Esempio n. 1
0
/*
=================
CG_PredictPlayerState

Generates cg.cur_lc->predictedPlayerState for the current cg.time
cg.cur_lc->predictedPlayerState is guaranteed to be valid after exiting.

For demo playback, this will be an interpolation between two valid
playerState_t.

For normal gameplay, it will be the result of predicted usercmd_t on
top of the most recent playerState_t received from the server.

Each new snapshot will usually have one or more new usercmd over the last,
but we simulate all unacknowledged commands each time, not just the new ones.
This means that on an internet connection, quite a few pmoves may be issued
each frame.

OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t
differs from the predicted one.  Would require saving all intermediate
playerState_t during prediction.

We detect prediction errors and allow them to be decayed off over several frames
to ease the jerk.
=================
*/
void CG_PredictPlayerState( void ) {
	int			cmdNum, current;
	playerState_t	oldPlayerState;
	qboolean	moved;
	usercmd_t	oldestCmd;
	usercmd_t	latestCmd;

	cg.cur_lc->hyperspace = qfalse;	// will be set if touching a trigger_teleport

	// if this is the first frame we must guarantee
	// predictedPlayerState is valid even if there is some
	// other error condition
	if ( !cg.cur_lc->validPPS ) {
		cg.cur_lc->validPPS = qtrue;
		cg.cur_lc->predictedPlayerState = *cg.cur_ps;
	}


	// demo playback just copies the moves
	if ( cg.demoPlayback || (cg.cur_ps->pm_flags & PMF_FOLLOW) ) {
		CG_InterpolatePlayerState( qfalse );
		return;
	}

	// non-predicting local movement will grab the latest angles
	if ( cg_nopredict.integer || cg_synchronousClients.integer ) {
		CG_InterpolatePlayerState( qtrue );
		return;
	}

	// prepare for pmove
	cg_pmove.ps = &cg.cur_lc->predictedPlayerState;
	if (cg.cur_lc->predictedPlayerState.collisionType == CT_CAPSULE) {
		cg_pmove.trace = CG_TraceCapsule;
	} else {
		cg_pmove.trace = CG_Trace;
	}
	cg_pmove.pointcontents = CG_PointContents;
	if ( cg_pmove.ps->pm_type == PM_DEAD ) {
		cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
	}
	else {
		cg_pmove.tracemask = MASK_PLAYERSOLID;
	}
	if ( cg.cur_ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
		cg_pmove.tracemask &= ~CONTENTS_BODY;	// spectators can fly through bodies
	}
	cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0;

	// save the state before the pmove so we can detect transitions
	oldPlayerState = cg.cur_lc->predictedPlayerState;

	current = trap_GetCurrentCmdNumber();

	// if we don't have the commands right after the snapshot, we
	// can't accurately predict a current position, so just freeze at
	// the last good position we had
	cmdNum = current - CMD_BACKUP + 1;
	trap_GetUserCmd( cmdNum, &oldestCmd, cg.cur_localPlayerNum );
	if ( oldestCmd.serverTime > cg.cur_ps->commandTime 
		&& oldestCmd.serverTime < cg.time ) {	// special check for map_restart
		if ( cg_showmiss.integer ) {
			CG_Printf ("exceeded PACKET_BACKUP on commands\n");
		}
		return;
	}

	// get the latest command so we can know which commands are from previous map_restarts
	trap_GetUserCmd( current, &latestCmd, cg.cur_localPlayerNum );

	// get the most recent information we have, even if
	// the server time is beyond our current cg.time,
	// because predicted player positions are going to 
	// be ahead of everything else anyway
	if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport
		&& cg.nextSnap->playerNums[cg.cur_localPlayerNum] != -1) {
		cg.cur_lc->predictedPlayerState = cg.nextSnap->pss[cg.cur_localPlayerNum];
		cg.physicsTime = cg.nextSnap->serverTime;
	} else {
		cg.cur_lc->predictedPlayerState = *cg.cur_ps;
		cg.physicsTime = cg.snap->serverTime;
	}

	if ( pmove_msec.integer < 8 ) {
		trap_Cvar_SetValue( "pmove_msec", 8 );
	}
	else if ( pmove_msec.integer > 33 ) {
		trap_Cvar_SetValue( "pmove_msec", 33 );
	}

	cg_pmove.pmove_fixed = pmove_fixed.integer;// | cg_pmove_fixed.integer;
	cg_pmove.pmove_msec = pmove_msec.integer;

	cg_pmove.pmove_overbounce = pmove_overbounce.integer;

