mirror of
https://github.com/FWGS/hlsdk-xash3d
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1690 lines
41 KiB
C++
1690 lines
41 KiB
C++
//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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// view/refresh setup functions
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#include "hud.h"
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#include "cl_util.h"
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#include "cvardef.h"
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#include "usercmd.h"
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "ref_params.h"
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#include "in_defs.h" // PITCH YAW ROLL
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#include "pm_movevars.h"
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#include "pm_shared.h"
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#include "pm_defs.h"
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#include "event_api.h"
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#include "pmtrace.h"
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#include "screenfade.h"
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#include "shake.h"
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#include "hltv.h"
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// Spectator Mode
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extern "C"
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{
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float vecNewViewAngles[3];
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int iHasNewViewAngles;
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float vecNewViewOrigin[3];
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int iHasNewViewOrigin;
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int iIsSpectator;
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}
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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#ifndef M_PI_F
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#define M_PI_F (float)M_PI
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#endif
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extern "C"
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{
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int CL_IsThirdPerson( void );
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void CL_CameraOffset( float *ofs );
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void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams );
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void PM_ParticleLine( float *start, float *end, int pcolor, float life, float vert );
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int PM_GetVisEntInfo( int ent );
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int PM_GetPhysEntInfo( int ent );
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void InterpolateAngles( float * start, float * end, float * output, float frac );
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void NormalizeAngles( float * angles );
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float Distance( const float * v1, const float * v2 );
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float AngleBetweenVectors( const float * v1, const float * v2 );
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float vJumpOrigin[3];
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float vJumpAngles[3];
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}
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void V_DropPunchAngle( float frametime, float *ev_punchangle );
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void VectorAngles( const float *forward, float *angles );
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#include "r_studioint.h"
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#include "com_model.h"
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extern engine_studio_api_t IEngineStudio;
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/*
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The view is allowed to move slightly from it's true position for bobbing,
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but if it exceeds 8 pixels linear distance (spherical, not box), the list of
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entities sent from the server may not include everything in the pvs, especially
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when crossing a water boudnary.
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*/
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extern cvar_t *cl_forwardspeed;
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extern cvar_t *chase_active;
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extern cvar_t *scr_ofsx, *scr_ofsy, *scr_ofsz;
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extern cvar_t *cl_vsmoothing;
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extern cvar_t *cl_viewbob;
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extern Vector dead_viewangles;
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#define CAM_MODE_RELAX 1
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#define CAM_MODE_FOCUS 2
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vec3_t v_origin, v_angles, v_cl_angles, v_sim_org, v_lastAngles;
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float v_frametime, v_lastDistance;
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float v_cameraRelaxAngle = 5.0f;
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float v_cameraFocusAngle = 35.0f;
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int v_cameraMode = CAM_MODE_FOCUS;
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qboolean v_resetCamera = 1;
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vec3_t g_ev_punchangle;
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cvar_t *scr_ofsx;
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cvar_t *scr_ofsy;
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cvar_t *scr_ofsz;
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cvar_t *v_centermove;
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cvar_t *v_centerspeed;
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cvar_t *cl_bobcycle;
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cvar_t *cl_bob;
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cvar_t *cl_bobup;
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cvar_t *cl_waterdist;
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cvar_t *cl_chasedist;
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// These cvars are not registered (so users can't cheat), so set the ->value field directly
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// Register these cvars in V_Init() if needed for easy tweaking
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cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", 0, 2};
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cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", 0, 0.5};
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cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", 0, 1};
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cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", 0, 0.3};
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cvar_t v_iroll_level = {"v_iroll_level", "0.1", 0, 0.1};
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cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", 0, 0.3};
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float v_idlescale; // used by TFC for concussion grenade effect
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//=============================================================================
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/*
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void V_NormalizeAngles( float *angles )
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{
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int i;
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// Normalize angles
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for( i = 0; i < 3; i++ )
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{
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if( angles[i] > 180.0f )
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{
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angles[i] -= 360.0f;
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}
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else if( angles[i] < -180.0f )
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{
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angles[i] += 360.0f;
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}
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}
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}
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===================
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V_InterpolateAngles
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Interpolate Euler angles.
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FIXME: Use Quaternions to avoid discontinuities
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Frac is 0.0 to 1.0 ( i.e., should probably be clamped, but doesn't have to be )
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===================
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void V_InterpolateAngles( float *start, float *end, float *output, float frac )
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{
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int i;
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float ang1, ang2;
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float d;
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V_NormalizeAngles( start );
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V_NormalizeAngles( end );
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for( i = 0 ; i < 3 ; i++ )
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{
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ang1 = start[i];
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ang2 = end[i];
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d = ang2 - ang1;
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if( d > 180.0f )
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{
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d -= 360.0f;
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}
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else if( d < -180.0f )
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{
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d += 360.0f;
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}
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output[i] = ang1 + d * frac;
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}
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V_NormalizeAngles( output );
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} */
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// Quakeworld bob code, this fixes jitters in the mutliplayer since the clock (pparams->time) isn't quite linear
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float V_CalcBob( struct ref_params_s *pparams )
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{
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static double bobtime;
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static float bob;
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float cycle;
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static float lasttime;
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vec3_t vel;
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if( pparams->onground == -1 ||
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pparams->time == lasttime )
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{
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// just use old value
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return bob;
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}
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lasttime = pparams->time;
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bobtime += pparams->frametime;
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cycle = bobtime - (int)( bobtime / cl_bobcycle->value ) * cl_bobcycle->value;
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cycle /= cl_bobcycle->value;
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if( cycle < cl_bobup->value )
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{
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cycle = M_PI_F * cycle / cl_bobup->value;
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}
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else
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{
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cycle = M_PI_F + M_PI_F * ( cycle - cl_bobup->value )/( 1.0f - cl_bobup->value );
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}
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// bob is proportional to simulated velocity in the xy plane
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// (don't count Z, or jumping messes it up)
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VectorCopy( pparams->simvel, vel );
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vel[2] = 0;
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bob = sqrt( vel[0] * vel[0] + vel[1] * vel[1] ) * cl_bob->value;
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bob = bob * 0.3f + bob * 0.7f * sin(cycle);
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bob = Q_min( bob, 4.0f );
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bob = Q_max( bob, -7.0f );
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return bob;
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}
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/*
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===============
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V_CalcRoll
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Used by view and sv_user
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===============
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*/
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float V_CalcRoll( vec3_t angles, vec3_t velocity, float rollangle, float rollspeed )
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{
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float sign;
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float side;
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float value;
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vec3_t forward, right, up;
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AngleVectors( angles, forward, right, up );
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side = DotProduct( velocity, right );
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sign = side < 0.0f ? -1.0f : 1.0f;
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side = fabs( side );
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value = rollangle;
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if( side < rollspeed )
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{
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side = side * value / rollspeed;
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}
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else
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{
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side = value;
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}
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return side * sign;
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}
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typedef struct pitchdrift_s
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{
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float pitchvel;
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int nodrift;
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float driftmove;
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double laststop;
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} pitchdrift_t;
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static pitchdrift_t pd;
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/*
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===============
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V_DriftPitch
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Moves the client pitch angle towards idealpitch sent by the server.
