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Xash3DArchive/client/global/view.cpp

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2008-12-25 22:00:00 +01:00
//=======================================================================
// Copyright XashXT Group 2008 <20>
// view.cpp - view/refresh setup functions
//=======================================================================
#include "extdll.h"
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#include "utils.h"
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#include "ref_params.h"
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#include "triangle_api.h"
#include "pm_movevars.h"
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#include "r_beams.h"
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#include "studio.h"
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#include "pm_defs.h"
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#include "hud.h"
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extern void PM_ParticleLine( float *start, float *end, int pcolor, float life, float vert);
extern int PM_GetVisEntInfo( int ent );
extern int PM_GetPhysEntInfo( int ent );
extern void InterpolateAngles( float * start, float * end, float * output, float frac );
extern void NormalizeAngles( float * angles );
extern float Distance(const float * v1, const float * v2);
extern float AngleBetweenVectors( const float * v1, const float * v2 );
extern float vJumpOrigin[3];
extern float vJumpAngles[3];
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#define ORIGIN_BACKUP 64
#define ORIGIN_MASK ( ORIGIN_BACKUP - 1 )
// global view containers
Vector v_origin, v_angles, v_cl_angles; // base client vectors
float v_idlescale, v_lastDistance; // misc variables
Vector ev_punchangle; // client punchangles
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cl_entity_t *spot;
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typedef struct
{
Vector Origins[ORIGIN_BACKUP];
float OriginTime[ORIGIN_BACKUP];
Vector Angles[ORIGIN_BACKUP];
float AngleTime[ORIGIN_BACKUP];
int CurrentOrigin;
int CurrentAngle;
} viewinterp_t;
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typedef struct pitchdrift_s
{
int nodrift;
float pitchvel;
float driftmove;
float laststop;
} pitchdrift_t;
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static viewinterp_t ViewInterp;
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static pitchdrift_t pd;
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// view CVARS
cvar_t *scr_ofsx;
cvar_t *scr_ofsy;
cvar_t *scr_ofsz;
cvar_t *cl_vsmoothing;
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cvar_t *cl_stairsmooth;
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cvar_t *cl_weaponlag;
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cvar_t *cl_bobcycle;
cvar_t *cl_bob;
cvar_t *cl_bobup;
cvar_t *cl_waterdist;
cvar_t *cl_chasedist;
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cvar_t *r_studio_lerping;
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cvar_t *v_iyaw_cycle;
cvar_t *v_iroll_cycle;
cvar_t *v_ipitch_cycle;
cvar_t *v_iyaw_level;
cvar_t *v_iroll_level;
cvar_t *v_ipitch_level;
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cvar_t *v_dark;
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//==============================================================================
// VIEW RENDERING
//==============================================================================
//==========================
// V_ThirdPerson
//==========================
void V_ThirdPerson( void )
{
// no thirdperson in multiplayer
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if( gEngfuncs.GetMaxClients() > 1 ) return;
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gHUD.m_iCameraMode = 1;
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}
//==========================
// V_FirstPerson
//==========================
void V_FirstPerson( void )
{
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gHUD.m_iCameraMode = 0;
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}
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/*
=============
V_PunchAxis
Client side punch effect
=============
*/
void V_PunchAxis( int axis, float punch )
{
ev_punchangle[axis] = punch;
}
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//==========================
// V_Init
//==========================
void V_Init( void )
{
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scr_ofsx = gEngfuncs.pfnRegisterVariable( "scr_ofsx", "0", 0, "screen offset by X" );
scr_ofsy = gEngfuncs.pfnRegisterVariable( "scr_ofsy", "0", 0, "screen offset by Y" );
scr_ofsz = gEngfuncs.pfnRegisterVariable( "scr_ofsz", "0", 0, "screen offset by Z" );
r_studio_lerping = gEngfuncs.pfnRegisterVariable( "r_studio_lerping", "1", FCVAR_ARCHIVE, "enables studio model animation lerping" ); // get copy of engine cvar
cl_vsmoothing = gEngfuncs.pfnRegisterVariable( "cl_vsmoothing", "0.05", 0, "enables lepring in multiplayer" );
cl_stairsmooth = gEngfuncs.pfnRegisterVariable( "cl_vstairsmooth", "100", FCVAR_ARCHIVE, "how fast your view moves upward/downward when running up/down stairs" );
