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_nobob;
374 extern matrix4x4_t viewmodelmatrix_withbob;
376 #include "cl_collision.h"
386 static vec3_t eyeboxmins = {-16, -16, -24};
387 static vec3_t eyeboxmaxs = { 16, 16, 32};
390 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
392 frac = bound(0, frac, 1);
393 return (*store = *store * (1 - frac) + value * frac);
396 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
398 lowpass(value, frac, store);
399 return (*store = bound(value - limit, *store, value + limit));
402 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
404 return value - lowpass(value, frac, store);
407 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
409 return value - lowpass_limited(value, frac, limit, store);
412 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
414 out[0] = lowpass(value[0], fracx, &store[0]);
415 out[1] = lowpass(value[1], fracy, &store[1]);
416 out[2] = lowpass(value[2], fracz, &store[2]);
419 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
421 out[0] = highpass(value[0], fracx, &store[0]);
422 out[1] = highpass(value[1], fracy, &store[1]);
423 out[2] = highpass(value[2], fracz, &store[2]);
426 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)
428 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
429 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
430 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
433 void V_CalcRefdef (void)
436 float vieworg[3], viewangles[3], smoothtime;
437 float gunorg[3], gunangles[3];
438 matrix4x4_t tmpmatrix;
440 static float viewheightavg;
443 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
444 vec3_t camboxmins = {-3, -3, -3};
445 vec3_t camboxmaxs = {3, 3, 3};
446 // end of chase camera bounding box size for proper collisions by Alexander Zubov
450 viewmodelmatrix_nobob = identitymatrix;
451 viewmodelmatrix_withbob = identitymatrix;
452 r_refdef.view.matrix = identitymatrix;
453 if (cls.state == ca_connected && cls.signon == SIGNONS)
455 // ent is the view entity (visible when out of body)
456 ent = &cl.entities[cl.viewentity];
457 // player can look around, so take the origin from the entity,
458 // and the angles from the input system
459 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
460 VectorCopy(cl.viewangles, viewangles);
462 // calculate how much time has passed since the last V_CalcRefdef
463 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
464 cl.stairsmoothtime = cl.time;
468 v_dmg_time -= bound(0, smoothtime, 0.1);
472 // entity is a fixed camera, just copy the matrix
473 if (cls.protocol == PROTOCOL_QUAKEWORLD)
474 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);
477 r_refdef.view.matrix = ent->render.matrix;
478 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
480 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
481 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
482 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
486 // smooth stair stepping, but only if onground and enabled
487 if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
488 cl.stairsmoothz = vieworg[2];
491 if (cl.stairsmoothz < vieworg[2])
492 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
493 else if (cl.stairsmoothz > vieworg[2])
494 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
497 // apply qw weapon recoil effect (this did not work in QW)
498 // TODO: add a cvar to disable this
499 viewangles[PITCH] += cl.qw_weaponkick;
501 // apply the viewofs (even if chasecam is used)
502 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
503 viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
504 viewheightavg = viewheightavg * (1 - viewheight) + cl.stats[STAT_VIEWHEIGHT] * viewheight;
505 vieworg[2] += viewheightavg;
507 if (chase_active.value)
509 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
510 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
512 camback = chase_back.value;
513 camup = chase_up.value;
514 campitch = chase_pitchangle.value;
516 AngleVectors(viewangles, forward, NULL, NULL);
518 if (chase_overhead.integer)
525 viewangles[PITCH] = 0;
526 AngleVectors(viewangles, forward, NULL, up);
527 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
528 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
529 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
530 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
533 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
534 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
536 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
537 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
539 VectorCopy(trace.endpos, vieworg);
542 // trace from first person view location to our chosen third person view location
544 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
546 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
548 VectorCopy(trace.endpos, bestvieworg);
550 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
552 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
554 AngleVectors(viewangles, NULL, NULL, up);
555 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
556 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
557 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
559 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
561 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
563 if (bestvieworg[2] > trace.endpos[2])
564 bestvieworg[2] = trace.endpos[2];
568 VectorCopy(bestvieworg, vieworg);
570 viewangles[PITCH] = campitch;
574 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
576 // look straight down from high above
577 viewangles[PITCH] = 90;
579 VectorSet(forward, 0, 0, -1);
582 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
584 chase_dest[0] = vieworg[0] + forward[0] * dist;
585 chase_dest[1] = vieworg[1] + forward[1] * dist;
586 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
587 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
588 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
593 // first person view from entity
595 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
596 viewangles[ROLL] = v_deathtiltangle.value;
597 VectorAdd(viewangles, cl.punchangle, viewangles);
598 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
601 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
602 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
605 VectorAdd(vieworg, cl.punchvector, vieworg);
606 if (cl.stats[STAT_HEALTH] > 0)
608 double xyspeed, bob, bobfall;
612 //frametime = cl.realframetime * cl.movevars_timescale;
613 frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
615 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
616 if(!ent->persistent.trail_allowed) // FIXME improve this check
618 // try to fix the first highpass; result is NOT
619 // perfect! TODO find a better fix
620 VectorCopy(viewangles, cl.gunangles_prev);
621 VectorCopy(vieworg, cl.gunorg_prev);
624 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
625 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
626 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);
627 VectorCopy(vieworg, cl.gunorg_prev);
628 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
630 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
631 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
632 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
633 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
634 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
635 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);
636 VectorCopy(viewangles, cl.gunangles_prev);
637 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
639 // 3. calculate the RAW adjustment vectors
640 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
641 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
642 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
644 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
645 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
648 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
649 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
650 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);
651 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);
652 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
653 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
654 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
656 // 5. use the adjusted vectors
657 VectorAdd(vieworg, gunorg, gunorg);
658 VectorAdd(viewangles, gunangles, gunangles);
660 // bounded XY speed, used by several effects below
661 xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
663 // vertical view bobbing code
664 if (cl_bob.value && cl_bobcycle.value)
666 // LordHavoc: this code is *weird*, but not replacable (I think it
667 // should be done in QC on the server, but oh well, quake is quake)
668 // LordHavoc: figured out bobup: the time at which the sin is at 180
669 // degrees (which allows lengthening or squishing the peak or valley)
670 cycle = cl.time / cl_bobcycle.value;
671 cycle -= (int) cycle;
672 if (cycle < cl_bobup.value)
673 cycle = sin(M_PI * cycle / cl_bobup.value);
675 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
676 // bob is proportional to velocity in the xy plane
677 // (don't count Z, or jumping messes it up)
678 bob = xyspeed * bound(0, cl_bob.value, 0.05);
679 bob = bob*0.3 + bob*0.7*cycle;
681 // we also need to adjust gunorg, or this appears like pushing the gun!
