Lines Matching defs:view
20 // view.c -- player eye positioning
27 The view is allowed to move slightly from it's true position for bobbing,
76 Used by view and sv_user
178 Drifting is enabled when the center view key is hit, mlook is released and
363 // calculate view angle kicks
770 // so the view can never be inside a solid wall
824 r_refdef.viewangles[ROLL] = 80; // dead view angle
839 entity_t *ent, *view;
844 // view is the weapon model (only visible from inside body)
845 view = &cl.viewent;
849 view->model = NULL;
866 entity_t *ent, *view;
877 // view is the weapon model (only visible from inside body)
878 view = &cl.viewent;
881 // transform the view offset by the model's matrix to get the offset from
882 // model origin for the view
884 // the view dir
886 // the view dir
923 VectorCopy (cl.viewangles, view->angles);
927 VectorCopy (ent->origin, view->origin);
928 view->origin[2] += cl.viewheight;
932 view->origin[i] += forward[i]*bob*0.4;
933 // view->origin[i] += right[i]*bob*0.4;
934 // view->origin[i] += up[i]*bob*0.8;
936 view->origin[2] += bob;
945 view->origin[2] += 1;
947 view->origin[2] += 2;
949 view->origin[2] += 1;
951 view->origin[2] += 0.5;
953 view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
954 view->frame = cl.stats[STAT_WEAPONFRAME];
955 view->colormap = vid.colormap;
976 view->origin[2] += oldz - ent->origin[2];
990 the entity origin, so any view position inside that will be valid