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/*
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cl_view.c - player rendering positioning
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Copyright (C) 2009 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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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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*/
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#include "common.h"
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#include "client.h"
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#include "const.h"
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#include "entity_types.h"
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#include "gl_local.h"
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#include "vgui_draw.h"
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#include "sound.h"
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/*
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===============
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V_CalcViewRect
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calc frame rectangle (Quake1 style)
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===============
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*/
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void V_CalcViewRect( void )
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{
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qboolean full = false;
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int sb_lines;
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float size;
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// intermission is always full screen
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if( cl.intermission ) size = 120.0f;
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else size = scr_viewsize->value;
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if( size >= 120.0f )
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sb_lines = 0; // no status bar at all
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else if( size >= 110.0f )
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sb_lines = 24; // no inventory
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else sb_lines = 48;
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if( scr_viewsize->value >= 100.0 )
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{
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full = true;
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size = 100.0f;
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}
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else size = scr_viewsize->value;
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if( cl.intermission )
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{
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size = 100.0f;
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sb_lines = 0;
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full = true;
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}
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size /= 100.0;
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clgame.viewport[2] = glState.width * size;
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clgame.viewport[3] = glState.height * size;
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if( clgame.viewport[3] > glState.height - sb_lines )
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clgame.viewport[3] = glState.height - sb_lines;
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if( clgame.viewport[3] > glState.height )
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clgame.viewport[3] = glState.height;
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clgame.viewport[0] = ( glState.width - clgame.viewport[2] ) / 2;
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if( full ) clgame.viewport[1] = 0;
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else clgame.viewport[1] = ( glState.height - sb_lines - clgame.viewport[3] ) / 2;
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}
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/*
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===============
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V_SetupViewModel
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===============
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*/
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void V_SetupViewModel( void )
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{
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cl_entity_t *view = &clgame.viewent;
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player_info_t *info = &cl.players[cl.playernum];
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if( !cl.local.weaponstarttime )
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cl.local.weaponstarttime = cl.time;
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// setup the viewent variables
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view->curstate.colormap = (info->topcolor & 0xFFFF)|((info->bottomcolor << 8) & 0xFFFF);
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view->curstate.number = cl.playernum + 1;
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view->index = cl.playernum + 1;
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view->model = CL_ModelHandle( cl.local.viewmodel );
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view->curstate.modelindex = cl.local.viewmodel;
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view->curstate.sequence = cl.local.weaponsequence;
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view->curstate.rendermode = kRenderNormal;
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// alias models has another animation methods
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if( view->model && view->model->type == mod_studio )
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{
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view->curstate.animtime = cl.local.weaponstarttime;
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view->curstate.frame = 0.0f;
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}
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}
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/*
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===============
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V_SetRefParams
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===============
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*/
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void V_SetRefParams( ref_params_t *fd )
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{
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memset( fd, 0, sizeof( ref_params_t ));
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// probably this is not needs
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VectorCopy( RI.vieworg, fd->vieworg );
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VectorCopy( RI.viewangles, fd->viewangles );
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fd->frametime = host.frametime;
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fd->time = cl.time;
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fd->intermission = cl.intermission;
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fd->paused = (cl.paused != 0);
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fd->spectator = (cls.spectator != 0);
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fd->onground = (cl.local.onground != -1);
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fd->waterlevel = cl.local.waterlevel;
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VectorCopy( cl.simvel, fd->simvel );
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VectorCopy( cl.simorg, fd->simorg );
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VectorCopy( cl.viewheight, fd->viewheight );
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fd->idealpitch = cl.local.idealpitch;
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VectorCopy( cl.viewangles, fd->cl_viewangles );
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fd->health = cl.local.health;
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VectorCopy( cl.crosshairangle, fd->crosshairangle );
