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919 lines
24 KiB
C
919 lines
24 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// cg_view.c -- setup all the parameters (position, angle, etc)
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// for a 3D rendering
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#include "cg_local.h"
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/*
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=============================================================================
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MODEL TESTING
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The viewthing and gun positioning tools from Q2 have been integrated and
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enhanced into a single model testing facility.
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Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".
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The names must be the full pathname after the basedir, like
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"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"
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Testmodel will create a fake entity 100 units in front of the current view
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position, directly facing the viewer. It will remain immobile, so you can
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move around it to view it from different angles.
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Testgun will cause the model to follow the player around and supress the real
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view weapon model. The default frame 0 of most guns is completely off screen,
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so you will probably have to cycle a couple frames to see it.
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"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
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frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in
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q3default.cfg.
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If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
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you adjust the positioning.
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Note that none of the model testing features update while the game is paused, so
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it may be convenient to test with deathmatch set to 1 so that bringing down the
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console doesn't pause the game.
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=============================================================================
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*/
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/*
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=================
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CG_TestModel_f
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Creates an entity in front of the current position, which
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can then be moved around
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=================
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*/
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void CG_TestModel_f (void) {
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vec3_t angles;
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char tmp[128];
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memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
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if ( cgi.Argc() < 2 ) {
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return;
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}
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Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
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cg.testModelEntity.model = cgi.R_RegisterModel( cg.testModelName );
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if ( cgi.Argc() == 3 ) {
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cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
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cg.testModelEntity.frame = 1;
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cg.testModelEntity.oldframe = 0;
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}
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if( !cg.testModelEntity.model ) {
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strcpy(tmp,"models/");
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strcat(tmp,cg.testModelName);
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strcpy(cg.testModelName,tmp);
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cg.testModelEntity.model = cgi.R_RegisterModel( cg.testModelName );
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if( !cg.testModelEntity.model ) {
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CG_Printf( "Can't register model\n" );
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return;
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}
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}
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VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );
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angles[PITCH] = 0;
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angles[YAW] = 180 + cg.refdefViewAngles[1];
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angles[ROLL] = 0;
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AnglesToAxis( angles, cg.testModelEntity.axis );
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cg.testGun = qfalse;
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}
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void CG_TestModelAnim_f (void) {
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Q_strncpyz (cg.testModelAnim, CG_Argv( 1 ), MAX_QPATH );
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}
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void CG_TestModelAnimSpeedScale_f(void) {
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cg.testModelAnimSpeedScale = atof(CG_Argv(1));
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}
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/*
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=================
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CG_TestGun_f
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Replaces the current view weapon with the given model
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=================
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*/
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void CG_TestGun_f (void) {
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CG_TestModel_f();
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cg.testGun = qtrue;
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cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
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}
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void CG_TestModelNextFrame_f (void) {
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cg.testModelEntity.frame++;
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CG_Printf( "frame %i\n", cg.testModelEntity.frame );
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}
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void CG_TestModelPrevFrame_f (void) {
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cg.testModelEntity.frame--;
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if ( cg.testModelEntity.frame < 0 ) {
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cg.testModelEntity.frame = 0;
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}
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CG_Printf( "frame %i\n", cg.testModelEntity.frame );
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}
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void CG_TestModelNextSkin_f (void) {
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cg.testModelEntity.skinNum++;
