ref: 928de2ce5c6140c19c348ad782bfbe5fa6e35fc4
dir: /QW/client/view.c/
/* 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" #include "r_local.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 lcd_x = {"lcd_x", "0"}; // FIXME: make this work sometime... 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}; cvar_t crosshaircolor = {"crosshaircolor", "79", true}; cvar_t cl_crossx = {"cl_crossx", "0", true}; cvar_t cl_crossy = {"cl_crossy", "0", true}; #ifdef GLQUAKE cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false}; #endif cvar_t v_contentblend = {"v_contentblend", "1", false}; float v_dmg_time, v_dmg_roll, v_dmg_pitch; extern int in_forward, in_forward2, in_back; frame_t *view_frame; player_state_t *view_message; /* =============== V_CalcRoll =============== */ float V_CalcRoll (vec3_t angles, vec3_t velocity) { vec3_t forward, right, up; 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 (side < cl_rollspeed.value) side = side * value / cl_rollspeed.value; else side = value; return side*sign; } /* =============== V_CalcBob =============== */ float V_CalcBob (void) { static double bobtime; static float bob; float cycle; if (cl.spectator) return 0; if (onground == -1) return bob; // just use old value bobtime += host_frametime; cycle = bobtime - (int)(bobtime/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 simulated velocity in the xy plane // (don't count Z, or jumping messes it up) bob = sqrt(cl.simvel[0]*cl.simvel[0] + cl.simvel[1]*cl.simvel[1]) * cl_bob.value; 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"}; void V_StartPitchDrift (void) { #if 1 if (cl.laststop == cl.time) { return; // something else is keeping it from drifting } #endif 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 (view_message->onground == -1 || cls.demoplayback ) { cl.driftmove = 0; cl.pitchvel = 0; return; } // don't count small mouse motion if (cl.nodrift) { if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd.forwardmove) < 200) cl.driftmove = 0; else cl.driftmove += host_frametime; if ( cl.driftmove > v_centermove.value) { V_StartPitchDrift (); } return; } delta = 0 - 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; } } /* ============================================================================== 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 }; cvar_t v_gamma = {"gamma", "1", true}; byte gammatable[256]; // palette is sent through this #ifdef GLQUAKE byte ramps[3][256]; float v_blend[4]; // rgba 0.0 - 1.0 #endif // GLQUAKE 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 (v_gamma.value == oldgammavalue) return false; oldgammavalue = v_gamma.value; BuildGammaTable (v_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; float side; float count; armor = MSG_ReadByte (); blood = MSG_ReadByte (); for (i=0 ; i<3 ; i++) from[i] = MSG_ReadCoord (); 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 // VectorSubtract (from, cl.simorg, from); VectorNormalize (from); AngleVectors (cl.simangles, 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; } /* ============= V_SetContentsColor Underwater, lava, etc each has a color shift ============= */ void V_SetContentsColor (int contents) { if (!v_contentblend.value) { cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; return; } switch (contents) { case CONTENTS_EMPTY: cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; break; case CONTENTS_LAVA: cl.cshifts[CSHIFT_CONTENTS] = cshift_lava; break; case CONTENTS_SOLID: 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.stats[STAT_ITEMS] & IT_QUAD) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255; cl.cshifts[CSHIFT_POWERUP].percent = 30; } else if (cl.stats[STAT_ITEMS] & IT_SUIT) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; cl.cshifts[CSHIFT_POWERUP].percent = 20; } else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100; cl.cshifts[CSHIFT_POWERUP].percent = 100; } else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; cl.cshifts[CSHIFT_POWERUP].percent = 30; } else cl.cshifts[CSHIFT_POWERUP].percent = 0; } /* ============= V_CalcBlend ============= */ #ifdef GLQUAKE 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 (!gl_cshiftpercent.value) continue; a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0; // a2 = (cl.cshifts[j].percent/2)/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; } #endif /* ============= V_UpdatePalette ============= */ #ifdef GLQUAKE 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; V_CalcBlend (); //Con_Printf("b: %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]); 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); } #else // !GLQUAKE /* ============= V_UpdatePalette ============= */ void V_UpdatePalette (void) { int i, j; qboolean new; byte *basepal, *newpal; byte pal[768]; int r,g,b; 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; basepal = host_basepal; newpal = pal; for (i=0 ; i<256 ; i++) { r = basepal[0]; g = basepal[1]; b = basepal[2]; basepal += 3; for (j=0 ; j<NUM_CSHIFTS ; j++) { r += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[0]-r))>>8; g += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[1]-g))>>8; b += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[2]-b))>>8; } newpal[0] = gammatable[r]; newpal[1] = gammatable[g]; newpal[2] = gammatable[b]; newpal += 3; } VID_ShiftPalette (pal); } #endif // !GLQUAKE /* ============================================================================== 