}
// movement lerp
- // if it's the player entity, update according to client movement
+ // if it's the predicted player entity, update according to client movement
if (e == cl.entities + cl.playerentity && cl.movement_predicted)
{
lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
Read all incoming data from the server
===============
*/
-extern void CL_StairSmoothing(void);//view.c
-
int CL_ReadFromServer(void)
{
CL_ReadDemoMessage();
CL_RelinkLightFlashes();
CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
- CL_StairSmoothing();
-
// move particles
CL_MoveParticles();
R_MoveExplosions();
#include "cl_collision.h"
#include "csprogs.h"
-/*
-==================
-CL_StairSmoothing
-
-==================
-*/
-void CL_StairSmoothing (void)
-{
- if (v_dmg_time > 0)
- v_dmg_time -= bound(0, cl.time - cl.oldtime, 0.1);
-
- // stair smoothing
- if (cl.onground && cl.stairoffset < 0)
- {
- cl.stairoffset += bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
- cl.stairoffset = bound(-16, cl.stairoffset, 0);
- }
- else if (cl.onground && cl.stairoffset > 0)
- {
- cl.stairoffset -= bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
- cl.stairoffset = bound(0, cl.stairoffset, 16);
- }
- else
- cl.stairoffset = 0;
-}
-
/*
==================
V_CalcRefdef
*/
void V_CalcRefdef (void)
{
- static float oldz;
entity_t *ent;
- float vieworg[3], gunorg[3], viewangles[3];
+ float vieworg[3], gunorg[3], viewangles[3], smoothtime;
trace_t trace;
VectorClear(gunorg);
viewmodelmatrix = identitymatrix;
Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
VectorCopy(cl.viewangles, viewangles);
- // update the stairoffset if the player entity has gone up or down without leaving the ground
- //Con_Printf("cl.onground %i oldz %f newz %f vel %f %f %f\n", cl.onground, oldz, vieworg[2], cl.movement_velocity[0], cl.movement_velocity[1], cl.movement_velocity[2]);
- if (cl.onground)
- {
- cl.stairoffset -= vieworg[2] - oldz;
- cl.stairoffset = bound(-16, cl.stairoffset, 16);
- }
- else
- cl.stairoffset = 0;
- oldz = vieworg[2];
+ // calculate how much time has passed since the last V_CalcRefdef
+ smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
+ cl.stairsmoothtime = cl.time;
+
+ // fade damage flash
+ if (v_dmg_time > 0)
+ v_dmg_time -= bound(0, smoothtime, 0.1);
if (cl.intermission)
{
}
else
{
+ // smooth stair stepping, but only if onground and enabled
+ if (!cl.onground || cl_stairsmoothspeed.value <= 0)
+ cl.stairsmoothz = vieworg[2];
+ else
+ {
+ if (cl.stairsmoothz < vieworg[2])
+ vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
+ else if (cl.stairsmoothz > vieworg[2])
+ vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
+ }
+
// apply qw weapon recoil effect (this did not work in QW)
// TODO: add a cvar to disable this
viewangles[PITCH] += cl.qw_weaponkick;
- // bias by stair smoothing offset
- vieworg[2] += cl.stairoffset;
-
if (chase_active.value)
{
// observing entity from third person