;
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move = -delta;
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}
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pparams->cl_viewangles[PITCH] -= move;
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}
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}
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/*
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==============================================================================
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VIEW RENDERING
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==============================================================================
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*/
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/*
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==================
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V_CalcGunAngle
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==================
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*/
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void V_CalcGunAngle ( struct ref_params_s *pparams )
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{
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cl_entity_t *viewent;
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viewent = gEngfuncs.GetViewModel();
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if ( !viewent )
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return;
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viewent->angles[YAW] = pparams->viewangles[YAW] + pparams->crosshairangle[YAW];
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viewent->angles[PITCH] = -pparams->viewangles[PITCH] + pparams->crosshairangle[PITCH] * 0.25;
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viewent->angles[ROLL] -= v_idlescale * sin(pparams->time*v_iroll_cycle.value) * v_iroll_level.value;
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// don't apply all of the v_ipitch to prevent normally unseen parts of viewmodel from coming into view.
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viewent->angles[PITCH] -= v_idlescale * sin(pparams->time*v_ipitch_cycle.value) * (v_ipitch_level.value * 0.5);
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viewent->angles[YAW] -= v_idlescale * sin(pparams->time*v_iyaw_cycle.value) * v_iyaw_level.value;
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}
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/*
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==============
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V_AddIdle
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Idle swaying
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==============
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*/
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void V_AddIdle ( struct ref_params_s *pparams )
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{
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pparams->viewangles[ROLL] += v_idlescale * sin(pparams->time*v_iroll_cycle.value) * v_iroll_level.value;
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pparams->viewangles[PITCH] += v_idlescale * sin(pparams->time*v_ipitch_cycle.value) * v_ipitch_level.value;
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pparams->viewangles[YAW] += v_idlescale * sin(pparams->time*v_iyaw_cycle.value) * v_iyaw_level.value;
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}
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extern cvar_t *cl_rollspeed;
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extern cvar_t *cl_rollangle;
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/*
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==============
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V_CalcViewRoll
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Roll is induced by movement and damage
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==============
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*/
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void V_CalcViewRoll ( struct ref_params_s *pparams )
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{
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cl_entity_t *viewentity;
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viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity );
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if ( !viewentity )
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return;
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//Roll the angles when strafing Quake style!
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pparams->viewangles[ROLL] = V_CalcRoll (pparams->viewangles, pparams->simvel, cl_rollangle->value, cl_rollspeed->value ) * 4;
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if ( pparams->health <= 0 && ( pparams->viewheight[2] != 0 ) )
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{
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// only roll the view if the player is dead and the viewheight[2] is nonzero
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// this is so deadcam in multiplayer will work.
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pparams->viewangles[ROLL] = 80; // dead view angle
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return;
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}
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}
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/*
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==================
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V_CalcIntermissionRefdef
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==================
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*/
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void V_CalcIntermissionRefdef ( struct ref_params_s *pparams )
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{
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cl_entity_t *ent, *view;
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float old;
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// don't allow cheats in multiplayer
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if ( pparams->maxclients > 1 )
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{
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scr_ofsx->value = 0.0;
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scr_ofsy->value = 0.0;
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scr_ofsz->value = 0.0;
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}
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// ent is the player model ( visible when out of body )
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ent = gEngfuncs.GetLocalPlayer();
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// view is the weapon model (only visible from inside body )
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view = gEngfuncs.GetViewModel();
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VectorCopy ( pparams->simorg, pparams->vieworg );
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VectorCopy ( pparams->cl_viewangles, pparams->viewangles );
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view->model = NULL;
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// allways idle in intermission
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old = v_idlescale;
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v_idlescale = 1;
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V_AddIdle ( pparams );
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if ( gEngfuncs.IsSpectateOnly() )
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{
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// in HLTV we must go to 'intermission' position by ourself
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VectorCopy( gHUD.m_Spectator.m_cameraOrigin, pparams->vieworg );
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VectorCopy( gHUD.m_Spectator.m_cameraAngles, pparams->viewangles );
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}
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v_idlescale = old;
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v_cl_angles = pparams->cl_viewangles;
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v_origin = pparams->vieworg;
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v_angles = pparams->viewangles;
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}
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#define ORIGIN_BACKUP 64
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#define ORIGIN_MASK ( ORIGIN_BACKUP - 1 )
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typedef struct
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{
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float Origins[ ORIGIN_BACKUP ][3];
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float OriginTime[ ORIGIN_BACKUP ];
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float Angles[ ORIGIN_BACKUP ][3];
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float AngleTime[ ORIGIN_BACKUP ];
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int CurrentOrigin;
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int CurrentAngle;
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} viewinterp_t;
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/*
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==================
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V_CalcRefdef
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==================
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*/
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void V_CalcNormalRefdef ( struct ref_params_s *pparams )
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{
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cl_entity_t *ent, *view;
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int i;
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vec3_t angles;
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float bob, waterOffset;
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static viewinterp_t ViewInterp;
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static float oldz = 0;
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static float lasttime;
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static float lastang[3];
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vec3_t angdelta;
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vec3_t camAngles, camForward, camRight, camUp;
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cl_entity_t *pwater;
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//Force angle change
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if ( bChangeAngles == true )
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{
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pparams->cl_viewangles[PITCH] = vecTempAngles[PITCH];
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pparams->cl_viewangles[YAW] = vecTempAngles[YAW];
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pparams->cl_viewangles[ROLL] = vecTempAngles[ROLL];
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vecTempAngles = Vector ( 0, 0, 0 );
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bChangeAngles = false;
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}
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// don't allow cheats in multiplayer
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if ( pparams->maxclients > 1 )
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{
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gEngfuncs.Cvar_SetValue ("scr_ofsx", 0);
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gEngfuncs.Cvar_SetValue ("scr_ofsy", 0);
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gEngfuncs.Cvar_SetValue ("scr_ofsz", 0);
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}
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V_DriftPitch ( pparams );
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// ent is the player model ( visible when out of body )
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ent = gEngfuncs.GetLocalPlayer();
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// view is the weapon model (only visible from inside body )
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view = gEngfuncs.GetViewModel();
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// transform the view offset by the model's matrix to get the offset from
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// model origin for the view
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bob = V_CalcBob ( pparams );
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// refresh position
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VectorCopy ( pparams->simorg, pparams->vieworg );
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pparams->vieworg[2] += ( bob );
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VectorAdd( pparams->vieworg, pparams->viewheight, pparams->vieworg );
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VectorCopy ( pparams->cl_viewangles, pparams->viewangles );
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gEngfuncs.V_CalcShake();
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gEngfuncs.V_ApplyShake( pparams->vieworg, pparams->viewangles, 1.0 );
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// never let view origin sit exactly on a node line, because a water plane can
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// dissapear when viewed with the eye exactly on it.
