...Also, there seams to be some weirdness with falling damage or something, because I took 38 damage from running into the start.bsp torch stands funny
Yeah, the codebase was untested before I added the playermodel handling, I have no idea what's in there. The purpose was only to show this theory.
It has it's ups and downs. Some say it's just generally glitchy, unnecessary and ugly. I personally think it's just generally cool to see things exactly as it would be seen from the characters eyes. Seeing the legs as you look down, the arms, and all that. Also with all the realtime lighting stuff going on, I think it's cool to see the shadow match the stuff you see in your view.
The downsides are the obviously higher use of entities. This one is six entities, could be five. It is currently client, legs, torso, arms, head and camera. The legs are attached to the client entity. The camera is attached to the "eyes" tag on the head model, and the client is using SVC_SETVIEW on the camera entity. It could be done so, that the playermodel is a dummy separate from the client entity, and the client is simply attached to the eyes tag, no camera entity used. That would mean five entities instead of six. I did not do this because DarkPlaces currently has no option for separating orientation on tagged entities from their parent, meaning that any angle changes would be relative to the parent that the view is attached to. This would cause some funky stuff to happen if you simply tried to turn or look up/down. Adding a flag for separating those things is on the DarkPlaces todolist. I'm also not sure how I would have handled the movement in such a case, though I'm sure I would've figured it out soon enough.
So in general, this does require a bit more work to look good, but once that work is done, I think it looks so good that it beats the traditional viewmodel way any day.
And yes Wazat, I shall brutally slaughter the model now.