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CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
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}
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void CG_TestModelPrevSkin_f (void) {
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cg.testModelEntity.skinNum--;
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if ( cg.testModelEntity.skinNum < 0 ) {
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cg.testModelEntity.skinNum = 0;
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}
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CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
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}
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static void CG_AddTestModel (void) {
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int i;
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tiki_t *tiki;
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// re-register the model, because the level may have changed
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cg.testModelEntity.model = cgi.R_RegisterModel( cg.testModelName );
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tiki = cgi.TIKI_RegisterModel( cg.testModelName );
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if( !cg.testModelEntity.model ) {
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CG_Printf ("Can't register model\n");
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return;
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}
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// if testing a gun, set the origin reletive to the view origin
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if ( cg.testGun ) {
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VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
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VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
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VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] );
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VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );
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// allow the position to be adjusted
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for (i=0 ; i<3 ; i++) {
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x->value;
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y->value;
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z->value;
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}
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}
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if( tiki ) {
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int animIndex;
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cg.testModelEntity.bones = cgi.TIKI_GetBones(tiki->numBones);
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ClearBounds(cg.testModelEntity.bounds[0],cg.testModelEntity.bounds[1]);
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cg.testModelEntity.radius = 0;
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animIndex = cgi.TIKI_GetAnimIndex(tiki,cg.testModelAnim);
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if(cg.testModelAnim[0]) {
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float t = cg.time / 1000.f;
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if(cg.testModelAnimSpeedScale != 0.f) {
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t *= cg.testModelAnimSpeedScale;
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}
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cgi.TIKI_AppendFrameBoundsAndRadius(tiki,animIndex,t,&cg.testModelEntity.radius,cg.testModelEntity.bounds);
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cgi.TIKI_SetChannels(tiki,animIndex,t,1,cg.testModelEntity.bones);
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} else {
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cgi.TIKI_AppendFrameBoundsAndRadius(tiki,0,0,&cg.testModelEntity.radius,cg.testModelEntity.bounds);
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cgi.TIKI_SetChannels(tiki,0,0,1,cg.testModelEntity.bones);
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}
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cgi.TIKI_Animate(tiki,cg.testModelEntity.bones);
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}
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cgi.R_AddRefEntityToScene( &cg.testModelEntity );
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}
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//============================================================================
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/*
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=================
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CG_CalcVrect
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Sets the coordinates of the rendered window
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=================
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*/
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static void CG_CalcVrect (void) {
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int size;
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// bound normal viewsize
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if (cg_viewsize->integer < 30) {
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cgi.Cvar_Set ("cg_viewsize","30");
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size = 30;
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} else if (cg_viewsize->integer > 100) {
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cgi.Cvar_Set ("cg_viewsize","100");
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size = 100;
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} else {
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size = cg_viewsize->integer;
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}
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cg.refdef.width = cgs.glconfig.vidWidth*size/100;
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cg.refdef.width &= ~1;
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cg.refdef.height = cgs.glconfig.vidHeight*size/100;
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cg.refdef.height &= ~1;
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cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2;
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cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2;
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}
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//==============================================================================
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/*
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===============
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CG_OffsetThirdPersonView
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===============
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*/
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#define FOCUS_DISTANCE 512
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static void CG_OffsetThirdPersonView( void ) {
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vec3_t forward, right, up;
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vec3_t view;
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vec3_t focusAngles;
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trace_t trace;
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static vec3_t mins = { -4, -4, -4 };
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static vec3_t maxs = { 4, 4, 4 };
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vec3_t focusPoint;
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float focusDist;
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float forwardScale, sideScale;
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cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;
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VectorCopy( cg.refdefViewAngles, focusAngles );
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// if dead, look at killer
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if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
