/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

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.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// view.c -- player eye positioning

#include "quakedef.h"
#include "cl_collision.h"

/*

The view is allowed to move slightly from it's true position for bobbing,
but if it exceeds 8 pixels linear distance (spherical, not box), the list of
entities sent from the server may not include everything in the pvs, especially
when crossing a water boudnary.

*/

cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};

cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};

cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};

cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};

cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};

cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};

cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};

cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};

cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};

cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};

cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
// GAME_GOODVSBAD2
cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};

cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};

float	v_dmg_time, v_dmg_roll, v_dmg_pitch;


/*
===============
V_CalcRoll

Used by view and sv_user
===============
*/
float V_CalcRoll (vec3_t angles, vec3_t velocity)
{
	vec3_t	right;
	float	sign;
	float	side;
	float	value;

	AngleVectors (angles, NULL, right, NULL);
	side = DotProduct (velocity, right);
	sign = side < 0 ? -1 : 1;
	side = fabs(side);

	value = cl_rollangle.value;

	if (side < cl_rollspeed.value)
		side = side * value / cl_rollspeed.value;
	else
		side = value;

	return side*sign;

}

void V_StartPitchDrift (void)
{
	if (cl.laststop == cl.time)
		return;		// something else is keeping it from drifting

	if (cl.nodrift || !cl.pitchvel)
	{
		cl.pitchvel = v_centerspeed.value;
		cl.nodrift = false;
		cl.driftmove = 0;
	}
}

void V_StopPitchDrift (void)
{
	cl.laststop = cl.time;
	cl.nodrift = true;
	cl.pitchvel = 0;
}

/*
===============
V_DriftPitch

Moves the client pitch angle towards cl.idealpitch sent by the server.

If the user is adjusting pitch manually, either with lookup/lookdown,
mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.

Drifting is enabled when the center view key is hit, mlook is released and
lookspring is non 0, or when
===============
*/
void V_DriftPitch (void)
{
	float		delta, move;

	if (noclip_anglehack || !cl.onground || cls.demoplayback )
	{
		cl.driftmove = 0;
		cl.pitchvel = 0;
		return;
	}

// don't count small mouse motion
	if (cl.nodrift)
	{
		if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
			cl.driftmove = 0;
		else
			cl.driftmove += cl.realframetime;

		if ( cl.driftmove > v_centermove.value)
		{
			V_StartPitchDrift ();
		}
		return;
	}

	delta = cl.idealpitch - cl.viewangles[PITCH];

	if (!delta)
	{
		cl.pitchvel = 0;
		return;
	}

	move = cl.realframetime * cl.pitchvel;
	cl.pitchvel += cl.realframetime * v_centerspeed.value;

	if (delta > 0)
	{
		if (move > delta)
		{
			cl.pitchvel = 0;
			move = delta;
		}
		cl.viewangles[PITCH] += move;
	}
	else if (delta < 0)
	{
		if (move > -delta)
		{
			cl.pitchvel = 0;
			move = -delta;
		}
		cl.viewangles[PITCH] -= move;
	}
}


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

						SCREEN FLASHES

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


/*
===============
V_ParseDamage
===============
*/
void V_ParseDamage (void)
{
	int armor, blood;
	vec3_t from;
	//vec3_t forward, right;
	vec3_t localfrom;
	entity_t *ent;
	//float side;
	float count;

	armor = MSG_ReadByte ();
	blood = MSG_ReadByte ();
	MSG_ReadVector(from, cls.protocol);

	count = blood*0.5 + armor*0.5;
	if (count < 10)
		count = 10;

	cl.faceanimtime = cl.time + 0.2;		// put sbar face into pain frame

	cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
	if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
		cl.cshifts[CSHIFT_DAMAGE].percent = 0;
	if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
		cl.cshifts[CSHIFT_DAMAGE].percent = 150;

	if (armor > blood)
	{
		cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
		cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
		cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
	}
	else if (armor)
	{
		cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
		cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
		cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
	}
	else
	{
		cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
		cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
		cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
	}

	// calculate view angle kicks
	if (cl.entities[cl.viewentity].state_current.active)
	{
		ent = &cl.entities[cl.viewentity];
		Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
		VectorNormalize(localfrom);
		v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
		v_dmg_roll = count * localfrom[1] * v_kickroll.value;
		v_dmg_time = v_kicktime.value;
	}
}

static cshift_t v_cshift;

/*
==================
V_cshift_f
==================
*/
static void V_cshift_f (void)
{
	v_cshift.destcolor[0] = atof(Cmd_Argv(1));
	v_cshift.destcolor[1] = atof(Cmd_Argv(2));
	v_cshift.destcolor[2] = atof(Cmd_Argv(3));
	v_cshift.percent = atof(Cmd_Argv(4));
}


/*
==================
V_BonusFlash_f

When you run over an item, the server sends this command
==================
*/
static void V_BonusFlash_f (void)
{
	cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
	cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
	cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
	cl.cshifts[CSHIFT_BONUS].percent = 50;
}

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

						VIEW RENDERING

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

extern matrix4x4_t viewmodelmatrix;

