summaryrefslogtreecommitdiff
path: root/src/cgame/cg_view.c
blob: a8c04291b43a3658ac9df74ecd47150b71a18d05 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_view.c -- setup all the parameters (position, angle, etc)
// for a 3D rendering

/*
 *  Portions Copyright (C) 2000-2001 Tim Angus
 *
 *  This program is free software; you can redistribute it and/or modify it
 *  under the terms of the OSML - Open Source Modification License v1.0 as
 *  described in the file COPYING which is distributed with this source
 *  code.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 */

#include "cg_local.h"


/*
=============================================================================

  MODEL TESTING

The viewthing and gun positioning tools from Q2 have been integrated and
enhanced into a single model testing facility.

Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".

The names must be the full pathname after the basedir, like
"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"

Testmodel will create a fake entity 100 units in front of the current view
position, directly facing the viewer.  It will remain immobile, so you can
move around it to view it from different angles.

Testgun will cause the model to follow the player around and supress the real
view weapon model.  The default frame 0 of most guns is completely off screen,
so you will probably have to cycle a couple frames to see it.

"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
frame or skin of the testmodel.  These are bound to F5, F6, F7, and F8 in
q3default.cfg.

If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
you adjust the positioning.

Note that none of the model testing features update while the game is paused, so
it may be convenient to test with deathmatch set to 1 so that bringing down the
console doesn't pause the game.

=============================================================================
*/

/*
=================
CG_TestModel_f

Creates an entity in front of the current position, which
can then be moved around
=================
*/
void CG_TestModel_f (void) {
  vec3_t    angles;

  memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
  if ( trap_Argc() < 2 ) {
    return;
  }

  Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
  cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );

  if ( trap_Argc() == 3 ) {
    cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
    cg.testModelEntity.frame = 1;
    cg.testModelEntity.oldframe = 0;
  }
  if (! cg.testModelEntity.hModel ) {
    CG_Printf( "Can't register model\n" );
    return;
  }

  VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );

  angles[PITCH] = 0;
  angles[YAW] = 180 + cg.refdefViewAngles[1];
  angles[ROLL] = 0;

  AnglesToAxis( angles, cg.testModelEntity.axis );
  cg.testGun = qfalse;
}

/*
=================
CG_TestGun_f

Replaces the current view weapon with the given model
=================
*/
void CG_TestGun_f (void) {
  CG_TestModel_f();
  cg.testGun = qtrue;
  cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
}


void CG_TestModelNextFrame_f (void) {
  cg.testModelEntity.frame++;
  CG_Printf( "frame %i\n", cg.testModelEntity.frame );
}

void CG_TestModelPrevFrame_f (void) {
  cg.testModelEntity.frame--;
  if ( cg.testModelEntity.frame < 0 ) {
    cg.testModelEntity.frame = 0;
  }
  CG_Printf( "frame %i\n", cg.testModelEntity.frame );
}

void CG_TestModelNextSkin_f (void) {
  cg.testModelEntity.skinNum++;
  CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}

void CG_TestModelPrevSkin_f (void) {
  cg.testModelEntity.skinNum--;
  if ( cg.testModelEntity.skinNum < 0 ) {
    cg.testModelEntity.skinNum = 0;
  }
  CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}

static void CG_AddTestModel (void) {
  int   i;

  // re-register the model, because the level may have changed
  cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
  if (! cg.testModelEntity.hModel ) {
    CG_Printf ("Can't register model\n");
    return;
  }

  // if testing a gun, set the origin reletive to the view origin
  if ( cg.testGun ) {
    VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
    VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
    VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] );
    VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );

    // allow the position to be adjusted
    for (i=0 ; i<3 ; i++) {
      cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value;
      cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value;
      cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value;
    }
  }

  trap_R_AddRefEntityToScene( &cg.testModelEntity );
}



//============================================================================


/*
=================
CG_CalcVrect

Sets the coordinates of the rendered window
=================
*/
static void CG_CalcVrect (void) {
  int   size;

  // the intermission should allways be full screen
  if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
    size = 100;
  } else {
    // bound normal viewsize
    if (cg_viewsize.integer < 30) {
      trap_Cvar_Set ("cg_viewsize","30");
      size = 30;
    } else if (cg_viewsize.integer > 100) {
      trap_Cvar_Set ("cg_viewsize","100");
      size = 100;
    } else {
      size = cg_viewsize.integer;
    }

