-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathview.c
1111 lines (908 loc) · 24.8 KB
/
view.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// view.c -- player eye positioning
#include "quakedef.h"
/*
The view is allowed to move slightly from it's true position for bobbing,
but if it exceeds 8 pixels linear distance (spherical, not box), the list of
entities sent from the server may not include everything in the pvs, especially
when crossing a water boudnary.
*/
cvar_t scr_ofsx = {"scr_ofsx","0", false};
cvar_t scr_ofsy = {"scr_ofsy","0", false};
cvar_t scr_ofsz = {"scr_ofsz","0", false};
cvar_t cl_rollspeed = {"cl_rollspeed", "200"};
cvar_t cl_rollangle = {"cl_rollangle", "2.0"};
cvar_t cl_bob = {"cl_bob","0.02", false};
cvar_t cl_bobcycle = {"cl_bobcycle","0.6", false};
cvar_t cl_bobup = {"cl_bobup","0.5", false};
cvar_t v_kicktime = {"v_kicktime", "0.5", false};
cvar_t v_kickroll = {"v_kickroll", "0.6", false};
cvar_t v_kickpitch = {"v_kickpitch", "0.6", false};
cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", false};
cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", false};
cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", false};
cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", false};
cvar_t v_iroll_level = {"v_iroll_level", "0.1", false};
cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", false};
cvar_t v_idlescale = {"v_idlescale", "0", false};
cvar_t crosshair = {"crosshair", "0", true};
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
extern int in_forward, in_forward2, in_back;
extern cvar_t sv_idealrollscale;
/*
===============
V_CalcRoll
Used by view and sv_user
===============
*/
vec3_t forward, right, up;
float V_CalcRoll (vec3_t angles, vec3_t velocity)
{
float sign;
float side;
float value;
AngleVectors (angles, forward, right, up);
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = cl_rollangle.value;
// if (cl.inwater)
// value *= 6;
if (side < cl_rollspeed.value)
side = side * value / cl_rollspeed.value;
else
side = value;
return side*sign;
}
/*
===============
V_CalcBob
===============
*/
float V_CalcBob (void)
{
float bob;
float cycle;
cycle = cl.time - (int)(cl.time/cl_bobcycle.value)*cl_bobcycle.value;
cycle /= cl_bobcycle.value;
if (cycle < cl_bobup.value)
cycle = M_PI * cycle / cl_bobup.value;
else
cycle = M_PI + M_PI*(cycle-cl_bobup.value)/(1.0 - cl_bobup.value);
// bob is proportional to velocity in the xy plane
// (don't count Z, or jumping messes it up)
bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
//Con_Printf ("speed: %5.1f\n", VectorLength(cl.velocity));
bob = bob*0.3 + bob*0.7*sin(cycle);
if (bob > 4)
bob = 4;
else if (bob < -7)
bob = -7;
return bob;
}
//=============================================================================
cvar_t v_centermove = {"v_centermove", "0.15", false};
cvar_t v_centerspeed = {"v_centerspeed","500"};
cvar_t v_centerrollspeed = {"v_centerrollspeed","125"};
void V_StartPitchDrift (void)
{
if (cl.laststop == cl.time)
{
return; // something else is keeping it from drifting
}
if (cl.nodrift || !cl.pitchvel)
{
cl.pitchvel = v_centerspeed.value;
cl.nodrift = false;
cl.driftmove = 0;
}
}
void V_StopPitchDrift (void)
{
cl.laststop = cl.time;
cl.nodrift = true;
cl.pitchvel = 0;
}
/*
===============
V_DriftPitch
Moves the client pitch angle towards cl.idealpitch sent by the server.
If the user is adjusting pitch manually, either with lookup/lookdown,
mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
Drifting is enabled when the center view key is hit, mlook is released and
lookspring is non 0, or when
===============
*/
void V_DriftPitch (void)
{
float delta, move;
if (cl.noclip_anglehack || !cl.onground || cls.demoplayback )
//FIXME: noclip_anglehack is set on the server, so in a nonlocal game this won't work.