#include "cl_collision.h"
#include "csprogs.h"

/*
==================
V_CalcRefdef

==================
*/
void V_CalcRefdef (void)
{
	entity_t *ent;
	float vieworg[3], gunorg[3], viewangles[3], smoothtime;
	trace_t trace;
	VectorClear(gunorg);
	viewmodelmatrix = identitymatrix;
	r_view.matrix = identitymatrix;
	if (cls.state == ca_connected && cls.signon == SIGNONS)
	{
		// ent is the view entity (visible when out of body)
		ent = &cl.entities[cl.viewentity];
		// player can look around, so take the origin from the entity,
		// and the angles from the input system
		Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
		VectorCopy(cl.viewangles, viewangles);

		// calculate how much time has passed since the last V_CalcRefdef
		smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
		cl.stairsmoothtime = cl.time;

		// fade damage flash
		if (v_dmg_time > 0)
			v_dmg_time -= bound(0, smoothtime, 0.1);

		if (cl.intermission)
		{
			// entity is a fixed camera, just copy the matrix
			if (cls.protocol == PROTOCOL_QUAKEWORLD)
				Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
			else
			{
				r_view.matrix = ent->render.matrix;
				Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
			}
			viewmodelmatrix = r_view.matrix;
		}
		else
		{
			// smooth stair stepping, but only if onground and enabled
			if (!cl.onground || cl_stairsmoothspeed.value <= 0)
				cl.stairsmoothz = vieworg[2];
			else
			{
				if (cl.stairsmoothz < vieworg[2])
					vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
				else if (cl.stairsmoothz > vieworg[2])
					vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
			}

			// apply qw weapon recoil effect (this did not work in QW)
			// TODO: add a cvar to disable this
			viewangles[PITCH] += cl.qw_weaponkick;

			if (chase_active.value)
			{
				// observing entity from third person
				vec_t camback, camup, dist, forward[3], chase_dest[3];

				camback = bound(0, chase_back.value, 128);
				if (chase_back.value != camback)
					Cvar_SetValueQuick(&chase_back, camback);
				camup = bound(-48, chase_up.value, 96);
				if (chase_up.value != camup)
					Cvar_SetValueQuick(&chase_up, camup);

				// this + 22 is to match view_ofs for compatibility with older versions
				camup += 22;

				if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
				{
					// look straight down from high above
					viewangles[0] = 90;
					camback = 2048;
				}
				AngleVectors(viewangles, forward, NULL, NULL);

				// trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
				dist = -camback - 8;
				chase_dest[0] = vieworg[0] + forward[0] * dist;
				chase_dest[1] = vieworg[1] + forward[1] * dist;
				chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
				trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
				VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
			}
			else
			{
				// first person view from entity
				// angles
				if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
					viewangles[ROLL] = v_deathtiltangle.value;
				VectorAdd(viewangles, cl.punchangle, viewangles);
				viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
				if (v_dmg_time > 0)
				{
					viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
					viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
				}
				// origin
				VectorAdd(vieworg, cl.punchvector, vieworg);
				vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
				if (cl.stats[STAT_HEALTH] > 0)
				{
					double xyspeed, bob;

					xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
					if (cl_bob.value && cl_bobcycle.value)
					{
						float cycle;
						// LordHavoc: this code is *weird*, but not replacable (I think it
						// should be done in QC on the server, but oh well, quake is quake)
						// LordHavoc: figured out bobup: the time at which the sin is at 180
						// degrees (which allows lengthening or squishing the peak or valley)
						cycle = cl.time / cl_bobcycle.value;
						cycle -= (int) cycle;
						if (cycle < cl_bobup.value)
							cycle = sin(M_PI * cycle / cl_bobup.value);
						else
							cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
						// bob is proportional to velocity in the xy plane
						// (don't count Z, or jumping messes it up)
						bob = xyspeed * cl_bob.value;
						bob = bob*0.3 + bob*0.7*cycle;
						vieworg[2] += bound(-7, bob, 4);
					}

					VectorCopy(vieworg, gunorg);

					if (cl_bob.value && cl_bobmodel.value)
					{
						// calculate for swinging gun model
						// the gun bobs when running on the ground, but doesn't bob when you're in the air.
						// Sajt: I tried to smooth out the transitions between bob and no bob, which works
						// for the most part, but for some reason when you go through a message trigger or
						// pick up an item or anything like that it will momentarily jolt the gun.
						vec3_t forward, right, up;
						float bspeed;
						float s;
						float t;

						s = cl.time * cl_bobmodel_speed.value;
						if (cl.onground)
						{
							if (cl.time - cl.hitgroundtime < 0.2)
							{
								// just hit the ground, speed the bob back up over the next 0.2 seconds
								t = cl.time - cl.hitgroundtime;
								t = bound(0, t, 0.2);
								t *= 5;
							}
							else
								t = 1;
						}
						else
						{
							// recently left the ground, slow the bob down over the next 0.2 seconds
							t = cl.time - cl.lastongroundtime;
							t = 0.2 - bound(0, t, 0.2);
							t *= 5;
						}