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If the user is adjusting pitch manually, either with lookup/lookdown,
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mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
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===============
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*/
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/*
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==============================================================================
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VIEW RENDERING
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==============================================================================
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*/
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/*
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==================
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V_CalcGunAngle
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==================
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*/
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void V_CalcGunAngle( struct ref_params_s *pparams )
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{
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cl_entity_t *viewent;
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viewent = gEngfuncs.GetViewModel();
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if( !viewent )
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return;
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viewent->angles[YAW] = pparams->viewangles[YAW] + pparams->crosshairangle[YAW];
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viewent->angles[PITCH] = -pparams->viewangles[PITCH] + pparams->crosshairangle[PITCH] * 0.25f;
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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 * 0.5f );
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viewent->angles[YAW] -= v_idlescale * sin( pparams->time * v_iyaw_cycle.value ) * v_iyaw_level.value;
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VectorCopy( viewent->angles, viewent->curstate.angles );
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VectorCopy( viewent->angles, viewent->latched.prevangles );
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}
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/*
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==============
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V_AddIdle
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Idle swaying
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==============
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*/
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void V_AddIdle( struct ref_params_s *pparams )
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{
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pparams->viewangles[ROLL] += v_idlescale * sin( pparams->time * v_iroll_cycle.value ) * v_iroll_level.value;
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pparams->viewangles[PITCH] += v_idlescale * sin( pparams->time * v_ipitch_cycle.value ) * v_ipitch_level.value;
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pparams->viewangles[YAW] += v_idlescale * sin( pparams->time * v_iyaw_cycle.value ) * v_iyaw_level.value;
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}
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/*
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==============
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V_CalcViewRoll
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Roll is induced by movement and damage
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==============
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*/
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void V_CalcViewRoll( struct ref_params_s *pparams )
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{
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float side;
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cl_entity_t *viewentity;
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viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity );
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if( !viewentity )
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return;
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side = V_CalcRoll( viewentity->angles, pparams->simvel, pparams->movevars->rollangle, pparams->movevars->rollspeed );
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pparams->viewangles[ROLL] += side;
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if( pparams->health <= 0 && ( pparams->viewheight[2] != 0 ) )
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{
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// only roll the view if the player is dead and the viewheight[2] is nonzero
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// this is so deadcam in multiplayer will work.
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pparams->viewangles[ROLL] = 80; // dead view angle
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return;
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}
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}
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/*
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==================
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V_CalcIntermissionRefdef
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==================
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*/
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void V_CalcIntermissionRefdef( struct ref_params_s *pparams )
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{
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cl_entity_t /**ent,*/ *view;
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float old;
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// ent is the player model ( visible when out of body )
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//ent = gEngfuncs.GetLocalPlayer();
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// view is the weapon model (only visible from inside body )
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view = gEngfuncs.GetViewModel();
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VectorCopy( pparams->simorg, pparams->vieworg );
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VectorCopy( pparams->cl_viewangles, pparams->viewangles );
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view->model = NULL;
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// allways idle in intermission
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old = v_idlescale;
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v_idlescale = 1;
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V_AddIdle( pparams );
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if( gEngfuncs.IsSpectateOnly() )
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{
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// in HLTV we must go to 'intermission' position by ourself
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VectorCopy( gHUD.m_Spectator.m_cameraOrigin, pparams->vieworg );
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VectorCopy( gHUD.m_Spectator.m_cameraAngles, pparams->viewangles );
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}
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v_idlescale = old;
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v_cl_angles = pparams->cl_viewangles;
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v_origin = pparams->vieworg;
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v_angles = pparams->viewangles;
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}
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#define ORIGIN_BACKUP 64
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#define ORIGIN_MASK ( ORIGIN_BACKUP - 1 )
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typedef struct
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{
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float Origins[ORIGIN_BACKUP][3];
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float OriginTime[ORIGIN_BACKUP];
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float Angles[ORIGIN_BACKUP][3];
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float AngleTime[ORIGIN_BACKUP];
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int CurrentOrigin;
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int CurrentAngle;
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} viewinterp_t;
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/*
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==================
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V_CalcRefdef
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==================
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*/
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void V_CalcNormalRefdef( struct ref_params_s *pparams )
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{
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cl_entity_t *ent, *view;
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int i;
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vec3_t angles;
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float bob, waterOffset;
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static viewinterp_t ViewInterp;
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static float oldz = 0;
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static float lasttime;
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vec3_t camAngles, camForward, camRight, camUp;
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cl_entity_t *pwater;
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if( gEngfuncs.IsSpectateOnly() )
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{
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ent = gEngfuncs.GetEntityByIndex( g_iUser2 );
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}
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else
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{
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// ent is the player model ( visible when out of body )
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ent = gEngfuncs.GetLocalPlayer();
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}
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// view is the weapon model (only visible from inside body)
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view = gEngfuncs.GetViewModel();
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// transform the view offset by the model's matrix to get the offset from
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// model origin for the view
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bob = V_CalcBob( pparams );
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// refresh position
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VectorCopy( pparams->simorg, pparams->vieworg );
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pparams->vieworg[2] += bob ;
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VectorAdd( pparams->vieworg, pparams->viewheight, pparams->vieworg );
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if( pparams->health <= 0 )
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{
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VectorCopy( dead_viewangles, pparams->viewangles );
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}
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else
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{
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VectorCopy( pparams->cl_viewangles, pparams->viewangles );
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}
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gEngfuncs.V_CalcShake();
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gEngfuncs.V_ApplyShake( pparams->vieworg, pparams->viewangles, 1.0f );
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// never let view origin sit exactly on a node line, because a water plane can
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// dissapear when viewed with the eye exactly on it.
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// FIXME, we send origin at 1/128 now, change this?
