*/
-cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
-cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
-
-cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
-cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
-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"};
-cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
-cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
-cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
-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)"};
-cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
-cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
-cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
-cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
-cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
-cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
-cvar_t cl_bob_limit = {CVAR_SAVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"};
-cvar_t cl_bob_limit_heightcheck = {CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"};
-cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
-cvar_t cl_bob_velocity_limit = {CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
-
-cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
-cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
-cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
-cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
-cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
-cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
-cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
-cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
-cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
-cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
-cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
-
-cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
-cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
-cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
-cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
-cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
-cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
-cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
-cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
-cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
-cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
-cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
-
-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"};
-
-cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
-cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
-cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
-
-cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
-cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
-cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
-cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
-cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
-cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
-
-cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
-
-cvar_t v_isometric = {0, "v_isometric", "0", "changes view to isometric (non-perspective)"};
-cvar_t v_isometric_verticalfov = { 0, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"};
-cvar_t v_isometric_xx = {0, "v_isometric_xx", "1", "camera matrix"};
-cvar_t v_isometric_xy = {0, "v_isometric_xy", "0", "camera matrix"};
-cvar_t v_isometric_xz = {0, "v_isometric_xz", "0", "camera matrix"};
-cvar_t v_isometric_yx = {0, "v_isometric_yx", "0", "camera matrix"};
-cvar_t v_isometric_yy = {0, "v_isometric_yy", "1", "camera matrix"};
-cvar_t v_isometric_yz = {0, "v_isometric_yz", "0", "camera matrix"};
-cvar_t v_isometric_zx = {0, "v_isometric_zx", "0", "camera matrix"};
-cvar_t v_isometric_zy = {0, "v_isometric_zy", "0", "camera matrix"};
-cvar_t v_isometric_zz = {0, "v_isometric_zz", "1", "camera matrix"};
-cvar_t v_isometric_tx = {0, "v_isometric_tx", "0", "camera position (player-relative)"};
-cvar_t v_isometric_ty = {0, "v_isometric_ty", "0", "camera position (player-relative)"};
-cvar_t v_isometric_tz = {0, "v_isometric_tz", "0", "camera position (player-relative)"};
-cvar_t v_isometric_rot_pitch = {0, "v_isometric_rot_pitch", "60", "camera rotation"};
-cvar_t v_isometric_rot_yaw = {0, "v_isometric_rot_yaw", "135", "camera rotation"};
-cvar_t v_isometric_rot_roll = {0, "v_isometric_rot_roll", "0", "camera rotation"};
-cvar_t v_isometric_relx = {0, "v_isometric_relx", "0", "camera position*forward"};
-cvar_t v_isometric_rely = {0, "v_isometric_rely", "0", "camera position*left"};
-cvar_t v_isometric_relz = {0, "v_isometric_relz", "0", "camera position*up"};
-cvar_t v_isometric_flipcullface = {0, "v_isometric_flipcullface", "0", "flips the backface culling"};
-cvar_t v_isometric_locked_orientation = {0, "v_isometric_locked_orientation", "1", "camera rotation is fixed"};
-cvar_t v_isometric_usevieworiginculling = {0, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"};