|
|
// FIXME, we send origin at 1/128 now, change this?
|
|
// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
|
|
|
|
pparams->vieworg[0] += 1.0/32;
|
|
pparams->vieworg[1] += 1.0/32;
|
|
pparams->vieworg[2] += 1.0/32;
|
|
|
|
// Check for problems around water, move the viewer artificially if necessary
|
|
// -- this prevents drawing errors in GL due to waves
|
|
|
|
waterOffset = 0;
|
|
if ( pparams->waterlevel >= 2 )
|
|
{
|
|
int i, contents, waterDist, waterEntity;
|
|
vec3_t point;
|
|
waterDist = cl_waterdist->value;
|
|
|
|
if ( pparams->hardware )
|
|
{
|
|
waterEntity = gEngfuncs.PM_WaterEntity( pparams->simorg );
|
|
if ( waterEntity >= 0 && waterEntity < pparams->max_entities )
|
|
{
|
|
pwater = gEngfuncs.GetEntityByIndex( waterEntity );
|
|
if ( pwater && ( pwater->model != NULL ) )
|
|
{
|
|
waterDist += ( pwater->curstate.scale * 16 ); // Add in wave height
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
waterEntity = 0; // Don't need this in software
|
|
}
|
|
|
|
VectorCopy( pparams->vieworg, point );
|
|
|
|
// Eyes are above water, make sure we're above the waves
|
|
if ( pparams->waterlevel == 2 )
|
|
{
|
|
point[2] -= waterDist;
|
|
for ( i = 0; i < waterDist; i++ )
|
|
{
|
|
contents = gEngfuncs.PM_PointContents( point, NULL );
|
|
if ( contents > CONTENTS_WATER )
|
|
break;
|
|
point[2] += 1;
|
|
}
|
|
waterOffset = (point[2] + waterDist) - pparams->vieworg[2];
|
|
}
|
|
else
|
|
{
|
|
// eyes are under water. Make sure we're far enough under
|
|
point[2] += waterDist;
|
|
|
|
for ( i = 0; i < waterDist; i++ )
|
|
{
|
|
contents = gEngfuncs.PM_PointContents( point, NULL );
|
|
if ( contents <= CONTENTS_WATER )
|
|
break;
|
|
point[2] -= 1;
|
|
}
|
|
waterOffset = (point[2] - waterDist) - pparams->vieworg[2];
|
|
}
|
|
}
|
|
|
|
pparams->vieworg[2] += waterOffset;
|
|
|
|
V_CalcViewRoll ( pparams );
|
|
|
|
V_AddIdle ( pparams );
|
|
|
|
// offsets
|
|
VectorCopy( pparams->cl_viewangles, angles );
|
|
|
|
AngleVectors ( angles, pparams->forward, pparams->right, pparams->up );
|
|
|
|
for ( i=0 ; i<3 ; i++ )
|
|
{
|
|
pparams->vieworg[i] += scr_ofsx->value*pparams->forward[i] + scr_ofsy->value*pparams->right[i] + scr_ofsz->value*pparams->up[i];
|
|
}
|
|
|
|
// Treating cam_ofs[2] as the distance
|
|
if( CL_IsThirdPerson() )
|
|
{
|
|
vec3_t ofs;
|
|
|
|
ofs[0] = ofs[1] = ofs[2] = 0.0;
|
|
|
|
CL_CameraOffset( (float *)&ofs );
|
|
|
|
VectorCopy( ofs, camAngles );
|
|
camAngles[ ROLL ] = 0;
|
|
|
|
AngleVectors( camAngles, camForward, camRight, camUp );
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
pparams->vieworg[ i ] += -ofs[2] * camForward[ i ];
|
|
}
|
|
}
|
|
|
|
// Give gun our viewangles
|
|
VectorCopy ( pparams->cl_viewangles, view->angles );
|
|
|
|
// set up gun position
|
|
V_CalcGunAngle ( pparams );
|
|
|
|
// Use predicted origin as view origin.
|
|
VectorCopy ( pparams->simorg, view->origin );
|
|
view->origin[2] += ( waterOffset );
|
|
VectorAdd( view->origin, pparams->viewheight, view->origin );
|
|
|
|
// Let the viewmodel shake at about 10% of the amplitude
|
|
gEngfuncs.V_ApplyShake( view->origin, view->angles, 0.9 );
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
view->origin[ i ] += bob * 0.4 * pparams->forward[ i ];
|
|
}
|
|
view->origin[2] += bob;
|
|
|
|
// throw in a little tilt.
|
|
view->angles[YAW] -= bob * 0.5;
|
|
view->angles[ROLL] -= bob * 1;
|
|
view->angles[PITCH] -= bob * 0.3;
|
|
|
|
// pushing the view origin down off of the same X/Z plane as the ent's origin will give the
|
|
// gun a very nice 'shifting' effect when the player looks up/down. If there is a problem
|
|
// with view model distortion, this may be a cause. (SJB).