  }
  cg.refdef.width = cgs.glconfig.vidWidth*size/100;
  cg.refdef.width &= ~1;

  cg.refdef.height = cgs.glconfig.vidHeight*size/100;
  cg.refdef.height &= ~1;

  cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2;
  cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2;
}

//==============================================================================


/*
===============
CG_OffsetThirdPersonView

===============
*/
#define FOCUS_DISTANCE  512
static void CG_OffsetThirdPersonView( void ) {
  vec3_t    forward, right, up;
  vec3_t    view;
  vec3_t    focusAngles;
  trace_t   trace;
  static vec3_t mins = { -4, -4, -4 };
  static vec3_t maxs = { 4, 4, 4 };
  vec3_t    focusPoint;
  float   focusDist;
  float   forwardScale, sideScale;
  
  //TA: when wall climbing the viewheight is not straight up
  if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
    VectorMA( cg.refdef.vieworg, cg.predictedPlayerState.viewheight, cg.predictedPlayerState.grapplePoint, cg.refdef.vieworg );
  else
    cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;

  VectorCopy( cg.refdefViewAngles, focusAngles );

  // if dead, look at killer
  if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
    focusAngles[YAW] = cg.predictedPlayerState.generic1;
    cg.refdefViewAngles[YAW] = cg.predictedPlayerState.generic1;
  }

  //if ( focusAngles[PITCH] > 45 ) {
  //  focusAngles[PITCH] = 45;    // don't go too far overhead
  //}
  AngleVectors( focusAngles, forward, NULL, NULL );

  VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );

  VectorCopy( cg.refdef.vieworg, view );

  //TA: when wall climbing the viewheight is not straight up
  if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
    VectorMA( view, 8, cg.predictedPlayerState.grapplePoint, view );
  else
    view[2] += 8;

  //cg.refdefViewAngles[PITCH] *= 0.5;

  AngleVectors( cg.refdefViewAngles, forward, right, up );

  forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI );
  sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI );
  VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view );
  VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view );

  // trace a ray from the origin to the viewpoint to make sure the view isn't
  // in a solid block.  Use an 8 by 8 block to prevent the view from near clipping anything

  if (!cg_cameraMode.integer) {
    CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );

    if ( trace.fraction != 1.0 ) {
      VectorCopy( trace.endpos, view );
      view[2] += (1.0 - trace.fraction) * 32;
      // try another trace to this position, because a tunnel may have the ceiling
      // close enogh that this is poking out

      CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
      VectorCopy( trace.endpos, view );
    }
  }

  VectorCopy( view, cg.refdef.vieworg );

  // select pitch to look at focus point from vieword
  VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
  focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
  if ( focusDist < 1 ) {
    focusDist = 1;  // should never happen
  }
  cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
  cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle.value;
}


// this causes a compiler bug on mac MrC compiler
static void CG_StepOffset( void ) {
  int   timeDelta;
  int   steptime;

  steptime = BG_FindSteptimeForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );

  // smooth out stair climbing
  timeDelta = cg.time - cg.stepTime;
  if ( timeDelta < steptime ) {
    cg.refdef.vieworg[2] -= cg.stepChange
      * (steptime - timeDelta) / steptime;
  }
}

/*
===============
CG_OffsetFirstPersonView

===============
*/
static void CG_OffsetFirstPersonView( void ) {
  float     *origin;
  float     *angles;
  float     bob;
  float     ratio;
  float     delta;
  float     speed;
  float     f;
  vec3_t    predictedVelocity;
  int       timeDelta;
  float     bob2;

  if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
    return;
  }

  origin = cg.refdef.vieworg;
  angles = cg.refdefViewAngles;

  // if dead, fix the angle and don't add any kick
  if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) {
    angles[ROLL] = 40;
    angles[PITCH] = -15;
    angles[YAW] = cg.snap->ps.generic1;
    origin[2] += cg.predictedPlayerState.viewheight;
    return;
  }

  // add angles based on weapon kick
  VectorAdd (angles, cg.kick_angles, angles);

  // add angles based on damage kick
  if ( cg.damageTime ) {
    ratio = cg.time - cg.damageTime;
    if ( ratio < DAMAGE_DEFLECT_TIME ) {
      ratio /= DAMAGE_DEFLECT_TIME;
      angles[PITCH] += ratio * cg.v_dmg_pitch;
      angles[ROLL] += ratio * cg.v_dmg_roll;
    } else {
      ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
      if ( ratio > 0 ) {
        angles[PITCH] += ratio * cg.v_dmg_pitch;
        angles[ROLL] += ratio * cg.v_dmg_roll;
      }
    }
  }