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// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
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pparams->vieworg[0] += 1.0f / 32.0f;
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pparams->vieworg[1] += 1.0f / 32.0f;
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pparams->vieworg[2] += 1.0f / 32.0f;
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// Check for problems around water, move the viewer artificially if necessary
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// -- this prevents drawing errors in GL due to waves
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waterOffset = 0;
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if( pparams->waterlevel >= 2 )
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{
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int contents, waterDist, waterEntity;
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vec3_t point;
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waterDist = cl_waterdist->value;
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if( pparams->hardware )
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{
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waterEntity = gEngfuncs.PM_WaterEntity( pparams->simorg );
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if( waterEntity >= 0 && waterEntity < pparams->max_entities )
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{
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pwater = gEngfuncs.GetEntityByIndex( waterEntity );
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if( pwater && ( pwater->model != NULL ) )
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{
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waterDist += ( pwater->curstate.scale * 16.0f ); // Add in wave height
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}
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}
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}
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else
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{
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// waterEntity = 0; // Don't need this in software
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}
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VectorCopy( pparams->vieworg, point );
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// Eyes are above water, make sure we're above the waves
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if( pparams->waterlevel == 2 )
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{
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point[2] -= waterDist;
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for( i = 0; i < waterDist; i++ )
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{
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contents = gEngfuncs.PM_PointContents( point, NULL );
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if( contents > CONTENTS_WATER )
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break;
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point[2] += 1;
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}
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waterOffset = ( point[2] + waterDist ) - pparams->vieworg[2];
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}
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else
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{
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// eyes are under water. Make sure we're far enough under
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point[2] += waterDist;
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for( i = 0; i < waterDist; i++ )
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{
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contents = gEngfuncs.PM_PointContents( point, NULL );
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if( contents <= CONTENTS_WATER )
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break;
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point[2] -= 1;
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}
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waterOffset = ( point[2] - waterDist ) - pparams->vieworg[2];
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}
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}
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pparams->vieworg[2] += waterOffset;
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V_CalcViewRoll( pparams );
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V_AddIdle( pparams );
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// offsets
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if( pparams->health <= 0 )
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{
|
|
VectorCopy( dead_viewangles, angles );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( pparams->cl_viewangles, angles );
|
|
}
|
|
|
|
AngleVectors( angles, pparams->forward, pparams->right, pparams->up );
|
|
|
|
// don't allow cheats in multiplayer
|
|
if( pparams->maxclients <= 1 )
|
|
{
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
pparams->vieworg[i] += scr_ofsx->value*pparams->forward[i] + scr_ofsy->value*pparams->right[i] + scr_ofsz->value*pparams->up[i];
|
|
}
|
|
}
|
|
|
|
// Treating cam_ofs[2] as the distance
|
|
if( CL_IsThirdPerson() )
|
|
{
|
|
vec3_t ofs;
|
|
|
|
ofs[0] = ofs[1] = ofs[2] = 0.0f;
|
|
|
|
CL_CameraOffset( (float *)&ofs );
|
|
|
|
VectorCopy( ofs, camAngles );
|
|
camAngles[ROLL] = 0;
|
|
|
|
AngleVectors( camAngles, camForward, camRight, camUp );
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
pparams->vieworg[i] += -ofs[2] * camForward[i];
|
|
}
|
|
}
|
|
|
|
// Give gun our viewangles
|
|
if( pparams->health <= 0 )
|
|
{
|
|
VectorCopy( dead_viewangles, view->angles );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( pparams->cl_viewangles, view->angles );
|
|
}
|
|
// set up gun position
|
|
V_CalcGunAngle( pparams );
|
|
|
|
// Use predicted origin as view origin.
|
|
VectorCopy( pparams->simorg, view->origin );
|
|
view->origin[2] += waterOffset;
|
|
VectorAdd( view->origin, pparams->viewheight, view->origin );
|
|
|
|
// Let the viewmodel shake at about 10% of the amplitude
|
|
gEngfuncs.V_ApplyShake( view->origin, view->angles, 0.9f );
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
view->origin[i] += bob * 0.4f * pparams->forward[i];
|
|
}
|
|
view->origin[2] += bob;
|
|
|
|
// throw in a little tilt.
|
|
view->angles[YAW] -= bob * 0.5f;
|
|
view->angles[ROLL] -= bob * 1.0f;
|
|
view->angles[PITCH] -= bob * 0.3f;
|
|
|
|
if( cl_viewbob && cl_viewbob->value )
|
|
VectorCopy( view->angles, view->curstate.angles );
|
|
|
|
// pushing the view origin down off of the same X/Z plane as the ent's origin will give the
|
|
// gun a very nice 'shifting' effect when the player looks up/down. If there is a problem
|
|
// with view model distortion, this may be a cause. (SJB).
|
|
view->origin[2] -= 1.0f;
|
|
|
|
// fudge position around to keep amount of weapon visible
|
|
// roughly equal with different FOV
|
|
if( pparams->viewsize == 110.0f )
|
|
{
|
|
view->origin[2] += 1.0f;
|
|
}
|
|
else if( pparams->viewsize == 100.0f )
|
|
{
|
|
view->origin[2] += 2.0f;
|
|
}
|
|
else if( pparams->viewsize == 90.0f )
|
|
{
|
|
view->origin[2] += 1.0f;
|
|
}
|
|
else if( pparams->viewsize == 80.0f )
|
|
{
|
|
view->origin[2] += 0.5f;
|
|
}
|
|
|
|
// Add in the punchangle, if any
|
|
VectorAdd( pparams->viewangles, pparams->punchangle, pparams->viewangles );
|
|
|
|
// Include client side punch, too
|
|
VectorAdd( pparams->viewangles, (float *)&g_ev_punchangle, pparams->viewangles );
|
|
|
|
V_DropPunchAngle( pparams->frametime, (float *)&g_ev_punchangle );
|
|
|
|
// smooth out stair step ups
|
|
#if 1
|
|
if( !pparams->smoothing && pparams->onground && pparams->simorg[2] - oldz > 0.0f )
|
|
{
|
|
float steptime;
|
|
|
|
steptime = pparams->time - lasttime;
|
|
|
|
if( steptime < 0 )
|
|
//FIXME I_Error( "steptime < 0" );
|
|
steptime = 0;
|
|
|
|
oldz += steptime * 150.0f;
|
|
if( oldz > pparams->simorg[2] )
|
|
oldz = pparams->simorg[2];
|
|
if( pparams->simorg[2] - oldz > 18.0f )
|
|
oldz = pparams->simorg[2]- 18.0f;
|
|
pparams->vieworg[2] += oldz - pparams->simorg[2];
|
|
view->origin[2] += oldz - pparams->simorg[2];
|
|
}
|
|
else
|
|
{
|
|
oldz = pparams->simorg[2];
|
|
}
|
|
#endif
|
|
{
|
|
static float lastorg[3];
|
|
vec3_t delta;
|
|
|
|
VectorSubtract( pparams->simorg, lastorg, delta );
|
|
|
|
if( Length( delta ) != 0.0f )
|
|
{
|
|
VectorCopy( pparams->simorg, ViewInterp.Origins[ViewInterp.CurrentOrigin & ORIGIN_MASK] );
|
|
ViewInterp.OriginTime[ViewInterp.CurrentOrigin & ORIGIN_MASK] = pparams->time;
|
|
ViewInterp.CurrentOrigin++;
|
|
|
|
VectorCopy( pparams->simorg, lastorg );
|
|
}
|
|
}
|
|
|
|
// Smooth out whole view in multiplayer when on trains, lifts
|
|
if( cl_vsmoothing && cl_vsmoothing->value &&
|
|
( pparams->smoothing && ( pparams->maxclients > 1 ) ) )
|
|
{
|
|
int foundidx;
|
|
float t;
|
|
|
|
if( cl_vsmoothing->value < 0.0f )
|
|
{
|
|
gEngfuncs.Cvar_SetValue( "cl_vsmoothing", 0.0f );
|
|
}
|
|
|
|
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] != 0.0f )
|
|
{
|
|
// Interpolate
|
|
vec3_t delta;
|
|
double frac;
|
|
double dt;
|
|
vec3_t neworg;
|
|
|
|
dt = ViewInterp.OriginTime[( foundidx + 1 ) & ORIGIN_MASK] - ViewInterp.OriginTime[foundidx & ORIGIN_MASK];
|
|
if( dt > 0.0 )
|
|
{
|
|
frac = ( t - ViewInterp.OriginTime[foundidx & ORIGIN_MASK] ) / dt;
|
|
frac = Q_min( 1.0, frac );
|
|
VectorSubtract( ViewInterp.Origins[( foundidx + 1 ) & ORIGIN_MASK], ViewInterp.Origins[foundidx & ORIGIN_MASK], delta );
|
|
VectorMA( ViewInterp.Origins[foundidx & ORIGIN_MASK], frac, delta, neworg );
|
|
|
|
// Dont interpolate large changes
|
|
if( Length( delta ) < 64.0f )
|
|
{
|
|
VectorSubtract( neworg, pparams->simorg, delta );
|
|
|
|
VectorAdd( pparams->simorg, delta, pparams->simorg );
|
|
VectorAdd( pparams->vieworg, delta, pparams->vieworg );
|
|
VectorAdd( view->origin, delta, view->origin );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Store off v_angles before munging for third person
|
|
v_angles = pparams->viewangles;
|
|
v_lastAngles = pparams->viewangles;
|
|
//v_cl_angles = pparams->cl_viewangles; // keep old user mouse angles !
