/* ================== V_CalcSpectatorRefdef ================== */ void V_CalcSpectatorRefdef ( struct ref_params_s * pparams ) { static vec3_t velocity ( 0.0f, 0.0f, 0.0f); static int lastWeaponModelIndex = 0; static int lastViewModelIndex = 0; cl_entity_t * ent = gEngfuncs.GetEntityByIndex( g_iUser2 ); pparams->onlyClientDraw = false; // refresh position VectorCopy ( pparams->simorg, v_sim_org ); // get old values VectorCopy ( pparams->cl_viewangles, v_cl_angles ); VectorCopy ( pparams->viewangles, v_angles ); VectorCopy ( pparams->vieworg, v_origin ); if ( ( g_iUser1 == OBS_IN_EYE || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) && ent ) { // calculate player velocity float timeDiff = ent->curstate.msg_time - ent->prevstate.msg_time; if ( timeDiff > 0 ) { vec3_t distance; VectorSubtract(ent->prevstate.origin, ent->curstate.origin, distance); VectorScale(distance, 1/timeDiff, distance ); velocity[0] = velocity[0]*0.9f + distance[0]*0.1f; velocity[1] = velocity[1]*0.9f + distance[1]*0.1f; velocity[2] = velocity[2]*0.9f + distance[2]*0.1f; VectorCopy(velocity, pparams->simvel); } // predict missing client data and set weapon model ( in HLTV mode or inset in eye mode ) #ifdef _TFC if ( gEngfuncs.IsSpectateOnly() || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) #else if ( gEngfuncs.IsSpectateOnly() ) #endif { V_GetInEyePos( g_iUser2, pparams->simorg, pparams->cl_viewangles ); pparams->health = 1; cl_entity_t * gunModel = gEngfuncs.GetViewModel(); if ( lastWeaponModelIndex != ent->curstate.weaponmodel ) { // weapon model changed lastWeaponModelIndex = ent->curstate.weaponmodel; lastViewModelIndex = V_FindViewModelByWeaponModel( lastWeaponModelIndex ); if ( lastViewModelIndex ) { gEngfuncs.pfnWeaponAnim(0,0); // reset weapon animation } else { // model not found gunModel->model = NULL; // disable weapon model lastWeaponModelIndex = lastViewModelIndex = 0; } } if ( lastViewModelIndex ) { gunModel->model = IEngineStudio.GetModelByIndex( lastViewModelIndex ); gunModel->curstate.modelindex = lastViewModelIndex; gunModel->curstate.frame = 0; gunModel->curstate.colormap = 0; gunModel->index = g_iUser2; } else { gunModel->model = NULL; // disable weaopn model } } else { // only get viewangles from entity VectorCopy ( ent->angles, pparams->cl_viewangles ); pparams->cl_viewangles[PITCH]*=-3.0f; // see CL_ProcessEntityUpdate() } } v_frametime = pparams->frametime; if ( pparams->nextView == 0 ) { // first renderer cycle, full screen switch ( g_iUser1 ) { case OBS_CHASE_LOCKED: V_GetChasePos( g_iUser2, NULL, v_origin, v_angles ); break; case OBS_CHASE_FREE: V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles ); break; case OBS_ROAMING : VectorCopy (v_cl_angles, v_angles); VectorCopy (v_sim_org, v_origin); // override values if director is active gHUD.m_Spectator.GetDirectorCamera(v_origin, v_angles); break; case OBS_IN_EYE : V_CalcNormalRefdef ( pparams ); break; case OBS_MAP_FREE : pparams->onlyClientDraw = true; V_GetMapFreePosition( v_cl_angles, v_origin, v_angles ); break; case OBS_MAP_CHASE : pparams->onlyClientDraw = true; V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles ); break; } if ( gHUD.m_Spectator.m_pip->value ) pparams->nextView = 1; // force a second renderer view gHUD.m_Spectator.m_iDrawCycle = 0; } else { // second renderer cycle, inset window // set inset parameters pparams->viewport[0] = XRES(gHUD.m_Spectator.m_OverviewData.insetWindowX); // change viewport to inset window pparams->viewport[1] = YRES(gHUD.m_Spectator.m_OverviewData.insetWindowY); pparams->viewport[2] = XRES(gHUD.m_Spectator.m_OverviewData.insetWindowWidth); pparams->viewport[3] = YRES(gHUD.m_Spectator.m_OverviewData.insetWindowHeight); pparams->nextView = 0; // on further view // override some settings in certain modes switch ( (int)gHUD.m_Spectator.m_pip->value ) { case INSET_CHASE_FREE : V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles ); break; case INSET_IN_EYE : V_CalcNormalRefdef ( pparams ); break; case INSET_MAP_FREE : pparams->onlyClientDraw = true; V_GetMapFreePosition( v_cl_angles, v_origin, v_angles ); break; case INSET_MAP_CHASE : pparams->onlyClientDraw = true; if ( g_iUser1 == OBS_ROAMING ) V_GetMapChasePosition( 0, v_cl_angles, v_origin, v_angles ); else V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles ); break; } gHUD.m_Spectator.m_iDrawCycle = 1; } // write back new values into pparams VectorCopy ( v_cl_angles, pparams->cl_viewangles ); VectorCopy ( v_angles, pparams->viewangles ) VectorCopy ( v_origin, pparams->vieworg ); }