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focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
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cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
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}
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if ( focusAngles[PITCH] > 45 ) {
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focusAngles[PITCH] = 45; // don't go too far overhead
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}
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AngleVectors( focusAngles, forward, NULL, NULL );
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VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );
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VectorCopy( cg.refdef.vieworg, view );
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view[2] += 8;
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cg.refdefViewAngles[PITCH] *= 0.5;
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AngleVectors( cg.refdefViewAngles, forward, right, up );
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forwardScale = cos( cg_thirdPersonAngle->value / 180 * M_PI );
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sideScale = sin( cg_thirdPersonAngle->value / 180 * M_PI );
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VectorMA( view, -cg_thirdPersonRange->value * forwardScale, forward, view );
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VectorMA( view, -cg_thirdPersonRange->value * sideScale, right, view );
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// trace a ray from the origin to the viewpoint to make sure the view isn't
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// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
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if (!cg_cameraMode->integer) {
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CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
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if ( trace.fraction != 1.0 ) {
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VectorCopy( trace.endpos, view );
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view[2] += (1.0 - trace.fraction) * 32;
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// try another trace to this position, because a tunnel may have the ceiling
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// close enogh that this is poking out
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CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
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VectorCopy( trace.endpos, view );
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}
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}
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VectorCopy( view, cg.refdef.vieworg );
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// select pitch to look at focus point from vieword
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VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
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focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
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if ( focusDist < 1 ) {
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focusDist = 1; // should never happen
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}
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cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
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cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle->value;
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}
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// this causes a compiler bug on mac MrC compiler
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static void CG_StepOffset( void ) {
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int timeDelta;
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// smooth out stair climbing
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timeDelta = cg.time - cg.stepTime;
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if ( timeDelta < STEP_TIME ) {
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cg.refdef.vieworg[2] -= cg.stepChange
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* (STEP_TIME - timeDelta) / STEP_TIME;
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}
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}
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/*
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===============
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CG_OffsetFirstPersonView
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===============
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*/
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static void CG_OffsetFirstPersonView( void ) {
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float *origin;
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float *angles;
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float bob;
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float ratio;
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float delta;
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float f;
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int timeDelta;
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vec3_t tmp;
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vec3_t right;
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trace_t trace;
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vec3_t mins = { -8, -8, -8 };
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vec3_t maxs = { 8, 8, 8 };
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matrix_t m;
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vec3_t pos, v;
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origin = cg.refdef.vieworg;
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angles = cg.refdefViewAngles;
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// if dead, fix the angle and don't add any kick
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if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) {
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angles[ROLL] = 40;
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angles[PITCH] = -15;
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angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
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origin[2] += cg.predictedPlayerState.viewheight;
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return;
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}
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// add angles based on weapon kick
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VectorAdd (angles, cg.kick_angles, angles);
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// add angles based on damage kick
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if ( cg.damageTime ) {
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ratio = cg.time - cg.damageTime;
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if ( ratio < DAMAGE_DEFLECT_TIME ) {
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ratio /= DAMAGE_DEFLECT_TIME;
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angles[PITCH] += ratio * cg.v_dmg_pitch;
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angles[ROLL] += ratio * cg.v_dmg_roll;
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} else {
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ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
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if ( ratio > 0 ) {
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angles[PITCH] += ratio * cg.v_dmg_pitch;
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angles[ROLL] += ratio * cg.v_dmg_roll;
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}
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}
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}
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// add pitch based on fall kick
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#if 0
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ratio = ( cg.time - cg.landTime) / FALL_TIME;
