// view/refresh setup functions #include "hud.h" #include "cl_util.h" #include "cvardef.h" #include "usercmd.h" #include "const.h" #include "entity_state.h" #include "cl_entity.h" #include "ref_params.h" #include "in_defs.h" // PITCH YAW ROLL #include "pm_movevars.h" #include "pm_shared.h" #include "pmtrace.h" #include "screenfade.h" #include "shake.h" // Spectator Mode extern "C" { float vecNewViewAngles[3]; int iHasNewViewAngles; float vecNewViewOrigin[3]; int iHasNewViewOrigin; int iIsSpectator; } extern float g_flStartScaleTime; extern int iMouseInUse; void CAM_ToThirdPerson(void); void CAM_ToFirstPerson(void); #ifndef M_PI #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif extern "C" { int CL_IsThirdPerson( void ); void CL_CameraOffset( float *ofs ); void EXPORT V_CalcRefdef( struct ref_params_s *pparams ); void PM_ParticleLine( float *start, float *end, int pcolor, float life, float vert); int PM_GetInfo( int ent ); } void V_DropPunchAngle ( float frametime, float *ev_punchangle ); void VectorAngles( const float *forward, float *angles ); /* The view is allowed to move slightly from it's true position for bobbing, but if it exceeds 8 pixels linear distance (spherical, not box), the list of entities sent from the server may not include everything in the pvs, especially when crossing a water boudnary. */ extern cvar_t *cl_forwardspeed; extern cvar_t *chase_active; extern cvar_t *scr_ofsx, *scr_ofsy, *scr_ofsz; extern cvar_t *cl_vsmoothing; vec3_t v_origin, v_angles; vec3_t ev_punchangle; cvar_t *scr_ofsx; cvar_t *scr_ofsy; cvar_t *scr_ofsz; cvar_t *v_centermove; cvar_t *v_centerspeed; cvar_t *cl_bobcycle; cvar_t *cl_bob; cvar_t *cl_bobup; cvar_t *cl_waterdist; // These cvars are not registered (so users can't cheat), so set the ->value field directly // Register these cvars in V_Init() if needed for easy tweaking cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", 0, 2}; cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", 0, 0.5}; cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", 0, 1}; cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", 0, 0.3}; cvar_t v_iroll_level = {"v_iroll_level", "0.1", 0, 0.1}; cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", 0, 0.3}; float v_idlescale; // used by TFC for concussion grenade effect //============================================================================= void V_NormalizeAngles( float *angles ) { int i; // Normalize angles for ( i = 0; i < 3; i++ ) { if ( angles[i] > 180.0 ) { angles[i] -= 360.0; } else if ( angles[i] < -180.0 ) { angles[i] += 360.0; } } } /* =================== V_InterpolateAngles Interpolate Euler angles. FIXME: Use Quaternions to avoid discontinuities Frac is 0.0 to 1.0 ( i.e., should probably be clamped, but doesn't have to be ) =================== */ void V_InterpolateAngles( float *start, float *end, float *output, float frac ) { int i; float ang1, ang2; float d; V_NormalizeAngles( start ); V_NormalizeAngles( end ); for ( i = 0 ; i < 3 ; i++ ) { ang1 = start[i]; ang2 = end[i]; d = ang2 - ang1; if ( d > 180 ) { d -= 360; } else if ( d < -180 ) { d += 360; } output[i] = ang1 + d * frac; } V_NormalizeAngles( output ); } // Quakeworld bob code, this fixes jitters in the mutliplayer since the clock (pparams->time) isn't quite linear float V_CalcBob ( struct ref_params_s *pparams ) { static double bobtime; static float bob; float cycle; static float lasttime; vec3_t vel; if ( pparams->spectator || iIsSpectator ) return 0; if ( pparams->onground == -1 || pparams->time == lasttime ) { // just use old value return bob; } lasttime = pparams->time; bobtime += pparams->frametime; cycle = bobtime - (int)( bobtime / cl_bobcycle->value ) * cl_bobcycle->value; cycle /= cl_bobcycle->value; if ( cycle < cl_bobup->value ) { cycle = M_PI * cycle / cl_bobup->value; } else { cycle = M_PI + M_PI * ( cycle - cl_bobup->value )/( 1.0 - cl_bobup->value ); } // bob is proportional to simulated velocity in the xy plane // (don't count Z, or jumping messes it up) VectorCopy( pparams->simvel, vel ); vel[2] = 0; bob = sqrt( vel[0] * vel[0] + vel[1] * vel[1] ) * cl_bob->value; bob = bob * 0.3 + bob * 0.7 * sin(cycle); bob = min( bob, 4 ); bob = max( bob, -7 ); return bob; } /* =============== V_CalcRoll Used by view and sv_user =============== */ float V_CalcRoll (vec3_t angles, vec3_t velocity, float rollangle, float rollspeed ) { float sign; float side; float value; vec3_t forward, right, up; AngleVectors ( angles, forward, right, up ); side = DotProduct (velocity, right); sign = side < 0 ? -1 : 1; side = fabs( side ); value = rollangle; if (side < rollspeed) { side = side * value / rollspeed; } else { side = value; } return side * sign; } typedef struct pitchdrift_s { float pitchvel; int nodrift; float driftmove; double laststop; } pitchdrift_t; static pitchdrift_t pd; void V_StartPitchDrift( void ) { if ( pd.laststop == gEngfuncs.GetClientTime() ) { return; // something else is keeping it from drifting } if ( pd.nodrift || !pd.pitchvel ) { pd.pitchvel = v_centerspeed->value; pd.nodrift = 0; pd.driftmove = 0; } } void V_StopPitchDrift ( void ) { pd.laststop = gEngfuncs.GetClientTime(); pd.nodrift = 1; pd.pitchvel = 0; } /* =============== V_DriftPitch Moves the client pitch angle towards idealpitch sent by the server. If the user is adjusting pitch manually, either with lookup/lookdown, mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped. =============== */ void V_DriftPitch ( struct ref_params_s *pparams ) { float delta, move; if ( gEngfuncs.IsNoClipping() || !pparams->onground || pparams->demoplayback || pparams->spectator ) { pd.driftmove = 0; pd.pitchvel = 0; return; } // don't count small mouse motion if (pd.nodrift) { if ( fabs( pparams->cmd->forwardmove ) < cl_forwardspeed->value ) 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; //Con_Printf ("move: %f (%f)\n", move, pparams->frametime); 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; } } /* ============================================================================== VIEW RENDERING ============================================================================== */ /* ================== V_CalcGunAngle ================== */ void V_CalcGunAngle ( struct ref_params_s *pparams ) { cl_entity_t *viewent; viewent = gEngfuncs.GetViewModel(); if ( !viewent ) return; viewent->angles[YAW] = pparams->viewangles[YAW] + pparams->crosshairangle[YAW]; viewent->angles[PITCH] = -pparams->viewangles[PITCH] + pparams->crosshairangle[PITCH] * 0.25; viewent->angles[ROLL] -= v_idlescale * sin(pparams->time*v_iroll_cycle.value) * v_iroll_level.value; // don't apply all of the v_ipitch to prevent normally unseen parts of viewmodel from coming into view. 