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"
26 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
30 The view is allowed to move slightly from it's true position for bobbing,
31 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
32 entities sent from the server may not include everything in the pvs, especially
33 when crossing a water boudnary.
37 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
38 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
40 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
41 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
42 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"};
43 cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
44 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
45 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
46 cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
47 cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
48 cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
49 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
50 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
51 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
52 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
54 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
55 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
56 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
57 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
58 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
59 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
60 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
61 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
62 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
63 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
64 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
66 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
67 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
68 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
69 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
70 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
71 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
72 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
73 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
74 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
75 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
76 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
78 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"};
80 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
81 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
82 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
84 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
85 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
86 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
87 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
88 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
89 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
91 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
93 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
95 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)"};
96 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
98 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
100 cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
102 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
103 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
104 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
105 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
107 cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
109 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
110 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
112 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
113 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
115 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
122 Used by view and sv_user
125 float V_CalcRoll (vec3_t angles, vec3_t velocity)
132 AngleVectors (angles, NULL, right, NULL);
133 side = DotProduct (velocity, right);
134 sign = side < 0 ? -1 : 1;
137 value = cl_rollangle.value;
139 if (side < cl_rollspeed.value)
140 side = side * value / cl_rollspeed.value;
148 void V_StartPitchDrift (void)
150 if (cl.laststop == cl.time)
151 return; // something else is keeping it from drifting
153 if (cl.nodrift || !cl.pitchvel)
155 cl.pitchvel = v_centerspeed.value;
161 void V_StopPitchDrift (void)
163 cl.laststop = cl.time;
172 Moves the client pitch angle towards cl.idealpitch sent by the server.
174 If the user is adjusting pitch manually, either with lookup/lookdown,
175 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
177 Drifting is enabled when the center view key is hit, mlook is released and
178 lookspring is non 0, or when
181 void V_DriftPitch (void)
185 if (noclip_anglehack || !cl.onground || cls.demoplayback )
192 // don't count small mouse motion
195 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
198 cl.driftmove += cl.realframetime;
200 if ( cl.driftmove > v_centermove.value)
202 V_StartPitchDrift ();
207 delta = cl.idealpitch - cl.viewangles[PITCH];
215 move = cl.realframetime * cl.pitchvel;
216 cl.pitchvel += cl.realframetime * v_centerspeed.value;
225 cl.viewangles[PITCH] += move;
234 cl.viewangles[PITCH] -= move;
240 ==============================================================================
244 ==============================================================================
253 void V_ParseDamage (void)
257 //vec3_t forward, right;
263 armor = MSG_ReadByte ();
264 blood = MSG_ReadByte ();
265 MSG_ReadVector(from, cls.protocol);
267 // Send the Dmg Globals to CSQC
268 CL_VM_UpdateDmgGlobals(blood, armor, from);
270 count = blood*0.5 + armor*0.5;
274 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
276 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
277 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
278 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
279 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
280 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
281 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
285 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
286 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
287 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
291 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
292 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
293 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
297 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
298 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
299 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
302 // calculate view angle kicks
303 if (cl.entities[cl.viewentity].state_current.active)
305 ent = &cl.entities[cl.viewentity];
306 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
307 VectorNormalize(localfrom);
308 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
309 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
310 v_dmg_time = v_kicktime.value;
314 static cshift_t v_cshift;
321 static void V_cshift_f (void)
323 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
324 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
325 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
326 v_cshift.percent = atof(Cmd_Argv(4));
334 When you run over an item, the server sends this command
337 static void V_BonusFlash_f (void)
341 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
342 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
343 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
344 cl.cshifts[CSHIFT_BONUS].percent = 50;
345 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
347 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
349 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
350 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
351 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
353 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
355 cl.cshifts[CSHIFT_BONUS].percent = 50;
357 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
359 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
362 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
366 ==============================================================================
370 ==============================================================================
373 extern matrix4x4_t viewmodelmatrix;
375 #include "cl_collision.h"
385 static vec3_t eyeboxmins = {-16, -16, -24};
386 static vec3_t eyeboxmaxs = { 16, 16, 32};
389 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
391 frac = bound(0, frac, 1);
392 return (*store = *store * (1 - frac) + value * frac);
395 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
397 lowpass(value, frac, store);