|
|
if( CL_IsThirdPerson() )
|
|
{
|
|
VectorCopy( camAngles, pparams->viewangles );
|
|
float pitch = camAngles[0];
|
|
|
|
// Normalize angles
|
|
if( pitch > 180.0f )
|
|
pitch -= 360.0f;
|
|
else if( pitch < -180.0f )
|
|
pitch += 360.0f;
|
|
|
|
// Player pitch is inverted
|
|
pitch /= -3.0f;
|
|
|
|
// Slam local player's pitch value
|
|
ent->angles[0] = pitch;
|
|
ent->curstate.angles[0] = pitch;
|
|
ent->prevstate.angles[0] = pitch;
|
|
ent->latched.prevangles[0] = pitch;
|
|
}
|
|
|
|
// override all previous settings if the viewent isn't the client
|
|
if( pparams->viewentity > pparams->maxclients )
|
|
{
|
|
cl_entity_t *viewentity;
|
|
viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity );
|
|
if( viewentity )
|
|
{
|
|
VectorCopy( viewentity->origin, pparams->vieworg );
|
|
VectorCopy( viewentity->angles, pparams->viewangles );
|
|
|
|
// Store off overridden viewangles
|
|
v_angles = pparams->viewangles;
|
|
}
|
|
}
|
|
|
|
lasttime = pparams->time;
|
|
|
|
v_origin = pparams->vieworg;
|
|
}
|
|
|
|
void V_SmoothInterpolateAngles( float * startAngle, float * endAngle, float * finalAngle, float degreesPerSec )
|
|
{
|
|
float absd, frac, d, threshhold;
|
|
|
|
NormalizeAngles( startAngle );
|
|
NormalizeAngles( endAngle );
|
|
|
|
for( int i = 0; i < 3; i++ )
|
|
{
|
|
d = endAngle[i] - startAngle[i];
|
|
|
|
if( d > 180.0f )
|
|
{
|
|
d -= 360.0f;
|
|
}
|
|
else if( d < -180.0f )
|
|
{
|
|
d += 360.0f;
|
|
}
|
|
|
|
absd = fabs( d );
|
|
|
|
if( absd > 0.01f )
|
|
{
|
|
frac = degreesPerSec * v_frametime;
|
|
|
|
threshhold= degreesPerSec / 4.0f;
|
|
|
|
if( absd < threshhold )
|
|
{
|
|
float h = absd / threshhold;
|
|
h *= h;
|
|
frac *= h; // slow down last degrees
|
|
}
|
|
|
|
if( frac > absd )
|
|
{
|
|
finalAngle[i] = endAngle[i];
|
|
}
|
|
else
|
|
{
|
|
if( d > 0.0f )
|
|
finalAngle[i] = startAngle[i] + frac;
|
|
else
|
|
finalAngle[i] = startAngle[i] - frac;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
finalAngle[i] = endAngle[i];
|
|
}
|
|
}
|
|
|
|
NormalizeAngles( finalAngle );
|
|
}
|
|
|
|
// Get the origin of the Observer based around the target's position and angles
|
|
void V_GetChaseOrigin( float * angles, float * origin, float distance, float * returnvec )
|
|
{
|
|
vec3_t vecEnd;
|
|
vec3_t forward;
|
|
vec3_t vecStart;
|
|
pmtrace_t *trace;
|
|
int maxLoops = 8;
|
|
|
|
int ignoreent = -1; // first, ignore no entity
|
|
|
|
cl_entity_t *ent = NULL;
|
|
|
|
// Trace back from the target using the player's view angles
|
|
AngleVectors( angles, forward, NULL, NULL );
|
|
|
|
VectorScale( forward, -1, forward );
|
|
|
|
VectorCopy( origin, vecStart );
|
|
|
|
VectorMA( vecStart, distance , forward, vecEnd );
|
|
|
|
while( maxLoops > 0 )
|
|
{
|
|
trace = gEngfuncs.PM_TraceLine( vecStart, vecEnd, PM_TRACELINE_PHYSENTSONLY, 2, ignoreent );
|
|
|
|
// WARNING! trace->ent is is the number in physent list not the normal entity number
|
|
|
|
if( trace->ent <= 0)
|
|
break; // we hit the world or nothing, stop trace
|
|
|
|
ent = gEngfuncs.GetEntityByIndex( PM_GetPhysEntInfo( trace->ent ) );
|
|
|
|
if( ent == NULL )
|
|
break;
|
|
|
|
// hit non-player solid BSP , stop here
|
|
if( ent->curstate.solid == SOLID_BSP && !ent->player )
|
|
break;
|
|
|
|
// if close enought to end pos, stop, otherwise continue trace
|
|
if( Distance( trace->endpos, vecEnd ) < 1.0f )
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
ignoreent = trace->ent; // ignore last hit entity
|
|
VectorCopy( trace->endpos, vecStart );
|
|
}
|
|
|
|
maxLoops--;
|
|
}
|
|
|
|
/* if( ent )
|
|
{
|
|
gEngfuncs.Con_Printf( "Trace loops %i , entity %i, model %s, solid %i\n",(8-maxLoops),ent->curstate.number, ent->model->name , ent->curstate.solid );
|
|
} */
|
|
|
|
VectorMA( trace->endpos, 4, trace->plane.normal, returnvec );
|
|
|
|
v_lastDistance = Distance( trace->endpos, origin ); // real distance without offset
|
|
}
|
|
|
|
/*void V_GetDeathCam( cl_entity_t * ent1, cl_entity_t * ent2, float * angle, float * origin )
|
|
{
|
|
float newAngle[3]; float newOrigin[3];
|
|
|
|
float distance = 168.0f;
|
|
|
|
v_lastDistance += v_frametime * 96.0f; // move unit per seconds back
|
|
|
|
if( v_resetCamera )
|
|
v_lastDistance = 64.0f;
|
|
|
|
if( distance > v_lastDistance )
|
|
distance = v_lastDistance;
|
|
|
|
VectorCopy( ent1->origin, newOrigin );
|
|
|
|
if( ent1->player )
|
|
newOrigin[2] += 17.0f; // head level of living player
|
|
|
|
// get new angle towards second target
|
|
if( ent2 )
|
|
{
|
|
VectorSubtract( ent2->origin, ent1->origin, newAngle );
|
|
VectorAngles( newAngle, newAngle );
|
|
newAngle[0] = -newAngle[0];
|
|
}
|
|
else
|
|
{
|
|
// if no second target is given, look down to dead player
|
|
newAngle[0] = 90.0f;
|
|
newAngle[1] = 0.0f;
|
|
newAngle[2] = 0.0f;
|
|
}
|
|
|
|
// and smooth view
|
|
V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 120.0f );
|
|
|
|
V_GetChaseOrigin( angle, newOrigin, distance, origin );
|
|
|
|
VectorCopy( angle, v_lastAngles );
|
|
}*/
|
|
|
|
void V_GetSingleTargetCam( cl_entity_t * ent1, float * angle, float * origin )
|
|
{
|
|
float newAngle[3]; float newOrigin[3];
|
|
|
|
int flags = gHUD.m_Spectator.m_iObserverFlags;