v_iyaw_cycle = gEngfuncs.pfnRegisterVariable( "v_iyaw_cycle", "2", 0, "viewing inverse yaw cycle" );
v_iroll_cycle = gEngfuncs.pfnRegisterVariable( "v_iroll_cycle", "0.5", 0, "viewing inverse roll cycle" );
v_ipitch_cycle = gEngfuncs.pfnRegisterVariable( "v_ipitch_cycle", "1", 0, "viewing inverse pitch cycle" );
v_iyaw_level = gEngfuncs.pfnRegisterVariable( "v_iyaw_level", "0.3", 0, "viewing inverse yaw level" );
v_iroll_level = gEngfuncs.pfnRegisterVariable( "v_iroll_level", "0.1", 0, "viewing inverse roll level" );
v_ipitch_level = gEngfuncs.pfnRegisterVariable( "v_iyaw_level", "0.3", 0, "viewing inverse pitch level" );
v_dark = gEngfuncs.pfnRegisterVariable( "v_dark", "0", 0, "gross hack to make first frame black. half-life legacy" );
cl_weaponlag = gEngfuncs.pfnRegisterVariable( "v_viewmodel_lag", "0.0", FCVAR_ARCHIVE, "add some lag to viewmodel like in HL2" );
cl_bobcycle = gEngfuncs.pfnRegisterVariable( "cl_bobcycle","0.8", 0, "bob full cycle" );
cl_bob = gEngfuncs.pfnRegisterVariable( "cl_bob", "0.01", 0, "bob value" );
cl_bobup = gEngfuncs.pfnRegisterVariable( "cl_bobup", "0.5", 0, "bob upper limit" );
cl_waterdist = gEngfuncs.pfnRegisterVariable( "cl_waterdist", "4", 0, "distance between viewofs and water plane" );
cl_chasedist = gEngfuncs.pfnRegisterVariable( "cl_chasedist", "112", 0, "max distance to chase camera" );
gEngfuncs.pfnAddCommand( "thirdperson", V_ThirdPerson, "change camera to thirdperson" );
gEngfuncs.pfnAddCommand( "firstperson", V_FirstPerson, "change camera to firstperson" );
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}
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//==========================
// V_StartPitchDrift
//==========================
void V_StartPitchDrift( void )
{
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if( pd.laststop == GetClientTime( ))
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return;
if( pd.nodrift || !pd.pitchvel )
{
pd.pitchvel = v_centerspeed->value;
pd.nodrift = 0;
pd.driftmove = 0;
}
}
//==========================
// V_StopPitchDrift
//==========================
void V_StopPitchDrift( void )
{
pd.laststop = GetClientTime();
pd.nodrift = 1;
pd.pitchvel = 0;
}
//==========================
// V_DriftPitch
//==========================
void V_DriftPitch( ref_params_t *pparams )
{
float delta, move;
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if( gEngfuncs.IsNoClipping() || !pparams->onground || pparams->demoplayback )
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{
pd.driftmove = 0;
pd.pitchvel = 0;
return;
}
if( pd.nodrift )
{
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if( fabs( pparams->cmd->forwardmove ) < cl_forwardspeed->value )
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pd.driftmove = 0;
else pd.driftmove += pparams->frametime;
if( pd.driftmove > v_centermove->value ) V_StartPitchDrift();
return;
}
delta = pparams->idealpitch - pparams->cl_viewangles[PITCH];
if( !delta )
{
pd.pitchvel = 0;
return;
}
move = pparams->frametime * pd.pitchvel;
pd.pitchvel += pparams->frametime * v_centerspeed->value;
if( delta > 0 )
{
if( move > delta )
{
pd.pitchvel = 0;
move = delta;
}
pparams->cl_viewangles[PITCH] += move;
}
else if( delta < 0 )
{
if( move > -delta )
{
pd.pitchvel = 0;
move = -delta;
}
pparams->cl_viewangles[PITCH] -= move;
}
}
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//==========================
// V_CalcFov
//==========================
float V_CalcFov( float fov_x, float width, float height )
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{
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// check to avoid division by zero
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if( fov_x < 1 || fov_x > 179 )
{
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Con_Printf( "V_CalcFov: invalid fov %g!\n", fov_x );
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fov_x = 90;
}
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float x = width / tan( DEG2RAD( fov_x ) * 0.5f );
float half_fov_y = atan( height / x );
return RAD2DEG( half_fov_y ) * 2;
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}
//==========================
// V_DropPunchAngle
//==========================
void V_DropPunchAngle( float frametime, Vector &ev_punchangle )
{
float len;
len = ev_punchangle.Length();
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ev_punchangle = ev_punchangle.Normalize();
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len -= (10.0 + len * 0.5) * frametime;
len = max( len, 0.0 );
ev_punchangle *= len;
}
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void V_CalcViewModelLag( ref_params_t *pparams, Vector& origin, Vector& angles, Vector& original_angles )
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{
static Vector m_vecLastFacing;
Vector vOriginalOrigin = origin;
Vector vOriginalAngles = angles;
// Calculate our drift
Vector forward;
AngleVectors( angles, forward, NULL, NULL );
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if ( pparams->frametime != 0.0f )
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{
Vector vDifference;
vDifference = forward - m_vecLastFacing;
float flSpeed = 5.0f;
// If we start to lag too far behind, we'll increase the "catch up" speed.