398 return (*store = bound(value - limit, *store, value + limit));
401 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
403 return value - lowpass(value, frac, store);
406 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
408 return value - lowpass_limited(value, frac, limit, store);
411 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
413 out[0] = lowpass(value[0], fracx, &store[0]);
414 out[1] = lowpass(value[1], fracy, &store[1]);
415 out[2] = lowpass(value[2], fracz, &store[2]);
418 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
420 out[0] = highpass(value[0], fracx, &store[0]);
421 out[1] = highpass(value[1], fracy, &store[1]);
422 out[2] = highpass(value[2], fracz, &store[2]);
425 static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
427 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
428 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
429 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
432 void V_CalcRefdef (void)
435 float vieworg[3], viewangles[3], smoothtime;
436 float gunorg[3], gunangles[3];
438 static float viewheightavg;
441 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
442 vec3_t camboxmins = {-3, -3, -3};
443 vec3_t camboxmaxs = {3, 3, 3};
444 // end of chase camera bounding box size for proper collisions by Alexander Zubov
448 viewmodelmatrix = identitymatrix;
449 r_refdef.view.matrix = identitymatrix;
450 if (cls.state == ca_connected && cls.signon == SIGNONS)
452 // ent is the view entity (visible when out of body)
453 ent = &cl.entities[cl.viewentity];
454 // player can look around, so take the origin from the entity,
455 // and the angles from the input system
456 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
457 VectorCopy(cl.viewangles, viewangles);
459 // calculate how much time has passed since the last V_CalcRefdef
460 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
461 cl.stairsmoothtime = cl.time;
465 v_dmg_time -= bound(0, smoothtime, 0.1);
469 // entity is a fixed camera, just copy the matrix
470 if (cls.protocol == PROTOCOL_QUAKEWORLD)
471 Matrix4x4_CreateFromQuakeEntity(&r_refdef.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);
474 r_refdef.view.matrix = ent->render.matrix;
475 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
477 viewmodelmatrix = r_refdef.view.matrix;
481 // smooth stair stepping, but only if onground and enabled
482 if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
483 cl.stairsmoothz = vieworg[2];
486 if (cl.stairsmoothz < vieworg[2])
487 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
488 else if (cl.stairsmoothz > vieworg[2])
489 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
492 // apply qw weapon recoil effect (this did not work in QW)
493 // TODO: add a cvar to disable this
494 viewangles[PITCH] += cl.qw_weaponkick;
496 // apply the viewofs (even if chasecam is used)
497 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
498 viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
499 viewheightavg = viewheightavg * (1 - viewheight) + cl.stats[STAT_VIEWHEIGHT] * viewheight;
500 vieworg[2] += viewheightavg;
502 if (chase_active.value)
504 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
505 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
507 camback = chase_back.value;
508 camup = chase_up.value;
509 campitch = chase_pitchangle.value;
511 AngleVectors(viewangles, forward, NULL, NULL);
513 if (chase_overhead.integer)
520 viewangles[PITCH] = 0;
521 AngleVectors(viewangles, forward, NULL, up);
522 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
523 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
524 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
525 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
528 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
529 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
531 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
532 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
534 VectorCopy(trace.endpos, vieworg);
537 // trace from first person view location to our chosen third person view location
539 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
541 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
543 VectorCopy(trace.endpos, bestvieworg);
545 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
547 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
549 AngleVectors(viewangles, NULL, NULL, up);
550 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
551 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
552 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
554 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
556 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
558 if (bestvieworg[2] > trace.endpos[2])
559 bestvieworg[2] = trace.endpos[2];
563 VectorCopy(bestvieworg, vieworg);
565 viewangles[PITCH] = campitch;
569 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
571 // look straight down from high above
572 viewangles[PITCH] = 90;
574 VectorSet(forward, 0, 0, -1);
577 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
579 chase_dest[0] = vieworg[0] + forward[0] * dist;
580 chase_dest[1] = vieworg[1] + forward[1] * dist;
581 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
582 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
583 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
588 // first person view from entity
590 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
591 viewangles[ROLL] = v_deathtiltangle.value;
592 VectorAdd(viewangles, cl.punchangle, viewangles);
593 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
596 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
597 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
600 VectorAdd(vieworg, cl.punchvector, vieworg);
601 if (cl.stats[STAT_HEALTH] > 0)
603 double xyspeed, bob, bobfall;
607 //frametime = cl.realframetime * cl.movevars_timescale;
608 frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
610 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
611 if(!ent->persistent.trail_allowed) // FIXME improve this check
613 // try to fix the first highpass; result is NOT
614 // perfect! TODO find a better fix
615 VectorCopy(viewangles, cl.gunangles_prev);
616 VectorCopy(vieworg, cl.gunorg_prev);
619 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
620 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
621 highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
622 VectorCopy(vieworg, cl.gunorg_prev);
623 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
625 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
626 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
627 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
628 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
629 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
630 highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
631 VectorCopy(viewangles, cl.gunangles_prev);
632 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
634 // 3. calculate the RAW adjustment vectors
635 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
636 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
637 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
639 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
640 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
643 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
644 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
645 highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
646 lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
647 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
648 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
649 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
651 // 5. use the adjusted vectors
652 VectorAdd(vieworg, gunorg, gunorg);
653 VectorAdd(viewangles, gunangles, gunangles);
655 // bounded XY speed, used by several effects below
656 xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
658 // vertical view bobbing code
659 if (cl_bob.value && cl_bobcycle.value)
661 // LordHavoc: this code is *weird*, but not replacable (I think it
662 // should be done in QC on the server, but oh well, quake is quake)
663 // LordHavoc: figured out bobup: the time at which the sin is at 180
664 // degrees (which allows lengthening or squishing the peak or valley)
665 cycle = cl.time / cl_bobcycle.value;
666 cycle -= (int) cycle;
667 if (cycle < cl_bobup.value)
668 cycle = sin(M_PI * cycle / cl_bobup.value);
670 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
671 // bob is proportional to velocity in the xy plane
672 // (don't count Z, or jumping messes it up)
673 bob = xyspeed * bound(0, cl_bob.value, 0.05);
674 bob = bob*0.3 + bob*0.7*cycle;
676 // we also need to adjust gunorg, or this appears like pushing the gun!