-
-cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
-
-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)"};
-cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
-
-cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
-
-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."};
-
-cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
-cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
-cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
-cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
+cvar_t cl_rollspeed = {CVAR_CLIENT, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
+cvar_t cl_rollangle = {CVAR_CLIENT, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
+
+cvar_t cl_bob = {CVAR_CLIENT | CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
+cvar_t cl_bobcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
+cvar_t cl_bobup = {CVAR_CLIENT | CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
+cvar_t cl_bob2 = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
+cvar_t cl_bob2cycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
+cvar_t cl_bob2smooth = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
+cvar_t cl_bobfall = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
+cvar_t cl_bobfallcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
+cvar_t cl_bobfallminspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
+cvar_t cl_bobmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
+cvar_t cl_bobmodel_side = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_side", "0", "gun bobbing sideways sway amount"};
+cvar_t cl_bobmodel_up = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_up", "0", "gun bobbing upward movement amount"};
+cvar_t cl_bobmodel_forward = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_forward", "0.25", "gun bobbing forward movement amount"};
+cvar_t cl_bobmodel_classic = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_classic", "1", "classic Quake-style forward gun bobbing"};
+cvar_t cl_bobmodel_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_speed", "6", "gun bobbing speed"};
+cvar_t cl_bob_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit", "4", "limits bobbing to this much distance from view_ofs"};
+cvar_t cl_bob_limit_heightcheck = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"};
+cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
+cvar_t cl_bob_velocity_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
+
+cvar_t cl_leanmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
+cvar_t cl_leanmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
+cvar_t cl_leanmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
+cvar_t cl_leanmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
+cvar_t cl_leanmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
+cvar_t cl_leanmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
+cvar_t cl_leanmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
+cvar_t cl_leanmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
+cvar_t cl_leanmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
+cvar_t cl_leanmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
+
+cvar_t cl_followmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
+cvar_t cl_followmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
+cvar_t cl_followmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
+cvar_t cl_followmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
+cvar_t cl_followmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
+cvar_t cl_followmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
+cvar_t cl_followmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
+cvar_t cl_followmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
+cvar_t cl_followmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
+cvar_t cl_followmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
+cvar_t cl_followmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
+
+cvar_t cl_viewmodel_scale = {CVAR_CLIENT, "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"};
+
+cvar_t v_kicktime = {CVAR_CLIENT, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
+cvar_t v_kickroll = {CVAR_CLIENT, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
+cvar_t v_kickpitch = {CVAR_CLIENT, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
+
+cvar_t v_iyaw_cycle = {CVAR_CLIENT, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
+cvar_t v_iroll_cycle = {CVAR_CLIENT, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
+cvar_t v_ipitch_cycle = {CVAR_CLIENT, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
+cvar_t v_iyaw_level = {CVAR_CLIENT, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
+cvar_t v_iroll_level = {CVAR_CLIENT, "v_iroll_level", "0.1", "v_idlescale roll amount"};
+cvar_t v_ipitch_level = {CVAR_CLIENT, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
+
