2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // view.c -- player eye positioning
23 #include "cl_collision.h"
27 The view is allowed to move slightly from it's true position for bobbing,
28 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
29 entities sent from the server may not include everything in the pvs, especially
30 when crossing a water boudnary.
34 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
35 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
37 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
38 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
39 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"};
41 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
42 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
43 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
44 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
46 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"};
48 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
49 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
50 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
52 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
53 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
54 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
55 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
56 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
57 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
59 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
61 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
63 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)"};
64 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
66 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
68 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
69 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
70 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
72 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
74 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
75 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
77 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
84 Used by view and sv_user
87 float V_CalcRoll (vec3_t angles, vec3_t velocity)
94 AngleVectors (angles, NULL, right, NULL);
95 side = DotProduct (velocity, right);
96 sign = side < 0 ? -1 : 1;
99 value = cl_rollangle.value;
101 if (side < cl_rollspeed.value)
102 side = side * value / cl_rollspeed.value;
110 void V_StartPitchDrift (void)
112 if (cl.laststop == cl.time)
113 return; // something else is keeping it from drifting
115 if (cl.nodrift || !cl.pitchvel)
117 cl.pitchvel = v_centerspeed.value;
123 void V_StopPitchDrift (void)
125 cl.laststop = cl.time;
134 Moves the client pitch angle towards cl.idealpitch sent by the server.
136 If the user is adjusting pitch manually, either with lookup/lookdown,
137 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
139 Drifting is enabled when the center view key is hit, mlook is released and
140 lookspring is non 0, or when
143 void V_DriftPitch (void)
147 if (noclip_anglehack || !cl.onground || cls.demoplayback )
154 // don't count small mouse motion
157 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
160 cl.driftmove += cl.realframetime;
162 if ( cl.driftmove > v_centermove.value)
164 V_StartPitchDrift ();
169 delta = cl.idealpitch - cl.viewangles[PITCH];
177 move = cl.realframetime * cl.pitchvel;
178 cl.pitchvel += cl.realframetime * v_centerspeed.value;
187 cl.viewangles[PITCH] += move;
196 cl.viewangles[PITCH] -= move;
202 ==============================================================================
206 ==============================================================================
215 void V_ParseDamage (void)
219 //vec3_t forward, right;
225 armor = MSG_ReadByte ();
226 blood = MSG_ReadByte ();
227 MSG_ReadVector(from, cls.protocol);
229 count = blood*0.5 + armor*0.5;
233 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
235 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
236 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
237 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
238 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
239 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
243 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
244 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
245 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
249 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
250 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
251 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
255 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
256 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
257 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
260 // calculate view angle kicks
261 if (cl.entities[cl.viewentity].state_current.active)
263 ent = &cl.entities[cl.viewentity];
264 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
265 VectorNormalize(localfrom);
266 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