677 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
678 // but this is not viable with the new followmodel code as that would mean
679 // that followmodel would work on the munged-by-bob vieworg and do feedback
683 // horizontal view bobbing code
684 if (cl_bob2.value && cl_bob2cycle.value)
687 vec3_t forward, right, up;
690 cycle = cl.time / cl_bob2cycle.value;
691 cycle -= (int) cycle;
693 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
695 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
696 bob = bound(0, cl_bob2.value, 0.05) * cycle;
698 // this value slowly decreases from 1 to 0 when we stop touching the ground.
699 // The cycle is later multiplied with it so the view smooths back to normal
700 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
704 if(cl.bob2_smooth > 0)
705 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
710 // calculate the front and side of the player between the X and Y axes
711 AngleVectors(viewangles, forward, right, up);
712 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
713 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
714 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
715 VectorScale(forward, bob, forward);
716 VectorScale(right, bob, right);
717 // we use side with forward and front with right, so the bobbing goes
718 // to the side when we walk forward and to the front when we strafe
719 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
720 vieworg[0] += bob2vel[0];
721 vieworg[1] += bob2vel[1];
722 // we also need to adjust gunorg, or this appears like pushing the gun!
723 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
724 // but this is not viable with the new followmodel code as that would mean
725 // that followmodel would work on the munged-by-bob vieworg and do feedback
726 gunorg[0] += bob2vel[0];
727 gunorg[1] += bob2vel[1];
731 // causes the view to swing down and back up when touching the ground
732 if (cl_bobfall.value && cl_bobfallcycle.value)
736 cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
737 if (cl.velocity[2] < -cl_bobfallminspeed.value)
738 cl.bobfall_swing = 1;
740 cl.bobfall_swing = 0; // TODO really?
744 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
746 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
747 vieworg[2] += bobfall;
748 gunorg[2] += bobfall;
752 // gun model bobbing code
753 if (cl_bobmodel.value)
755 // calculate for swinging gun model
756 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
757 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
758 // for the most part, but for some reason when you go through a message trigger or
759 // pick up an item or anything like that it will momentarily jolt the gun.
760 vec3_t forward, right, up;
765 s = cl.time * cl_bobmodel_speed.value;
768 if (cl.time - cl.hitgroundtime < 0.2)
770 // just hit the ground, speed the bob back up over the next 0.2 seconds
771 t = cl.time - cl.hitgroundtime;
772 t = bound(0, t, 0.2);
780 // recently left the ground, slow the bob down over the next 0.2 seconds
781 t = cl.time - cl.lastongroundtime;
782 t = 0.2 - bound(0, t, 0.2);
786 bspeed = xyspeed * 0.01f;
787 AngleVectors (gunangles, forward, right, up);
788 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
789 VectorMA (gunorg, bob, right, gunorg);
790 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
791 VectorMA (gunorg, bob, up, gunorg);
795 // calculate a view matrix for rendering the scene
796 if (v_idlescale.value)
797 Matrix4x4_CreateFromQuakeEntity(&r_refdef.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);
799 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
800 // calculate a viewmodel matrix for use in view-attached entities
801 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
802 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
803 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
808 void V_FadeViewFlashs(void)
810 // don't flash if time steps backwards
811 if (cl.time <= cl.oldtime)
813 // drop the damage value
814 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
815 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
816 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
817 // drop the bonus value
818 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
819 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
820 cl.cshifts[CSHIFT_BONUS].percent = 0;
823 void V_CalcViewBlend(void)
827 r_refdef.viewblend[0] = 0;
828 r_refdef.viewblend[1] = 0;
829 r_refdef.viewblend[2] = 0;
830 r_refdef.viewblend[3] = 0;
831 r_refdef.frustumscale_x = 1;
832 r_refdef.frustumscale_y = 1;
833 if (cls.state == ca_connected && cls.signon == SIGNONS)
835 // set contents color
838 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
839 supercontents = CL_PointSuperContents(vieworigin);
840 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
842 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
843 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
844 if (supercontents & SUPERCONTENTS_LAVA)
846 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
847 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
848 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
850 else if (supercontents & SUPERCONTENTS_SLIME)
852 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
853 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
854 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
858 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
859 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
860 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
862 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
866 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
867 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
868 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
869 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
872 if (gamemode != GAME_TRANSFUSION)
874 if (cl.stats[STAT_ITEMS] & IT_QUAD)
876 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