+cvar_t v_idlescale = {CVAR_CLIENT, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
+
+cvar_t v_isometric = {CVAR_CLIENT, "v_isometric", "0", "changes view to isometric (non-perspective)"};
+cvar_t v_isometric_verticalfov = {CVAR_CLIENT, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"};
+cvar_t v_isometric_xx = {CVAR_CLIENT, "v_isometric_xx", "1", "camera matrix"};
+cvar_t v_isometric_xy = {CVAR_CLIENT, "v_isometric_xy", "0", "camera matrix"};
+cvar_t v_isometric_xz = {CVAR_CLIENT, "v_isometric_xz", "0", "camera matrix"};
+cvar_t v_isometric_yx = {CVAR_CLIENT, "v_isometric_yx", "0", "camera matrix"};
+cvar_t v_isometric_yy = {CVAR_CLIENT, "v_isometric_yy", "1", "camera matrix"};
+cvar_t v_isometric_yz = {CVAR_CLIENT, "v_isometric_yz", "0", "camera matrix"};
+cvar_t v_isometric_zx = {CVAR_CLIENT, "v_isometric_zx", "0", "camera matrix"};
+cvar_t v_isometric_zy = {CVAR_CLIENT, "v_isometric_zy", "0", "camera matrix"};
+cvar_t v_isometric_zz = {CVAR_CLIENT, "v_isometric_zz", "1", "camera matrix"};
+cvar_t v_isometric_tx = {CVAR_CLIENT, "v_isometric_tx", "0", "camera position (player-relative)"};
+cvar_t v_isometric_ty = {CVAR_CLIENT, "v_isometric_ty", "0", "camera position (player-relative)"};
+cvar_t v_isometric_tz = {CVAR_CLIENT, "v_isometric_tz", "0", "camera position (player-relative)"};
+cvar_t v_isometric_rot_pitch = {CVAR_CLIENT, "v_isometric_rot_pitch", "60", "camera rotation"};
+cvar_t v_isometric_rot_yaw = {CVAR_CLIENT, "v_isometric_rot_yaw", "135", "camera rotation"};
+cvar_t v_isometric_rot_roll = {CVAR_CLIENT, "v_isometric_rot_roll", "0", "camera rotation"};
+cvar_t v_isometric_relx = {CVAR_CLIENT, "v_isometric_relx", "0", "camera position*forward"};
+cvar_t v_isometric_rely = {CVAR_CLIENT, "v_isometric_rely", "0", "camera position*left"};
+cvar_t v_isometric_relz = {CVAR_CLIENT, "v_isometric_relz", "0", "camera position*up"};
+cvar_t v_isometric_flipcullface = {CVAR_CLIENT, "v_isometric_flipcullface", "0", "flips the backface culling"};
+cvar_t v_isometric_locked_orientation = {CVAR_CLIENT, "v_isometric_locked_orientation", "1", "camera rotation is fixed"};
+cvar_t v_isometric_usevieworiginculling = {CVAR_CLIENT, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"};
+
+cvar_t crosshair = {CVAR_CLIENT | CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
+
+cvar_t v_centermove = {CVAR_CLIENT, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
+cvar_t v_centerspeed = {CVAR_CLIENT, "v_centerspeed","500", "how fast the view centers itself"};
+
+cvar_t cl_stairsmoothspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
+
+cvar_t cl_smoothviewheight = {CVAR_CLIENT | 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."};
+
+cvar_t chase_back = {CVAR_CLIENT | CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
+cvar_t chase_up = {CVAR_CLIENT | CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
+cvar_t chase_active = {CVAR_CLIENT | CVAR_SAVE, "chase_active", "0", "enables chase cam"};
+cvar_t chase_overhead = {CVAR_CLIENT | CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
// GAME_GOODVSBAD2
-cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
+cvar_t chase_stevie = {CVAR_CLIENT, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
-cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
-cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
+cvar_t v_deathtilt = {CVAR_CLIENT, "v_deathtilt", "1", "whether to use sideways view when dead"};
+cvar_t v_deathtiltangle = {CVAR_CLIENT, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
// Prophecy camera pitchangle by Alexander "motorsep" Zubov
-cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
+cvar_t chase_pitchangle = {CVAR_CLIENT | CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
-cvar_t v_yshearing = {0, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
+cvar_t v_yshearing = {CVAR_CLIENT, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
-
-/*
-===============
-V_CalcRoll
-
-Used by view and sv_user
-===============
-*/
-float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
-{
- vec3_t right;
- float sign;
- float side;
- float value;
-
- AngleVectors (angles, NULL, right, NULL);
- side = DotProduct (velocity, right);
- sign = side < 0 ? -1 : 1;
- side = fabs(side);
-
- value = cl_rollangle.value;
-
- if (side < cl_rollspeed.value)
- side = side * value / cl_rollspeed.value;
- else
- side = value;
-
- return side*sign;
-
-}
+int cl_punchangle_applied;
void V_StartPitchDrift (void)
{
}
}
+void V_StartPitchDrift_f(cmd_state_t *cmd)
+{
+ V_StartPitchDrift();
+}
+
void V_StopPitchDrift (void)
{
cl.laststop = cl.time;
V_cshift_f
==================
*/
-static void V_cshift_f (void)
+static void V_cshift_f(cmd_state_t *cmd)
{
- v_cshift.destcolor[0] = atof(Cmd_Argv(1));
- v_cshift.destcolor[1] = atof(Cmd_Argv(2));
- v_cshift.destcolor[2] = atof(Cmd_Argv(3));
- v_cshift.percent = atof(Cmd_Argv(4));
+ v_cshift.destcolor[0] = atof(Cmd_Argv(cmd, 1));