267 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
268 v_dmg_time = v_kicktime.value;
272 static cshift_t v_cshift;
279 static void V_cshift_f (void)
281 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
282 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
283 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
284 v_cshift.percent = atof(Cmd_Argv(4));
292 When you run over an item, the server sends this command
295 static void V_BonusFlash_f (void)
297 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
298 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
299 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
300 cl.cshifts[CSHIFT_BONUS].percent = 50;
304 ==============================================================================
308 ==============================================================================
311 extern matrix4x4_t viewmodelmatrix;
313 #include "cl_collision.h"
322 void V_CalcRefdef (void)
325 float vieworg[3], gunorg[3], viewangles[3], smoothtime;
328 viewmodelmatrix = identitymatrix;
329 r_view.matrix = identitymatrix;
330 if (cls.state == ca_connected && cls.signon == SIGNONS)
332 // ent is the view entity (visible when out of body)
333 ent = &cl.entities[cl.viewentity];
334 // player can look around, so take the origin from the entity,
335 // and the angles from the input system
336 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
337 VectorCopy(cl.viewangles, viewangles);
339 // calculate how much time has passed since the last V_CalcRefdef
340 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
341 cl.stairsmoothtime = cl.time;
345 v_dmg_time -= bound(0, smoothtime, 0.1);
349 // entity is a fixed camera, just copy the matrix
350 if (cls.protocol == PROTOCOL_QUAKEWORLD)
351 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);
354 r_view.matrix = ent->render.matrix;
355 Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
357 viewmodelmatrix = r_view.matrix;
361 // smooth stair stepping, but only if onground and enabled
362 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
363 cl.stairsmoothz = vieworg[2];
366 if (cl.stairsmoothz < vieworg[2])
367 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
368 else if (cl.stairsmoothz > vieworg[2])
369 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
372 // apply qw weapon recoil effect (this did not work in QW)
373 // TODO: add a cvar to disable this
374 viewangles[PITCH] += cl.qw_weaponkick;
376 if (chase_active.value)
378 // observing entity from third person
379 vec_t camback, camup, dist, forward[3], chase_dest[3];
381 camback = bound(0, chase_back.value, 128);
382 if (chase_back.value != camback)
383 Cvar_SetValueQuick(&chase_back, camback);
384 camup = bound(-48, chase_up.value, 96);
385 if (chase_up.value != camup)
386 Cvar_SetValueQuick(&chase_up, camup);
388 // this + 22 is to match view_ofs for compatibility with older versions
391 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
393 // look straight down from high above
397 AngleVectors(viewangles, forward, NULL, NULL);
399 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
401 chase_dest[0] = vieworg[0] + forward[0] * dist;
402 chase_dest[1] = vieworg[1] + forward[1] * dist;
403 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
404 trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
405 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
409 // first person view from entity
411 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
412 viewangles[ROLL] = v_deathtiltangle.value;
413 VectorAdd(viewangles, cl.punchangle, viewangles);
414 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
417 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
418 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
421 VectorAdd(vieworg, cl.punchvector, vieworg);
422 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
423 if (cl.stats[STAT_HEALTH] > 0)
427 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
428 if (cl_bob.value && cl_bobcycle.value)
431 // LordHavoc: this code is *weird*, but not replacable (I think it
432 // should be done in QC on the server, but oh well, quake is quake)
433 // LordHavoc: figured out bobup: the time at which the sin is at 180
434 // degrees (which allows lengthening or squishing the peak or valley)
435 cycle = cl.time / cl_bobcycle.value;
436 cycle -= (int) cycle;
437 if (cycle < cl_bobup.value)
438 cycle = sin(M_PI * cycle / cl_bobup.value);
440 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
441 // bob is proportional to velocity in the xy plane
442 // (don't count Z, or jumping messes it up)
443 bob = xyspeed * cl_bob.value;
444 bob = bob*0.3 + bob*0.7*cycle;
445 vieworg[2] += bound(-7, bob, 4);
448 VectorCopy(vieworg, gunorg);
450 if (cl_bob.value && cl_bobmodel.value)
452 // calculate for swinging gun model
453 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
454 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
455 // for the most part, but for some reason when you go through a message trigger or
456 // pick up an item or anything like that it will momentarily jolt the gun.