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if (ratio < 0)
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ratio = 0;
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angles[PITCH] += ratio * cg.fall_value;
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#endif
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#if 0
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// add angles based on velocity
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VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity );
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delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]);
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angles[PITCH] += delta * cg_runpitch->value;
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delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]);
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angles[ROLL] -= delta * cg_runroll->value;
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// add angles based on bob
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// make sure the bob is visible even at low speeds
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speed = cg.xyspeed > 200 ? cg.xyspeed : 200;
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delta = cg.bobfracsin * cg_bobpitch->value * speed;
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if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
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delta *= 3; // crouching
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angles[PITCH] += delta;
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delta = cg.bobfracsin * cg_bobroll->value * speed;
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if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
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delta *= 3; // crouching accentuates roll
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if (cg.bobcycle & 1)
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delta = -delta;
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angles[ROLL] += delta;
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#endif
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//===================================
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// add view height
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origin[ 2 ] += cg.predictedPlayerState.viewheight;
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// smooth out duck height changes
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timeDelta = cg.time - cg.duckTime;
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if ( timeDelta < DUCK_TIME) {
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cg.refdef.vieworg[ 2 ] -= cg.duckChange
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* ( DUCK_TIME - timeDelta ) / DUCK_TIME;
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}
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if( cg.predictedPlayerState.groundEntityNum != ENTITYNUM_NONE )
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{
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float vel = VectorLength( cg.predictedPlayerState.velocity );
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cg.fCurrentViewBobPhase = ( ( ( float )cg.frametime ) / 1000 ) * M_PI
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* ( vel * 0.001500000013038516 + 0.8999999761581421 ) * 2 + cg.fCurrentViewBobPhase;
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if( cg.fCurrentViewBobAmp != 0.0 )
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vel = vel * 0.5;
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cg.fCurrentViewBobAmp = vel;
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if( cg.predictedPlayerState.fLeanAngle != 0.f ) {
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cg.fCurrentViewBobAmp = cg.fCurrentViewBobAmp * 0.75;
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}
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cg.fCurrentViewBobAmp = ( 1.0 - fabs( cg.refdefViewAngles[ 0 ] ) * 0.01111111138015985 * 0.5 )
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* 0.5
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* cg.fCurrentViewBobAmp;
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}
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else if( cg.fCurrentViewBobAmp > 0.0 )
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{
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float f;
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f = ( ( float )cg.frametime ) * 0.001 * cg.fCurrentViewBobAmp;
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cg.fCurrentViewBobAmp -= ( f + f );
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}
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if( cg.fCurrentViewBobAmp > 0.0 ) {
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}
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// add bob values
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VectorClear( pos );
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bob = cg.fCurrentViewBobAmp * ( sin( cg.fCurrentViewBobPhase - 0.9424778335276408 + cg.fCurrentViewBobPhase - 0.9424778335276408 + 3.141592653589793 )
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+ sin( ( cg.fCurrentViewBobPhase - 0.9424778335276408 ) * 4.0 + 1.570796326794897 ) * 0.125 ) * 0.05f;
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pos[ 1 ] = -( sin( cg.fCurrentViewBobPhase + 0.3141592700403172 ) * cg.fCurrentViewBobAmp * 0.05f ) * 1.5f;
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MatrixFromAngles( m, cg.refdefViewAngles[ 0 ], cg.refdefViewAngles[ 1 ], cg.refdefViewAngles[ 2 ] );
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MatrixTransformPoint( m, pos, v );
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VectorSubtract( origin, v, origin );
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origin[ 2 ] += bob;
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// add fall height
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delta = cg.time - cg.landTime;
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if ( delta < LAND_DEFLECT_TIME ) {
|
|
f = delta / LAND_DEFLECT_TIME;
|
|
cg.refdef.vieworg[2] += cg.landChange * f;
|
|
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
|
|
delta -= LAND_DEFLECT_TIME;
|
|
f = 1.0 - ( delta / LAND_RETURN_TIME );
|
|
cg.refdef.vieworg[2] += cg.landChange * f;
|
|
}
|
|
|
|
// add step offset
|
|
CG_StepOffset();
|
|
|
|
// add kick offset
|
|
|
|
VectorAdd (origin, cg.kick_origin, origin);
|
|
|
|
// pivot the eye based on a neck length
|
|
#if 0
|
|
{
|
|
#define NECK_LENGTH 8
|
|
vec3_t forward, up;
|
|
|
|
cg.refdef.vieworg[2] -= NECK_LENGTH;
|
|
AngleVectors( cg.refdefViewAngles, forward, NULL, up );
|
|
VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg );
|
|
VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg );
|
|
}
|
|
#endif
|
|
|
|
// add leaning rotation
|
|
cg.refdefViewAngles[ROLL] = cg.predictedPlayerState.fLeanAngle * 0.300000011920929;
|
|
|
|
// add leaning offset
|
|
#if 0
|
|
a[0] = cg.refdefViewAngles[0];
|
|
a[1] = cg.refdefViewAngles[1];
|
|
a[2] = 0;
|
|
AngleVectors(a,forward,0,0);
|
|
|
|
//VectorCopy(cg.refdef.vieworg,tmp);
|
|
RotatePointAroundVector(tmp, forward, vec3_origin, cg.predictedPlayerState.fLeanAngle);
|
|
VectorAdd(tmp,cg.refdef.vieworg,cg.refdef.vieworg);
|
|
#else
|
|
//add leaning offset
|
|
AngleVectors( cg.refdefViewAngles, 0, right, 0 );
|
|
VectorMA( cg.refdef.vieworg, cg.predictedPlayerState.fLeanAngle*0.5f, right, tmp );
|
|
CG_Trace(&trace,cg.refdef.vieworg,mins,maxs,tmp,-1,CONTENTS_SOLID);
|
|
VectorCopy(trace.endpos,cg.refdef.vieworg);
|
|
// fLeanAngle range: <-40,40>
|
|
//CG_Printf("Leanangle: %f\n",cg.predictedPlayerState.fLeanAngle);
|
|
#endif
|
|
}
|
|
|
|
//======================================================================
|
|
|
|
void CG_ZoomDown_f( void ) {
|
|
if ( cg.zoomed ) {
|
|
return;
|
|
}
|
|
cg.zoomed = qtrue;
|
|
cg.zoomTime = cg.time;
|
|
}
|
|
|
|
void CG_ZoomUp_f( void ) {
|
|
if ( !cg.zoomed ) {
|
|
return;
|
|
}
|
|
cg.zoomed = qfalse;
|
|
cg.zoomTime = cg.time;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CG_CalcFov
|
|
|
|
Fixed fov at intermissions, otherwise account for fov variable and zooms.