{
cl.driftmove = 0;
cl.pitchvel = 0;
return;
}
// don't count small mouse motion
if (cl.nodrift)
{
if ( fabs(cl.cmd.forwardmove) < (cl.v.hasted*cl_forwardspeed.value)-10)
cl.driftmove = 0;
else
cl.driftmove += host_frametime;
if ( cl.driftmove > v_centermove.value)
{
V_StartPitchDrift ();
}
return;
}
delta = cl.idealpitch - cl.viewangles[PITCH];
if (!delta)
{
cl.pitchvel = 0;
return;
}
move = host_frametime * cl.pitchvel;
cl.pitchvel += host_frametime * v_centerspeed.value;
//Con_Printf ("move: %f (%f)\n", move, host_frametime);
if (delta > 0)
{
if (move > delta)
{
cl.pitchvel = 0;
move = delta;
}
cl.viewangles[PITCH] += move;
}
else if (delta < 0)
{
if (move > -delta)
{
cl.pitchvel = 0;
move = -delta;
}
cl.viewangles[PITCH] -= move;
}
}
/*
===============
V_DriftRoll
Moves the client pitch angle towards cl.idealroll sent by the server.
If the user is adjusting pitch manually, either with lookup/lookdown,
mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
===============
*/
void V_DriftRoll (void)
{
float delta, move;
if (cl.noclip_anglehack || cls.demoplayback )
{
return;
}
delta = cl.idealroll - cl.viewangles[ROLL];
if (!delta)
{
cl.rollvel = 0;
return;
}
move = host_frametime * cl.rollvel;
cl.rollvel += host_frametime * v_centerrollspeed.value;
if (delta > 0)
{
if (move > delta)
{
cl.rollvel = 0;
move = delta;
}
cl.viewangles[ROLL] += move;
}
else if (delta < 0)
{
if (move > -delta)
{
cl.rollvel = 0;
move = -delta;
}
cl.viewangles[ROLL] -= move;
}
}
/*
==============================================================================
PALETTE FLASHES
==============================================================================
*/
cshift_t cshift_empty = { {130,80,50}, 0 };
cshift_t cshift_water = { {130,80,50}, 128 };
cshift_t cshift_slime = { {0,25,5}, 150 };
cshift_t cshift_lava = { {255,80,0}, 150 };
byte gammatable[256]; // palette is sent through this
byte ramps[3][256];
float v_blend[4]; // rgba 0.0 - 1.0
/*
void BuildGammaTable (float g)
{
int i, inf;
if (g == 1.0)
{
for (i=0 ; i<256 ; i++)
gammatable[i] = i;
return;
}
for (i=0 ; i<256 ; i++)
{
inf = 255 * pow ( (i+0.5)/255.5 , g ) + 0.5;
if (inf < 0)
inf = 0;
if (inf > 255)
inf = 255;
gammatable[i] = inf;
}
}
*/
/*
=================
V_CheckGamma
=================
*/
/*
qboolean V_CheckGamma (void)
{
static float oldgammavalue;
if (vid_gamma.value == oldgammavalue)
return false;
oldgammavalue = vid_gamma.value;
BuildGammaTable (vid_gamma.value);
vid.recalc_refdef = 1; // force a surface cache flush
return true;
}
*/
/*
===============
V_ParseDamage
===============
*/
void V_ParseDamage (void)
{
int armor, blood;
vec3_t from;
int i;
vec3_t forward, right, up;
entity_t *ent;
float side;
float count;
armor = MSG_ReadByte (net_message);
blood = MSG_ReadByte (net_message);
for (i=0 ; i<3 ; i++)
from[i] = MSG_ReadCoord (net_message);
count = blood*0.5 + armor*0.5;
if (count < 10)
count = 10;
cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
cl.cshifts[CSHIFT_DAMAGE].percent = 150;
if (armor > blood)
{
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
}
else if (armor)
{
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
}
else
{
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
}
//
// calculate view angle kicks
//
ent = &cl_entities[cl.viewentity];
VectorSubtract (from, ent->origin, from);
VectorNormalize (from);
AngleVectors (ent->angles, forward, right, up);
side = DotProduct (from, right);
v_dmg_roll = count*side*v_kickroll.value;
side = DotProduct (from, forward);
v_dmg_pitch = count*side*v_kickpitch.value;
v_dmg_time = v_kicktime.value;
}
/*
==================
V_cshift_f
==================
*/
void V_cshift_f (void)