						bspeed = bound (0, xyspeed, 400) * 0.01f;
						AngleVectors (viewangles, forward, right, up);
						bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
						VectorMA (gunorg, bob, right, gunorg);
						bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
						VectorMA (gunorg, bob, up, gunorg);
					}
				}
			}
			// calculate a view matrix for rendering the scene
			if (v_idlescale.value)
				Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
			else
				Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
			// calculate a viewmodel matrix for use in view-attached entities
			Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
			VectorCopy(vieworg, cl.csqc_origin);
			VectorCopy(viewangles, cl.csqc_angles);
		}
	}
}

void V_FadeViewFlashs(void)
{
	// don't flash if time steps backwards
	if (cl.time <= cl.oldtime)
		return;
	// drop the damage value
	cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
	if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
		cl.cshifts[CSHIFT_DAMAGE].percent = 0;
	// drop the bonus value
	cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
	if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
		cl.cshifts[CSHIFT_BONUS].percent = 0;
}

void V_CalcViewBlend(void)
{
	float a2;
	int j;
	r_refdef.viewblend[0] = 0;
	r_refdef.viewblend[1] = 0;
	r_refdef.viewblend[2] = 0;
	r_refdef.viewblend[3] = 0;
	r_refdef.frustumscale_x = 1;
	r_refdef.frustumscale_y = 1;
	if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
	{
		// set contents color
		int supercontents;
		vec3_t vieworigin;
		Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
		supercontents = CL_PointSuperContents(vieworigin);
		if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
		{
			r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
			r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
			if (supercontents & SUPERCONTENTS_LAVA)
			{
				cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
				cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
				cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
			}
			else if (supercontents & SUPERCONTENTS_SLIME)
			{
				cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
				cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
				cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
			}
			else
			{
				cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
				cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
				cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
			}
			cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
		}
		else
		{
			cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
			cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
			cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
			cl.cshifts[CSHIFT_CONTENTS].percent = 0;
		}

		if (gamemode != GAME_TRANSFUSION)
		{
			if (cl.stats[STAT_ITEMS] & IT_QUAD)
			{
				cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
				cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
				cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
				cl.cshifts[CSHIFT_POWERUP].percent = 30;
			}
			else if (cl.stats[STAT_ITEMS] & IT_SUIT)
			{
				cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
				cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
				cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
				cl.cshifts[CSHIFT_POWERUP].percent = 20;
			}
			else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
			{
				cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
				cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
				cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
				cl.cshifts[CSHIFT_POWERUP].percent = 100;
			}
			else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
			{
				cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
				cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
				cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
				cl.cshifts[CSHIFT_POWERUP].percent = 30;
			}
			else
				cl.cshifts[CSHIFT_POWERUP].percent = 0;
		}

		cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
		cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
		cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
		cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;

		// LordHavoc: fixed V_CalcBlend
		for (j = 0;j < NUM_CSHIFTS;j++)
		{
			a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
			if (a2 > 0)
			{
				VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
				r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
			}
		}
		// saturate color (to avoid blending in black)
		if (r_refdef.viewblend[3])
		{
			a2 = 1 / r_refdef.viewblend[3];
			VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
		}

		r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
		r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
		r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
		r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
	}
}

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

/*
=============
V_Init
=============
*/
void V_Init (void)
{
	Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
	Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
	Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");

	Cvar_RegisterVariable (&v_centermove);
	Cvar_RegisterVariable (&v_centerspeed);

	Cvar_RegisterVariable (&v_iyaw_cycle);
	Cvar_RegisterVariable (&v_iroll_cycle);
	Cvar_RegisterVariable (&v_ipitch_cycle);
	Cvar_RegisterVariable (&v_iyaw_level);
	Cvar_RegisterVariable (&v_iroll_level);
	Cvar_RegisterVariable (&v_ipitch_level);

	Cvar_RegisterVariable (&v_idlescale);
	Cvar_RegisterVariable (&crosshair);

	Cvar_RegisterVariable (&cl_rollspeed);
	Cvar_RegisterVariable (&cl_rollangle);
	Cvar_RegisterVariable (&cl_bob);
	Cvar_RegisterVariable (&cl_bobcycle);
	Cvar_RegisterVariable (&cl_bobup);
	Cvar_RegisterVariable (&cl_bobmodel);
	Cvar_RegisterVariable (&cl_bobmodel_side);
	Cvar_RegisterVariable (&cl_bobmodel_up);
	Cvar_RegisterVariable (&cl_bobmodel_speed);

	Cvar_RegisterVariable (&cl_viewmodel_scale);

	Cvar_RegisterVariable (&v_kicktime);
	Cvar_RegisterVariable (&v_kickroll);
	Cvar_RegisterVariable (&v_kickpitch);

	Cvar_RegisterVariable (&cl_stairsmoothspeed);

	Cvar_RegisterVariable (&chase_back);
	Cvar_RegisterVariable (&chase_up);
	Cvar_RegisterVariable (&chase_active);
	if (gamemode == GAME_GOODVSBAD2)
		Cvar_RegisterVariable (&chase_stevie);

	Cvar_RegisterVariable (&v_deathtilt);
	Cvar_RegisterVariable (&v_deathtiltangle);
}