|
|
view->origin[2] -= 1;
|
|
|
|
// fudge position around to keep amount of weapon visible
|
|
// roughly equal with different FOV
|
|
if (pparams->viewsize == 110)
|
|
{
|
|
view->origin[2] += 1;
|
|
}
|
|
else if (pparams->viewsize == 100)
|
|
{
|
|
view->origin[2] += 2;
|
|
}
|
|
else if (pparams->viewsize == 90)
|
|
{
|
|
view->origin[2] += 1;
|
|
}
|
|
else if (pparams->viewsize == 80)
|
|
{
|
|
view->origin[2] += 0.5;
|
|
}
|
|
|
|
// Add in the punchangle, if any
|
|
VectorAdd ( pparams->viewangles, pparams->punchangle, pparams->viewangles );
|
|
|
|
// Include client side punch, too
|
|
VectorAdd ( pparams->viewangles, (float *)&ev_punchangle, pparams->viewangles);
|
|
|
|
V_DropPunchAngle ( pparams->frametime, (float *)&ev_punchangle );
|
|
|
|
// smooth out stair step ups
|
|
#if 1
|
|
if ( !pparams->smoothing && pparams->onground && pparams->simorg[2] - oldz > 0)
|
|
{
|
|
float steptime;
|
|
|
|
steptime = pparams->time - lasttime;
|
|
if (steptime < 0)
|
|
//FIXME I_Error ("steptime < 0");
|
|
steptime = 0;
|
|
|
|
oldz += steptime * 150;
|
|
if (oldz > pparams->simorg[2])
|
|
oldz = pparams->simorg[2];
|
|
if (pparams->simorg[2] - oldz > 18)
|
|
oldz = pparams->simorg[2]- 18;
|
|
pparams->vieworg[2] += oldz - pparams->simorg[2];
|
|
view->origin[2] += oldz - pparams->simorg[2];
|
|
}
|
|
else
|
|
{
|
|
oldz = pparams->simorg[2];
|
|
}
|
|
#endif
|
|
|
|
{
|
|
static float lastorg[3];
|
|
vec3_t delta;
|
|
|
|
VectorSubtract( pparams->simorg, lastorg, delta );
|
|
|
|
if ( Length( delta ) != 0.0 )
|
|
{
|
|
VectorCopy( pparams->simorg, ViewInterp.Origins[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] );
|
|
ViewInterp.OriginTime[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] = pparams->time;
|
|
ViewInterp.CurrentOrigin++;
|
|
|
|
VectorCopy( pparams->simorg, lastorg );
|
|
}
|
|
}
|
|
|
|
// Smooth out whole view in multiplayer when on trains, lifts
|
|
if ( cl_vsmoothing && cl_vsmoothing->value &&
|
|
( pparams->smoothing && ( pparams->maxclients > 1 ) ) )
|
|
{
|
|
int foundidx;
|
|
int i;
|
|
float t;
|
|
|
|
if ( cl_vsmoothing->value < 0.0 )
|
|
{
|
|
gEngfuncs.Cvar_SetValue( "cl_vsmoothing", 0.0 );
|
|
}
|
|
|
|
t = pparams->time - cl_vsmoothing->value;
|
|
|
|
for ( i = 1; i < ORIGIN_MASK; i++ )
|
|
{
|
|
foundidx = ViewInterp.CurrentOrigin - 1 - i;
|
|
if ( ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] <= t )
|
|
break;
|
|
}
|
|
|
|
if ( i < ORIGIN_MASK && ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] != 0.0 )
|
|
{
|
|
// Interpolate
|
|
vec3_t delta;
|
|
double frac;
|
|
double dt;
|
|
vec3_t neworg;
|
|
|
|
dt = ViewInterp.OriginTime[ (foundidx + 1) & ORIGIN_MASK ] - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ];
|
|
if ( dt > 0.0 )
|
|
{
|
|
frac = ( t - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK] ) / dt;
|
|
frac = min( 1.0, frac );
|
|
VectorSubtract( ViewInterp.Origins[ ( foundidx + 1 ) & ORIGIN_MASK ], ViewInterp.Origins[ foundidx & ORIGIN_MASK ], delta );
|
|
VectorMA( ViewInterp.Origins[ foundidx & ORIGIN_MASK ], frac, delta, neworg );
|
|
|
|
VectorSubtract( neworg, pparams->simorg, delta );
|
|
|
|
VectorAdd( pparams->simorg, delta, pparams->simorg );
|
|
VectorAdd( pparams->vieworg, delta, pparams->vieworg );
|
|
VectorAdd( view->origin, delta, view->origin );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Store off v_angles before munging for third person
|
|
v_angles = pparams->viewangles;
|
|
v_cl_angles = pparams->cl_viewangles;
|
|
|
|
if ( CL_IsThirdPerson() )
|
|
{
|
|
VectorCopy( camAngles, pparams->viewangles);
|
|
}
|
|
|
|
// override all previous settings if the viewent isn't the client
|
|
if ( pparams->viewentity > pparams->maxclients )
|
|
{
|
|
cl_entity_t *viewentity;
|
|
viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity );
|
|
if ( viewentity )
|
|
{
|
|
VectorCopy( viewentity->origin, pparams->vieworg );
|
|
VectorCopy( viewentity->angles, pparams->viewangles );
|
|
|
|
// Store off overridden viewangles
|
|
v_angles = pparams->viewangles;
|
|
}
|
|
}
|
|
|
|
// Update the latched view origin/angles here, this was
|
|
// previously done in V_CalcGunAngle but that happens
|
|
// before a bunch of other stuff happens, which nukes
|
|
// a bunch of the viewbob fx.