	// run cmds
	moved = qfalse;
	for ( cmdNum = current - CMD_BACKUP + 1 ; cmdNum <= current ; cmdNum++ ) {
		// get the command
		trap_GetUserCmd( cmdNum, &cg_pmove.cmd, cg.cur_localPlayerNum );

		if ( cg_pmove.pmove_fixed ) {
			PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd );
		}

		// don't do anything if the time is before the snapshot player time
		if ( cg_pmove.cmd.serverTime <= cg.cur_lc->predictedPlayerState.commandTime ) {
			continue;
		}

		// don't do anything if the command was from a previous map_restart
		if ( cg_pmove.cmd.serverTime > latestCmd.serverTime ) {
			continue;
		}

		// check for a prediction error from last frame
		// on a lan, this will often be the exact value
		// from the snapshot, but on a wan we will have
		// to predict several commands to get to the point
		// we want to compare
		if ( cg.cur_lc->predictedPlayerState.commandTime == oldPlayerState.commandTime ) {
			vec3_t	delta;
			float	len;

			if ( cg.thisFrameTeleport ) {
				// a teleport will not cause an error decay
				VectorClear( cg.cur_lc->predictedError );
				if ( cg_showmiss.integer ) {
					CG_Printf( "PredictionTeleport\n" );
				}
				cg.thisFrameTeleport = qfalse;
			} else {
				vec3_t adjusted, new_angles;
				CG_AdjustPositionForMover( cg.cur_lc->predictedPlayerState.origin, 
				cg.cur_lc->predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted, cg.cur_lc->predictedPlayerState.viewangles, new_angles);

				if ( cg_showmiss.integer ) {
					if (!VectorCompare( oldPlayerState.origin, adjusted )) {
						CG_Printf("prediction error\n");
					}
				}
				VectorSubtract( oldPlayerState.origin, adjusted, delta );
				len = VectorLength( delta );
				if ( len > 0.1 ) {
					if ( cg_showmiss.integer ) {
						CG_Printf("Prediction miss: %f\n", len);
					}
					if ( cg_errorDecay.integer ) {
						int		t;
						float	f;

						t = cg.time - cg.cur_lc->predictedErrorTime;
						f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
						if ( f < 0 ) {
							f = 0;
						}
						if ( f > 0 && cg_showmiss.integer ) {
							CG_Printf("Double prediction decay: %f\n", f);
						}
						VectorScale( cg.cur_lc->predictedError, f, cg.cur_lc->predictedError );
					} else {
						VectorClear( cg.cur_lc->predictedError );
					}
					VectorAdd( delta, cg.cur_lc->predictedError, cg.cur_lc->predictedError );
					cg.cur_lc->predictedErrorTime = cg.oldTime;
				}
			}
		}

		// don't predict gauntlet firing, which is only supposed to happen
		// when it actually inflicts damage
		cg_pmove.gauntletHit = qfalse;

		if ( cg_pmove.pmove_fixed ) {
			cg_pmove.cmd.serverTime = ((cg_pmove.cmd.serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
		}

		Pmove (&cg_pmove);

		moved = qtrue;

		// add push trigger movement effects
		CG_TouchTriggerPrediction();

		// check for predictable events that changed from previous predictions
		//CG_CheckChangedPredictableEvents(&cg.cur_lc->predictedPlayerState);
	}

	if ( cg_showmiss.integer > 1 ) {
		CG_Printf( "[%i : %i] ", cg_pmove.cmd.serverTime, cg.time );
	}

	if ( !moved ) {
		if ( cg_showmiss.integer ) {
			CG_Printf( "not moved\n" );
		}
		return;
	}