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; VectorCopy( viewent->angles, viewent->curstate.angles ); VectorCopy( viewent->angles, viewent->latched.prevangles ); } /* ============== V_AddIdle Idle swaying ============== */ void V_AddIdle ( struct ref_params_s *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 Roll is induced by movement and damage ============== */ void V_CalcViewRoll ( struct ref_params_s *pparams ) { float side; cl_entity_t *viewentity; viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity ); if ( !viewentity ) return; side = V_CalcRoll ( viewentity->angles, pparams->simvel, pparams->movevars->rollangle, pparams->movevars->rollspeed ); pparams->viewangles[ROLL] += side; if ( pparams->health <= 0 && ( pparams->viewheight[2] != 0 ) ) { // only roll the view if the player is dead and the viewheight[2] is nonzero // this is so deadcam in multiplayer will work. pparams->viewangles[ROLL] = 80; // dead view angle return; } } /* ================== V_CalcIntermissionRefdef ================== */ void V_CalcIntermissionRefdef ( struct ref_params_s *pparams ) { cl_entity_t *ent, *view; float old; // don't allow cheats in multiplayer #if !defined( _DEBUG ) if ( pparams->maxclients > 1 ) { gEngfuncs.Cvar_SetValue ("scr_ofsx", 0); gEngfuncs.Cvar_SetValue ("scr_ofsy", 0); gEngfuncs.Cvar_SetValue ("scr_ofsz", 0); } #endif // ent is the player model ( visible when out of body ) ent = gEngfuncs.GetLocalPlayer(); // view is the weapon model (only visible from inside body ) view = gEngfuncs.GetViewModel(); VectorCopy ( pparams->simorg, pparams->vieworg ); VectorCopy ( pparams->cl_viewangles, pparams->viewangles ); view->model = NULL; // allways idle in intermission old = v_idlescale; v_idlescale = 1; V_AddIdle ( pparams ); v_idlescale = old; v_origin = pparams->vieworg; v_angles = pparams->viewangles; } #define ORIGIN_BACKUP 64 #define ORIGIN_MASK ( ORIGIN_BACKUP - 1 ) typedef struct { float Origins[ ORIGIN_BACKUP ][3]; float OriginTime[ ORIGIN_BACKUP ]; float Angles[ ORIGIN_BACKUP ][3]; float AngleTime[ ORIGIN_BACKUP ]; int CurrentOrigin; int CurrentAngle; } viewinterp_t; /* ================== V_CalcRefdef ================== */ void V_CalcNormalRefdef ( struct ref_params_s *pparams ) { cl_entity_t *ent, *view; int i; vec3_t angles; float bob, waterOffset; static viewinterp_t ViewInterp; static float oldz = 0; static float lasttime; static float lastang[3]; vec3_t angdelta; vec3_t camAngles, camForward, camRight, camUp; cl_entity_t *pwater; // don't allow cheats in multiplayer if ( pparams->maxclients > 1 ) { scr_ofsx->value = 0.0; scr_ofsy->value = 0.0; scr_ofsz->value = 0.0; } V_DriftPitch ( pparams ); // ent is the player model ( visible when out of body ) ent = gEngfuncs.GetLocalPlayer(); // view is the weapon model (only visible from inside body ) view = gEngfuncs.GetViewModel(); // transform the view offset by the model's matrix to get the offset from // model origin for the view bob = V_CalcBob ( pparams ); // Observer angle capturing and smoothing if ( iHasNewViewOrigin ) { // Get the angles from the physics code VectorCopy( vecNewViewOrigin, pparams->vieworg ); VectorCopy( vecNewViewOrigin, pparams->simorg ); } // refresh position VectorCopy ( pparams->simorg, pparams->vieworg ); pparams->vieworg[2] += ( bob ); VectorAdd( pparams->vieworg, pparams->viewheight, pparams->vieworg ); // Observer angle capturing and smoothing if ( iHasNewViewAngles ) { // Get the angles from the physics code VectorCopy( vecNewViewAngles, pparams->cl_viewangles ); } else if ( pparams->health == -5 ) { CAM_ToThirdPerson(); // Lock mouse movement iMouseInUse=1; pparams->cl_viewangles[0] = 89; // Spin the view float flTimeDelta = (pparams->time - g_flStartScaleTime); if ( flTimeDelta > 0 ) { float flROFSpin = 1.0 + (flTimeDelta * 2.0); float flSpin = flTimeDelta * 