|
|
VectorCopy( view->origin, view->curstate.origin );
|
|
VectorCopy( view->origin, view->latched.prevorigin );
|
|
VectorCopy( view->angles, view->curstate.angles );
|
|
VectorCopy( view->angles, view->latched.prevangles );
|
|
|
|
lasttime = pparams->time;
|
|
|
|
v_origin = pparams->vieworg;
|
|
}
|
|
void V_SmoothInterpolateAngles( float * startAngle, float * endAngle, float * finalAngle, float degreesPerSec )
|
|
{
|
|
float frac,d;
|
|
|
|
NormalizeAngles( startAngle );
|
|
NormalizeAngles( endAngle );
|
|
|
|
for ( int i = 0 ; i < 3 ; i++ )
|
|
{
|
|
d = endAngle[i] - startAngle[i];
|
|
|
|
if ( d > 180.0f )
|
|
{
|
|
d -= 360.0f;
|
|
}
|
|
else if ( d < -180.0f )
|
|
{
|
|
d += 360.0f;
|
|
}
|
|
|
|
float absd = fabs(d);
|
|
|
|
if ( absd > 0.1f )
|
|
{
|
|
frac = (degreesPerSec * v_frametime ) / absd;
|
|
|
|
if ( absd < 45.0f )
|
|
frac*= absd / 45.0f; // slow down last 45 degrees
|
|
|
|
if ( frac > 1.0f )
|
|
{
|
|
finalAngle[i] = endAngle[i];
|
|
}
|
|
else
|
|
{
|
|
finalAngle[i] = startAngle[i] + d * frac;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
finalAngle[i] = endAngle[i];
|
|
}
|
|
|
|
}
|
|
|
|
NormalizeAngles( finalAngle );
|
|
}
|
|
|
|
// Get the origin of the Observer based around the target's position and angles
|
|
void V_GetChaseOrigin( float * angles, float * origin, float distance, qboolean worldOnly, float * returnvec )
|
|
{
|
|
int tracefinished = false;
|
|
vec3_t vecEnd;
|
|
vec3_t forward;
|
|
vec3_t vecStart;
|
|
pmtrace_t * trace;
|
|
|
|
// Trace back from the target using the player's view angles
|
|
AngleVectors(angles, forward, NULL, NULL);
|
|
|
|
VectorScale(forward,-1,forward);
|
|
|
|
VectorCopy( origin, vecStart );
|
|
|
|
VectorMA(vecStart, distance , forward, vecEnd);
|
|
|
|
while (!tracefinished)
|
|
{
|
|
|
|
trace = gEngfuncs.PM_TraceLine( vecStart, vecEnd, PM_TRACELINE_PHYSENTSONLY, 2, -1 );
|
|
|
|
if ( trace->ent <= 0 || !worldOnly)
|
|
{
|
|
tracefinished = true;
|
|
}
|
|
else
|
|
{
|
|
if( Distance(trace->endpos, vecEnd ) > 1.0f )
|
|
{
|
|
VectorAdd( trace->endpos, forward, vecStart);
|
|
}
|
|
else
|
|
{
|
|
tracefinished = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// gEngfuncs.Con_Printf("Trace loop %i\n", trace->ent );
|
|
|
|
VectorMA( trace->endpos, 4, trace->plane.normal, returnvec );
|
|
|
|
v_lastDistance = Distance(trace->endpos, origin); // real distance without offset
|
|
}
|
|
|
|
void V_GetDirectedChasePosition(cl_entity_t * ent1, cl_entity_t * ent2,float * angle, float * origin)
|
|
{
|
|
float newAngle[3]; float newOrigin[3]; float tempVec[3];
|
|
|
|
int flags = gHUD.m_Spectator.m_iObserverFlags;
|
|
|
|
qboolean deadPlayer = ent1->player && (ent1->curstate.solid == SOLID_NOT);
|
|
|
|
float dfactor = ( flags & DRC_FLAG_DRAMATIC )? -1.0f : 1.0f;
|
|
|
|
if ( ent1->player && (ent1->curstate.solid == SOLID_NOT) )
|
|
dfactor = 1.5f; // zoom away if player dies
|
|
|
|
float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic;
|
|
|
|
// go away in final scenes
|
|
if (flags & DRC_FLAG_FINAL )
|
|
distance*=2.0f;
|
|
|
|
// let v_lastDistance float smoothly away
|
|
v_lastDistance+= v_frametime * 24.0f; // move unit per seconds back
|
|
|
|
if ( distance > v_lastDistance )
|
|
distance = v_lastDistance;
|
|
|
|
|
|
VectorCopy(ent1->origin, newOrigin);
|
|
|
|
if ( ent1->player )
|
|
{
|
|
if ( deadPlayer )
|
|
newOrigin[2]+= 2; //laying on ground
|
|
else
|
|
newOrigin[2]+= 28; // head level of living player
|
|
|
|
}
|
|
else
|
|
newOrigin[2]+= 8; // object, tricky, must be above bomb in CS
|
|
|
|
if ( ( ent2 == (cl_entity_t*)0xFFFFFFFF ) || deadPlayer ) // we have no second target or player just died
|
|
{
|
|
// we have no second target, choose view direction based on
|
|
// show front of primary target
|
|
VectorCopy(ent1->angles, newAngle);
|
|
newAngle[1]+= 180.0f;
|
|
|
|
newAngle[0]+= 12.5f * dfactor; // lower angle if dramatic
|
|
|
|
// if final scene (bomb), show from real high pos
|
|
if ( flags & DRC_FLAG_FINAL )
|
|
newAngle[0] = 22.5f;
|
|
|
|
// choose side of object/player
|
|
if ( flags & DRC_FLAG_SIDE )
|
|
newAngle[1]+=22.5f;
|
|
else
|
|
newAngle[1]-=22.5f;
|
|
|
|
// if ( AngleBetweenVectors( tempVec, newAngle ) > 1.0f )
|
|
V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 120.0f );
|
|
|
|
// HACK, if player is dead don't clip against his dead body, can't check this
|
|
V_GetChaseOrigin( angle, newOrigin, distance, deadPlayer, origin );
|
|
|
|
}
|
|
else if ( ent2 )
|
|
{
|
|
// get new angle towards second target