+ v_cshift.destcolor[1] = atof(Cmd_Argv(cmd, 2));
+ v_cshift.destcolor[2] = atof(Cmd_Argv(cmd, 3));
+ v_cshift.percent = atof(Cmd_Argv(cmd, 4));
}
When you run over an item, the server sends this command
==================
*/
-static void V_BonusFlash_f (void)
+static void V_BonusFlash_f(cmd_state_t *cmd)
{
- if(Cmd_Argc() == 1)
+ if(Cmd_Argc(cmd) == 1)
{
cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
cl.cshifts[CSHIFT_BONUS].percent = 50;
cl.cshifts[CSHIFT_BONUS].alphafade = 100;
}
- else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
+ else if(Cmd_Argc(cmd) >= 4 && Cmd_Argc(cmd) <= 6)
{
- cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
- cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
- cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
- if(Cmd_Argc() >= 5)
- cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
+ cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(cmd, 1)) * 255;
+ cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(cmd, 2)) * 255;
+ cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(cmd, 3)) * 255;
+ if(Cmd_Argc(cmd) >= 5)
+ cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(cmd, 4)) * 255; // yes, these are HEXADECIMAL percent ;)
else
cl.cshifts[CSHIFT_BONUS].percent = 50;
- if(Cmd_Argc() >= 6)
- cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
+ if(Cmd_Argc(cmd) >= 6)
+ cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(cmd, 5)) * 255;
else
cl.cshifts[CSHIFT_BONUS].alphafade = 100;
}
* viewmodelmatrix_nobob
* viewmodelmatrix_withbob
*/
-void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity)
+void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qbool teleported, qbool clonground, qbool clcmdjump, float clstatsviewheight, qbool cldead, qbool clintermission, const vec3_t clvelocity)
{
float vieworg[3], viewangles[3], smoothtime;
float gunorg[3], gunangles[3];
// angles
if (cldead && v_deathtilt.integer)
viewangles[ROLL] = v_deathtiltangle.value;
- VectorAdd(viewangles, cl.punchangle, viewangles);
- viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
+
+ // Hanicef: don't apply punchangle twice if the scene is rendered more than once.
+ if (!cl_punchangle_applied)
+ {
+ VectorAdd(viewangles, cl.punchangle, viewangles);
+ cl_punchangle_applied = 1;
+ }
+ viewangles[ROLL] += Com_CalcRoll(clviewangles, clvelocity, cl_rollangle.value, cl_rollspeed.value);
+
if (v_dmg_time > 0)
{
viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
if (!cldead)
{
double xyspeed, bob, bobfall;
- double cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
+ double bobcycle = 0, cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
vec_t frametime;
frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
cycle = cl.time / cl_bobcycle.value;
cycle -= (int) cycle;
if (cycle < cl_bobup.value)
- cycle = sin(M_PI * cycle / cl_bobup.value);
+ bobcycle = cycle = sin(M_PI * cycle / cl_bobup.value);
else
- cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
+ bobcycle = cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
// bob is proportional to velocity in the xy plane
// (don't count Z, or jumping messes it up)
bob = xyspeed * cl_bob.value;
- bob = bound(0, bob, bob_limit);
bob = bob*0.3 + bob*0.7*cycle;
+ bob = bound(-7, bob, bob_limit);
vieworg[2] += bob;
// we also need to adjust gunorg, or this appears like pushing the gun!
// In the old code, this was applied to vieworg BEFORE copying to gunorg,
VectorMA (gunorg, bob, right, gunorg);
bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
VectorMA (gunorg, bob, up, gunorg);
+ // Classic Quake bobbing
+ bob = (cl_bobmodel_classic.integer ? xyspeed * cl_bob.value * 0.25 * bobcycle : bspeed * cl_bobmodel_forward.value * cos(s * 2) * t) * cl_viewmodel_scale.value;
+ VectorMA (gunorg, (cl_bobmodel_classic.integer ? (bob > 1 ? 1 : bob) : bob), forward, gunorg);
}
}
}
void V_CalcRefdef (void)
{
entity_t *ent;
- qboolean cldead;
+ qbool cldead;
if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
{
*/
void V_Init (void)
{
- Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
- 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");
- Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
+ Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "v_cshift", V_cshift_f, "sets tint color of view");
+ Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "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");
+ Cmd_AddCommand(CMD_CLIENT, "centerview", V_StartPitchDrift_f, "gradually recenter view (stop looking up/down)");
Cvar_RegisterVariable (&v_centermove);
Cvar_RegisterVariable (&v_centerspeed);
Cvar_RegisterVariable (&cl_bobmodel);
Cvar_RegisterVariable (&cl_bobmodel_side);
Cvar_RegisterVariable (&cl_bobmodel_up);
+ Cvar_RegisterVariable (&cl_bobmodel_forward);
+ Cvar_RegisterVariable (&cl_bobmodel_classic);
Cvar_RegisterVariable (&cl_bobmodel_speed);
Cvar_RegisterVariable (&cl_bob_limit);
Cvar_RegisterVariable (&cl_bob_limit_heightcheck);