|
|
|
|
// see is target is a dead player
|
|
qboolean deadPlayer = ent1->player && ( ent1->curstate.solid == SOLID_NOT );
|
|
|
|
float dfactor = ( flags & DRC_FLAG_DRAMATIC ) ? -1.0f : 1.0f;
|
|
|
|
float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic;
|
|
|
|
// go away in final scenes or if player just died
|
|
if( flags & DRC_FLAG_FINAL )
|
|
distance *= 2.0f;
|
|
else if( deadPlayer )
|
|
distance *= 1.5f;
|
|
|
|
// let v_lastDistance float smoothly away
|
|
v_lastDistance += v_frametime * 32.0f; // move unit per seconds back
|
|
|
|
if( distance > v_lastDistance )
|
|
distance = v_lastDistance;
|
|
|
|
VectorCopy( ent1->origin, newOrigin );
|
|
|
|
if( ent1->player )
|
|
{
|
|
if( deadPlayer )
|
|
newOrigin[2] += 2.0f; //laying on ground
|
|
else
|
|
newOrigin[2] += 17.0f; // head level of living player
|
|
}
|
|
else
|
|
newOrigin[2]+= 8.0f; // object, tricky, must be above bomb in CS
|
|
|
|
// we have no second target, choose view direction based on
|
|
// show front of primary target
|
|
VectorCopy( ent1->angles, newAngle );
|
|
|
|
// show dead players from front, normal players back
|
|
if( flags & DRC_FLAG_FACEPLAYER )
|
|
newAngle[1] += 180.0f;
|
|
|
|
newAngle[0] += 12.5f * dfactor; // lower angle if dramatic
|
|
|
|
// if final scene (bomb), show from real high pos
|
|
if( flags & DRC_FLAG_FINAL )
|
|
newAngle[0] = 22.5f;
|
|
|
|
// choose side of object/player
|
|
if( flags & DRC_FLAG_SIDE )
|
|
newAngle[1] += 22.5f;
|
|
else
|
|
newAngle[1] -= 22.5f;
|
|
|
|
V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 120.0f );
|
|
|
|
// HACK, if player is dead don't clip against his dead body, can't check this
|
|
V_GetChaseOrigin( angle, newOrigin, distance, origin );
|
|
}
|
|
|
|
float MaxAngleBetweenAngles( float *a1, float *a2 )
|
|
{
|
|
float d, maxd = 0.0f;
|
|
|
|
NormalizeAngles( a1 );
|
|
NormalizeAngles( a2 );
|
|
|
|
for( int i = 0; i < 3; i++ )
|
|
{
|
|
d = a2[i] - a1[i];
|
|
if( d > 180.0f )
|
|
{
|
|
d -= 360.0f;
|
|
}
|
|
else if( d < -180.0f )
|
|
{
|
|
d += 360.0f;
|
|
}
|
|
|
|
d = fabs( d );
|
|
|
|
if( d > maxd )
|
|
maxd = d;
|
|
}
|
|
|
|
return maxd;
|
|
}
|
|
|
|
void V_GetDoubleTargetsCam( cl_entity_t *ent1, cl_entity_t *ent2, float *angle, float *origin )
|
|
{
|
|
float newAngle[3], newOrigin[3], tempVec[3];
|
|
|
|
int flags = gHUD.m_Spectator.m_iObserverFlags;
|
|
|
|
float dfactor = ( flags & DRC_FLAG_DRAMATIC ) ? -1.0f : 1.0f;
|
|
|
|
float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic;
|
|
|
|
// go away in final scenes or if player just died
|
|
if( flags & DRC_FLAG_FINAL )
|
|
distance *= 2.0f;
|
|
|
|
// let v_lastDistance float smoothly away
|
|
v_lastDistance += v_frametime * 32.0f; // move unit per seconds back
|
|
|
|
if( distance > v_lastDistance )
|
|
distance = v_lastDistance;
|
|
|
|
VectorCopy( ent1->origin, newOrigin );
|
|
|
|
if( ent1->player )
|
|
newOrigin[2] += 17.0f; // head level of living player
|
|
else
|
|
newOrigin[2] += 8.0f; // object, tricky, must be above bomb in CS
|
|
|
|
// get new angle towards second target
|
|
VectorSubtract( ent2->origin, ent1->origin, newAngle );
|
|
|
|
VectorAngles( newAngle, newAngle );
|
|
newAngle[0] = -newAngle[0];
|
|
|
|
// set angle diffrent in Dramtaic scenes
|
|
newAngle[0] += 12.5f * dfactor; // lower angle if dramatic
|
|
|
|
if( flags & DRC_FLAG_SIDE )
|
|
newAngle[1] += 22.5f;
|
|
else
|
|
newAngle[1] -= 22.5f;
|
|
|
|
float d = MaxAngleBetweenAngles( v_lastAngles, newAngle );
|
|
|
|
if( ( d < v_cameraFocusAngle) && ( v_cameraMode == CAM_MODE_RELAX ) )
|
|
{
|
|
// difference is to small and we are in relax camera mode, keep viewangles
|
|
VectorCopy( v_lastAngles, newAngle );
|
|
}
|
|
else if( ( d < v_cameraRelaxAngle ) && ( v_cameraMode == CAM_MODE_FOCUS ) )
|
|
{
|
|
// we catched up with our target, relax again
|
|
v_cameraMode = CAM_MODE_RELAX;
|
|
}
|
|
else
|
|
{
|
|
// target move too far away, focus camera again
|
|
v_cameraMode = CAM_MODE_FOCUS;
|
|
}
|
|
|
|
// and smooth view, if not a scene cut
|
|
if( v_resetCamera || ( v_cameraMode == CAM_MODE_RELAX ) )
|
|
{
|
|
VectorCopy( newAngle, angle );
|
|
}
|
|
else
|
|
{
|
|
V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 180.0f );
|
|
}
|
|
|
|
V_GetChaseOrigin( newAngle, newOrigin, distance, origin );
|
|
|
|
// move position up, if very close at target
|
|
if( v_lastDistance < 64.0f )
|
|
origin[2] += 16.0f * ( 1.0f - ( v_lastDistance / 64.0f ) );
|
|
|
|
// calculate angle to second target
|
|
VectorSubtract( ent2->origin, origin, tempVec );
|
|
VectorAngles( tempVec, tempVec );
|
|
tempVec[0] = -tempVec[0];
|
|
|
|
/* take middle between two viewangles
|
|
InterpolateAngles( newAngle, tempVec, newAngle, 0.5f ); */
|
|
}
|
|
|
|
void V_GetDirectedChasePosition(cl_entity_t *ent1, cl_entity_t *ent2,float *angle, float *origin)
|
|
{
|
|
if( v_resetCamera )
|
|
{
|
|
v_lastDistance = 4096.0f;
|
|
// v_cameraMode = CAM_MODE_FOCUS;
|
|
}
|
|
|
|
if( ( ent2 == (cl_entity_t*)0xFFFFFFFF ) || ( ent1->player && ( ent1->curstate.solid == SOLID_NOT ) ) )
|
|
{
|
|
// we have no second target or player just died
|
|
V_GetSingleTargetCam( ent1, angle, origin );