// Solves the problem with fast cl_yawspeed, m_yaw or joysticks rotating quickly.
// The old code would slam lastfacing with origin causing the viewmodel to pop to a new position
float flDiff = vDifference.Length();
if (( flDiff > cl_weaponlag->value ) && ( cl_weaponlag->value > 0.0f ))
{
float flScale = flDiff / cl_weaponlag->value;
flSpeed *= flScale;
}
// FIXME: Needs to be predictable?
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m_vecLastFacing = m_vecLastFacing + vDifference * ( flSpeed * pparams->frametime );
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// Make sure it doesn't grow out of control!!!
m_vecLastFacing = m_vecLastFacing.Normalize();
origin = origin + (vDifference * -1.0f) * 5.0f;
ASSERT( m_vecLastFacing.IsValid() );
}
Vector right, up;
AngleVectors( original_angles, forward, right, up );
float pitch = original_angles[PITCH];
if ( pitch > 180.0f )
{
pitch -= 360.0f;
}
else if ( pitch < -180.0f )
{
pitch += 360.0f;
}
if ( cl_weaponlag->value <= 0.0f )
{
origin = vOriginalOrigin;
angles = vOriginalAngles;
}
else
{
// FIXME: These are the old settings that caused too many exposed polys on some models
origin = origin + forward * ( -pitch * 0.035f );
origin = origin + right * ( -pitch * 0.03f );
origin = origin + up * ( -pitch * 0.02f );
}
}
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//==========================
// V_CalcGunAngle
//==========================
void V_CalcGunAngle( ref_params_t *pparams )
{
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if( pparams->fov_x > 135 ) return;
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cl_entity_t *viewent = GetViewModel();
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if( !viewent->curstate.modelindex )
return;
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viewent->curstate.effects |= EF_MINLIGHT;
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viewent->angles[YAW] = pparams->viewangles[YAW] + pparams->crosshairangle[YAW];
viewent->angles[PITCH] = pparams->viewangles[PITCH] - pparams->crosshairangle[PITCH] * 0.25;
viewent->angles[ROLL] = pparams->viewangles[ROLL];
viewent->angles[ROLL] -= v_idlescale * sin(pparams->time * v_iroll_cycle->value) * v_iroll_level->value;
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// don't apply all of the v_ipitch to prevent normally unseen parts of viewmodel from coming into view.