{
cshift_empty.destcolor[0] = atoi(Cmd_Argv(1));
cshift_empty.destcolor[1] = atoi(Cmd_Argv(2));
cshift_empty.destcolor[2] = atoi(Cmd_Argv(3));
cshift_empty.percent = atoi(Cmd_Argv(4));
}
/*
==================
V_BonusFlash_f
When you run over an item, the server sends this command
==================
*/
void V_BonusFlash_f (void)
{
cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
cl.cshifts[CSHIFT_BONUS].percent = 50;
}
void V_DarkFlash_f (void)
{
cl.cshifts[CSHIFT_BONUS].destcolor[0] = 0;
cl.cshifts[CSHIFT_BONUS].destcolor[1] = 0;
cl.cshifts[CSHIFT_BONUS].destcolor[2] = 0;
cl.cshifts[CSHIFT_BONUS].percent = 255;
}
void V_WhiteFlash_f(void)
{
cl.cshifts[CSHIFT_BONUS].destcolor[0] = 255;
cl.cshifts[CSHIFT_BONUS].destcolor[1] = 255;
cl.cshifts[CSHIFT_BONUS].destcolor[2] = 255;
cl.cshifts[CSHIFT_BONUS].percent = 255;
}
/*
=============
V_SetContentsColor
Underwater, lava, etc each has a color shift
=============
*/
void V_SetContentsColor (int contents)
{
switch (contents)
{
case CONTENTS_EMPTY:
case CONTENTS_SOLID:
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
break;
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
case CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
break;
default:
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
}
}
/*
=============
V_CalcPowerupCshift
=============
*/
void V_CalcPowerupCshift(void)
{
/* if (cl.items & IT_QUAD)
{
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
cl.cshifts[CSHIFT_POWERUP].percent = 30;
}
else if (cl.items & IT_SUIT)
{
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
cl.cshifts[CSHIFT_POWERUP].percent = 20;
}
*/
if((int)cl.v.artifact_active&ARTFLAG_DIVINE_INTERVENTION)
{
cl.cshifts[CSHIFT_BONUS].destcolor[0] = 255;
cl.cshifts[CSHIFT_BONUS].destcolor[1] = 255;
cl.cshifts[CSHIFT_BONUS].destcolor[2] = 255;
cl.cshifts[CSHIFT_BONUS].percent = 256;
}
if((int)cl.v.artifact_active&ARTFLAG_FROZEN)
{
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 20;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 70;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
cl.cshifts[CSHIFT_POWERUP].percent = 65;
}
else if((int)cl.v.artifact_active&ARTFLAG_STONED)
{
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 205;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 205;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 205;
//cl.cshifts[CSHIFT_POWERUP].percent = 80;
cl.cshifts[CSHIFT_POWERUP].percent = 11000;
}
else if((int)cl.v.artifact_active&ART_INVISIBILITY)
{
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
cl.cshifts[CSHIFT_POWERUP].percent = 100;
}
else if((int)cl.v.artifact_active&ART_INVINCIBILITY)
{
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
cl.cshifts[CSHIFT_POWERUP].percent = 30;
}
else
{
cl.cshifts[CSHIFT_POWERUP].percent = 0;
}
}
/*
=============
V_CalcBlend
=============
*/
void V_CalcBlend (void)
{
float r, g, b, a, a2;
int j;
r = 0;
g = 0;
b = 0;
a = 0;
for (j=0 ; j<NUM_CSHIFTS ; j++)
{
if(cl.cshifts[j].percent > 10000)
{ // Set percent for grayscale
cl.cshifts[j].percent = 80;
}
a2 = cl.cshifts[j].percent/255.0;
if (!a2)
continue;
a = a + a2*(1-a);
//Con_Printf ("j:%i a:%f\n", j, a);
a2 = a2/a;
r = r*(1-a2) + cl.cshifts[j].destcolor[0]*a2;
g = g*(1-a2) + cl.cshifts[j].destcolor[1]*a2;
b = b*(1-a2) + cl.cshifts[j].destcolor[2]*a2;
}
v_blend[0] = r/255.0;
v_blend[1] = g/255.0;
v_blend[2] = b/255.0;
v_blend[3] = a;
if (v_blend[3] > 1)
v_blend[3] = 1;
if (v_blend[3] < 0)
v_blend[3] = 0;
}
void VID_ShiftPalette (byte *palette)
{
extern byte ramps[3][256];
}
/*
=============
V_UpdatePalette
=============
*/
void V_UpdatePalette (void)
{
int i, j;
qboolean new;
// byte *basepal, *newpal;