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fd->viewsize = scr_viewsize->value;
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VectorCopy( cl.punchangle, fd->punchangle );
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fd->maxclients = cl.maxclients;
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fd->viewentity = cl.viewentity;
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fd->playernum = cl.playernum;
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fd->max_entities = clgame.maxEntities;
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fd->demoplayback = cls.demoplayback;
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fd->hardware = 1; // OpenGL
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if( cl.first_frame || cl.skip_interp )
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{
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cl.first_frame = false; // now can be unlocked
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fd->smoothing = true; // NOTE: currently this used to prevent ugly un-duck effect while level is changed
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}
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else fd->smoothing = cl.local.pushmsec; // enable smoothing in multiplayer by server request (AMX uses)
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// get pointers to movement vars and user cmd
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fd->movevars = &clgame.movevars;
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fd->cmd = cl.cmd;
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// setup viewport
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fd->viewport[0] = clgame.viewport[0];
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fd->viewport[1] = clgame.viewport[1];
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fd->viewport[2] = clgame.viewport[2];
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fd->viewport[3] = clgame.viewport[3];
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fd->onlyClientDraw = 0; // reset clientdraw
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fd->nextView = 0; // reset nextview
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}
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/*
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===============
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V_MergeOverviewRefdef
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merge refdef with overview settings
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===============
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*/
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void V_RefApplyOverview( ref_viewpass_t *rvp )
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{
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ref_overview_t *ov = &clgame.overView;
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float aspect;
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float size_x, size_y;
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vec2_t mins, maxs;
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if( !CL_IsDevOverviewMode( ))
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return;
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// NOTE: Xash3D may use 16:9 or 16:10 aspects
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aspect = (float)glState.width / (float)glState.height;
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size_x = fabs( 8192.0f / ov->flZoom );
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size_y = fabs( 8192.0f / (ov->flZoom * aspect ));
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// compute rectangle
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ov->xLeft = -(size_x / 2);
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ov->xRight = (size_x / 2);
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ov->yTop = -(size_y / 2);
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ov->yBottom = (size_y / 2);
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if( CL_IsDevOverviewMode() == 1 )
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{
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Con_NPrintf( 0, " Overview: Zoom %.2f, Map Origin (%.2f, %.2f, %.2f), Z Min %.2f, Z Max %.2f, Rotated %i\n",
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ov->flZoom, ov->origin[0], ov->origin[1], ov->origin[2], ov->zNear, ov->zFar, ov->rotated );
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}
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VectorCopy( ov->origin, rvp->vieworigin );
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rvp->vieworigin[2] = ov->zFar + ov->zNear;
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Vector2Copy( rvp->vieworigin, mins );
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Vector2Copy( rvp->vieworigin, maxs );
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mins[!ov->rotated] += ov->xLeft;
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maxs[!ov->rotated] += ov->xRight;
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mins[ov->rotated] += ov->yTop;
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maxs[ov->rotated] += ov->yBottom;
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rvp->viewangles[0] = 90.0f;
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rvp->viewangles[1] = 90.0f;
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rvp->viewangles[2] = (ov->rotated) ? (ov->flZoom < 0.0f) ? 180.0f : 0.0f : (ov->flZoom < 0.0f) ? -90.0f : 90.0f;
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SetBits( rvp->flags, RF_DRAW_OVERVIEW );
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Mod_SetOrthoBounds( mins, maxs );
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}
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/*
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=============
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V_GetRefParams
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=============
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*/
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void V_GetRefParams( ref_params_t *fd, ref_viewpass_t *rvp )
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{
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// part1: deniable updates
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VectorCopy( fd->simvel, cl.simvel );
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VectorCopy( fd->simorg, cl.simorg );
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VectorCopy( fd->punchangle, cl.punchangle );
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VectorCopy( fd->viewheight, cl.viewheight );
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// part2: really used updates
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VectorCopy( fd->crosshairangle, cl.crosshairangle );
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VectorCopy( fd->cl_viewangles, cl.viewangles );
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// setup ref_viewpass
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rvp->viewport[0] = fd->viewport[0];
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rvp->viewport[1] = fd->viewport[1];
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rvp->viewport[2] = fd->viewport[2];
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rvp->viewport[3] = fd->viewport[3];
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VectorCopy( fd->vieworg, rvp->vieworigin );
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VectorCopy( fd->viewangles, rvp->viewangles );
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rvp->viewentity = fd->viewentity;
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// calc FOV
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rvp->fov_x = bound( 10.0f, cl.local.scr_fov, 150.0f ); // this is a final fov value
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// first we need to compute FOV and other things that needs for frustum properly work
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rvp->fov_y = V_CalcFov( &rvp->fov_x, clgame.viewport[2], clgame.viewport[3] );
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// adjust FOV for widescreen
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if( glState.wideScreen && r_adjust_fov->value )