|
|
VectorSubtract( ent2->origin, ent1->origin, newAngle );
|
|
|
|
VectorAngles( newAngle, newAngle );
|
|
newAngle[0] = -newAngle[0];
|
|
|
|
// set angle diffrent in Dramtaic scenes
|
|
newAngle[0]+= 12.5f * dfactor; // lower angle if dramatic
|
|
|
|
if ( flags & DRC_FLAG_SIDE )
|
|
newAngle[1]+=22.5f;
|
|
else
|
|
newAngle[1]-=22.5f;
|
|
|
|
V_GetChaseOrigin( newAngle, newOrigin, distance, false, origin );
|
|
|
|
origin[2]+= 16.0f*( 1.0f - (v_lastDistance / distance) );
|
|
|
|
// calculate angle to second target
|
|
VectorSubtract( ent2->origin, origin, tempVec );
|
|
VectorAngles( tempVec, tempVec );
|
|
tempVec[0] = -tempVec[0];
|
|
|
|
// take middle between two viewangles
|
|
InterpolateAngles( newAngle, tempVec, angle, 0.5f);
|
|
|
|
}
|
|
else
|
|
{
|
|
// second target disappeard somehow (dead)
|
|
// keep last good viewangle
|
|
V_GetChaseOrigin( angle, newOrigin, distance, false, origin );
|
|
}
|
|
|
|
VectorCopy(angle, v_lastAngles);
|
|
}
|
|
|
|
void V_GetChasePos(int target, float * cl_angles, float * origin, float * angles)
|
|
{
|
|
if ( !target)
|
|
{
|
|
// just copy a save in-map position
|
|
VectorCopy ( vJumpAngles, angles );
|
|
VectorCopy ( vJumpOrigin, origin );
|
|
return;
|
|
};
|
|
|
|
cl_entity_t * ent = gEngfuncs.GetEntityByIndex( target );
|
|
|
|
if (!ent) return;
|
|
|
|
|
|
if ( gHUD.m_Spectator.m_autoDirector->value )
|
|
{
|
|
if ( g_iUser3 )
|
|
V_GetDirectedChasePosition( ent, gEngfuncs.GetEntityByIndex( g_iUser3 ),
|
|
angles, origin );
|
|
else
|
|
V_GetDirectedChasePosition( ent, ( cl_entity_t*)0xFFFFFFFF,
|
|
angles, origin );
|
|
}
|
|
else
|
|
{
|
|
if ( cl_angles == NULL ) // no mouse angles given, use entity angles ( locked mode )
|
|
{
|
|
VectorCopy ( ent->angles, angles);
|
|
angles[0]*=-1;
|
|
}
|
|
else
|
|
VectorCopy ( cl_angles, angles);
|
|
|
|
|
|
VectorCopy ( ent->origin, origin);
|
|
|
|
origin[2]+= 28; // DEFAULT_VIEWHEIGHT - some offset
|
|
|
|
V_GetChaseOrigin( angles, origin, cl_chasedist->value, false, origin );
|
|
}
|
|
}
|
|
|
|
void V_ResetChaseCam()
|
|
{
|
|
v_lastDistance = 4096.0f;
|
|
}
|
|
|
|
|
|
void V_GetInEyePos(int target, float * origin, float * angles )
|
|
{
|
|
if ( !target)
|
|
{
|
|
// just copy a save in-map position
|
|
VectorCopy ( vJumpAngles, angles );
|
|
VectorCopy ( vJumpOrigin, origin );
|
|
return;
|
|
};
|
|
|
|
|
|
cl_entity_t * ent = gEngfuncs.GetEntityByIndex( target );
|
|
|
|
if ( !ent )
|
|
return;
|
|
|
|
VectorCopy ( ent->origin, origin );
|
|
VectorCopy ( ent->angles, angles );
|
|
|
|
angles[0]*=-M_PI;
|
|
|
|
if ( ent->curstate.solid == SOLID_NOT )
|
|
{
|
|
angles[ROLL] = 80; // dead view angle
|
|
origin[2]+= -8 ; // PM_DEAD_VIEWHEIGHT
|
|
}
|
|
else if (ent->curstate.usehull == 1 )
|
|
origin[2]+= 12; // VEC_DUCK_VIEW;
|
|
else
|
|
// exacty eye position can't be caluculated since it depends on
|
|
// client values like cl_bobcycle, this offset matches the default values
|
|
origin[2]+= 28; // DEFAULT_VIEWHEIGHT
|
|
}
|
|
|
|
void V_GetMapFreePosition( float * cl_angles, float * origin, float * angles )
|
|
{
|
|
vec3_t forward;
|
|
vec3_t zScaledTarget;
|
|
|
|
VectorCopy(cl_angles, angles);
|
|
|
|
// modify angles since we don't wanna see map's bottom
|
|
angles[0] = 51.25f + 38.75f*(angles[0]/90.0f);
|
|
|
|
zScaledTarget[0] = gHUD.m_Spectator.m_mapOrigin[0];
|
|
zScaledTarget[1] = gHUD.m_Spectator.m_mapOrigin[1];
|
|
zScaledTarget[2] = gHUD.m_Spectator.m_mapOrigin[2] * (( 90.0f - angles[0] ) / 90.0f );
|
|
|
|
|
|
AngleVectors(angles, forward, NULL, NULL);
|
|
|
|
VectorNormalize(forward);
|
|
|
|
VectorMA(zScaledTarget, -( 4096.0f / gHUD.m_Spectator.m_mapZoom ), forward , origin);
|
|
}
|
|
|
|
void V_GetMapChasePosition(int target, float * cl_angles, float * origin, float * angles)
|
|
{
|
|
vec3_t forward;
|
|
|
|
if ( target )
|
|
{
|
|
cl_entity_t * ent = gEngfuncs.GetEntityByIndex( target );
|
|
|
|
if ( gHUD.m_Spectator.m_autoDirector->value )
|
|
{
|
|
// this is done to get the angles made by director mode
|
|
V_GetChasePos(target, cl_angles, origin, angles);
|
|
VectorCopy(ent->origin, origin);
|
|
|
|
// keep fix chase angle horizontal
|
|
angles[0] = 45.0f;
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(cl_angles, angles);
|
|
VectorCopy(ent->origin, origin);
|
|
|
|
// modify angles since we don't wanna see map's bottom
|
|
angles[0] = 51.25f + 38.75f*(angles[0]/90.0f);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// keep out roaming position, but modify angles
|
|
VectorCopy(cl_angles, angles);