	// adjust for the movement of the groundentity
	CG_AdjustPositionForMover( cg.cur_lc->predictedPlayerState.origin, 
		cg.cur_lc->predictedPlayerState.groundEntityNum, 
		cg.physicsTime, cg.time, cg.cur_lc->predictedPlayerState.origin, cg.cur_lc->predictedPlayerState.viewangles,cg.cur_lc->predictedPlayerState.viewangles);

	if ( cg_showmiss.integer ) {
		if (cg.cur_lc->predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) {
			CG_Printf("WARNING: dropped event\n");
		}
	}

	// fire events and other transition triggered things
	CG_TransitionPlayerState( &cg.cur_lc->predictedPlayerState, &oldPlayerState );

	if ( cg_showmiss.integer ) {
		if (cg.cur_lc->eventSequence > cg.cur_lc->predictedPlayerState.eventSequence) {
			CG_Printf("WARNING: double event\n");
			cg.cur_lc->eventSequence = cg.cur_lc->predictedPlayerState.eventSequence;
		}
	}
}
Esempio n. 2
0
void CG_DemosDrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
	int deltaTime;
	qboolean hadSkip;
	qboolean captureFrame;
	float captureFPS;
	float frameSpeed;
	int blurTotal, blurIndex;
	float blurFraction;
	float stereoSep = CG_Cvar_Get( "r_stereoSeparation" );

	int inwater, entityNum;

	if (!demo.initDone) {
		if ( !cg.snap ) {
			demoProcessSnapShots( qtrue );
		}
		if ( !cg.snap ) {
			CG_Error( "No Initial demo snapshot found" );
		}
		demoPlaybackInit();
	}

	cg.demoPlayback = 2;
	
	// update cvars
	CG_UpdateCvars();

	// if we are only updating the screen as a loading
	// pacifier, don't even try to read snapshots
	if ( cg.loading ) {
		CG_DrawInformation();
		return;
	}

	captureFrame = demo.capture.active && !demo.play.paused;
	if ( captureFrame ) {
		trap_MME_BlurInfo( &blurTotal, &blurIndex );
		captureFPS = mov_captureFPS.value;
		if ( blurTotal > 0) {
			captureFPS *= blurTotal;
			blurFraction = blurIndex / (float)blurTotal;
		} else {
			blurFraction = 0;
		}
	} else {
	}

	/* Forward the demo */
	deltaTime = serverTime - demo.serverTime;
	if (deltaTime > 50)
		deltaTime = 50;
	demo.serverTime = serverTime;
	demo.serverDeltaTime = 0.001 * deltaTime;
	cg.oldTime = cg.time;
	cg.oldTimeFraction = cg.timeFraction;

	if (demo.play.time < 0) {
		demo.play.time = demo.play.fraction = 0;
	}

	demo.play.oldTime = demo.play.time;


	/* Handle the music */
	if ( demo.play.paused ) {
		if ( lastMusicStart >= 0)
			demoSynchMusic( -1, 0 ); 
	} else {
		int musicStart = (demo.play.time - mov_musicStart.value * 1000 );
		if ( musicStart <= 0 ) {
			if (lastMusicStart >= 0 )
				demoSynchMusic( -1, 0 );
		} else {
			if ( demo.play.time != demo.play.lastTime || lastMusicStart < 0)
				demoSynchMusic( musicStart, 0 );
		}
	}
	/* forward the time a bit till the moment of capture */
	if ( captureFrame && demo.capture.locked && demo.play.time < demo.capture.start ) {
		int left = demo.capture.start - demo.play.time;
		if ( left > 2000) {
			left -= 1000;
			captureFrame = qfalse;
		} else if (left > 5) {
			captureFrame = qfalse;
			left = 5;
		}
		demo.play.time += left;
	} else if ( captureFrame && demo.loop.total && blurTotal ) {
		float loopFraction = demo.loop.index / (float)demo.loop.total;
		demo.play.time = demo.loop.start;
		demo.play.fraction = demo.loop.range * loopFraction;
		demo.play.time += (int)demo.play.fraction;
		demo.play.fraction -= (int)demo.play.fraction;
	} else if (captureFrame) {
		float frameDelay = 1000.0f / captureFPS;
		demo.play.fraction += frameDelay * demo.play.speed;
		demo.play.time += (int)demo.play.fraction;
		demo.play.fraction -= (int)demo.play.fraction;
	} else if ( demo.find ) {
		demo.play.time = demo.play.oldTime + 20;
		demo.play.fraction = 0;
		if ( demo.play.paused )
			demo.find = findNone;
	} else if (!demo.play.paused) {
		float delta = demo.play.fraction + deltaTime * demo.play.speed;
		demo.play.time += (int)delta;
		demo.play.fraction = delta - (int)delta;
	}

