out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
}
+/*
+ * State:
+ * cl.bob2_smooth
+ * cl.gunangles_adjustment_highpass
+ * cl.gunangles_adjustment_lowpass
+ * cl.gunangles_highpass
+ * cl.gunangles_prev
+ * cl.gunorg_adjustment_highpass
+ * cl.gunorg_adjustment_lowpass
+ * cl.gunorg_highpass
+ * cl.gunorg_prev
+ * cl.hitgroundtime
+ * cl.lastongroundtime
+ * cl.oldongrounbd
+ * cl.stairsmoothtime
+ * cl.stairsmoothz
+ * Extra input:
+ * cl.bobfall_speed
+ * cl.bobfall_swing
+ * cl.intermission
+ * cl.movecmd[0].time
+ * cl.movevars_stepheight
+ * cl.movevars_timescale
+ * cl.oldtime
+ * cl.punchangle
+ * cl.punchvector
+ * cl.qw_intermission_angles
+ * cl.qw_intermission_origin
+ * cl.qw_weaponkick
+ * cls.protocol
+ * cl.stats[STAT_HEALTH]
+ * cl.time
+ * cl.velocity
+ * cl.viewangles
+ * Output:
+ * cl.csqc_viewanglesfromengine
+ * cl.csqc_viewmodelmatrixfromengine
+ * cl.csqc_vieworiginfromengine
+ * r_refdef.view.matrix
+ * viewmodelmatrix_nobob
+ * viewmodelmatrix_withbob
+ */
void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight)
{
float vieworg[3], viewangles[3], smoothtime;
else
{
r_refdef.view.matrix = *entrendermatrix;
- Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
+ Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
}
Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
-
+
VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
+
+ Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
+ Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
}
else
{
float cycle;
vec_t frametime;
- //frametime = cl.realframetime * cl.movevars_timescale;
frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
// 1. if we teleported, clear the frametime... the lowpass will recover the previous value then