  // add pitch based on fall kick
#if 0
  ratio = ( cg.time - cg.landTime) / FALL_TIME;
  if (ratio < 0)
    ratio = 0;
  angles[PITCH] += ratio * cg.fall_value;
#endif

  // add angles based on velocity
  VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity );

  delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]);
  angles[PITCH] += delta * cg_runpitch.value;

  delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]);
  angles[ROLL] -= delta * cg_runroll.value;

  // add angles based on bob
  //TA: bob amount is class dependant
  bob2 = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );
  if( bob2 != 0 )
  {
    // make sure the bob is visible even at low speeds
    speed = cg.xyspeed > 200 ? cg.xyspeed : 200;

    delta = cg.bobfracsin * ( bob2 ) * speed;
    if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
      delta *= 3;   // crouching
    angles[PITCH] += delta;
    delta = cg.bobfracsin * ( bob2 ) * speed;
    if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
      delta *= 3;   // crouching accentuates roll
    if (cg.bobcycle & 1)
      delta = -delta;
    angles[ROLL] += delta;
  }

  //provide some feedback for pouncing
  if( cg.predictedPlayerState.weapon == WP_POUNCE )
  {
    if( cg.predictedPlayerState.stats[ STAT_MISC ] > 0 )
    {
      float   fraction1, fraction2;
      vec3_t  forward;

      AngleVectors( angles, forward, NULL, NULL );
      VectorNormalize( forward );

      fraction1 = (float)( cg.time - cg.weapon2Time ) / POUNCE_TIME;

      if( fraction1 > 1.0f )
        fraction1 = 1.0f;

      fraction2 = -sin( fraction1 * M_PI / 2 );
      
      VectorMA( origin, 15*fraction2, forward, origin );
    }
  }

#define STRUGGLE_DIST 5.0f
#define STRUGGLE_TIME 250

  //allow the player to struggle a little whilst grabbed
  if( cg.predictedPlayerState.pm_type == PM_GRABBED )
  {
    vec3_t    forward, right, up;
    usercmd_t cmd;
    int       cmdNum;
    float     fFraction, rFraction, uFraction;
    float     fFraction2, rFraction2, uFraction2;

    cmdNum = trap_GetCurrentCmdNumber();
    trap_GetUserCmd( cmdNum, &cmd );

    AngleVectors( angles, forward, right, up );

    fFraction = (float)( cg.time - cg.forwardMoveTime ) / STRUGGLE_TIME;
    rFraction = (float)( cg.time - cg.rightMoveTime ) / STRUGGLE_TIME;
    uFraction = (float)( cg.time - cg.upMoveTime ) / STRUGGLE_TIME;

    if( fFraction > 1.0f )
      fFraction = 1.0f;
    if( rFraction > 1.0f )
      rFraction = 1.0f;
    if( uFraction > 1.0f )
      uFraction = 1.0f;
    
    fFraction2 = -sin( fFraction * M_PI / 2 );
    rFraction2 = -sin( rFraction * M_PI / 2 );
    uFraction2 = -sin( uFraction * M_PI / 2 );
      
    if( cmd.forwardmove > 0 )
      VectorMA( origin, STRUGGLE_DIST * fFraction, forward, origin );
    else if( cmd.forwardmove < 0 )
      VectorMA( origin, -STRUGGLE_DIST * fFraction, forward, origin );
    else
      cg.forwardMoveTime = cg.time;
      
    if( cmd.rightmove > 0 )
      VectorMA( origin, STRUGGLE_DIST * rFraction, right, origin );
    else if( cmd.rightmove < 0 )
      VectorMA( origin, -STRUGGLE_DIST * rFraction, right, origin );
    else
      cg.rightMoveTime = cg.time;
      
    if( cmd.upmove > 0 )
      VectorMA( origin, STRUGGLE_DIST * uFraction, up, origin );
    else if( cmd.upmove < 0 )
      VectorMA( origin, -STRUGGLE_DIST * uFraction, up, origin );
    else
      cg.upMoveTime = cg.time;
  }