	demo.play.lastTime = demo.play.time;

	if ( demo.loop.total && captureFrame && blurTotal ) {
		//Delay till we hit the right part at the start
		int time;
		float timeFraction;
		if ( demo.loop.lineDelay && !blurIndex ) {
			time = demo.loop.start - demo.loop.lineDelay;
			timeFraction = 0;
			if ( demo.loop.lineDelay > 8 )
				demo.loop.lineDelay -= 8;
			else
				demo.loop.lineDelay = 0;
			captureFrame = qfalse;
		} else {
			if ( blurIndex == blurTotal - 1 ) {
				//We'll restart back to the start again
				demo.loop.lineDelay = 2000;
				if ( ++demo.loop.index >= demo.loop.total ) {
					demo.loop.total = 0;
				}
			}
			time = demo.loop.start;
			timeFraction = demo.loop.range * blurFraction;
		}
		time += (int)timeFraction;
		timeFraction -= (int)timeFraction;
		lineAt( time, timeFraction, &demo.line.time, &cg.timeFraction, &frameSpeed );
	} else {
		lineAt( demo.play.time, demo.play.fraction, &demo.line.time, &cg.timeFraction, &frameSpeed );
	}
	/* Set the correct time */
	cg.time = trap_MME_SeekTime( demo.line.time );
	/* cg.time is shifted ahead a bit to correct some issues.. */
	frameSpeed *= demo.play.speed;

	cg.frametime = (cg.time - cg.oldTime) + (cg.timeFraction - cg.oldTimeFraction);
	if (cg.frametime < 0) {
		int i;
		cg.frametime = 0;
		hadSkip = qtrue;
		cg.oldTime = cg.time;
		cg.oldTimeFraction = cg.timeFraction;
		CG_InitLocalEntities();
		CG_InitMarkPolys();
		CG_ClearParticles ();
		trap_FX_Reset( );
		trap_R_DecalReset();

		cg.centerPrintTime = 0;
        cg.damageTime = 0;
		cg.powerupTime = 0;
		cg.rewardTime = 0;
		cg.scoreFadeTime = 0;
		cg.lastKillTime = 0;
		cg.attackerTime = 0;
		cg.soundTime = 0;
		cg.itemPickupTime = 0;
		cg.itemPickupBlendTime = 0;
		cg.weaponSelectTime = 0;
		cg.headEndTime = 0;
		cg.headStartTime = 0;
		cg.v_dmg_time = 0;

		cg.rewardCount[0] = 0;
		cg.rewardStack = 0;
		cg.rewardTime = 0;

		trap_S_ClearLoopingSounds(qtrue);
		