|
|
====================
|
|
*/
|
|
#define WAVE_AMPLITUDE 1
|
|
#define WAVE_FREQUENCY 0.4
|
|
|
|
static int CG_CalcFov( void ) {
|
|
float x;
|
|
float phase;
|
|
float v;
|
|
int contents;
|
|
float fov_x, fov_y;
|
|
int inwater;
|
|
|
|
#if 0
|
|
if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
|
|
// if in intermission, use a fixed value
|
|
fov_x = 90;
|
|
} else {
|
|
// user selectable
|
|
if ( cgs.dmflags & DF_FIXED_FOV ) {
|
|
// dmflag to prevent wide fov for all clients
|
|
fov_x = 90;
|
|
} else {
|
|
fov_x = cg_fov->value;
|
|
if ( fov_x < 1 ) {
|
|
fov_x = 1;
|
|
} else if ( fov_x > 160 ) {
|
|
fov_x = 160;
|
|
}
|
|
}
|
|
|
|
// account for zooms
|
|
zoomFov = cg_zoomFov->value;
|
|
if ( zoomFov < 1 ) {
|
|
zoomFov = 1;
|
|
} else if ( zoomFov > 160 ) {
|
|
zoomFov = 160;
|
|
}
|
|
|
|
if ( cg.zoomed ) {
|
|
f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
|
|
if ( f > 1.0 ) {
|
|
fov_x = zoomFov;
|
|
} else {
|
|
fov_x = fov_x + f * ( zoomFov - fov_x );
|
|
}
|
|
} else {
|
|
f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
|
|
if ( f > 1.0 ) {
|
|
fov_x = fov_x;
|
|
} else {
|
|
fov_x = zoomFov + f * ( fov_x - zoomFov );
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
// su44: use FOV value send by MoHAA server
|
|
if(cg.snap)
|
|
fov_x = cg.snap->ps.fov;
|
|
else
|
|
fov_x = 90;
|
|
#endif
|
|
|
|
x = cg.refdef.width / tan( fov_x / 360 * M_PI );
|
|
fov_y = atan2( cg.refdef.height, x );
|
|
fov_y = fov_y * 360 / M_PI;
|
|
|
|
// warp if underwater
|
|
contents = CG_PointContents( cg.refdef.vieworg, -1 );
|
|
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){
|
|
phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
|
|
v = WAVE_AMPLITUDE * sin( phase );
|
|
fov_x += v;
|
|
fov_y -= v;
|
|
inwater = qtrue;
|
|
}
|
|
else {
|
|
inwater = qfalse;
|
|
}
|
|
|
|
|
|
// set it
|
|
cg.refdef.fov_x = fov_x;
|
|
cg.refdef.fov_y = fov_y;
|
|
|
|
if ( !cg.zoomed ) {
|
|
cg.zoomSensitivity = 1;
|
|
} else {
|
|
cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
|
|
}
|
|
|
|
return inwater;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_DamageBlendBlob
|
|
|
|
===============
|
|
*/
|
|
static void CG_DamageBlendBlob( void ) {
|
|
//int t;
|
|
//int maxTime;
|
|
//refEntity_t ent;
|
|
|
|
//if ( !cg.damageValue ) {
|
|
// return;
|
|
//}
|
|
|
|
////if (cg.cameraMode) {
|
|
//// return;
|
|
////}
|
|
|
|
//// ragePro systems can't fade blends, so don't obscure the screen
|
|
//if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
|
|
// return;
|
|
//}
|
|
|
|
//maxTime = DAMAGE_TIME;
|
|
//t = cg.time - cg.damageTime;
|
|
//if ( t <= 0 || t >= maxTime ) {
|
|
// return;
|
|
//}
|
|
|
|
|
|
//memset( &ent, 0, sizeof( ent ) );
|
|
//ent.reType = RT_SPRITE;
|
|
//ent.renderfx = RF_FIRST_PERSON;
|
|
|
|
//VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin );
|
|
//VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin );
|
|
//VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin );
|
|
|
|
//ent.radius = cg.damageValue * 3;
|
|
//ent.customShader = cgs.media.viewBloodShader;
|
|
//ent.shaderRGBA[0] = 255;
|
|
//ent.shaderRGBA[1] = 255;
|
|
//ent.shaderRGBA[2] = 255;
|
|
//ent.shaderRGBA[3] = 200 * ( 1.0 - ((float)t / maxTime) );
|
|
//cgi.R_AddRefEntityToScene( &ent );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_CalcViewValues
|
|
|
|
Sets cg.refdef view values
|
|
===============
|
|
*/
|
|
static int CG_CalcViewValues( void ) {
|
|
playerState_t *ps;
|
|
|
|
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
|
|
|
|
// su44: copy MoHAA fog data
|
|
VectorCopy(cg.farplane_color,cg.refdef.farplane_color);
|
|
cg.refdef.farplane_cull = cg.farplane_cull;
|
|
cg.refdef.farplane_distance = cg.farplane_distance;
|
|
|
|
// strings for in game rendering
|
|
// Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) );
|
|
// Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) );
|
|
|
|
// calculate size of 3D view
|
|
CG_CalcVrect();
|
|
|
|
ps = &cg.predictedPlayerState;
|
|
/*
|
|
if (cg.cameraMode) {
|
|
vec3_t origin, angles;
|
|
if (cgi.getCameraInfo(cg.time, &origin, &angles)) {
|
|
VectorCopy(origin, cg.refdef.vieworg);
|
|
angles[ROLL] = 0;
|
|
VectorCopy(angles, cg.refdefViewAngles);
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
return CG_CalcFov();
|
|
} else {
|
|
cg.cameraMode = qfalse;
|
|
}
|
|
}
|
|
*/
|
|
cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
|
|
cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
|
|
cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] +
|
|
ps->velocity[1] * ps->velocity[1] );
|
|
|
|
|
|
VectorCopy( ps->origin, cg.refdef.vieworg );
|
|
VectorCopy( ps->viewangles, cg.refdefViewAngles );
|
|
|
|
if (cg_cameraOrbit->integer) {
|
|
if (cg.time > cg.nextOrbitTime) {
|
|
cg.nextOrbitTime = cg.time + cg_cameraOrbitDelay->integer;
|
|
cg_thirdPersonAngle->value += cg_cameraOrbit->value;
|
|
}
|
|
}
|
|
// add error decay
|
|
if ( cg_errorDecay->value > 0 ) {
|
|
int t;
|
|
float f;
|
|
|
|
t = cg.time - cg.predictedErrorTime;
|
|
f = ( cg_errorDecay->value - t ) / cg_errorDecay->value;
|
|
if ( f > 0 && f < 1 ) {
|
|
VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
|
|
} else {
|
|
cg.predictedErrorTime = 0;
|
|
}
|
|
}
|
|
|
|
if ( cg.renderingThirdPerson ) {
|
|
// back away from character
|
|
CG_OffsetThirdPersonView();
|
|
} else {
|
|
// offset for local bobbing and kicks
|
|
CG_OffsetFirstPersonView();
|
|
}
|
|
|
|
// position eye reletive to origin
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
|
|
if ( cg.hyperspace ) {
|
|
cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
|
|
}
|
|
|
|
// field of view
|
|
return CG_CalcFov();
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
/*
|
|
=================
|
|
CG_DrawActiveFrame
|
|
|
|
Generates and draws a game scene and status information at the given time.