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); } /* ============== V_BoundOffsets ============== */ void V_BoundOffsets (void) { // absolutely bound refresh reletive to entity clipping hull // so the view can never be inside a solid wall if (r_refdef.vieworg[0] < cl.simorg[0] - 14) r_refdef.vieworg[0] = cl.simorg[0] - 14; else if (r_refdef.vieworg[0] > cl.simorg[0] + 14) r_refdef.vieworg[0] = cl.simorg[0] + 14; if (r_refdef.vieworg[1] < cl.simorg[1] - 14) r_refdef.vieworg[1] = cl.simorg[1] - 14; else if (r_refdef.vieworg[1] > cl.simorg[1] + 14) r_refdef.vieworg[1] = cl.simorg[1] + 14; if (r_refdef.vieworg[2] < cl.simorg[2] - 22) r_refdef.vieworg[2] = cl.simorg[2] - 22; else if (r_refdef.vieworg[2] > cl.simorg[2] + 30) r_refdef.vieworg[2] = cl.simorg[2] + 30; } /* ============== 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; 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_CalcViewRoll Roll is induced by movement and damage ============== */ void V_CalcViewRoll (void) { float side; side = V_CalcRoll (cl.simangles, cl.simvel); 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; } } /* ================== V_CalcIntermissionRefdef ================== */ void V_CalcIntermissionRefdef (void) { entity_t *view; float old; // view is the weapon model view = &cl.viewent; VectorCopy (cl.simorg, r_refdef.vieworg); VectorCopy (cl.simangles, r_refdef.viewangles); view->model = NULL; // allways 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 *view; int i; vec3_t forward, right, up; float bob; static float oldz = 0; V_DriftPitch (); // view is the weapon model (only visible from inside body) view = &cl.viewent; bob = V_CalcBob (); // refresh position from simulated origin VectorCopy (cl.simorg, r_refdef.vieworg); r_refdef.vieworg[2] += 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 1/8 pixel, so add 1/16 in each axis r_refdef.vieworg[0] += 1.0/16; r_refdef.vieworg[1] += 1.0/16; r_refdef.vieworg[2] += 1.0/16; VectorCopy (cl.simangles, r_refdef.viewangles); V_CalcViewRoll (); V_AddIdle (); if (view_message->flags & PF_GIB) r_refdef.vieworg[2] += 8; // gib view height else if (view_message->flags & PF_DEAD) r_refdef.vieworg[2] -= 16; // corpse view height else r_refdef.vieworg[2] += 22; // view height if (view_message->flags & PF_DEAD) // PF_GIB will also set PF_DEAD r_refdef.viewangles[ROLL] = 80; // dead view angle // offsets AngleVectors (cl.simangles, forward, right, up); // set up gun position VectorCopy (cl.simangles, view->angles); CalcGunAngle (); VectorCopy (cl.simorg, view->origin); view->origin[2] += 22; 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; if (view_message->flags & (PF_GIB|PF_DEAD) ) view->model = NULL; else view->model = cl.model_precache[cl.stats[STAT_WEAPON]]; view->frame = view_message->weaponframe; view->colormap = vid.colormap; // set up the refresh position r_refdef.viewangles[PITCH] += cl.punchangle; // smooth out stair step ups if ( (view_message->onground != -1) && (cl.simorg[2] - oldz > 0) ) { float steptime; steptime = host_frametime; oldz += steptime * 80; if (oldz > cl.simorg[2]) oldz = cl.simorg[2]; if (cl.simorg[2] - oldz > 12) oldz = cl.simorg[2] - 12; r_refdef.vieworg[2] += oldz - cl.simorg[2]; view->origin[2] += oldz - cl.simorg[2]; } else oldz = cl.simorg[2]; } /* ============= DropPunchAngle ============= */ void DropPunchAngle (void) { cl.punchangle -= 10*host_frametime; if (cl.punchangle < 0) cl.punchangle = 0; } /* ================== V_RenderView The player's clipping box goes from (-16 -16 -24) to (16 16 32) from the entity origin, so any view position inside that will be valid ================== */ extern vrect_t scr_vrect; void V_RenderView (void) { // if (cl.simangles[ROLL]) // Sys_Error ("cl.simangles[ROLL]"); // DEBUG cl.simangles[ROLL] = 0; // FIXME @@@ if (cls.state != ca_active) return; view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK]; view_message = &view_frame->playerstate[cl.playernum]; DropPunchAngle (); if (cl.intermission) { // intermission / finale rendering V_CalcIntermissionRefdef (); } else { V_CalcRefdef (); } R_PushDlights (); R_RenderView (); #ifndef GLQUAKE if (crosshair.value) Draw_Crosshair(); #endif } //============================================================================ /* ============= V_Init ============= */ void V_Init (void) { Cmd_AddCommand ("v_cshift", V_cshift_f); Cmd_AddCommand ("bf", V_BonusFlash_f); Cmd_AddCommand ("centerview", V_StartPitchDrift); Cvar_RegisterVariable (&v_centermove); Cvar_RegisterVariable (&v_centerspeed); Cvar_RegisterVariable (&v_iyaw_cycle); Cvar_RegisterVariable (&v_iroll_cycle); Cvar_RegisterVariable (&v_ipitch_cycle); Cvar_RegisterVariable (&v_iyaw_level); Cvar_RegisterVariable (&v_iroll_level); Cvar_RegisterVariable (&v_ipitch_level); Cvar_RegisterVariable (&v_contentblend); Cvar_RegisterVariable (&v_idlescale); Cvar_RegisterVariable (&crosshaircolor); Cvar_RegisterVariable (&crosshair); Cvar_RegisterVariable (&cl_crossx); Cvar_RegisterVariable (&cl_crossy); #ifdef GLQUAKE Cvar_RegisterVariable (&gl_cshiftpercent); #endif Cvar_RegisterVariable (&cl_rollspeed); Cvar_RegisterVariable (&cl_rollangle); Cvar_RegisterVariable (&cl_bob); Cvar_RegisterVariable (&cl_bobcycle); Cvar_RegisterVariable (&cl_bobup); Cvar_RegisterVariable (&v_kicktime); Cvar_RegisterVariable (&v_kickroll); Cvar_RegisterVariable (&v_kickpitch); BuildGammaTable (1.0); // no gamma yet Cvar_RegisterVariable (&v_gamma); }