cvar_t v_yshearing = {CF_CLIENT, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
+cvar_t r_viewmodel_quake = {CF_CLIENT | CF_ARCHIVE, "r_viewmodel_quake", "0", "Quake-style weapon viewmodel angle adjustment"};
+
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
int cl_punchangle_applied;
* viewmodelmatrix_nobob
* viewmodelmatrix_withbob
*/
-void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qbool teleported, qbool clonground, qbool clcmdjump, float clstatsviewheight, qbool cldead, qbool clintermission, const vec3_t clvelocity)
+
+/*
+==================
+V_CalcIntermissionRefdef
+
+==================
+*/
+static void V_CalcIntermissionRefdef (vec3_t vieworg, vec3_t viewangles, const matrix4x4_t *entrendermatrix, float clstatsviewheight)
+{
+ matrix4x4_t tmpmatrix;
+
+ // entity is a fixed camera, just copy the matrix
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
+ else
+ {
+ r_refdef.view.matrix = *entrendermatrix;
+ Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
+ }
+ if (v_yshearing.value > 0)
+ Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
+ 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);
+}
+
+void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qbool teleported, qbool clonground, qbool clcmdjump, float clstatsviewheight, qbool cldead, const vec3_t clvelocity)
{
float vieworg[3], viewangles[3], smoothtime;
float gunorg[3], gunangles[3];
matrix4x4_t tmpmatrix;
-
static float viewheightavg;
- float viewheight;
-#if 0
-// begin of chase camera bounding box size for proper collisions by Alexander Zubov
- vec3_t camboxmins = {-3, -3, -3};
- vec3_t camboxmaxs = {3, 3, 3};
-// end of chase camera bounding box size for proper collisions by Alexander Zubov
-#endif
+ float viewheight;
trace_t trace;
// react to clonground state changes (for gun bob)
if (v_dmg_time > 0)
v_dmg_time -= bound(0, smoothtime, 0.1);
- if (clintermission)
- {
- // entity is a fixed camera, just copy the matrix
- if (cls.protocol == PROTOCOL_QUAKEWORLD)
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
- else
- {
- r_refdef.view.matrix = *entrendermatrix;
- Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
- }
- if (v_yshearing.value > 0)
- Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
- 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);
- }
+ if (cl.intermission)
+ V_CalcIntermissionRefdef(vieworg, viewangles, entrendermatrix, clstatsviewheight);
else
{
// smooth stair stepping, but only if clonground and enabled
if (chase_overhead.integer)
{
-#if 1
vec3_t offset;
vec3_t bestvieworg;
-#endif
vec3_t up;
viewangles[PITCH] = 0;
AngleVectors(viewangles, forward, NULL, up);
chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
-#if 0
-#if 1
- //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
- trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
-#else
- //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
- trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
-#endif
- VectorCopy(trace.endpos, vieworg);
- vieworg[2] -= 8;
-#else
// trace from first person view location to our chosen third person view location
-#if 1
trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
-#else
- trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
-#endif
VectorCopy(trace.endpos, bestvieworg);
offset[2] = 0;
for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
-#if 1
trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
-#else
- trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
-#endif
if (bestvieworg[2] > trace.endpos[2])
bestvieworg[2] = trace.endpos[2];
}
}
bestvieworg[2] -= 8;
VectorCopy(bestvieworg, vieworg);
-#endif
viewangles[PITCH] = campitch;
}
else
if (cldead && v_deathtilt.integer)
viewangles[ROLL] = v_deathtiltangle.value;
- // Hanicef: don't apply punchangle twice if the scene is rendered more than once.
- if (!cl_punchangle_applied)
- {
- VectorAdd(viewangles, cl.punchangle, viewangles);
- cl_punchangle_applied = 1;
- }
- viewangles[ROLL] += Com_CalcRoll(clviewangles, clvelocity, cl_rollangle.value, cl_rollspeed.value);
-
- if (v_dmg_time > 0)
- {
- viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
- viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
- }
// origin
VectorAdd(vieworg, cl.punchvector, vieworg);
if (!cldead)
{
double xyspeed, bob, bobfall;
- double bobcycle = 0, cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
+ double cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
vec_t frametime;
frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
cycle = cl.time / cl_bobcycle.value;
cycle -= (int) cycle;
if (cycle < cl_bobup.value)
- bobcycle = cycle = sin(M_PI * cycle / cl_bobup.value);
+ cycle = M_PI * cycle / cl_bobup.value;
else
- bobcycle = cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
+ 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 = xyspeed * cl_bob.value;
- bob = bob*0.3 + bob*0.7*cycle;
- bob = bound(-7, bob, bob_limit);
+ bob = bob*0.3 + bob*0.7*sin(cycle);
+ bob = bound(-7, bob, 4);
+
vieworg[2] += bob;
+
// we also need to adjust gunorg, or this appears like pushing the gun!