457 vec3_t forward, right, up;
462 s = cl.time * cl_bobmodel_speed.value;
465 if (cl.time - cl.hitgroundtime < 0.2)
467 // just hit the ground, speed the bob back up over the next 0.2 seconds
468 t = cl.time - cl.hitgroundtime;
469 t = bound(0, t, 0.2);
477 // recently left the ground, slow the bob down over the next 0.2 seconds
478 t = cl.time - cl.lastongroundtime;
479 t = 0.2 - bound(0, t, 0.2);
483 bspeed = bound (0, xyspeed, 400) * 0.01f;
484 AngleVectors (viewangles, forward, right, up);
485 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
486 VectorMA (gunorg, bob, right, gunorg);
487 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
488 VectorMA (gunorg, bob, up, gunorg);
492 // calculate a view matrix for rendering the scene
493 if (v_idlescale.value)
494 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);
496 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);
497 // calculate a viewmodel matrix for use in view-attached entities
498 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
499 VectorCopy(vieworg, cl.csqc_origin);
500 VectorCopy(viewangles, cl.csqc_angles);
505 void V_FadeViewFlashs(void)
507 // don't flash if time steps backwards
508 if (cl.time <= cl.oldtime)
510 // drop the damage value
511 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
512 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
513 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
514 // drop the bonus value
515 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
516 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
517 cl.cshifts[CSHIFT_BONUS].percent = 0;
520 void V_CalcViewBlend(void)
524 r_refdef.viewblend[0] = 0;
525 r_refdef.viewblend[1] = 0;
526 r_refdef.viewblend[2] = 0;
527 r_refdef.viewblend[3] = 0;
528 r_refdef.frustumscale_x = 1;
529 r_refdef.frustumscale_y = 1;
530 if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
532 // set contents color
535 Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
536 supercontents = CL_PointSuperContents(vieworigin);
537 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
539 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
540 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
541 if (supercontents & SUPERCONTENTS_LAVA)
543 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
544 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
545 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
547 else if (supercontents & SUPERCONTENTS_SLIME)
549 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
550 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
551 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
555 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
556 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
557 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
559 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
563 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
564 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
565 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
566 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
569 if (gamemode != GAME_TRANSFUSION)
571 if (cl.stats[STAT_ITEMS] & IT_QUAD)
573 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
574 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
575 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
576 cl.cshifts[CSHIFT_POWERUP].percent = 30;
578 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
580 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
581 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
582 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
583 cl.cshifts[CSHIFT_POWERUP].percent = 20;
585 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
587 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
588 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
589 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
590 cl.cshifts[CSHIFT_POWERUP].percent = 100;
592 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
594 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
595 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
596 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
597 cl.cshifts[CSHIFT_POWERUP].percent = 30;
600 cl.cshifts[CSHIFT_POWERUP].percent = 0;
603 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
604 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
605 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
606 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
608 // LordHavoc: fixed V_CalcBlend
609 for (j = 0;j < NUM_CSHIFTS;j++)
611 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
614 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
615 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
618 // saturate color (to avoid blending in black)
619 if (r_refdef.viewblend[3])
621 a2 = 1 / r_refdef.viewblend[3];
622 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
625 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
626 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
627 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
628 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
632 //============================================================================
641 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
642 Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
643 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
645 Cvar_RegisterVariable (&v_centermove);
646 Cvar_RegisterVariable (&v_centerspeed);
648 Cvar_RegisterVariable (&v_iyaw_cycle);
649 Cvar_RegisterVariable (&v_iroll_cycle);
650 Cvar_RegisterVariable (&v_ipitch_cycle);
651 Cvar_RegisterVariable (&v_iyaw_level);
652 Cvar_RegisterVariable (&v_iroll_level);
653 Cvar_RegisterVariable (&v_ipitch_level);
655 Cvar_RegisterVariable (&v_idlescale);
656 Cvar_RegisterVariable (&crosshair);
658 Cvar_RegisterVariable (&cl_rollspeed);
659 Cvar_RegisterVariable (&cl_rollangle);
660 Cvar_RegisterVariable (&cl_bob);
661 Cvar_RegisterVariable (&cl_bobcycle);
662 Cvar_RegisterVariable (&cl_bobup);
663 Cvar_RegisterVariable (&cl_bobmodel);
664 Cvar_RegisterVariable (&cl_bobmodel_side);
665 Cvar_RegisterVariable (&cl_bobmodel_up);
666 Cvar_RegisterVariable (&cl_bobmodel_speed);
668 Cvar_RegisterVariable (&cl_viewmodel_scale);
670 Cvar_RegisterVariable (&v_kicktime);
671 Cvar_RegisterVariable (&v_kickroll);
672 Cvar_RegisterVariable (&v_kickpitch);
674 Cvar_RegisterVariable (&cl_stairsmoothspeed);
676 Cvar_RegisterVariable (&chase_back);
677 Cvar_RegisterVariable (&chase_up);
678 Cvar_RegisterVariable (&chase_active);
679 if (gamemode == GAME_GOODVSBAD2)
680 Cvar_RegisterVariable (&chase_stevie);
682 Cvar_RegisterVariable (&v_deathtilt);
683 Cvar_RegisterVariable (&v_deathtiltangle);