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viewent->angles[PITCH] -= v_idlescale * sin(pparams->time * v_ipitch_cycle->value) * (v_ipitch_level->value * 0.5);
viewent->angles[YAW] -= v_idlescale * sin(pparams->time * v_iyaw_cycle->value) * v_iyaw_level->value;
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}
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//==========================
// V_PreRender
//==========================
void V_PreRender( ref_params_t *pparams )
{
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// pass into beam global vars
g_pViewRenderBeams->SetViewParams( pparams );
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// input
pparams->intermission = gHUD.m_iIntermission;
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if( gHUD.m_iCameraMode ) pparams->flags |= RDF_THIRDPERSON;
else pparams->flags &= ~RDF_THIRDPERSON;
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pparams->fov_x = gHUD.m_flFOV; // this is a final fov value
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pparams->fov_y = V_CalcFov( pparams->fov_x, pparams->viewport[2], pparams->viewport[3] );
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memset( pparams->blend, 0, sizeof( pparams->blend ));
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}
//==========================
// V_CalcGlobalFog
//==========================
void V_CalcGlobalFog( ref_params_t *pparams )
{
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int bOn = (pparams->waterlevel < 2) && (gHUD.m_flStartDist > 0) && (gHUD.m_flEndDist > 0 && gHUD.m_flStartDist);
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gEngfuncs.pTriAPI->Fog( gHUD.m_vecFogColor, gHUD.m_flStartDist, gHUD.m_flEndDist, bOn );
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}
//==========================
// V_CalcBob
//==========================
float V_CalcBob( ref_params_t *pparams )
{
static double bobtime;
static float bob;
static float lasttime;
float cycle;
Vector vel;
if( !pparams->onground || pparams->time == lasttime )
return bob;
lasttime = pparams->time;
bobtime += pparams->frametime;
cycle = bobtime - (int)( bobtime / cl_bobcycle->value ) * cl_bobcycle->value;
cycle /= cl_bobcycle->value;
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if( cycle < cl_bobup->value ) cycle = M_PI * cycle / cl_bobup->value;
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else cycle = M_PI + M_PI * ( cycle - cl_bobup->value )/( 1.0 - cl_bobup->value );
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vel = pparams->simvel;
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vel[2] = 0;
bob = sqrt( vel[0] * vel[0] + vel[1] * vel[1] ) * cl_bob->value;
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bob = bob * 0.3 + bob * 0.7 * sin( cycle );
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bob = min( bob, 4 );
bob = max( bob, -7 );
return bob;
}
//==========================
// V_AddIdle
//==========================
void V_AddIdle( ref_params_t *pparams )
{
pparams->viewangles[ROLL] += v_idlescale * sin(pparams->time*v_iroll_cycle->value) * v_iroll_level->value;
pparams->viewangles[PITCH] += v_idlescale * sin(pparams->time*v_ipitch_cycle->value) * v_ipitch_level->value;
pparams->viewangles[YAW] += v_idlescale * sin(pparams->time*v_iyaw_cycle->value) * v_iyaw_level->value;
}
//==========================
// V_CalcViewRoll
//==========================
void V_CalcViewRoll( ref_params_t *pparams )
{
float sign, side, value;
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cl_entity_t *viewentity;
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Vector right;
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viewentity = GetEntityByIndex( pparams->viewentity );
if( !viewentity ) return;
if( pparams->health <= 0 && ( pparams->viewheight[2] != 0 ))
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{
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GetViewModel()->curstate.modelindex = 0; // clear the viewmodel
pparams->viewangles[ROLL] = 80; // dead view angle
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return;
}
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if( pparams->demoplayback ) return;
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AngleVectors( viewentity->angles, NULL, right, NULL );
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side = right.Dot( pparams->simvel );
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sign = side < 0 ? -1 : 1;
side = fabs( side );
value = pparams->movevars->rollangle;
if( side < pparams->movevars->rollspeed )
side = side * value / pparams->movevars->rollspeed;
else side = value;
side = side * sign;
pparams->viewangles[ROLL] += side;
}
//==========================
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// V_SetViewport
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//==========================
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void V_SetViewport( ref_params_t *pparams )
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{
pparams->viewport[0] = 0;
pparams->viewport[1] = 0;
pparams->viewport[2] = VIEWPORT_SIZE;
pparams->viewport[3] = VIEWPORT_SIZE;
}
//==========================
// V_GetChaseOrigin
//==========================
void V_GetChaseOrigin( Vector angles, Vector origin, float distance, Vector &result )
{
Vector vecEnd;
Vector forward;
Vector vecStart;
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pmtrace_t * trace;
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int maxLoops = 8;
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cl_entity_t *ent = NULL;
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int ignoreent = -1; // first, ignore no entity
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// trace back from the target using the player's view angles
AngleVectors( angles, forward, NULL, NULL );
forward *= -1;
vecStart = origin;
vecEnd.MA( distance, vecStart, forward );
while( maxLoops > 0 )
{
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trace = gEngfuncs.PM_TraceLine( vecStart, vecEnd, PM_TRACELINE_PHYSENTSONLY, 2, ignoreent );