// byte pal[768];
// float r,g,b,a;
// int ir, ig, ib;
// qboolean force;
V_CalcPowerupCshift ();
new = false;
for (i=0 ; i<NUM_CSHIFTS ; i++)
{
if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
{
new = true;
cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
}
for (j=0 ; j<3 ; j++)
if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
{
new = true;
cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
}
}
// drop the damage value
cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
// drop the bonus value
cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
cl.cshifts[CSHIFT_BONUS].percent = 0;
/*
force = V_CheckGamma ();
if (!new && !force)
return;
*/
if (new)
V_CalcBlend ();
/*
a = v_blend[3];
r = 255*v_blend[0]*a;
g = 255*v_blend[1]*a;
b = 255*v_blend[2]*a;
a = 1-a;
for (i=0 ; i<256 ; i++)
{
ir = i*a + r;
ig = i*a + g;
ib = i*a + b;
if (ir > 255)
ir = 255;
if (ig > 255)
ig = 255;
if (ib > 255)
ib = 255;
ramps[0][i] = gammatable[ir];
ramps[1][i] = gammatable[ig];
ramps[2][i] = gammatable[ib];
}
basepal = host_basepal;
newpal = pal;
for (i=0 ; i<256 ; i++)
{
ir = basepal[0];
ig = basepal[1];
ib = basepal[2];
basepal += 3;
newpal[0] = ramps[0][ir];
newpal[1] = ramps[1][ig];
newpal[2] = ramps[2][ib];
newpal += 3;
}
VID_ShiftPalette (pal);
*/
}
/*
==============================================================================
VIEW RENDERING
==============================================================================
*/
float angledelta (float a)
{
a = anglemod(a);
if (a > 180)
a -= 360;
return a;
}
/*
==================
CalcGunAngle
==================
*/
void CalcGunAngle (void)
{
float yaw, pitch, move;
static float oldyaw = 0;
static float oldpitch = 0;
yaw = r_refdef.viewangles[YAW];
pitch = -r_refdef.viewangles[PITCH];
yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
if (yaw > 10)
yaw = 10;
if (yaw < -10)
yaw = -10;
pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
if (pitch > 10)
pitch = 10;
if (pitch < -10)
pitch = -10;
move = host_frametime*20;
if (yaw > oldyaw)
{
if (oldyaw + move < yaw)
yaw = oldyaw + move;
}
else
{
if (oldyaw - move > yaw)
yaw = oldyaw - move;
}
if (pitch > oldpitch)
{
if (oldpitch + move < pitch)
pitch = oldpitch + move;
}
else
{
if (oldpitch - move > pitch)
pitch = oldpitch - move;
}
oldyaw = yaw;
oldpitch = pitch;
cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
cl.viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
cl.viewent.angles[PITCH] -= v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
cl.viewent.angles[YAW] -= v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
}
/*
==============
V_BoundOffsets
==============
*/
void V_BoundOffsets (void)
{
entity_t *ent;
ent = &cl_entities[cl.viewentity];
// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall
if (r_refdef.vieworg[0] < ent->origin[0] - 14)
r_refdef.vieworg[0] = ent->origin[0] - 14;
else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
r_refdef.vieworg[0] = ent->origin[0] + 14;
if (r_refdef.vieworg[1] < ent->origin[1] - 14)
r_refdef.vieworg[1] = ent->origin[1] - 14;
else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
r_refdef.vieworg[1] = ent->origin[1] + 14;
if (r_refdef.vieworg[2] < ent->origin[2] - 0)
r_refdef.vieworg[2] = ent->origin[2] - 0;
else if (r_refdef.vieworg[2] > ent->origin[2] + 86)
r_refdef.vieworg[2] = ent->origin[2] + 86;
}
/*
==============
V_AddIdle
Idle swaying
==============
*/
void V_AddIdle (void)
{
r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
}
/*
==============
V_CalcViewRoll
Roll is induced by movement and damage
==============
*/
void V_CalcViewRoll (void)
{
float side;