|
|
angles[0] = 51.25f + 38.75f*(angles[0]/90.0f);
|
|
}
|
|
|
|
origin[2] *= (( 90.0f - angles[0] ) / 90.0f );
|
|
angles[2] = 0.0f; // don't roll angle (if chased player is dead)
|
|
|
|
AngleVectors(angles, forward, NULL, NULL);
|
|
|
|
VectorNormalize(forward);
|
|
|
|
VectorMA(origin, -1536, forward, origin);
|
|
}
|
|
|
|
int V_FindViewModelByWeaponModel(int weaponindex)
|
|
{
|
|
|
|
static char * modelmap[][2] = {
|
|
|
|
#ifdef THREEWAVE
|
|
// { "models/p_grapple.mdl", "models/v_grapple.mdl" },
|
|
#endif
|
|
|
|
{ "models/p_crowbar.mdl", "models/v_crowbar.mdl" },
|
|
{ "models/p_shot.mdl", "models/v_shot.mdl" },
|
|
{ "models/p_shot2.mdl", "models/v_shot2.mdl" },
|
|
{ "models/p_nail.mdl", "models/v_nail.mdl" },
|
|
{ "models/p_nail2.mdl", "models/v_nail2.mdl" },
|
|
{ "models/p_rock.mdl", "models/v_rock.mdl" },
|
|
{ "models/p_rock2.mdl", "models/v_rock2.mdl" },
|
|
{ "models/p_light.mdl", "models/v_light.mdl" },
|
|
{ NULL, NULL } };
|
|
|
|
struct model_s * weaponModel = IEngineStudio.GetModelByIndex( weaponindex );
|
|
|
|
if ( weaponModel )
|
|
{
|
|
int len = strlen( weaponModel->name );
|
|
int i = 0;
|
|
|
|
while ( *modelmap[i] != NULL )
|
|
{
|
|
if ( !strnicmp( weaponModel->name, modelmap[i][0], len ) )
|
|
{
|
|
return gEngfuncs.pEventAPI->EV_FindModelIndex( modelmap[i][1] );
|
|
}
|
|
i++;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
else
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
V_CalcSpectatorRefdef
|
|
|
|
==================
|
|
*/
|
|
void V_CalcSpectatorRefdef ( struct ref_params_s * pparams )
|
|
{
|
|
|
|
vec3_t angles;
|
|
static viewinterp_t ViewInterp;
|
|
static float bob = 0.0f;
|
|
static vec3_t velocity ( 0.0f, 0.0f, 0.0f);
|
|
|
|
static int lastWeaponModelIndex = 0;
|
|
static int lastViewModelIndex = 0;
|
|
|
|
cl_entity_t * ent = gEngfuncs.GetEntityByIndex( g_iUser2 );
|
|
cl_entity_t * gunModel = gEngfuncs.GetViewModel();
|
|
static float lasttime;
|
|
|
|
static float lastang[3];
|
|
static float lastorg[3];
|
|
|
|
vec3_t delta;
|
|
pparams->onlyClientDraw = false;
|
|
|
|
// refresh position
|
|
VectorCopy ( pparams->simorg, v_sim_org );
|
|
|
|
// get old values
|
|
VectorCopy ( pparams->cl_viewangles, v_cl_angles );
|
|
VectorCopy ( pparams->viewangles, v_angles );
|
|
VectorCopy ( pparams->vieworg, v_origin );
|
|
v_frametime = pparams->frametime;
|
|
|
|
if ( pparams->nextView == 0 )
|
|
{
|
|
// first renderer cycle, full screen
|
|
|
|
switch ( g_iUser1 )
|
|
{
|
|
case OBS_CHASE_LOCKED: V_GetChasePos( g_iUser2, NULL, v_origin, v_angles );
|
|
break;
|
|
|
|
case OBS_CHASE_FREE: V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles );
|
|
break;
|
|
|
|
case OBS_ROAMING : VectorCopy (v_cl_angles, v_angles);
|
|
VectorCopy (v_sim_org, v_origin);
|
|
break;
|
|
|
|
case OBS_IN_EYE : V_GetInEyePos( g_iUser2, v_origin, v_angles );
|
|
break;
|
|
|
|
case OBS_MAP_FREE : pparams->onlyClientDraw = true;
|
|
V_GetMapFreePosition( v_cl_angles, v_origin, v_angles );
|
|
break;
|
|
|
|
case OBS_MAP_CHASE : pparams->onlyClientDraw = true;
|
|
V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles );
|
|
break;
|
|
}
|
|
|
|
if ( gHUD.m_Spectator.m_pip->value )
|
|
pparams->nextView = 1; // force a second renderer view
|
|
|
|
gHUD.m_Spectator.m_iDrawCycle = 0;
|
|
|
|
}
|
|
else
|
|
{
|
|
// second renderer cycle, inset window
|
|
|
|
// set inset parameters
|
|
pparams->viewport[0] = XRES(gHUD.m_Spectator.m_OverviewData.insetWindowX); // change viewport to inset window
|
|
pparams->viewport[1] = YRES(gHUD.m_Spectator.m_OverviewData.insetWindowY);
|
|
pparams->viewport[2] = XRES(gHUD.m_Spectator.m_OverviewData.insetWindowWidth);
|
|
pparams->viewport[3] = YRES(gHUD.m_Spectator.m_OverviewData.insetWindowHeight);
|
|
pparams->nextView = 0; // on further view
|
|
pparams->onlyClientDraw = false;
|
|
|
|
// override some settings in certain modes
|
|
switch ( (int)gHUD.m_Spectator.m_pip->value )
|
|
{
|
|
case INSET_CHASE_FREE : V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles );
|
|
break;
|
|
|
|
case INSET_IN_EYE : V_GetInEyePos( g_iUser2, v_origin, v_angles );
|
|
break;
|
|
|
|
case INSET_MAP_FREE : pparams->onlyClientDraw = true;
|
|
V_GetMapFreePosition( v_cl_angles, v_origin, v_angles );
|
|
break;
|
|
|
|
case INSET_MAP_CHASE : pparams->onlyClientDraw = true;
|
|
|
|
if ( g_iUser1 == OBS_ROAMING )
|
|
V_GetMapChasePosition( 0, v_cl_angles, v_origin, v_angles );
|
|
else
|
|
V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles );
|
|
|
|
break;
|
|
}
|