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if( trace->ent <= 0 ) break; // we hit the world or nothing, stop trace
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ent = GetEntityByIndex( PM_GetPhysEntInfo( trace->ent ));
if ( ent == NULL )
break;
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// hit non-player solid BSP, stop here
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if( ent->curstate.solid == SOLID_BSP && !ent->player )
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break;
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// if close enought to end pos, stop, otherwise continue trace
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if( trace->endpos.Distance( vecEnd ) < 1.0f )
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break;
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else
{
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ignoreent = trace->ent; // ignore last hit entity
vecStart = trace->endpos;
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}
maxLoops--;
}
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result.MA( 4, trace->endpos, trace->plane.normal );
v_lastDistance = trace->endpos.Distance( origin ); // real distance without offset
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}
//==========================
// V_GetChasePos
//==========================
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void V_GetChasePos( ref_params_t *pparams, cl_entity_t *ent, float *cl_angles, Vector &origin, Vector &angles )
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{
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if ( !ent )
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{
// just copy a save in-map position
angles = Vector( 0, 0, 0 );
origin = Vector( 0, 0, 0 );
return;
}
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if ( cl_angles == NULL )
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{
// no mouse angles given, use entity angles ( locked mode )
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angles = ent->angles;
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angles.x *= -1;
}
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else
{
angles = cl_angles;
}
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// refresh the position
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origin = ent->origin;
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origin[2] += 28; // DEFAULT_VIEWHEIGHT - some offset
V_GetChaseOrigin( angles, origin, cl_chasedist->value, origin );
}
//==========================
// V_CalcCameraRefdef
//==========================
void V_CalcCameraRefdef( ref_params_t *pparams )
{
if( pparams->intermission ) return; // disable in intermission mode
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if( GetEntityByIndex( pparams->viewentity ) != GetLocalPlayer( ))
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{
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// this is a viewentity which sets by SET_VIEW builtin
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cl_entity_t *viewentity = GetEntityByIndex( pparams->viewentity );
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if( viewentity )
{
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studiohdr_t *viewmonster = (studiohdr_t *)Mod_Extradata( viewentity->curstate.modelindex );
float m_fLerp = pparams->lerpfrac;
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if( viewentity->curstate.movetype == MOVETYPE_STEP )
v_origin = LerpPoint( viewentity->prevstate.origin, viewentity->curstate.origin, m_fLerp );
else v_origin = viewentity->origin; // already interpolated
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// add view offset
if( viewmonster ) v_origin += viewmonster->eyeposition;
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if( viewentity->curstate.movetype == MOVETYPE_STEP )
v_angles = LerpAngle( viewentity->prevstate.angles, viewentity->curstate.angles, m_fLerp );
else v_angles = viewentity->angles; // already interpolated
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pparams->crosshairangle[ROLL] = 1; // crosshair is hided
// refresh position
pparams->viewangles = v_angles;
pparams->vieworg = v_origin;
}
}
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else pparams->crosshairangle[ROLL] = 0; // show crosshair again
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}
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cl_entity_t *V_FindIntermisionSpot( ref_params_t *pparams )
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{
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cl_entity_t *ent;
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int spotindex[16]; // max number of intermission spot
int k = 0, j = 0;
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// found intermission points
for( int i = 0; i < pparams->num_entities; i++ )
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{
ent = GetEntityByIndex( i );
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if( ent && !stricmp( ent->curstate.classname, "info_intermission" ))
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{
if( j > 15 ) break; // spotlist is full
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spotindex[j] = ent->index; // save entindex
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j++;
}
}
// ok, we have list of intermission spots
if( j )
{
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if( j > 1 ) k = RANDOM_LONG( 0, j - 1 );
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ent = GetEntityByIndex( spotindex[k] );
}
else ent = GetLocalPlayer(); // just get view from player
return ent;
}
//==========================
// V_CalcIntermisionRefdef
//==========================
void V_CalcIntermisionRefdef( ref_params_t *pparams )
{
if( !pparams->intermission ) return;
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cl_entity_t *view;
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float old;
if( !spot ) spot = V_FindIntermisionSpot( pparams );
view = GetViewModel();
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// need to lerping position ?