		for (i = 0; i < MAX_CHATBOX_ITEMS; i++)
			cg.chatItems[i].time = 0;
	} else if (cg.frametime > 100) {
		hadSkip = qtrue;
	} else {
		hadSkip = qfalse;
	}
	/* Make sure the random seed is the same each time we hit this frame */
	srand( (cg.time % 10000000) + cg.timeFraction * 1000);
	/* Prepare to render the screen */		
	trap_S_ClearLoopingSounds(qfalse);
	trap_R_ClearScene();
	/* Update demo related information */
	trap_SetUserCmdValue( cg.weaponSelect, 1 );
	demoProcessSnapShots( hadSkip );
	if ( !cg.snap ) {
		CG_DrawInformation();
		return;
	}
	CG_PreparePacketEntities( );
	CG_DemosUpdatePlayer( );
	chaseUpdate( demo.play.time, demo.play.fraction );
	cameraUpdate( demo.play.time, demo.play.fraction );
	dofUpdate( demo.play.time, demo.play.fraction );
	demoEffectUpdate( demo.play.time, demo.play.fraction );
	cg.clientFrame++;
	// update cg.predictedPlayerState
	CG_InterpolatePlayerState( qfalse );
	BG_PlayerStateToEntityState( &cg.predictedPlayerState, &cg.predictedPlayerEntity.currentState, qfalse );
	if ( cg.cpma.detected ) {
		if ( cg.predictedPlayerState.pm_type >= 4 )
			cg.predictedPlayerEntity.currentState.eType = ET_INVISIBLE;
	}
	cg.predictedPlayerEntity.currentValid = qtrue;
	VectorCopy( cg.predictedPlayerEntity.currentState.pos.trBase, cg.predictedPlayerEntity.lerpOrigin );
	VectorCopy( cg.predictedPlayerEntity.currentState.apos.trBase, cg.predictedPlayerEntity.lerpAngles );

	inwater = demoSetupView();

	CG_TileClear();
	trap_FX_Begin( cg.time, cg.timeFraction );

	scriptRun( hadSkip );
	CG_AddPacketEntities();
	CG_AddMarks();
	CG_AddParticles ();
	CG_AddLocalEntities();
	
	if ( cg.playerCent == &cg.predictedPlayerEntity ) {
		// warning sounds when powerup is wearing off
		CG_PowerupTimerSounds();
		CG_AddViewWeapon( &cg.predictedPlayerState  );
	} else if ( cg.playerCent && cg.playerCent->currentState.number < MAX_CLIENTS )  {
		CG_AddViewWeaponDirect( cg.playerCent );
	}
	trap_S_UpdateEntityPosition(ENTITYNUM_NONE, cg.refdef.vieworg);
	CG_PlayBufferedSounds();
	CG_PlayBufferedVoiceChats();
		
	cg.refdef.time = cg.time;
	memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );
	/* Render some extra demo related stuff */
	if (!captureFrame) {
		switch (demo.editType) {
		case editCamera:
			cameraDraw( demo.play.time, demo.play.fraction );
			break;
		case editChase:
			chaseDraw( demo.play.time, demo.play.fraction );
			break;
		case editDof:
			dofDraw( demo.play.time, demo.play.fraction );
			break;
		case editEffect:
			demoEffectDraw( demo.play.time, demo.play.fraction );
			break;
		}
		/* Add bounding boxes for easy aiming */
		if ( demo.editType && ( demo.cmd.buttons & BUTTON_ATTACK) && ( demo.cmd.buttons & BUTTON_AFFIRMATIVE)  ) {
			int i;
			centity_t *targetCent;
			for (i = 0;i<MAX_GENTITIES;i++) {
	            targetCent = demoTargetEntity( i );
				if (targetCent) {
					vec3_t container, traceStart, traceImpact, forward;
					const float *color;

					demoCentityBoxSize( targetCent, container );
					VectorSubtract( demo.viewOrigin, targetCent->lerpOrigin, traceStart );
					AngleVectors( demo.viewAngles, forward, 0, 0 );
					if (BoxTraceImpact( traceStart, forward, container, traceImpact )) {
						color = colorRed;
					} else {
						color = colorYellow;
					}
					demoDrawBox( targetCent->lerpOrigin, container, color );
				}
			}