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V_AdjustFov( &rvp->fov_x, &rvp->fov_y, clgame.viewport[2], clgame.viewport[3], false );
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rvp->flags = 0;
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if( fd->onlyClientDraw )
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SetBits( rvp->flags, RF_ONLY_CLIENTDRAW );
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SetBits( rvp->flags, RF_DRAW_WORLD );
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}
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/*
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==================
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V_PreRender
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==================
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*/
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qboolean V_PreRender( void )
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{
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// too early
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if( !glw_state.initialized )
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return false;
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if( host.status == HOST_NOFOCUS )
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return false;
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if( host.status == HOST_SLEEP )
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return false;
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// if the screen is disabled (loading plaque is up)
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if( cls.disable_screen )
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{
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if(( host.realtime - cls.disable_screen ) > cl_timeout->value )
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{
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Con_Reportf( "V_PreRender: loading plaque timed out\n" );
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cls.disable_screen = 0.0f;
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}
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return false;
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}
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R_BeginFrame( !cl.paused );
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return true;
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}
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//============================================================================
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/*
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==================
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V_RenderView
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==================
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*/
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void V_RenderView( void )
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{
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ref_params_t rp;
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ref_viewpass_t rvp;
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int viewnum = 0;
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if( !cl.video_prepped || ( UI_IsVisible() && !cl.background ))
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return; // still loading
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V_CalcViewRect (); // compute viewport rectangle
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V_SetRefParams( &rp );
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V_SetupViewModel ();
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R_Set2DMode( false );
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SCR_DirtyScreen();
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GL_BackendStartFrame ();
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do
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{
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clgame.dllFuncs.pfnCalcRefdef( &rp );
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V_GetRefParams( &rp, &rvp );
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V_RefApplyOverview( &rvp );
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if( viewnum == 0 && FBitSet( rvp.flags, RF_ONLY_CLIENTDRAW ))
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{
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pglClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
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pglClear( GL_COLOR_BUFFER_BIT );
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}
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R_RenderFrame( &rvp );
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S_UpdateFrame( &rvp );
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viewnum++;
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} while( rp.nextView );
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// draw debug triangles on a server
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SV_DrawDebugTriangles ();
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GL_BackendEndFrame ();
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}
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/*
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==================
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V_PostRender
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==================
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*/
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void V_PostRender( void )
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{
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static double oldtime;
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qboolean draw_2d = false;
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R_AllowFog( false );
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R_Set2DMode( true );
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if( cls.state == ca_active && cls.signon == SIGNONS && cls.scrshot_action != scrshot_mapshot )
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{
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SCR_TileClear();
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CL_DrawHUD( CL_ACTIVE );
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VGui_Paint();
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}
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switch( cls.scrshot_action )
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{
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case scrshot_inactive:
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case scrshot_normal:
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case scrshot_snapshot:
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draw_2d = true;
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break;
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}
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if( draw_2d )
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{
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SCR_RSpeeds();
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SCR_NetSpeeds();
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SCR_DrawNetGraph();
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SV_DrawOrthoTriangles();
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CL_DrawDemoRecording();
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CL_DrawHUD( CL_CHANGELEVEL );
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R_ShowTextures();
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R_ShowTree();
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Con_DrawConsole();
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UI_UpdateMenu( host.realtime );
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Con_DrawVersion();
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Con_DrawDebug(); // must be last
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S_ExtraUpdate();
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}
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SCR_MakeScreenShot();
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R_AllowFog( true );
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R_EndFrame();
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}
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