|
|
=================
|
|
*/
|
|
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
|
|
int inwater;
|
|
int i;
|
|
|
|
cg.time = serverTime;
|
|
cg.demoPlayback = demoPlayback;
|
|
|
|
// update cvars
|
|
CG_UpdateCvars();
|
|
|
|
// if we are only updating the screen as a loading
|
|
// pacifier, don't even try to read snapshots
|
|
if ( cg.infoScreenText[0] != 0 ) {
|
|
CG_DrawInformation();
|
|
return;
|
|
}
|
|
|
|
// any looped sounds will be respecified as entities
|
|
// are added to the render list
|
|
cgi.S_ClearLoopingSounds(qfalse);
|
|
|
|
// clear all the render lists
|
|
cgi.R_ClearScene();
|
|
|
|
// set up cg.snap and possibly cg.nextSnap
|
|
CG_ProcessSnapshots();
|
|
|
|
// if we haven't received any snapshots yet, all
|
|
// we can draw is the information screen
|
|
if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
|
|
CG_DrawInformation();
|
|
return;
|
|
}
|
|
|
|
// let the client system know what our weapon and zoom settings are
|
|
cgi.SetUserCmdValue( CG_WeaponCommandButtonBits(), cg.zoomSensitivity );
|
|
|
|
// this counter will be bumped for every valid scene we generate
|
|
cg.clientFrame++;
|
|
|
|
// update cg.predictedPlayerState
|
|
CG_PredictPlayerState();
|
|
|
|
// decide on third person view
|
|
cg.renderingThirdPerson = cg_thirdPerson->integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0);
|
|
|
|
// build cg.refdef
|
|
inwater = CG_CalcViewValues();
|
|
|
|
// first person blend blobs, done after AnglesToAxis
|
|
if ( !cg.renderingThirdPerson ) {
|
|
CG_DamageBlendBlob();
|
|
}
|
|
|
|
// build the render lists
|
|
if ( !cg.hyperspace ) {
|
|
CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
|
|
CG_AddBulletTracers();
|
|
CG_AddBulletImpacts();
|
|
CG_AddBeams();
|
|
CG_AddMarks();
|
|
CG_AddParticles ();
|
|
CG_AddLocalEntities();
|
|
}
|
|
// process MoHAA clientside events
|
|
CG_ProcessPendingEvents();
|
|
|
|
CG_AddViewWeapon( &cg.predictedPlayerState );
|
|
|
|
// finish up the rest of the refdef
|
|
if( cg.testModelEntity.model ) {
|
|
CG_AddTestModel();
|
|
}
|
|
cg.refdef.time = cg.time;
|
|
memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );
|
|
|
|
// update audio positions
|
|
cgi.S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
|
|
|
|
// make sure the lagometerSample and frame timing isn't done twice when in stereo
|
|
if ( stereoView != STEREO_RIGHT ) {
|
|
cg.frametime = cg.time - cg.oldTime;
|
|
if ( cg.frametime < 0 ) {
|
|
cg.frametime = 0;
|
|
}
|
|
cg.oldTime = cg.time;
|
|
CG_AddLagometerFrameInfo();
|
|
}
|
|
if (cg_timescale->value != cg_timescaleFadeEnd->value) {
|
|
if (cg_timescale->value < cg_timescaleFadeEnd->value) {
|
|
cg_timescale->value += cg_timescaleFadeSpeed->value * ((float)cg.frametime) / 1000;
|
|
if (cg_timescale->value > cg_timescaleFadeEnd->value)
|
|
cg_timescale->value = cg_timescaleFadeEnd->value;
|
|
}
|
|
else {
|
|
cg_timescale->value -= cg_timescaleFadeSpeed->value * ((float)cg.frametime) / 1000;
|
|
if (cg_timescale->value < cg_timescaleFadeEnd->value)
|
|
cg_timescale->value = cg_timescaleFadeEnd->value;
|
|
}
|
|
if (cg_timescaleFadeSpeed->value) {
|
|
cgi.Cvar_Set("timescale", va("%f", cg_timescale->value));
|
|
}
|
|
}
|
|
|
|
// actually issue the rendering calls
|
|
CG_DrawActive( stereoView );
|
|
|
|
if ( cg_stats->integer ) {
|
|
CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
|
|
}
|
|
|
|
// bones pointers are no longer valid
|
|
for( i = 0; i < MAX_ENTITIES; i++) {
|
|
cg_entities[i].bones = 0;
|
|
}
|
|
}
|
|
|