		}
		if ( mov_gridStep.value > 0 && mov_gridRange.value > 0) {
			vec4_t color;
			vec3_t offset;
			qhandle_t shader = trap_R_RegisterShader( "mme/gridline" );
			color[0] = color[1] = color[2] = 1;
			color[3] = 0;
			offset[0] = offset[1] = offset[2] = 0;
			Q_parseColor( mov_gridColor.string, ospColors, color );
			demoDrawGrid( demo.viewOrigin, color, offset, mov_gridWidth.value, mov_gridStep.value, mov_gridRange.value, shader );
		}
	}
	
	if (frameSpeed > 5)
		frameSpeed = 5;

	trap_S_UpdateScale( frameSpeed );
	if (cg.playerCent && cg.predictedPlayerState.pm_type == PM_INTERMISSION) {
		entityNum = cg.snap->ps.clientNum;
	} else if (cg.playerCent) {
		entityNum = cg.playerCent->currentState.number;
	} else {
		entityNum = ENTITYNUM_NONE;
	}
	trap_S_Respatialize( entityNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater);

	trap_FX_End();
	if (captureFrame && stereoSep > 0.0f)
		trap_Cvar_Set("r_stereoSeparation", va("%f", -stereoSep));
	trap_MME_TimeFraction(cg.timeFraction);
	trap_R_RenderScene( &cg.refdef );

	if ( demo.viewType == viewChase && cg.playerCent && ( cg.playerCent->currentState.number < MAX_CLIENTS ) )
		CG_Draw2D();
	
//	CG_DrawSmallString( 0, 0, va( "height %d", cg.playerCent->pe.viewHeight ), 1 );

	if (captureFrame) {
		char fileName[MAX_OSPATH];
		Com_sprintf( fileName, sizeof( fileName ), "capture/%s/%s", mme_demoFileName.string, mov_captureName.string );
		trap_MME_Capture( fileName, captureFPS, demo.viewFocus, demo.viewRadius );
		if ( mov_captureCamera.integer )
			demoAddViewPos( fileName, demo.viewOrigin, demo.viewAngles, demo.viewFov );
	} else {
		if (demo.editType && !cg.playerCent)
			demoDrawCrosshair();
		hudDraw();
		if (demo.editType) {
			demoDrawProgress(trap_MME_ProgressTime());
		}
	}
//checkCaptureEnd:
	if ( demo.capture.active && demo.capture.locked && demo.play.time > demo.capture.end  ) {
		Com_Printf( "Capturing ended\n" );
		if (demo.autoLoad) {
			trap_SendConsoleCommand( "disconnect\n" );
		} 
		demo.capture.active = qfalse;
	}
}
Esempio n. 3
0
/*
* CG_SetupViewDef
*/
static void CG_SetupViewDef( cg_viewdef_t *view, int type, bool flipped )
{
	memset( view, 0, sizeof( cg_viewdef_t ) );

	//
	// VIEW SETTINGS
	//

	view->type = type;
	view->flipped = flipped;

	if( view->type == VIEWDEF_PLAYERVIEW )
	{
		view->POVent = cg.frame.playerState.POVnum;

		view->draw2D = true;

		// set up third-person
		if( cgs.demoPlaying )
			view->thirdperson = CG_DemoCam_GetThirdPerson();
		else if( chaseCam.mode == CAM_THIRDPERSON )
			view->thirdperson = true;
		else
			view->thirdperson = ( cg_thirdPerson->integer != 0 );

		if( cg_entities[view->POVent].serverFrame != cg.frame.serverFrame )
			view->thirdperson = false;

		// check for drawing gun
		if( !view->thirdperson && view->POVent > 0 && view->POVent <= gs.maxclients )
		{
			if( ( cg_entities[view->POVent].serverFrame == cg.frame.serverFrame ) &&
				( cg_entities[view->POVent].current.weapon != 0 ) )
				view->drawWeapon = ( cg_gun->integer != 0 ) && ( cg_gun_alpha->value > 0 );
		}

		// check for chase cams
		if( !( cg.frame.playerState.pmove.pm_flags & PMF_NO_PREDICTION ) )
		{
			if( (unsigned)view->POVent == cgs.playerNum + 1 )
			{
				if( cg_predict->integer && !cgs.demoPlaying )
				{
					view->playerPrediction = true;
				}
			}
		}
	}
	else if( view->type == VIEWDEF_CAMERA )
	{
		CG_DemoCam_GetViewDef( view );
	}
	else
	{
		module_Error( "CG_SetupView: Invalid view type %i\n", view->type );
	}