  //TA: this *feels* more realisitic for humans
  if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS )
  {
    angles[PITCH] += cg.bobfracsin * bob2 * 0.5;
    
    //TA: heavy breathing effects
    if( cg.predictedPlayerState.stats[ STAT_STAMINA ] < 0 )
    {
      float deltaBreath = (float)(
        cg.predictedPlayerState.stats[ STAT_STAMINA ] < 0 ? 
        -cg.predictedPlayerState.stats[ STAT_STAMINA ] :
        cg.predictedPlayerState.stats[ STAT_STAMINA ] ) / 200.0;
      float deltaAngle = cos( (float)cg.time/150.0 ) * deltaBreath;

      deltaAngle += ( deltaAngle < 0 ? -deltaAngle : deltaAngle ) * 0.5;

      angles[ PITCH ] -= deltaAngle;
    }
  }

//===================================

  // add view height
  //TA: when wall climbing the viewheight is not straight up
  if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
    VectorMA( origin, cg.predictedPlayerState.viewheight, cg.predictedPlayerState.grapplePoint, origin );
  else
    origin[2] += cg.predictedPlayerState.viewheight;
  
  // smooth out duck height changes
  timeDelta = cg.time - cg.duckTime;
  if ( timeDelta < DUCK_TIME) {
    cg.refdef.vieworg[2] -= cg.duckChange
      * (DUCK_TIME - timeDelta) / DUCK_TIME;
  }

  // add bob height
  bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value;
  if (bob > 6) {
    bob = 6;
  }

  //TA: likewise for bob
  if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
    VectorMA( origin, bob, cg.predictedPlayerState.grapplePoint, origin );
  else
    origin[2] += bob;


  // add fall height
  delta = cg.time - cg.landTime;
  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
}

//======================================================================

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
#define FOVWARPTIME     400.0

static int CG_CalcFov( void ) {
  float x;
  float phase;
  float v;
  int   contents;
  float fov_x, fov_y;
  float zoomFov;
  float f;
  int   inwater;
  int   attribFov;
  int   a;
  float b;

  attribFov = BG_FindFovForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );

  if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
    // if in intermission, use a fixed value
    fov_x = 90;
  }
  else
  {
    //TA: don't lock the fov globally - we need to be able to change it
    fov_x = attribFov;

    if ( fov_x < 1 )
      fov_x = 1;
    else if ( fov_x > 160 )
      fov_x = 160;

    if( cg.spawnTime > ( cg.time - FOVWARPTIME ) &&
        BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_FOVWARPS ) )
    {
      float temp, temp2;

      temp = (float)( cg.time - cg.spawnTime ) / FOVWARPTIME;
      temp2 = ( 180 - fov_x ) * temp;

      //Com_Printf( "%f %f\n", temp*100, temp2*100 );

      fov_x = 180 - temp2;
    }
  }

  // account for zooms
  zoomFov = cg_zoomFov.value;
  if ( zoomFov < 1 )
    zoomFov = 1;
  else if ( zoomFov > attribFov )
    zoomFov = attribFov;

  //TA: only do all the zoom stuff if the client CAN zoom
  if( BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_CANZOOM ) )
  {
    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 );
    }
  }

  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;
  }

  // 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) );
  trap_R_AddRefEntityToScene( &ent );
}


/*
===============
CG_DrawSurfNormal

Draws a vector against
the surface player is looking at
===============
*/
static void CG_DrawSurfNormal( void )
{
  trace_t tr;
  vec3_t  end, temp;
  vec3_t  up = { 0, 5, 0 };
  polyVert_t normal[4];

  VectorMA( cg.refdef.vieworg, 8192, cg.refdef.viewaxis[ 0 ], end );

  CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, end, cg.predictedPlayerState.clientNum, MASK_SOLID );
  //CG_Printf( "%f %f %f\n", tr.plane.normal[ 0 ], tr.plane.normal[ 1 ], tr.plane.normal[ 2 ] );

  VectorCopy( tr.endpos, normal[0].xyz );
  normal[0].st[0] = 0;
  normal[0].st[1] = 0;
  normal[0].modulate[0] = 255;
  normal[0].modulate[1] = 255;
  normal[0].modulate[2] = 255;
  normal[0].modulate[3] = 255;

