// whether the replay should allow a jump at the first sequence
qboolean movement_replay_canjump;
+ // previous gun angles (for leaning effects)
+ vec3_t gunangles_lowpass;
+ // highpass store for highpassing the origin (for following effect)
+ vec3_t gunorg_minus_vieworg_diff_highpass;
+
// pitch drifting vars
float idealpitch;
float pitchvel;