|
|
}
|
|
else if( ent2 )
|
|
{
|
|
// keep both target in view
|
|
V_GetDoubleTargetsCam( ent1, ent2, angle, origin );
|
|
}
|
|
else
|
|
{
|
|
// second target disappeard somehow (dead)
|
|
|
|
// keep last good viewangle
|
|
float newOrigin[3];
|
|
|
|
int flags = gHUD.m_Spectator.m_iObserverFlags;
|
|
|
|
float dfactor = ( flags & DRC_FLAG_DRAMATIC ) ? -1.0f : 1.0f;
|
|
|
|
float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic;
|
|
|
|
// go away in final scenes or if player just died
|
|
if( flags & DRC_FLAG_FINAL )
|
|
distance *= 2.0f;
|
|
|
|
// let v_lastDistance float smoothly away
|
|
v_lastDistance+= v_frametime * 32.0f; // move unit per seconds back
|
|
|
|
if( distance > v_lastDistance )
|
|
distance = v_lastDistance;
|
|
|
|
VectorCopy( ent1->origin, newOrigin );
|
|
|
|
if( ent1->player )
|
|
newOrigin[2] += 17.0f; // head level of living player
|
|
else
|
|
newOrigin[2] += 8.0f; // object, tricky, must be above bomb in CS
|
|
|
|
V_GetChaseOrigin( angle, newOrigin, distance, origin );
|
|
}
|
|
|
|
VectorCopy( angle, v_lastAngles );
|
|
}
|
|
|
|
void V_GetChasePos( int target, float *cl_angles, float *origin, float *angles )
|
|
{
|
|
cl_entity_t *ent = NULL;
|
|
|
|
if( target )
|
|
{
|
|
ent = gEngfuncs.GetEntityByIndex( target );
|
|
}
|
|
|
|
if( !ent )
|
|
{
|
|
// just copy a save in-map position
|
|
VectorCopy( vJumpAngles, angles );
|
|
VectorCopy( vJumpOrigin, origin );
|
|
return;
|
|
}
|
|
|
|
if( gHUD.m_Spectator.m_autoDirector->value )
|
|
{
|
|
if( g_iUser3 )
|
|
V_GetDirectedChasePosition( ent, gEngfuncs.GetEntityByIndex( g_iUser3 ),
|
|
angles, origin );
|
|
else
|
|
V_GetDirectedChasePosition( ent, (cl_entity_t*)0xFFFFFFFF,
|
|
angles, origin );
|
|
}
|
|
else
|
|
{
|
|
if( cl_angles == NULL ) // no mouse angles given, use entity angles ( locked mode )
|
|
{
|
|
VectorCopy( ent->angles, angles);
|
|
angles[0] *= -1.0f;
|
|
}
|
|
else
|
|
VectorCopy( cl_angles, angles );
|
|
|
|
VectorCopy( ent->origin, origin );
|
|
|
|
origin[2] += 28.0f; // DEFAULT_VIEWHEIGHT - some offset
|
|
|
|
V_GetChaseOrigin( angles, origin, cl_chasedist->value, origin );
|
|
}
|
|
|
|
v_resetCamera = false;
|
|
}
|
|
|
|
void V_ResetChaseCam()
|
|
{
|
|
v_resetCamera = true;
|
|
}
|
|
|
|
void V_GetInEyePos( int target, float *origin, float *angles )
|
|
{
|
|
if( !target )
|
|
{
|
|
// just copy a save in-map position
|
|
VectorCopy ( vJumpAngles, angles );
|
|
VectorCopy ( vJumpOrigin, origin );
|
|
return;
|
|
};
|
|
|
|
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( target );
|
|
|
|
if( !ent )
|
|
return;
|
|
|
|
VectorCopy( ent->origin, origin );
|
|
VectorCopy( ent->angles, angles );
|
|
|
|
angles[PITCH] *= -3.0f; // see CL_ProcessEntityUpdate()
|
|
|
|
if( ent->curstate.solid == SOLID_NOT )
|
|
{
|
|
angles[ROLL] = 80.0f; // dead view angle
|
|
origin[2] += -8.0f; // PM_DEAD_VIEWHEIGHT
|
|
}
|
|
else if( ent->curstate.usehull == 1 )
|
|
origin[2] += 12.0f; // VEC_DUCK_VIEW;
|
|
else
|
|
// exacty eye position can't be caluculated since it depends on
|
|
// client values like cl_bobcycle, this offset matches the default values
|
|
origin[2] += 28.0f; // DEFAULT_VIEWHEIGHT
|
|
}
|
|
|
|
void V_GetMapFreePosition( float *cl_angles, float *origin, float *angles )
|
|
{
|
|
vec3_t forward;
|
|
vec3_t zScaledTarget;
|
|
|
|
VectorCopy( cl_angles, angles );
|
|
|
|
// modify angles since we don't wanna see map's bottom
|
|
angles[0] = 51.25f + 38.75f * ( angles[0] / 90.0f );
|
|
|
|
zScaledTarget[0] = gHUD.m_Spectator.m_mapOrigin[0];
|
|
zScaledTarget[1] = gHUD.m_Spectator.m_mapOrigin[1];
|
|
zScaledTarget[2] = gHUD.m_Spectator.m_mapOrigin[2] * ( ( 90.0f - angles[0] ) / 90.0f );
|
|
|
|
AngleVectors( angles, forward, NULL, NULL );
|
|
|
|
VectorNormalize( forward );
|
|
|
|
VectorMA( zScaledTarget, -( 4096.0f / gHUD.m_Spectator.m_mapZoom ), forward, origin );
|
|
}
|
|
|
|
void V_GetMapChasePosition( int target, float *cl_angles, float *origin, float *angles )
|
|
{
|
|
vec3_t forward;
|
|
|
|
if( target )
|
|
{
|
|
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( target );
|
|
|
|
if( gHUD.m_Spectator.m_autoDirector->value )
|
|
{
|
|
// this is done to get the angles made by director mode
|
|
V_GetChasePos( target, cl_angles, origin, angles );
|
|
VectorCopy( ent->origin, origin );
|
|
|
|
// keep fix chase angle horizontal
|
|
angles[0] = 45.0f;
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( cl_angles, angles );
|
|
VectorCopy( ent->origin, origin );
|
|
|
|
// modify angles since we don't wanna see map's bottom
|
|
angles[0] = 51.25f + 38.75f * ( angles[0] / 90.0f );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// keep out roaming position, but modify angles
|
|
VectorCopy( cl_angles, angles );
|
|
angles[0] = 51.25f + 38.75f * ( angles[0] / 90.0f );
|
|
}
|
|
|
|
origin[2] *= ( ( 90.0f - angles[0] ) / 90.0f );
|
|
angles[2] = 0.0f; // don't roll angle (if chased player is dead)
|
|
|
|
AngleVectors( angles, forward, NULL, NULL );
|
|
|
|
VectorNormalize( forward );
|
|
|
|
VectorMA( origin, -1536.0f, forward, origin );
|
|
}
|
|
|
|
int V_FindViewModelByWeaponModel( int weaponindex )
|
|
{
|
|
static const char *modelmap[][2] =