side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity);
r_refdef.viewangles[ROLL] += side;
if (v_dmg_time > 0)
{
r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
v_dmg_time -= host_frametime;
}
if (cl.v.health <= 0)
{
r_refdef.viewangles[ROLL] = 80; // dead view angle
return;
}
}
/*
==================
V_CalcIntermissionRefdef
==================
*/
void V_CalcIntermissionRefdef (void)
{
entity_t *ent, *view;
float old;
// ent is the player model (visible when out of body)
ent = &cl_entities[cl.viewentity];
// view is the weapon model (only visible from inside body)
view = &cl.viewent;
VectorCopy (ent->origin, r_refdef.vieworg);
VectorCopy (ent->angles, r_refdef.viewangles);
view->model = NULL;
r_refdef.vieworg[2] += cl.viewheight;
// always idle in intermission
old = v_idlescale.value;
v_idlescale.value = 1;
V_AddIdle ();
v_idlescale.value = old;
}
/*
==================
V_CalcRefdef
==================
*/
void V_CalcRefdef (void)
{
entity_t *ent, *view;
int i;
vec3_t forward, right, up;
vec3_t angles;
float bob;
static float oldz = 0;
if (!cl.v.cameramode)
{
V_DriftPitch ();
V_DriftRoll ();
}
// ent is the player model (visible when out of body)
ent = &cl_entities[cl.viewentity];
// view is the weapon model (only visible from inside body)
view = &cl.viewent;
// transform the view offset by the model's matrix to get the offset from
// model origin for the view
ent->angles[YAW] = cl.viewangles[YAW]; // the model should face the view dir
ent->angles[PITCH] = -cl.viewangles[PITCH]; // the model should face the view dir
if (cl.v.movetype != MOVETYPE_FLY)
bob = V_CalcBob ();
else // no bobbing when you fly
bob = 1;
// refresh position
VectorCopy (ent->origin, r_refdef.vieworg);
r_refdef.vieworg[2] += cl.viewheight + bob;
// never let it sit exactly on a node line, because a water plane can
// dissapear when viewed with the eye exactly on it.
// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
r_refdef.vieworg[0] += 1.0/32;
r_refdef.vieworg[1] += 1.0/32;
r_refdef.vieworg[2] += 1.0/32;
VectorCopy (cl.viewangles, r_refdef.viewangles);
V_CalcViewRoll ();
V_AddIdle ();
// offsets
angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are actually backward
angles[YAW] = ent->angles[YAW];
angles[ROLL] = ent->angles[ROLL];
AngleVectors (angles, forward, right, up);
for (i=0 ; i<3 ; i++)
r_refdef.vieworg[i] += scr_ofsx.value*forward[i]
+ scr_ofsy.value*right[i]
+ scr_ofsz.value*up[i];
V_BoundOffsets ();
// set up gun position
VectorCopy (cl.viewangles, view->angles);
CalcGunAngle ();
VectorCopy (ent->origin, view->origin);
view->origin[2] += cl.viewheight;
for (i=0 ; i<3 ; i++)
{
view->origin[i] += forward[i]*bob*0.4;
// view->origin[i] += right[i]*bob*0.4;
// view->origin[i] += up[i]*bob*0.8;
}
view->origin[2] += bob;
// fudge position around to keep amount of weapon visible
// roughly equal with different FOV
if (scr_viewsize.value == 110)
view->origin[2] += 1;
else if (scr_viewsize.value == 100)
view->origin[2] += 2;
else if (scr_viewsize.value == 90)
view->origin[2] += 1;
else if (scr_viewsize.value == 80)
view->origin[2] += 0.5;
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = cl.stats[STAT_WEAPONFRAME];
if (!view->colorshade)
{
view->colormap = 0; //vid.colormap;
}
else
{
view->colormap = 0; //vid.colormap;
}
// Place weapon in powered up mode
if ((ent->drawflags & MLS_MASKIN) == MLS_POWERMODE)
view->drawflags = (view->drawflags & MLS_MASKOUT) | MLS_POWERMODE;
else
view->drawflags = (view->drawflags & MLS_MASKOUT) | 0;
// set up the refresh position
VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
// smooth out stair step ups
if (!cl.noclip_anglehack && cl.onground && ent->origin[2] - oldz > 0)