	//
	// SETUP REFDEF FOR THE VIEW SETTINGS
	//

	if( view->type == VIEWDEF_PLAYERVIEW )
	{
		int i;
		vec3_t viewoffset;

		if( view->playerPrediction )
		{
			CG_PredictMovement();

			// fixme: crouching is predicted now, but it looks very ugly
			VectorSet( viewoffset, 0.0f, 0.0f, cg.predictedPlayerState.viewheight );

			for( i = 0; i < 3; i++ )
			{
				view->origin[i] = cg.predictedPlayerState.pmove.origin[i] + viewoffset[i] - ( 1.0f - cg.lerpfrac ) * cg.predictionError[i];
				view->angles[i] = cg.predictedPlayerState.viewangles[i];
			}

			CG_ViewSmoothPredictedSteps( view->origin ); // smooth out stair climbing

			if( cg_viewBob->integer && !cg_thirdPerson->integer ) {
				view->origin[2] += CG_ViewSmoothFallKick() * 6.5f;
			}
		}
		else
		{
			cg.predictingTimeStamp = cg.time;
			cg.predictFrom = 0;

			// we don't run prediction, but we still set cg.predictedPlayerState with the interpolation
			CG_InterpolatePlayerState( &cg.predictedPlayerState );

			VectorSet( viewoffset, 0.0f, 0.0f, cg.predictedPlayerState.viewheight );

			VectorAdd( cg.predictedPlayerState.pmove.origin, viewoffset, view->origin );
			VectorCopy( cg.predictedPlayerState.viewangles, view->angles );
		}

		view->refdef.fov_x = cg.predictedPlayerState.fov;

		CG_CalcViewBob();

		VectorCopy( cg.predictedPlayerState.pmove.velocity, view->velocity );
	}
	else if( view->type == VIEWDEF_CAMERA )
	{
		view->refdef.fov_x = CG_DemoCam_GetOrientation( view->origin, view->angles, view->velocity );
	}

	Matrix3_FromAngles( view->angles, view->axis );
	if( view->flipped )
		VectorInverse( &view->axis[AXIS_RIGHT] );

	// view rectangle size
	view->refdef.x = scr_vrect.x;
	view->refdef.y = scr_vrect.y;
	view->refdef.width = scr_vrect.width;
	view->refdef.height = scr_vrect.height;
	view->refdef.time = cg.time;
	view->refdef.areabits = cg.frame.areabits;
	view->refdef.scissor_x = scr_vrect.x;
	view->refdef.scissor_y = scr_vrect.y;
	view->refdef.scissor_width = scr_vrect.width;
	view->refdef.scissor_height = scr_vrect.height;

	view->refdef.fov_y = CalcFov( view->refdef.fov_x, view->refdef.width, view->refdef.height );

	AdjustFov( &view->refdef.fov_x, &view->refdef.fov_y, view->refdef.width, view->refdef.height, false );

	view->fracDistFOV = tan( view->refdef.fov_x * ( M_PI/180 ) * 0.5f );

	view->refdef.minLight = 0.3f;

	if( view->thirdperson )
		CG_ThirdPersonOffsetView( view );

	if( !view->playerPrediction )
		cg.predictedWeaponSwitch = 0;

	VectorCopy( cg.view.origin, view->refdef.vieworg );
	Matrix3_Copy( cg.view.axis, view->refdef.viewaxis );
	VectorInverse( &view->refdef.viewaxis[AXIS_RIGHT] );

	view->refdef.colorCorrection = NULL;
	if( cg_colorCorrection->integer )
	{
		int colorCorrection = GS_ColorCorrection();
		if( ( colorCorrection > 0 ) && ( colorCorrection < MAX_IMAGES ) )
			view->refdef.colorCorrection = cgs.imagePrecache[colorCorrection];
	}
}