/* ================== V_CalcSpectatorRefdef ================== */ void V_CalcSpectatorRefdef ( struct ref_params_s * pparams ) { vec3_t angles; static viewinterp_t ViewInterp; static float bob = 0.0f; static vec3_t velocity ( 0.0f, 0.0f, 0.0f); static int lastWeaponModelIndex = 0; static int lastViewModelIndex = 0; cl_entity_t * ent = gEngfuncs.GetEntityByIndex( g_iUser2 ); cl_entity_t * gunModel = gEngfuncs.GetViewModel(); static float lasttime; static float lastang[3]; static float lastorg[3]; vec3_t delta; pparams->onlyClientDraw = false; // refresh position VectorCopy ( pparams->simorg, v_sim_org ); // get old values VectorCopy ( pparams->cl_viewangles, v_cl_angles ); VectorCopy ( pparams->viewangles, v_angles ); VectorCopy ( pparams->vieworg, v_origin ); v_frametime = pparams->frametime; if ( pparams->nextView == 0 ) { // first renderer cycle, full screen switch ( g_iUser1 ) { case OBS_CHASE_LOCKED: V_GetChasePos( g_iUser2, NULL, v_origin, v_angles ); break; case OBS_CHASE_FREE: V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles ); break; case OBS_ROAMING : VectorCopy (v_cl_angles, v_angles); VectorCopy (v_sim_org, v_origin); break; case OBS_IN_EYE : V_GetInEyePos( g_iUser2, v_origin, v_angles ); break; case OBS_MAP_FREE : pparams->onlyClientDraw = true; V_GetMapFreePosition( v_cl_angles, v_origin, v_angles ); break; case OBS_MAP_CHASE : pparams->onlyClientDraw = true; V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles ); break; } if ( gHUD.m_Spectator.m_pip->value ) pparams->nextView = 1; // force a second renderer view gHUD.m_Spectator.m_iDrawCycle = 0; } else { // second renderer cycle, inset window // set inset parameters pparams->viewport[0] = XRES(gHUD.m_Spectator.m_OverviewData.insetWindowX); // change viewport to inset window pparams->viewport[1] = YRES(gHUD.m_Spectator.m_OverviewData.insetWindowY); pparams->viewport[2] = XRES(gHUD.m_Spectator.m_OverviewData.insetWindowWidth); pparams->viewport[3] = YRES(gHUD.m_Spectator.m_OverviewData.insetWindowHeight); pparams->nextView = 0; // on further view pparams->onlyClientDraw = false; // override some settings in certain modes switch ( (int)gHUD.m_Spectator.m_pip->value ) { case INSET_CHASE_FREE : V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles ); break; case INSET_IN_EYE : V_GetInEyePos( g_iUser2, v_origin, v_angles ); break; case INSET_MAP_FREE : pparams->onlyClientDraw = true; V_GetMapFreePosition( v_cl_angles, v_origin, v_angles ); break; case INSET_MAP_CHASE : pparams->onlyClientDraw = true; if ( g_iUser1 == OBS_ROAMING ) V_GetMapChasePosition( 0, v_cl_angles, v_origin, v_angles ); else V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles ); break; } gHUD.m_Spectator.m_iDrawCycle = 1; } // do the smoothing only once per frame, not in roaming or map mode if ( (gHUD.m_Spectator.m_iDrawCycle == 0) && (g_iUser1 == OBS_IN_EYE) ) { // smooth angles VectorSubtract( v_angles, lastang, delta ); if ( Length( delta ) != 0.0f ) { VectorCopy( v_angles, ViewInterp.Angles[ ViewInterp.CurrentAngle & ORIGIN_MASK ] ); ViewInterp.AngleTime[ ViewInterp.CurrentAngle & ORIGIN_MASK ] = pparams->time; ViewInterp.CurrentAngle++; VectorCopy( v_angles, lastang ); } if ( cl_vsmoothing && cl_vsmoothing->value ) { int foundidx; int i; float t; t = pparams->time - cl_vsmoothing->value; for ( i = 1; i < ORIGIN_MASK; i++ ) { foundidx = ViewInterp.CurrentAngle - 1 - i; if ( ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ] <= t ) break; } if ( i < ORIGIN_MASK && ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ] != 0.0 ) { // Interpolate double dt; float da; vec3_t v1,v2; AngleVectors( ViewInterp.Angles[ foundidx & ORIGIN_MASK ], v1, NULL, NULL ); AngleVectors( ViewInterp.Angles[ (foundidx + 1) & ORIGIN_MASK ], v2, NULL, NULL ); da = AngleBetweenVectors( v1, v2 ); dt = ViewInterp.AngleTime[ (foundidx + 1) & ORIGIN_MASK ] - ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ]; if ( dt > 0.0 && ( da < 22.5f) ) { double frac; frac = ( t - ViewInterp.AngleTime[ foundidx & ORIGIN_MASK] ) / dt; frac = min( 1.0, frac ); // interpolate angles InterpolateAngles( ViewInterp.Angles[ foundidx & ORIGIN_MASK ], ViewInterp.Angles[ (foundidx + 1) & ORIGIN_MASK ], v_angles, frac ); } } } // smooth origin VectorSubtract( v_origin, lastorg, delta ); if ( Length( delta ) != 0.0 ) { VectorCopy( v_origin, ViewInterp.Origins[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] ); ViewInterp.OriginTime[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] = pparams->time; ViewInterp.CurrentOrigin++; VectorCopy( v_origin, lastorg ); } // don't smooth in roaming (already smoothd), if ( cl_vsmoothing && cl_vsmoothing->value ) { int foundidx; int i; float t; t = pparams->time - cl_vsmoothing->value; for ( i = 1; i < ORIGIN_MASK; i++ ) { foundidx = ViewInterp.CurrentOrigin - 1 - i; if ( ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] <= t ) break; } if ( i < ORIGIN_MASK && ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] != 0.0 ) { // Interpolate vec3_t delta; double frac; double dt; vec3_t neworg; dt = ViewInterp.OriginTime[ (foundidx + 1) & ORIGIN_MASK ] - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ]; if ( dt > 0.0 ) { frac = ( t - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK] ) / dt; frac = min( 1.0, frac ); VectorSubtract( ViewInterp.Origins[ ( foundidx + 1 ) & ORIGIN_MASK ], ViewInterp.Origins[ foundidx & ORIGIN_MASK ], delta ); VectorMA( ViewInterp.Origins[ foundidx & ORIGIN_MASK ], frac, delta, neworg ); // Dont interpolate large changes if ( Length( delta ) < 64 ) { VectorCopy( neworg, v_origin ); } } } } } // Hack in weapon model: if ( (g_iUser1 == OBS_IN_EYE || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE) && ent && g_iUser2 ) { // get position for weapon model VectorCopy( v_origin, gunModel->origin); VectorCopy( v_angles, gunModel->angles); // add idle tremble gunModel->angles[PITCH]*=-1; // calculate player velocity float timeDiff = ent->curstate.msg_time - ent->prevstate.msg_time; if ( timeDiff > 0 ) { vec3_t distance; VectorSubtract(ent->prevstate.origin, ent->curstate.origin, distance); VectorScale(distance, 1/timeDiff, distance ); velocity[0] = velocity[0]*0.66f + distance[0]*0.33f; velocity[1] = velocity[1]*0.66f + distance[1]*0.33f; velocity[2] = velocity[2]*0.66f + distance[2]*0.33f; VectorCopy(velocity, pparams->simvel); pparams->onground = 1; bob = V_CalcBob( pparams ); } vec3_t forward; AngleVectors(v_angles, forward, NULL, NULL ); for ( int i = 0; i < 3; i++ ) { gunModel->origin[ i ] += bob * 0.4 * forward[ i ]; } // throw in a little tilt. gunModel->angles[YAW] -= bob * 0.5; gunModel->angles[ROLL] -= bob * 1; gunModel->angles[PITCH] -= bob * 0.3; VectorCopy( gunModel->angles, gunModel->curstate.angles ); VectorCopy( gunModel->angles, gunModel->latched.prevangles ); if ( lastWeaponModelIndex != ent->curstate.weaponmodel ) { // weapon model changed lastWeaponModelIndex = ent->curstate.weaponmodel; lastViewModelIndex = V_FindViewModelByWeaponModel( lastWeaponModelIndex ); if ( lastViewModelIndex ) { gEngfuncs.pfnWeaponAnim(0,0); // reset weapon animation } else { // model not found gunModel->model = NULL; // disable weaopn model lastWeaponModelIndex = lastViewModelIndex = 0; } } if ( lastViewModelIndex ) { gunModel->model = IEngineStudio.GetModelByIndex( lastViewModelIndex ); gunModel->curstate.modelindex = lastViewModelIndex; gunModel->curstate.frame = 0; gunModel->curstate.colormap = 0; gunModel->index = g_iUser2; } else { gunModel->model = NULL; // disable weaopn model } } else { gunModel->model = NULL; // disable weaopn model lastWeaponModelIndex = lastViewModelIndex = 0; } lasttime = pparams->time; // write back new values into pparams VectorCopy ( v_angles, pparams->viewangles ) VectorCopy ( v_origin, pparams->vieworg ); }