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pparams->vieworg = spot->origin;
pparams->viewangles = spot->angles;
view->curstate.modelindex = 0;
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// allways idle in intermission
old = v_idlescale;
v_idlescale = 1;
V_AddIdle( pparams );
v_idlescale = old;
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v_cl_angles = pparams->cl_viewangles;
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v_origin = pparams->vieworg;
v_angles = pparams->viewangles;
}
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//==========================
// V_CalcShake
//==========================
void V_CalcShake( void )
{
float frametime;
int i;
float fraction, freq;
if( gHUD.m_Shake.time == 0 )
return;
if(( gHUD.m_flTime > gHUD.m_Shake.time ) || gHUD.m_Shake.duration <= 0 || gHUD.m_Shake.amplitude <= 0 || gHUD.m_Shake.frequency <= 0 )
{
memset( &gHUD.m_Shake, 0, sizeof( gHUD.m_Shake ));
return;
}
frametime = gHUD.m_flTimeDelta;
if( gHUD.m_flTime > gHUD.m_Shake.nextShake )
{
// higher frequency means we recalc the extents more often and perturb the display again
gHUD.m_Shake.nextShake = gHUD.m_flTime + (1.0f / gHUD.m_Shake.frequency);
// Compute random shake extents (the shake will settle down from this)
for( i = 0; i < 3; i++ )
{
gHUD.m_Shake.offset[i] = RANDOM_FLOAT( -gHUD.m_Shake.amplitude, gHUD.m_Shake.amplitude );
}
gHUD.m_Shake.angle = RANDOM_FLOAT( -gHUD.m_Shake.amplitude * 0.25, gHUD.m_Shake.amplitude * 0.25 );
}
// ramp down amplitude over duration (fraction goes from 1 to 0 linearly with slope 1/duration)
fraction = ( gHUD.m_Shake.time - gHUD.m_flTime ) / gHUD.m_Shake.duration;
// ramp up frequency over duration
if( fraction )
{
freq = (gHUD.m_Shake.frequency / fraction);
}
else
{
freq = 0;
}
// square fraction to approach zero more quickly
fraction *= fraction;
// Sine wave that slowly settles to zero
fraction = fraction * sin( gHUD.m_flTime * freq );
// add to view origin
gHUD.m_Shake.appliedOffset = gHUD.m_Shake.offset * fraction;
// add to roll
gHUD.m_Shake.appliedAngle = gHUD.m_Shake.angle * fraction;
// drop amplitude a bit, less for higher frequency shakes
float localAmp = gHUD.m_Shake.amplitude * ( frametime / ( gHUD.m_Shake.duration * gHUD.m_Shake.frequency ));
gHUD.m_Shake.amplitude -= localAmp;
}
//==========================
// V_ApplyShake
//==========================
void V_ApplyShake( Vector& origin, Vector& angles, float factor )
{
origin.MA( factor, origin, gHUD.m_Shake.appliedOffset );
angles.z += gHUD.m_Shake.appliedAngle * factor;
}
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//==========================
// V_CalcThirdPersonRefdef
//==========================
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void V_CalcThirdPersonRefdef( ref_params_t *pparams )
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{
// passed only in third person
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if( gHUD.m_iCameraMode == 0 || pparams->intermission )
return;
// clear viewmodel for thirdperson
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cl_entity_t *viewent = GetViewModel();
viewent->curstate.modelindex = 0;
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// get current values
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v_cl_angles = pparams->cl_viewangles;
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v_angles = pparams->viewangles;
v_origin = pparams->vieworg;
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V_GetChasePos( pparams, GetLocalPlayer(), v_cl_angles, v_origin, v_angles );
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// write back new values
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pparams->cl_viewangles = v_cl_angles;
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pparams->viewangles = v_angles;
pparams->vieworg = v_origin;
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// apply shake for thirdperson too
V_CalcShake();
V_ApplyShake( pparams->vieworg, pparams->viewangles, 1.0 );
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}
//==========================
// V_CalcSendOrigin
//==========================
void V_CalcSendOrigin( ref_params_t *pparams )
{
// never let view origin sit exactly on a node line, because a water plane can
// dissapear when viewed with the eye exactly on it.
