// whether the replay should allow a jump at the first sequence
qboolean movement_replay_canjump;
+ // previous gun angles (for leaning effects)
+ vec3_t gunangles_prev;
+ vec3_t gunangles_highpass;
+ vec3_t gunangles_adjustment_lowpass;
+ vec3_t gunangles_adjustment_highpass;
+ // previous gun angles (for leaning effects)
+ vec3_t gunorg_prev;
+ vec3_t gunorg_highpass;
+ vec3_t gunorg_adjustment_lowpass;
+ vec3_t gunorg_adjustment_highpass;
+
// pitch drifting vars
float idealpitch;
float pitchvel;
double lastongroundtime;
double hitgroundtime;
- // used by lean/follow view models
- vec3_t viewmodel_lean, viewmodel_drag;
-
// don't change view angle, full screen, etc
int intermission;
// latched at intermission start
float movevars_airstrafeaccelerate;
float movevars_maxairstrafespeed;
float movevars_aircontrol;
+ float movevars_aircontrol_power;
float movevars_warsowbunny_airforwardaccel;
float movevars_warsowbunny_accel;
float movevars_warsowbunny_topspeed;