  VectorAdd( up, tr.endpos, temp );
  VectorCopy( temp, normal[1].xyz);
  normal[1].st[0] = 0;
  normal[1].st[1] = 1;
  normal[1].modulate[0] = 255;
  normal[1].modulate[1] = 255;
  normal[1].modulate[2] = 255;
  normal[1].modulate[3] = 255;

  VectorMA( tr.endpos, 64, tr.plane.normal, temp );
  VectorAdd( temp, up, temp );
  VectorCopy( temp, normal[2].xyz );
  normal[2].st[0] = 1;
  normal[2].st[1] = 1;
  normal[2].modulate[0] = 255;
  normal[2].modulate[1] = 255;
  normal[2].modulate[2] = 255;
  normal[2].modulate[3] = 255;

  VectorMA( tr.endpos, 64, tr.plane.normal, temp );
  VectorCopy( temp, normal[3].xyz );
  normal[3].st[0] = 1;
  normal[3].st[1] = 0;
  normal[3].modulate[0] = 255;
  normal[3].modulate[1] = 255;
  normal[3].modulate[2] = 255;
  normal[3].modulate[3] = 255;

  trap_R_AddPolyToScene( cgs.media.whiteShader, 4, normal );
}

/*
===============
CG_addSmoothOp
===============
*/
static void CG_addSmoothOp( vec3_t rotAxis, float rotAngle )
{
  int i;

  //iterate through smooth array
  for( i = 0; i < MAXSMOOTHS; i++ )
  {
    //found an unused index in the smooth array
    if( cg.sList[ i ].time + cg_smoothTime.integer < cg.time )
    {
      //copy to array and stop
      VectorCopy( rotAxis, cg.sList[ i ].rotAxis );
      cg.sList[ i ].rotAngle = rotAngle;
      cg.sList[ i ].time = cg.time;
      return;
    }
  }

  //no free indices in the smooth array
}

/*
===============
CG_smoothWWTransitions
===============
*/
static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t out )
{
  vec3_t    surfNormal, rotAxis, temp;
  vec3_t    refNormal     = { 0.0f, 0.0f,  1.0f };
  vec3_t    ceilingNormal = { 0.0f, 0.0f, -1.0f };
  int       i;
  float     stLocal, sFraction, rotAngle;
  qboolean  performed = qfalse;
  vec3_t    inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ];

  //set surfNormal
  if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) )
    VectorCopy( ps->grapplePoint, surfNormal );
  else
    VectorCopy( ceilingNormal, surfNormal );
    
  AnglesToAxis( in, inAxis );

  //if we are moving from one surface to another smooth the transition
  if( !VectorCompare( surfNormal, cg.lastNormal ) )
  {
    //if we moving from the ceiling to the floor special case
    //( x product of colinear vectors is undefined)
    if( VectorCompare( ceilingNormal, cg.lastNormal ) &&
        VectorCompare( refNormal,     surfNormal ) )
    {
      AngleVectors( in, NULL, rotAxis, NULL );
      rotAngle = 180.0f;
    }
    else
    {
      AnglesToAxis( cg.lastVangles, lastAxis );
      rotAngle = DotProduct( inAxis[ 0 ], lastAxis[ 0 ] ) +
                 DotProduct( inAxis[ 1 ], lastAxis[ 1 ] ) +
                 DotProduct( inAxis[ 2 ], lastAxis[ 2 ] );

      rotAngle = RAD2DEG( acos( ( rotAngle - 1.0f ) / 2.0f ) );

      CrossProduct( lastAxis[ 0 ], inAxis[ 0 ], temp );
      VectorCopy( temp, rotAxis );
      CrossProduct( lastAxis[ 1 ], inAxis[ 1 ], temp );
      VectorAdd( rotAxis, temp, rotAxis );
      CrossProduct( lastAxis[ 2 ], inAxis[ 2 ], temp );
      VectorAdd( rotAxis, temp, rotAxis );

      VectorNormalize( rotAxis );
    }
          
    //add the op
    CG_addSmoothOp( rotAxis, rotAngle );
  }

  //iterate through ops
  for( i = 0; i < MAXSMOOTHS; i++ )
  {
    //if this op has time remaining, perform it
    if( cg.time < cg.sList[ i ].time + cg_smoothTime.integer )
    {
      stLocal = 1.0 - ( ( ( cg.sList[ i ].time + cg_smoothTime.integer ) - cg.time ) / cg_smoothTime.integer );
      sFraction = -( cos( stLocal * M_PI ) + 1 ) / 2;

      RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis, inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle );
      RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis, inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle );
      RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis, inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle );

      AxisCopy( outAxis, inAxis );
      performed = qtrue;
    }
  }

  //if we performed any ops then return the smoothed angles
  //otherwise simply return the in angles
  if( performed )
    AxisToAngles( outAxis, out );
  else
    VectorCopy( in, out );

  //copy the current normal to the lastNormal
  VectorCopy( in, cg.lastVangles );
  VectorCopy( surfNormal, cg.lastNormal );
}

/*
===============
CG_CalcViewValues

Sets cg.refdef view values
===============
*/
static int CG_CalcViewValues( void ) {
  playerState_t *ps;

  memset( &cg.refdef, 0, sizeof( cg.refdef ) );

  // 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;

  // intermission view
  if ( ps->pm_type == PM_INTERMISSION ) {
    VectorCopy( ps->origin, cg.refdef.vieworg );
    VectorCopy( ps->viewangles, cg.refdefViewAngles );
    AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
    return CG_CalcFov();
  }

  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 );

  if( BG_ClassHasAbility( ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) )
    CG_smoothWWTransitions( ps, ps->viewangles, cg.refdefViewAngles );
  else
    VectorCopy( ps->viewangles, cg.refdefViewAngles );

  if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) )
    VectorSet( cg.lastNormal, 0.0f, 0.0f, 1.0f );

  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;
  }

  //draw the surface normal looking at
  if( cg_drawSurfNormal.integer )
    CG_DrawSurfNormal( );

  // field of view
  return CG_CalcFov();
}


/*
=====================
CG_PowerupTimerSounds
=====================
*/
static void CG_PowerupTimerSounds( void ) {
  int   i;
  int   t;

  // powerup timers going away
  for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
    t = cg.snap->ps.powerups[i];
    if ( t <= cg.time ) {
      continue;
    }
    if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) {
      continue;
    }
    if ( ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) {
      trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound );
    }
  }
}

/*
=====================
CG_AddBufferedSound
=====================
*/
void CG_AddBufferedSound( sfxHandle_t sfx ) {
  if ( !sfx )
    return;
  cg.soundBuffer[cg.soundBufferIn] = sfx;
  cg.soundBufferIn = (cg.soundBufferIn + 1) % MAX_SOUNDBUFFER;
  if (cg.soundBufferIn == cg.soundBufferOut) {
    cg.soundBufferOut++;
  }
}

/*
=====================
CG_PlayBufferedSounds
=====================
*/
static void CG_PlayBufferedSounds( void ) {
  if ( cg.soundTime < cg.time ) {
    if (cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[cg.soundBufferOut]) {
      trap_S_StartLocalSound(cg.soundBuffer[cg.soundBufferOut], CHAN_ANNOUNCER);
      cg.soundBuffer[cg.soundBufferOut] = 0;
      cg.soundBufferOut = (cg.soundBufferOut + 1) % MAX_SOUNDBUFFER;
      cg.soundTime = cg.time + 750;
    }
  }
}

//=========================================================================

/*
=================
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;

  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
  trap_S_ClearLoopingSounds(qfalse);

  // clear all the render lists
  trap_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
  trap_SetUserCmdValue( cg.weaponSelect, 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_AddMarks();
    CG_AddParticles ();
    CG_AddLocalEntities();
  }
  CG_AddViewWeapon( &cg.predictedPlayerState );

  // add buffered sounds
  CG_PlayBufferedSounds();

  // play buffered voice chats
  CG_PlayBufferedVoiceChats();

  // finish up the rest of the refdef
  if ( cg.testModelEntity.hModel ) {
    CG_AddTestModel();
  }
  cg.refdef.time = cg.time;
  memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );

  // warning sounds when powerup is wearing off
  /*CG_PowerupTimerSounds();*/

  // update audio positions
  trap_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) {
      trap_Cvar_Set("timescale", va("%f", cg_timescale.value));
    }
  }

  if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_DROIDS &&
      cg.predictedPlayerState.persistant[PERS_TEAM] != TEAM_SPECTATOR )
    trap_R_AddAdditiveLightToScene( cg.predictedPlayerState.origin, 500, 0.07f, 0.07f, 0.07f );

  // actually issue the rendering calls
  CG_DrawActive( stereoView );

  if ( cg_stats.integer ) {
    CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
  }
}