pparams->vieworg[0] += 1.0 / 32;
pparams->vieworg[1] += 1.0 / 32;
pparams->vieworg[2] += 1.0 / 32;
}
//==========================
// V_CalcWaterLevel
//==========================
float V_CalcWaterLevel( ref_params_t *pparams )
{
float waterOffset = 0;
if( pparams->waterlevel >= 2 )
{
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int i, contents;
float waterDist = cl_waterdist->value;
Vector point;
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cl_entity_t *pwater = gEngfuncs.pfnWaterEntity( pparams->simorg );
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if( pwater ) waterDist += ( pwater->curstate.scale * 16 );
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point = pparams->vieworg;
// eyes are above water, make sure we're above the waves
if( pparams->waterlevel == 2 )
{
point[2] -= waterDist;
for( i = 0; i < waterDist; i++ )
{
contents = POINT_CONTENTS( point );
if( contents > CONTENTS_WATER ) break;
point[2] += 1;
}
waterOffset = (point[2] + waterDist) - pparams->vieworg[2];
}
else
{
// eyes are under water. Make sure we're far enough under
point[2] += waterDist;
for( i = 0; i < waterDist; i++ )
{
contents = POINT_CONTENTS( point );
if( contents <= CONTENTS_WATER ) break;
point[2] -= 1;
}
waterOffset = (point[2] - waterDist) - pparams->vieworg[2];
}
}
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// underwater refraction
if( pparams->waterlevel == 3 )
{
float f = sin( pparams->time * 0.4 * (M_PI * 2.7));
pparams->fov_x += f;
pparams->fov_y -= f;
}
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pparams->vieworg[2] += waterOffset;
return waterOffset;
}
//==========================
// V_CalcScrOffset
//==========================
void V_CalcScrOffset( ref_params_t *pparams )
{
// don't allow cheats in multiplayer
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if( pparams->maxclients > 1 ) return;
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for( int i = 0; i < 3; i++ )
{
pparams->vieworg[i] += scr_ofsx->value * pparams->forward[i];
pparams->vieworg[i] += scr_ofsy->value * pparams->right[i];
pparams->vieworg[i] += scr_ofsz->value * pparams->up[i];
}
}
//==========================
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// V_InterpolatePos
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//==========================
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void V_InterpolatePos( ref_params_t *pparams )
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{
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cl_entity_t *view;
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// view is the weapon model (only visible from inside body )
view = GetViewModel();
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if( cl_vsmoothing->value && ( pparams->smoothing && ( pparams->maxclients > 1 )))
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{
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int i, foundidx;
float t;
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if( cl_vsmoothing->value < 0.0 ) CVAR_SET_FLOAT( "cl_vsmoothing", 0 );
t = pparams->time - cl_vsmoothing->value;
for( i = 1; i < ORIGIN_MASK; i++ )
{
foundidx = ViewInterp.CurrentOrigin - 1 - i;
if( ViewInterp.OriginTime[foundidx & ORIGIN_MASK] <= t ) break;
}
if( i < ORIGIN_MASK && ViewInterp.OriginTime[foundidx & ORIGIN_MASK] != 0.0 )
{
// interpolate
Vector delta;
double frac;
double dt;
Vector neworg;
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dt = ViewInterp.OriginTime[(foundidx + 1) & ORIGIN_MASK] - ViewInterp.OriginTime[foundidx & ORIGIN_MASK];
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if ( dt > 0.0 )
{
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frac = ( t - ViewInterp.OriginTime[foundidx & ORIGIN_MASK] ) / dt;
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frac = min( 1.0, frac );
delta = ViewInterp.Origins[(foundidx + 1) & ORIGIN_MASK] - ViewInterp.Origins[foundidx & ORIGIN_MASK];
neworg.MA( frac, ViewInterp.Origins[foundidx & ORIGIN_MASK], delta );
// don't interpolate large changes
if( delta.Length() < 64 )
{
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delta = neworg - pparams->simorg;
pparams->simorg += delta;
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pparams->vieworg += delta;
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view->origin += delta;
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}
}
}
}
}
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float V_CalcStairSmoothValue( float oldz, float newz, float smoothtime, float stepheight )
{
if( oldz < newz )
return bound( newz - stepheight, oldz + smoothtime * cl_stairsmooth->value, newz );
else if( oldz > newz )
return bound( newz, oldz - smoothtime * cl_stairsmooth->value, newz + stepheight );
return 0.0;
}
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//==========================
// V_CalcFirstPersonRefdef
//==========================
void V_CalcFirstPersonRefdef( ref_params_t *pparams )
{
// don't pass in thirdperson or intermission
if( gHUD.m_iCameraMode || pparams->intermission )
return;
Vector angles;
float bob, waterOffset;
static float lasttime;
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cl_entity_t *view = GetViewModel();
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int i;
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V_DriftPitch( pparams );
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bob = V_CalcBob( pparams );
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// refresh the position
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pparams->vieworg = pparams->simorg;
pparams->vieworg[2] += ( bob );
pparams->vieworg += pparams->viewheight;
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pparams->viewangles = pparams->cl_viewangles;
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V_CalcShake();
V_ApplyShake( pparams->vieworg, pparams->viewangles, 1.0 );
V_CalcSendOrigin( pparams );
waterOffset = V_CalcWaterLevel( pparams );
V_CalcViewRoll( pparams );
V_AddIdle( pparams );
// offsets
angles = pparams->viewangles;
AngleVectors( angles, pparams->forward, pparams->right, pparams->up );
V_CalcScrOffset( pparams );
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Vector lastAngles;
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lastAngles = view->angles = pparams->cl_viewangles;
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V_CalcGunAngle( pparams );
// use predicted origin as view origin.