// In the old code, this was applied to vieworg BEFORE copying to gunorg,
// but this is not viable with the new followmodel code as that would mean
// that followmodel would work on the munged-by-bob vieworg and do feedback
- gunorg[2] += bob;
+ if(!cl_bobmodel_classic.integer)
+ gunorg[2] += bob;
}
// horizontal view bobbing code
gunorg[2] += bobfall;
}
}
+ VectorCopy(clviewangles, viewangles);
+
+ // Hanicef: don't apply punchangle twice if the scene is rendered more than once.
+ if (!cl_punchangle_applied)
+ {
+ VectorAdd(viewangles, cl.punchangle, viewangles);
+ cl_punchangle_applied = 1;
+ }
+ viewangles[ROLL] += Com_CalcRoll(clviewangles, clvelocity, cl_rollangle.value, cl_rollspeed.value);
+
+ if (v_dmg_time > 0)
+ {
+ viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
+ viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
+ }
// gun model bobbing code
if (cl_bobmodel.value)
{
- // calculate for swinging gun model
- // the gun bobs when running on the ground, but doesn't bob when you're in the air.
- // Sajt: I tried to smooth out the transitions between bob and no bob, which works
- // for the most part, but for some reason when you go through a message trigger or
- // pick up an item or anything like that it will momentarily jolt the gun.
vec3_t forward, right, up;
- float bspeed;
- float s;
- float t;
+ AngleVectors (gunangles, forward, right, up);
- s = cl.time * cl_bobmodel_speed.value;
- if (clonground)
+ if(!cl_bobmodel_classic.integer)
{
- if (cl.time - cl.hitgroundtime < 0.2)
+ // calculate for swinging gun model
+ // the gun bobs when running on the ground, but doesn't bob when you're in the air.
+ // Sajt: I tried to smooth out the transitions between bob and no bob, which works
+ // for the most part, but for some reason when you go through a message trigger or
+ // pick up an item or anything like that it will momentarily jolt the gun.
+ float bspeed;
+ float s;
+ float t;
+
+ s = cl.time * cl_bobmodel_speed.value;
+ if (clonground)
{
- // just hit the ground, speed the bob back up over the next 0.2 seconds
- t = cl.time - cl.hitgroundtime;
- t = bound(0, t, 0.2);
- t *= 5;
+ if (cl.time - cl.hitgroundtime < 0.2)
+ {
+ // just hit the ground, speed the bob back up over the next 0.2 seconds
+ t = cl.time - cl.hitgroundtime;
+ t = bound(0, t, 0.2);
+ t *= 5;
+ }
+ else
+ t = 1;
}
else
- t = 1;
+ {
+ // recently left the ground, slow the bob down over the next 0.2 seconds
+ t = cl.time - cl.lastongroundtime;
+ t = 0.2 - bound(0, t, 0.2);
+ t *= 5;
+ }
+
+ bspeed = xyspeed * 0.01f;
+ bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
+ VectorMA (gunorg, bob, right, gunorg);
+ bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
+ VectorMA (gunorg, bob, up, gunorg);
+
+ //bob = (bspeed * cl_bobmodel_forward.value * cos(s * 2) * t) * cl_viewmodel_scale.value;
+
}
else
{
- // recently left the ground, slow the bob down over the next 0.2 seconds
- t = cl.time - cl.lastongroundtime;
- t = 0.2 - bound(0, t, 0.2);
- t *= 5;
+ vieworg[2] += viewheight;
+ // Classic Quake bobbing
+ gunorg[2] += viewheight;
+ for (int i=0 ; i<3 ; i++)
+ gunorg[i] += forward[i]*bob*0.4;
+ gunorg[2] += bob;
+ if (r_viewmodel_quake.value)
+ {
+ if (scr_viewsize.value == 110)
+ gunorg[2] += 1;
+ else if (scr_viewsize.value == 100)
+ gunorg[2] += 2;
+ else if (scr_viewsize.value == 90)
+ gunorg[2] += 1;
+ else if (scr_viewsize.value == 80)
+ gunorg[2] += 0.5;
+ }
}
-
- bspeed = xyspeed * 0.01f;
- AngleVectors (gunangles, forward, right, up);
- bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
- VectorMA (gunorg, bob, right, gunorg);
- bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
- VectorMA (gunorg, bob, up, gunorg);
- // Classic Quake bobbing
- bob = (cl_bobmodel_classic.integer ? xyspeed * cl_bob.value * 0.25 * bobcycle : bspeed * cl_bobmodel_forward.value * cos(s * 2) * t) * cl_viewmodel_scale.value;
- VectorMA (gunorg, (cl_bobmodel_classic.integer ? (bob > 1 ? 1 : bob) : bob), forward, gunorg);
}
}
}
ent = &cl.entities[cl.viewentity];
cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
- V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
+ V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
}
else
{
Cvar_RegisterVariable (&v_deathtiltangle);
Cvar_RegisterVariable (&v_yshearing);
+ Cvar_RegisterVariable (&r_viewmodel_quake);
}