|
|
{
|
|
{ "models/p_crossbow.mdl", "models/v_crossbow.mdl" },
|
|
{ "models/p_crowbar.mdl", "models/v_crowbar.mdl" },
|
|
{ "models/p_egon.mdl", "models/v_egon.mdl" },
|
|
{ "models/p_gauss.mdl", "models/v_gauss.mdl" },
|
|
{ "models/p_9mmhandgun.mdl", "models/v_9mmhandgun.mdl" },
|
|
{ "models/p_grenade.mdl", "models/v_grenade.mdl" },
|
|
{ "models/p_hgun.mdl", "models/v_hgun.mdl" },
|
|
{ "models/p_9mmAR.mdl", "models/v_9mmAR.mdl" },
|
|
{ "models/p_357.mdl", "models/v_357.mdl" },
|
|
{ "models/p_rpg.mdl", "models/v_rpg.mdl" },
|
|
{ "models/p_shotgun.mdl", "models/v_shotgun.mdl" },
|
|
{ "models/p_squeak.mdl", "models/v_squeak.mdl" },
|
|
{ "models/p_tripmine.mdl", "models/v_tripmine.mdl" },
|
|
{ "models/p_satchel_radio.mdl", "models/v_satchel_radio.mdl" },
|
|
{ "models/p_satchel.mdl", "models/v_satchel.mdl" },
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
struct model_s *weaponModel = IEngineStudio.GetModelByIndex( weaponindex );
|
|
|
|
if( weaponModel )
|
|
{
|
|
int len = strlen( weaponModel->name );
|
|
int i = 0;
|
|
|
|
while( modelmap[i][0] != NULL )
|
|
{
|
|
if( !strnicmp( weaponModel->name, modelmap[i][0], len ) )
|
|
{
|
|
return gEngfuncs.pEventAPI->EV_FindModelIndex( modelmap[i][1] );
|
|
}
|
|
i++;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
V_CalcSpectatorRefdef
|
|
|
|
==================
|
|
*/
|
|
void V_CalcSpectatorRefdef( struct ref_params_s * pparams )
|
|
{
|
|
static vec3_t velocity( 0.0f, 0.0f, 0.0f );
|
|
|
|
static int lastWeaponModelIndex = 0;
|
|
static int lastViewModelIndex = 0;
|
|
|
|
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( g_iUser2 );
|
|
|
|
pparams->onlyClientDraw = false;
|
|
|
|
// refresh position
|
|
VectorCopy( pparams->simorg, v_sim_org );
|
|
|
|
// get old values
|
|
VectorCopy( pparams->cl_viewangles, v_cl_angles );
|
|
VectorCopy( pparams->viewangles, v_angles );
|
|
VectorCopy( pparams->vieworg, v_origin );
|
|
|
|
if( ( g_iUser1 == OBS_IN_EYE || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) && ent )
|
|
{
|
|
// calculate player velocity
|
|
float timeDiff = ent->curstate.msg_time - ent->prevstate.msg_time;
|
|
|
|
if( timeDiff > 0 )
|
|
{
|
|
vec3_t distance;
|
|
VectorSubtract( ent->prevstate.origin, ent->curstate.origin, distance );
|
|
VectorScale( distance, 1 / timeDiff, distance );
|
|
|
|
velocity[0] = velocity[0] * 0.9f + distance[0] * 0.1f;
|
|
velocity[1] = velocity[1] * 0.9f + distance[1] * 0.1f;
|
|
velocity[2] = velocity[2] * 0.9f + distance[2] * 0.1f;
|
|
|
|
VectorCopy( velocity, pparams->simvel );
|
|
}
|
|
|
|
// predict missing client data and set weapon model ( in HLTV mode or inset in eye mode )
|
|
if( gEngfuncs.IsSpectateOnly() )
|
|
{
|
|
V_GetInEyePos( g_iUser2, pparams->simorg, pparams->cl_viewangles );
|
|
|
|
pparams->health = 1;
|
|
|
|
cl_entity_t *gunModel = gEngfuncs.GetViewModel();
|
|
|
|
if( lastWeaponModelIndex != ent->curstate.weaponmodel )
|
|
{
|
|
// weapon model changed
|
|
lastWeaponModelIndex = ent->curstate.weaponmodel;
|
|
lastViewModelIndex = V_FindViewModelByWeaponModel( lastWeaponModelIndex );
|
|
if( lastViewModelIndex )
|
|
{
|
|
gEngfuncs.pfnWeaponAnim( 0, 0 ); // reset weapon animation
|
|
}
|
|
else
|
|
{
|
|
// model not found
|
|
gunModel->model = NULL; // disable weapon model
|
|
lastWeaponModelIndex = lastViewModelIndex = 0;
|
|
}
|
|
}
|
|
|
|
if( lastViewModelIndex )
|
|
{
|
|
gunModel->model = IEngineStudio.GetModelByIndex( lastViewModelIndex );
|
|
gunModel->curstate.modelindex = lastViewModelIndex;
|
|
gunModel->curstate.frame = 0;
|
|
gunModel->curstate.colormap = 0;
|
|
gunModel->index = g_iUser2;
|
|
}
|
|
else
|
|
{
|
|
gunModel->model = NULL; // disable weaopn model
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// only get viewangles from entity
|
|
VectorCopy( ent->angles, pparams->cl_viewangles );
|
|
pparams->cl_viewangles[PITCH] *= -3.0f; // see CL_ProcessEntityUpdate()
|
|
}
|
|
}
|
|
|
|
v_frametime = pparams->frametime;
|
|
|
|
if( pparams->nextView == 0 )
|
|
{
|
|
// first renderer cycle, full screen
|
|
switch( g_iUser1 )
|
|
{
|
|
case OBS_CHASE_LOCKED:
|
|
V_GetChasePos( g_iUser2, NULL, v_origin, v_angles );
|
|
break;
|
|
case OBS_CHASE_FREE:
|
|
V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles );
|
|
break;
|
|
case OBS_ROAMING:
|
|
VectorCopy( v_cl_angles, v_angles );
|
|
VectorCopy( v_sim_org, v_origin );
|
|
break;
|
|
case OBS_IN_EYE:
|
|
V_CalcNormalRefdef( pparams );
|
|
break;
|
|
case OBS_MAP_FREE:
|
|
pparams->onlyClientDraw = true;
|
|
V_GetMapFreePosition( v_cl_angles, v_origin, v_angles );
|
|
break;
|
|
case OBS_MAP_CHASE:
|
|
pparams->onlyClientDraw = true;
|
|
V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles );
|
|
break;
|
|
}
|
|
|
|
if( gHUD.m_Spectator.m_pip->value )
|
|
pparams->nextView = 1; // force a second renderer view
|
|
|
|
gHUD.m_Spectator.m_iDrawCycle = 0;
|
|
}
|
|
else
|
|
{
|
|
// second renderer cycle, inset window
|
|
// set inset parameters
|
|
pparams->viewport[0] = XRES( gHUD.m_Spectator.m_OverviewData.insetWindowX ); // change viewport to inset window
|
|
pparams->viewport[1] = YRES( gHUD.m_Spectator.m_OverviewData.insetWindowY );