877 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
878 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
879 cl.cshifts[CSHIFT_POWERUP].percent = 30;
881 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
883 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
884 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
885 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
886 cl.cshifts[CSHIFT_POWERUP].percent = 20;
888 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
890 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
891 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
892 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
893 cl.cshifts[CSHIFT_POWERUP].percent = 100;
895 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
897 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
898 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
899 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
900 cl.cshifts[CSHIFT_POWERUP].percent = 30;
903 cl.cshifts[CSHIFT_POWERUP].percent = 0;
906 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
907 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
908 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
909 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
911 // LordHavoc: fixed V_CalcBlend
912 for (j = 0;j < NUM_CSHIFTS;j++)
914 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
917 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
918 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
921 // saturate color (to avoid blending in black)
922 if (r_refdef.viewblend[3])
924 a2 = 1 / r_refdef.viewblend[3];
925 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
927 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
928 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
929 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
930 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
933 r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
934 r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
935 r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
939 r_refdef.viewblend[0] *= (1.0f/256.0f);
940 r_refdef.viewblend[1] *= (1.0f/256.0f);
941 r_refdef.viewblend[2] *= (1.0f/256.0f);
944 // Samual: Ugly hack, I know. But it's the best we can do since
945 // there is no way to detect client states from the engine.
946 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
947 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
949 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
950 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
958 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
959 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
961 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
962 r_refdef.viewblend[3] = a;
967 //============================================================================
976 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
977 Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks");
978 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
980 Cvar_RegisterVariable (&v_centermove);
981 Cvar_RegisterVariable (&v_centerspeed);
983 Cvar_RegisterVariable (&v_iyaw_cycle);
984 Cvar_RegisterVariable (&v_iroll_cycle);
985 Cvar_RegisterVariable (&v_ipitch_cycle);
986 Cvar_RegisterVariable (&v_iyaw_level);
987 Cvar_RegisterVariable (&v_iroll_level);
988 Cvar_RegisterVariable (&v_ipitch_level);
990 Cvar_RegisterVariable (&v_idlescale);
991 Cvar_RegisterVariable (&crosshair);
993 Cvar_RegisterVariable (&cl_rollspeed);
994 Cvar_RegisterVariable (&cl_rollangle);
995 Cvar_RegisterVariable (&cl_bob);
996 Cvar_RegisterVariable (&cl_bobcycle);
997 Cvar_RegisterVariable (&cl_bobup);
998 Cvar_RegisterVariable (&cl_bob2);
999 Cvar_RegisterVariable (&cl_bob2cycle);
1000 Cvar_RegisterVariable (&cl_bob2smooth);
1001 Cvar_RegisterVariable (&cl_bobfall);
1002 Cvar_RegisterVariable (&cl_bobfallcycle);
1003 Cvar_RegisterVariable (&cl_bobfallminspeed);
1004 Cvar_RegisterVariable (&cl_bobmodel);
1005 Cvar_RegisterVariable (&cl_bobmodel_side);
1006 Cvar_RegisterVariable (&cl_bobmodel_up);
1007 Cvar_RegisterVariable (&cl_bobmodel_speed);
1009 Cvar_RegisterVariable (&cl_leanmodel);
1010 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1011 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1012 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1013 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1014 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1015 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1016 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1017 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1018 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1019 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1021 Cvar_RegisterVariable (&cl_followmodel);
1022 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1023 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1024 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1025 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1026 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1027 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1028 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1029 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1030 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1031 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1033 Cvar_RegisterVariable (&cl_viewmodel_scale);
1035 Cvar_RegisterVariable (&v_kicktime);
1036 Cvar_RegisterVariable (&v_kickroll);
1037 Cvar_RegisterVariable (&v_kickpitch);
1039 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1041 Cvar_RegisterVariable (&cl_smoothviewheight);
1043 Cvar_RegisterVariable (&chase_back);
1044 Cvar_RegisterVariable (&chase_up);
1045 Cvar_RegisterVariable (&chase_active);
1046 Cvar_RegisterVariable (&chase_overhead);
1047 Cvar_RegisterVariable (&chase_pitchangle);
1048 Cvar_RegisterVariable (&chase_stevie);
1050 Cvar_RegisterVariable (&v_deathtilt);
1051 Cvar_RegisterVariable (&v_deathtiltangle);