s->effects |= EF_DIMLIGHT;
}
+extern cvar_t cl_rollangle;
+extern cvar_t cl_rollspeed;
+
void EntityStateQW_ReadPlayerUpdate(void)
{
int slot = MSG_ReadByte(&cl_message);
s->angles[0] = viewangles[0] * -0.0333;
s->angles[1] = viewangles[1];
s->angles[2] = 0;
- s->angles[2] = V_CalcRoll(s->angles, velocity)*4;
+ s->angles[2] = Com_CalcRoll(s->angles, velocity, cl_rollangle.value, cl_rollspeed.value)*4;
// if this is an update on our player, update interpolation state
if (enumber == cl.playerentity)