|
|
|
gHUD.m_Spectator.m_iDrawCycle = 1;
|
|
}
|
|
|
|
|
|
// do the smoothing only once per frame, not in roaming or map mode
|
|
if ( (gHUD.m_Spectator.m_iDrawCycle == 0) && (g_iUser1 == OBS_IN_EYE) )
|
|
{
|
|
// smooth angles
|
|
|
|
VectorSubtract( v_angles, lastang, delta );
|
|
if ( Length( delta ) != 0.0f )
|
|
{
|
|
VectorCopy( v_angles, ViewInterp.Angles[ ViewInterp.CurrentAngle & ORIGIN_MASK ] );
|
|
ViewInterp.AngleTime[ ViewInterp.CurrentAngle & ORIGIN_MASK ] = pparams->time;
|
|
ViewInterp.CurrentAngle++;
|
|
VectorCopy( v_angles, lastang );
|
|
}
|
|
|
|
if ( cl_vsmoothing && cl_vsmoothing->value )
|
|
{
|
|
int foundidx;
|
|
int i;
|
|
float t;
|
|
|
|
t = pparams->time - cl_vsmoothing->value;
|
|
|
|
for ( i = 1; i < ORIGIN_MASK; i++ )
|
|
{
|
|
foundidx = ViewInterp.CurrentAngle - 1 - i;
|
|
if ( ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ] <= t )
|
|
break;
|
|
}
|
|
|
|
if ( i < ORIGIN_MASK && ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ] != 0.0 )
|
|
{
|
|
// Interpolate
|
|
double dt;
|
|
float da;
|
|
vec3_t v1,v2;
|
|
|
|
AngleVectors( ViewInterp.Angles[ foundidx & ORIGIN_MASK ], v1, NULL, NULL );
|
|
AngleVectors( ViewInterp.Angles[ (foundidx + 1) & ORIGIN_MASK ], v2, NULL, NULL );
|
|
da = AngleBetweenVectors( v1, v2 );
|
|
|
|
dt = ViewInterp.AngleTime[ (foundidx + 1) & ORIGIN_MASK ] - ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ];
|
|
|
|
if ( dt > 0.0 && ( da < 22.5f) )
|
|
{
|
|
double frac;
|
|
|
|
frac = ( t - ViewInterp.AngleTime[ foundidx & ORIGIN_MASK] ) / dt;
|
|
frac = min( 1.0, frac );
|
|
|
|
// interpolate angles
|
|
InterpolateAngles( ViewInterp.Angles[ foundidx & ORIGIN_MASK ], ViewInterp.Angles[ (foundidx + 1) & ORIGIN_MASK ], v_angles, frac );
|
|
}
|
|
}
|
|
}
|
|
|
|
// smooth origin
|
|
|
|
VectorSubtract( v_origin, lastorg, delta );
|
|
|
|
if ( Length( delta ) != 0.0 )
|
|
{
|
|
VectorCopy( v_origin, ViewInterp.Origins[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] );
|
|
ViewInterp.OriginTime[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] = pparams->time;
|
|
ViewInterp.CurrentOrigin++;
|
|
|
|
VectorCopy( v_origin, lastorg );
|
|
}
|
|
|
|
// don't smooth in roaming (already smoothd),
|
|
if ( cl_vsmoothing && cl_vsmoothing->value )
|
|
{
|
|
int foundidx;
|
|
int i;
|
|
float t;
|
|
|
|
t = pparams->time - cl_vsmoothing->value;
|
|
|
|
for ( i = 1; i < ORIGIN_MASK; i++ )
|
|
{
|
|
foundidx = ViewInterp.CurrentOrigin - 1 - i;
|
|
if ( ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] <= t )
|
|
break;
|
|
}
|
|
|
|
if ( i < ORIGIN_MASK && ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] != 0.0 )
|
|
{
|
|
// Interpolate
|
|
vec3_t delta;
|
|
double frac;
|
|
double dt;
|
|
vec3_t neworg;
|
|
|
|
dt = ViewInterp.OriginTime[ (foundidx + 1) & ORIGIN_MASK ] - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ];
|
|
if ( dt > 0.0 )
|
|
{
|
|
frac = ( t - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK] ) / dt;
|
|
frac = min( 1.0, frac );
|
|
VectorSubtract( ViewInterp.Origins[ ( foundidx + 1 ) & ORIGIN_MASK ], ViewInterp.Origins[ foundidx & ORIGIN_MASK ], delta );
|
|
VectorMA( ViewInterp.Origins[ foundidx & ORIGIN_MASK ], frac, delta, neworg );
|
|
|
|
// Dont interpolate large changes
|
|
if ( Length( delta ) < 64 )
|
|
{
|
|
VectorCopy( neworg, v_origin );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Hack in weapon model:
|
|
|
|
|
|
if ( (g_iUser1 == OBS_IN_EYE || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE)
|
|
&& ent && g_iUser2 )
|
|
{
|
|
// get position for weapon model
|
|
VectorCopy( v_origin, gunModel->origin);
|
|
VectorCopy( v_angles, gunModel->angles);
|
|
|
|
// add idle tremble
|
|
gunModel->angles[PITCH]*=-1;
|
|
|
|
// calculate player velocity
|
|
float timeDiff = ent->curstate.msg_time - ent->prevstate.msg_time;
|
|
|
|
if ( timeDiff > 0 )
|
|
{
|
|
vec3_t distance;
|
|
VectorSubtract(ent->prevstate.origin, ent->curstate.origin, distance);
|
|
VectorScale(distance, 1/timeDiff, distance );
|
|
|
|
velocity[0] = velocity[0]*0.66f + distance[0]*0.33f;
|
|
velocity[1] = velocity[1]*0.66f + distance[1]*0.33f;
|
|
velocity[2] = velocity[2]*0.66f + distance[2]*0.33f;
|
|
|
|
VectorCopy(velocity, pparams->simvel);
|
|
pparams->onground = 1;
|
|
|
|
bob = V_CalcBob( pparams );
|
|
}
|
|
|
|
vec3_t forward;
|
|
AngleVectors(v_angles, forward, NULL, NULL );
|
|
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
gunModel->origin[ i ] += bob * 0.4 * forward[ i ];
|
|
}
|
|
|
|
// throw in a little tilt.