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view->origin = pparams->simorg;
view->origin[2] += ( waterOffset );
view->origin += pparams->viewheight;
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// Let the viewmodel shake at about 10% of the amplitude
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V_ApplyShake( view->origin, view->angles, 0.9 );
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for( i = 0; i < 3; i++ )
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view->origin[i] += bob * 0.4 * pparams->forward[i];
view->origin[2] += bob;
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view->angles[YAW] -= bob * 0.5;
view->angles[ROLL] -= bob * 1;
view->angles[PITCH] -= bob * 0.3;
view->origin[2] -= 1;
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// add lag
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V_CalcViewModelLag( pparams, view->origin, view->angles, lastAngles );
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// fudge position around to keep amount of weapon visible
// roughly equal with different FOV
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if( pparams->viewsize == 110 ) view->origin[2] += 1;
else if( pparams->viewsize == 100 ) view->origin[2] += 2;
else if( pparams->viewsize == 90 ) view->origin[2] += 1;
else if( pparams->viewsize == 80 ) view->origin[2] += 0.5;
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pparams->viewangles += pparams->punchangle;
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pparams->viewangles += ev_punchangle;
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V_DropPunchAngle( pparams->frametime, ev_punchangle );
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static float stairoldtime = 0;
static float old_client_z = 0;
static float old_weapon_z = 0;
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// calculate how much time has passed since the last V_CalcRefdef
float smoothtime = bound( 0.0, pparams->time - stairoldtime, 0.1 );
stairoldtime = pparams->time;
// smooth stair stepping, but only if onground and enabled
if( !pparams->smoothing || !pparams->onground || cl_stairsmooth->value <= 0 )
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{
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old_client_z = pparams->vieworg[2];
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old_weapon_z = view->origin[2];
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}
else
{
float result;
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float stepheight = pparams->movevars->stepsize;
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result = V_CalcStairSmoothValue( old_client_z, pparams->vieworg[2], smoothtime, stepheight );
if( result ) pparams->vieworg[2] = old_client_z = result;
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result = V_CalcStairSmoothValue( old_weapon_z, view->origin[2], smoothtime, stepheight );
if( result ) view->origin[2] = old_weapon_z = result;
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}
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static Vector lastorg;
Vector delta;
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delta = pparams->simorg - lastorg;
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if( delta.Length() != 0.0 )
{
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ViewInterp.Origins[ViewInterp.CurrentOrigin & ORIGIN_MASK] = pparams->simorg;
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ViewInterp.OriginTime[ViewInterp.CurrentOrigin & ORIGIN_MASK] = pparams->time;
ViewInterp.CurrentOrigin++;
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lastorg = pparams->simorg;
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}
2010-02-03 22:00:00 +01:00
// probably not needs in Xash3D
// V_InterpolatePos( pparams ); // smooth predicting moving in multiplayer
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lasttime = pparams->time;
v_origin = pparams->vieworg;
}
2010-03-21 22:00:00 +01:00
//==========================
// V_CalcScreenBlend
//==========================
void V_CalcScreenBlend( ref_params_t *pparams )
{
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#if 0
// FIXME: get some code from q1
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pparams->blend[0] = 0.0f;
pparams->blend[1] = 0.0f;
pparams->blend[2] = 0.0f;
pparams->blend[3] = 1.0f;
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#endif
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}
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void V_CalcRefdef( ref_params_t *pparams )
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{
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V_PreRender( pparams );
V_CalcGlobalFog( pparams );
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V_CalcFirstPersonRefdef( pparams );
V_CalcThirdPersonRefdef( pparams );
V_CalcIntermisionRefdef( pparams );
V_CalcCameraRefdef( pparams );
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V_CalcScreenBlend( pparams );
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2008-12-25 22:00:00 +01:00
}