|
|
pparams->viewport[2] = XRES( gHUD.m_Spectator.m_OverviewData.insetWindowWidth );
|
|
pparams->viewport[3] = YRES( gHUD.m_Spectator.m_OverviewData.insetWindowHeight );
|
|
pparams->nextView = 0; // on further view
|
|
|
|
// override some settings in certain modes
|
|
switch( (int)gHUD.m_Spectator.m_pip->value )
|
|
{
|
|
case INSET_CHASE_FREE:
|
|
V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles );
|
|
break;
|
|
case INSET_IN_EYE:
|
|
V_CalcNormalRefdef( pparams );
|
|
break;
|
|
case INSET_MAP_FREE:
|
|
pparams->onlyClientDraw = true;
|
|
V_GetMapFreePosition( v_cl_angles, v_origin, v_angles );
|
|
break;
|
|
case INSET_MAP_CHASE:
|
|
pparams->onlyClientDraw = true;
|
|
if( g_iUser1 == OBS_ROAMING )
|
|
V_GetMapChasePosition( 0, v_cl_angles, v_origin, v_angles );
|
|
else
|
|
V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles );
|
|
break;
|
|
}
|
|
|
|
gHUD.m_Spectator.m_iDrawCycle = 1;
|
|
}
|
|
|
|
// write back new values into pparams
|
|
VectorCopy( v_cl_angles, pparams->cl_viewangles );
|
|
VectorCopy( v_angles, pparams->viewangles )
|
|
VectorCopy( v_origin, pparams->vieworg );
|
|
}
|
|
|
|
void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams )
|
|
{
|
|
// intermission / finale rendering
|
|
if( pparams->intermission )
|
|
{
|
|
V_CalcIntermissionRefdef( pparams );
|
|
}
|
|
else if( pparams->spectator || g_iUser1 ) // g_iUser true if in spectator mode
|
|
{
|
|
V_CalcSpectatorRefdef( pparams );
|
|
}
|
|
else if( !pparams->paused )
|
|
{
|
|
V_CalcNormalRefdef( pparams );
|
|
}
|
|
/*
|
|
// Example of how to overlay the whole screen with red at 50 % alpha
|
|
#define SF_TEST
|
|
#if defined SF_TEST
|
|
{
|
|
screenfade_t sf;
|
|
gEngfuncs.pfnGetScreenFade( &sf );
|
|
|
|
sf.fader = 255;
|
|
sf.fadeg = 0;
|
|
sf.fadeb = 0;
|
|
sf.fadealpha = 128;
|
|
sf.fadeFlags = FFADE_STAYOUT | FFADE_OUT;
|
|
|
|
gEngfuncs.pfnSetScreenFade( &sf );
|
|
}
|
|
#endif
|
|
*/
|
|
}
|
|
|
|
/*
|
|
=============
|
|
V_DropPunchAngle
|
|
|
|
=============
|
|
*/
|
|
void V_DropPunchAngle( float frametime, float *ev_punchangle )
|
|
{
|
|
float len;
|
|
|
|
len = VectorNormalize( ev_punchangle );
|
|
len -= ( 10.0f + len * 0.5f ) * (float)frametime;
|
|
len = Q_max( len, 0.0f );
|
|
VectorScale( ev_punchangle, len, ev_punchangle );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
V_PunchAxis
|
|
|
|
Client side punch effect
|
|
=============
|
|
*/
|
|
void V_PunchAxis( int axis, float punch )
|
|
{
|
|
g_ev_punchangle[axis] = punch;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
V_Init
|
|
=============
|
|
*/
|
|
void V_Init( void )
|
|
{
|
|
scr_ofsx = gEngfuncs.pfnRegisterVariable( "scr_ofsx","0", 0 );
|
|
scr_ofsy = gEngfuncs.pfnRegisterVariable( "scr_ofsy","0", 0 );
|
|
scr_ofsz = gEngfuncs.pfnRegisterVariable( "scr_ofsz","0", 0 );
|
|
|
|
v_centermove = gEngfuncs.pfnRegisterVariable( "v_centermove", "0.15", 0 );
|
|
v_centerspeed = gEngfuncs.pfnRegisterVariable( "v_centerspeed","500", 0 );
|
|
|
|
cl_bobcycle = gEngfuncs.pfnRegisterVariable( "cl_bobcycle","0.8", 0 );// best default for my experimental gun wag (sjb)
|
|
cl_bob = gEngfuncs.pfnRegisterVariable( "cl_bob","0.01", 0 );// best default for my experimental gun wag (sjb)
|
|
cl_bobup = gEngfuncs.pfnRegisterVariable( "cl_bobup","0.5", 0 );
|
|
cl_waterdist = gEngfuncs.pfnRegisterVariable( "cl_waterdist","4", 0 );
|
|
cl_chasedist = gEngfuncs.pfnRegisterVariable( "cl_chasedist","112", 0 );
|
|
}
|
|
|
|
//#define TRACE_TEST
|
|
#if defined( TRACE_TEST )
|
|
|
|
extern float in_fov;
|
|
/*
|
|
====================
|
|
CalcFov
|
|
====================
|
|
*/
|
|
float CalcFov( float fov_x, float width, float height )
|
|
{
|
|
float a;
|
|
float x;
|
|
|
|
if( fov_x < 1.0f || fov_x > 179.0f )
|
|
fov_x = 90.0f; // error, set to 90
|
|
|
|
x = width / tan( fov_x / 360.0f * M_PI_F );
|
|
|
|
a = atan ( height / x );
|
|
|
|
a = a * 360.0f / M_PI_F;
|
|
|
|
return a;
|
|
}
|
|
|
|
int hitent = -1;
|
|
|
|
void V_Move( int mx, int my )
|
|
{
|
|
float fov;
|
|
float fx, fy;
|
|
float dx, dy;
|
|
float c_x, c_y;
|
|
float dX, dY;
|
|
vec3_t forward, up, right;
|
|
vec3_t newangles;
|
|
|
|
vec3_t farpoint;
|
|
pmtrace_t tr;
|
|
|
|
fov = CalcFov( in_fov, (float)ScreenWidth, (float)ScreenHeight );
|
|
|
|
c_x = (float)ScreenWidth / 2.0f;
|
|
c_y = (float)ScreenHeight / 2.0f;
|
|
|
|
dx = (float)mx - c_x;
|
|
dy = (float)my - c_y;
|
|
|
|
// Proportion we moved in each direction
|
|
fx = dx / c_x;
|
|
fy = dy / c_y;
|
|
|
|
dX = fx * in_fov / 2.0f;
|
|
dY = fy * fov / 2.0f;
|
|
|
|
newangles = v_angles;
|
|
|
|
newangles[YAW] -= dX;
|
|
newangles[PITCH] += dY;
|
|
|
|
// Now rotate v_forward around that point
|
|
AngleVectors( newangles, forward, right, up );
|
|
|
|
farpoint = v_origin + 8192 * forward;
|
|
|
|
// Trace
|
|
tr = *( gEngfuncs.PM_TraceLine( (float *)&v_origin, (float *)&farpoint, PM_TRACELINE_PHYSENTSONLY, 2 /*point sized hull*/, -1 ) );
|
|
|
|
if( tr.fraction != 1.0f && tr.ent != 0 )
|
|
{
|
|
hitent = PM_GetPhysEntInfo( tr.ent );
|
|
PM_ParticleLine( (float *)&v_origin, (float *)&tr.endpos, 5, 1.0f, 0.0f );
|
|
}
|
|
else
|
|
{
|
|
hitent = -1;
|
|
}
|
|
}
|
|
#endif
|