|
|
gunModel->angles[YAW] -= bob * 0.5;
|
|
gunModel->angles[ROLL] -= bob * 1;
|
|
gunModel->angles[PITCH] -= bob * 0.3;
|
|
|
|
VectorCopy( gunModel->angles, gunModel->curstate.angles );
|
|
VectorCopy( gunModel->angles, gunModel->latched.prevangles );
|
|
|
|
if ( lastWeaponModelIndex != ent->curstate.weaponmodel )
|
|
{
|
|
// weapon model changed
|
|
|
|
lastWeaponModelIndex = ent->curstate.weaponmodel;
|
|
lastViewModelIndex = V_FindViewModelByWeaponModel( lastWeaponModelIndex );
|
|
if ( lastViewModelIndex )
|
|
{
|
|
gEngfuncs.pfnWeaponAnim(0,0); // reset weapon animation
|
|
}
|
|
else
|
|
{
|
|
// model not found
|
|
gunModel->model = NULL; // disable weaopn model
|
|
lastWeaponModelIndex = lastViewModelIndex = 0;
|
|
}
|
|
}
|
|
|
|
if ( lastViewModelIndex )
|
|
{
|
|
gunModel->model = IEngineStudio.GetModelByIndex( lastViewModelIndex );
|
|
gunModel->curstate.modelindex = lastViewModelIndex;
|
|
gunModel->curstate.frame = 0;
|
|
gunModel->curstate.colormap = 0;
|
|
gunModel->index = g_iUser2;
|
|
}
|
|
else
|
|
{
|
|
gunModel->model = NULL; // disable weaopn model
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gunModel->model = NULL; // disable weaopn model
|
|
lastWeaponModelIndex = lastViewModelIndex = 0;
|
|
}
|
|
|
|
lasttime = pparams->time;
|
|
|
|
// write back new values into pparams
|
|
|
|
VectorCopy ( v_angles, pparams->viewangles )
|
|
VectorCopy ( v_origin, pparams->vieworg );
|
|
|
|
}
|
|
|
|
void EXPORT V_CalcRefdef( struct ref_params_s *pparams )
|
|
{
|
|
// intermission / finale rendering
|
|
if ( pparams->intermission )
|
|
{
|
|
V_CalcIntermissionRefdef ( pparams );
|
|
}
|
|
else if ( pparams->spectator || g_iUser1 ) // g_iUser true if in spectator mode
|
|
{
|
|
V_CalcSpectatorRefdef ( pparams );
|
|
}
|
|
else if ( !pparams->paused )
|
|
{
|
|
V_CalcNormalRefdef ( pparams );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
V_DropPunchAngle
|
|
|
|
=============
|
|
*/
|
|
void V_DropPunchAngle ( float frametime, float *ev_punchangle )
|
|
{
|
|
float len;
|
|
|
|
len = VectorNormalize ( ev_punchangle );
|
|
len -= (10.0 + len * 0.5) * frametime;
|
|
len = max( len, 0.0f );
|
|
VectorScale ( ev_punchangle, len, ev_punchangle );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
V_PunchAxis
|
|
|
|
Client side punch effect
|
|
=============
|
|
*/
|
|
void V_PunchAxis( int axis, float punch )
|
|
{
|
|
ev_punchangle[ axis ] = punch;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
V_Init
|
|
=============
|
|
*/
|
|
void V_Init (void)
|
|
{
|
|
gEngfuncs.pfnAddCommand ("centerview", V_StartPitchDrift );
|
|
|
|
scr_ofsx = gEngfuncs.pfnRegisterVariable( "scr_ofsx","0", 0 );
|
|
scr_ofsy = gEngfuncs.pfnRegisterVariable( "scr_ofsy","0", 0 );
|
|
scr_ofsz = gEngfuncs.pfnRegisterVariable( "scr_ofsz","0", 0 );
|
|
|
|
v_centermove = gEngfuncs.pfnRegisterVariable( "v_centermove", "0.15", 0 );
|
|
v_centerspeed = gEngfuncs.pfnRegisterVariable( "v_centerspeed","500", 0 );
|
|
|
|
cl_bobcycle = gEngfuncs.pfnRegisterVariable( "cl_bobcycle","0.8", 0 );// best default for my experimental gun wag (sjb)
|
|
cl_bob = gEngfuncs.pfnRegisterVariable( "cl_bob","0.01", FCVAR_ARCHIVE );// best default for my experimental gun wag (sjb)
|
|
cl_bobup = gEngfuncs.pfnRegisterVariable( "cl_bobup","0.5", 0 );
|
|
cl_waterdist = gEngfuncs.pfnRegisterVariable( "cl_waterdist","4", 0 );
|
|
cl_chasedist = gEngfuncs.pfnRegisterVariable( "cl_chasedist","112", 0 );
|
|
}
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//#define TRACE_TEST
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#if defined( TRACE_TEST )
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extern float in_fov;
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/*
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====================
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CalcFov
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====================
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*/
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float CalcFov (float fov_x, float width, float height)
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{
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float a;
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float x;
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|
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if (fov_x < 1 || fov_x > 179)
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fov_x = 90; // error, set to 90
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x = width/tan(fov_x/360*M_PI);
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a = atan (height/x);
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a = a*360/M_PI;
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return a;
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}
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int hitent = -1;
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|
|
|
void V_Move( int mx, int my )
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|
{
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float fov;
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|
float fx, fy;
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|
float dx, dy;
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|
float c_x, c_y;
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|
float dX, dY;
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|
vec3_t forward, up, right;
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|
vec3_t newangles;
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|
|
|
vec3_t farpoint;
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|
pmtrace_t tr;
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|
|
|
fov = CalcFov( in_fov, (float)ScreenWidth, (float)ScreenHeight );
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|
|
|
c_x = (float)ScreenWidth / 2.0;
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|
c_y = (float)ScreenHeight / 2.0;
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|
|
|
dx = (float)mx - c_x;
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dy = (float)my - c_y;
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|
|
|
// Proportion we moved in each direction
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fx = dx / c_x;
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|
fy = dy / c_y;
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|
|
|
dX = fx * in_fov / 2.0 ;
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|
dY = fy * fov / 2.0;
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|
|
|
newangles = v_angles;
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|
|
|
newangles[ YAW ] -= dX;
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|
newangles[ PITCH ] += dY;
|
|
|
|
// Now rotate v_forward around that point
|
|
AngleVectors ( newangles, forward, right, up );
|
|
|
|
farpoint = v_origin + 8192 * forward;
|
|
|
|
// Trace
|
|
tr = *(gEngfuncs.PM_TraceLine( (float *)&v_origin, (float *)&farpoint, PM_TRACELINE_PHYSENTSONLY, 2 /*point sized hull*/, -1 ));
|
|
|
|
if ( tr.fraction != 1.0 && tr.ent != 0 )
|
|
{
|
|
hitent = PM_GetInfo( tr.ent );
|
|
PM_ParticleLine( (float *)&v_origin, (float *)&tr.endpos, 5, 1.0, 0.0 );
|
|
}
|
|
else
|
|
{
|
|
hitent = -1;
|
|
}
|
|
}
|
|
|
|
#endif
|