45; pparams->cl_viewangles[1] = flSpin * flROFSpin; } } else { CAM_ToFirstPerson(); // Unlock mouse movement iMouseInUse=0; } VectorSubtract( pparams->cl_viewangles, lastang, angdelta ); if ( Length( angdelta ) != 0.0 ) { VectorCopy( pparams->cl_viewangles, ViewInterp.Angles[ ViewInterp.CurrentAngle & ORIGIN_MASK ] ); ViewInterp.AngleTime[ ViewInterp.CurrentAngle & ORIGIN_MASK ] = pparams->time; ViewInterp.CurrentAngle++; VectorCopy( pparams->cl_viewangles, lastang ); } if ( cl_vsmoothing && cl_vsmoothing->value && ( iIsSpectator & SPEC_SMOOTH_ANGLES ) ) { int foundidx; int i; float t; if ( cl_vsmoothing->value < 0.0 ) { gEngfuncs.Cvar_SetValue( "cl_vsmoothing", 0.0 ); } t = pparams->time - cl_vsmoothing->value; for ( i = 1; i < ORIGIN_MASK; i++ ) { foundidx = ViewInterp.CurrentAngle - 1 - i; if ( ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ] <= t ) break; } if ( i < ORIGIN_MASK && ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ] != 0.0 ) { // Interpolate double dt; dt = ViewInterp.AngleTime[ (foundidx + 1) & ORIGIN_MASK ] - ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ]; if ( dt > 0.0 ) { double frac; frac = ( t - ViewInterp.AngleTime[ foundidx & ORIGIN_MASK] ) / dt; frac = min( 1.0, frac ); // interpolate angles V_InterpolateAngles( ViewInterp.Angles[ foundidx & ORIGIN_MASK ], ViewInterp.Angles[ (foundidx + 1) & ORIGIN_MASK ], pparams->cl_viewangles, frac ); VectorCopy( pparams->cl_viewangles, vecNewViewAngles ); } } } VectorCopy ( pparams->cl_viewangles, pparams->viewangles ); gEngfuncs.V_CalcShake(); gEngfuncs.V_ApplyShake( pparams->vieworg, pparams->viewangles, 1.0 ); // never let view origin sit exactly on a node line, because a water plane can // dissapear when viewed with the eye exactly on it. // FIXME, we send origin at 1/128 now, change this? // the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis pparams->vieworg[0] += 1.0/32; pparams->vieworg[1] += 1.0/32; pparams->vieworg[2] += 1.0/32; // Check for problems around water, move the viewer artificially if necessary // -- this prevents drawing errors in GL due to waves waterOffset = 0; if ( pparams->waterlevel >= 2 ) { int i, contents, waterDist, waterEntity; vec3_t point; waterDist = cl_waterdist->value; if ( pparams->hardware ) { waterEntity = gEngfuncs.PM_WaterEntity( pparams->simorg ); if ( waterEntity >= 0 && waterEntity < pparams->max_entities ) { pwater = gEngfuncs.GetEntityByIndex( waterEntity ); if ( pwater && ( pwater->model != NULL ) ) { waterDist += ( pwater->curstate.scale * 16 ); // Add in wave height } } } else { waterEntity = 0; // Don't need this in software } VectorCopy( pparams->vieworg, point ); // 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 = gEngfuncs.PM_PointContents( point, NULL ); 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 = gEngfuncs.PM_PointContents( point, NULL ); if ( contents <= CONTENTS_WATER ) break; point[2] -= 1; } waterOffset = (point[2] - waterDist) - pparams->vieworg[2]; } } pparams->vieworg[2] += waterOffset; V_CalcViewRoll ( pparams ); V_AddIdle ( pparams ); // offsets VectorCopy( pparams->cl_viewangles, angles ); AngleVectors ( angles, pparams->forward, pparams->right, pparams->up ); 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] = 0.0; CL_CameraOffset( (float *)&ofs ); VectorCopy( ofs, camAngles ); camAngles[ ROLL ] = 0; AngleVectors( camAngles, camForward, camRight, camUp ); // Is the player in a falling anim? If so, raise camera above and look down if ( pparams->health == -5 ) { pparams->vieworg[2] += 92; } else { for ( i = 0; i < 3; i++ ) { pparams->vieworg[ i ] += -ofs[2] * camForward[ i ]; } pparams->vieworg[2] += 20; } } // Give gun our viewangles 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, 0.9 ); for ( i = 0; i < 3; i++ ) { view->origin[ i ] += bob * 0.4 * pparams->forward[ i ]; } view->origin[2] += bob; // throw in a little tilt. view->angles[YAW] -= bob * 0.5; view->angles[ROLL] -= bob * 1; view->angles[PITCH] -= bob * 0.3; // 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; // fudge position around to keep amount of weapon visible // roughly equal with different FOV 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; } // Add in the punchangle, if any VectorAdd ( pparams->viewangles, pparams->punchangle, pparams->viewangles ); // Include client side punch, too VectorAdd ( pparams->viewangles, (float *)&ev_punchangle, pparams->viewangles); V_DropPunchAngle ( pparams->frametime, (float *)&ev_punchangle ); // smooth out stair step ups #if 1 if ( !pparams->smoothing && pparams->onground && pparams->simorg[2] - oldz > 0) { float steptime; steptime = pparams->time - lasttime; if (steptime < 0) //FIXME I_Error ("steptime < 0"); steptime = 0; oldz += steptime * 150; if (oldz > pparams->simorg[2]) oldz = pparams->simorg[2]; if (pparams->simorg[2] - oldz > 18) oldz = pparams->simorg[2]- 18; 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 ) != 0.0 ) { 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 && ( ( iIsSpectator & SPEC_SMOOTH_ORIGIN ) || (pparams->smoothing && ( pparams->maxclients > 1 ) ) ) ) { int foundidx; int i; float t; if ( cl_vsmoothing->value < 0.0 ) { gEngfuncs.Cvar_SetValue( "cl_vsmoothing", 0.0 ); } 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 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 = 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 ) { VectorSubtract( neworg, pparams->simorg, delta ); VectorAdd( pparams->simorg, delta, pparams->simorg ); VectorAdd( pparams->vieworg, delta, pparams->vieworg ); VectorAdd( view->origin, delta, view->origin ); VectorCopy( pparams->simorg, vecNewViewOrigin ); } } } } // Store off v_angles before munging for third person v_angles = pparams->viewangles; if ( CL_IsThirdPerson() ) { VectorCopy( camAngles, pparams->viewangles); } // 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 EXPORT V_CalcRefdef( struct ref_params_s *pparams ) { // intermission / finale rendering if ( pparams->intermission ) { V_CalcIntermissionRefdef ( 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 -= (10.0 + len * 0.5) * frametime; len = max( len, 0.0 ); VectorScale ( ev_punchangle, len, ev_punchangle ); } /* ============= V_PunchAxis Client side punch effect ============= */ void V_PunchAxis( int axis, float punch ) { ev_punchangle[ axis ] = punch; } /* ============= V_Init ============= */ void V_Init (void) { gEngfuncs.pfnAddCommand ("centerview", V_StartPitchDrift ); 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 ); } //#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 || fov_x > 179) fov_x = 90; // error, set to 90 x = width/tan(fov_x/360*M_PI); a = atan (height/x); a = a*360/M_PI; 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 / 2.0; c_y = (float)ScreenHeight / 2.0; 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 / 2.0 ; dY = fy * fov / 2.0; 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 != 1.0 && tr.ent != 0 ) { hitent = PM_GetInfo( tr.ent ); PM_ParticleLine( (float *)&v_origin, (float *)&tr.endpos, 5, 1.0, 0.0 ); } else { hitent = -1; } } #endif