682 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
683 // but this is not viable with the new followmodel code as that would mean
684 // that followmodel would work on the munged-by-bob vieworg and do feedback
688 // horizontal view bobbing code
689 if (cl_bob2.value && cl_bob2cycle.value)
692 vec3_t forward, right, up;
695 cycle = cl.time / cl_bob2cycle.value;
696 cycle -= (int) cycle;
698 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
700 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
701 bob = bound(0, cl_bob2.value, 0.05) * cycle;
703 // this value slowly decreases from 1 to 0 when we stop touching the ground.
704 // The cycle is later multiplied with it so the view smooths back to normal
705 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
709 if(cl.bob2_smooth > 0)
710 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
715 // calculate the front and side of the player between the X and Y axes
716 AngleVectors(viewangles, forward, right, up);
717 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
718 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
719 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
720 VectorScale(forward, bob, forward);
721 VectorScale(right, bob, right);
722 // we use side with forward and front with right, so the bobbing goes
723 // to the side when we walk forward and to the front when we strafe
724 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
725 vieworg[0] += bob2vel[0];
726 vieworg[1] += bob2vel[1];
727 // we also need to adjust gunorg, or this appears like pushing the gun!
728 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
729 // but this is not viable with the new followmodel code as that would mean
730 // that followmodel would work on the munged-by-bob vieworg and do feedback
731 gunorg[0] += bob2vel[0];
732 gunorg[1] += bob2vel[1];
736 // causes the view to swing down and back up when touching the ground
737 if (cl_bobfall.value && cl_bobfallcycle.value)
741 cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
742 if (cl.velocity[2] < -cl_bobfallminspeed.value)
743 cl.bobfall_swing = 1;
745 cl.bobfall_swing = 0; // TODO really?
749 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
751 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
752 vieworg[2] += bobfall;
753 gunorg[2] += bobfall;
757 // gun model bobbing code
758 if (cl_bobmodel.value)
760 // calculate for swinging gun model
761 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
762 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
763 // for the most part, but for some reason when you go through a message trigger or
764 // pick up an item or anything like that it will momentarily jolt the gun.
765 vec3_t forward, right, up;
770 s = cl.time * cl_bobmodel_speed.value;
773 if (cl.time - cl.hitgroundtime < 0.2)
775 // just hit the ground, speed the bob back up over the next 0.2 seconds
776 t = cl.time - cl.hitgroundtime;
777 t = bound(0, t, 0.2);
785 // recently left the ground, slow the bob down over the next 0.2 seconds
786 t = cl.time - cl.lastongroundtime;
787 t = 0.2 - bound(0, t, 0.2);
791 bspeed = xyspeed * 0.01f;
792 AngleVectors (gunangles, forward, right, up);
793 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
794 VectorMA (gunorg, bob, right, gunorg);
795 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
796 VectorMA (gunorg, bob, up, gunorg);
800 // calculate a view matrix for rendering the scene
801 if (v_idlescale.value)
803 viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
804 viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
805 viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
807 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
809 // calculate a viewmodel matrix for use in view-attached entities
810 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
811 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
813 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
814 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
815 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
817 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
818 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
823 void V_FadeViewFlashs(void)
825 // don't flash if time steps backwards
826 if (cl.time <= cl.oldtime)
828 // drop the damage value
829 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
830 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
831 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
832 // drop the bonus value
833 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
834 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
835 cl.cshifts[CSHIFT_BONUS].percent = 0;
838 void V_CalcViewBlend(void)
842 r_refdef.viewblend[0] = 0;
843 r_refdef.viewblend[1] = 0;
844 r_refdef.viewblend[2] = 0;
845 r_refdef.viewblend[3] = 0;
846 r_refdef.frustumscale_x = 1;
847 r_refdef.frustumscale_y = 1;
848 if (cls.state == ca_connected && cls.signon == SIGNONS)
850 // set contents color
853 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
854 supercontents = CL_PointSuperContents(vieworigin);
855 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
857 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
858 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
859 if (supercontents & SUPERCONTENTS_LAVA)
861 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
862 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
863 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
865 else if (supercontents & SUPERCONTENTS_SLIME)
867 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
868 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
869 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
873 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
874 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
875 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
877 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
881 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
882 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
883 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
884 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
887 if (gamemode != GAME_TRANSFUSION)
889 if (cl.stats[STAT_ITEMS] & IT_QUAD)
891 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
892 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
893 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
894 cl.cshifts[CSHIFT_POWERUP].percent = 30;
896 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
898 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
899 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
900 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
901 cl.cshifts[CSHIFT_POWERUP].percent = 20;
903 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
905 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
906 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
907 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
908 cl.cshifts[CSHIFT_POWERUP].percent = 100;
910 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
912 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
913 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
914 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
915 cl.cshifts[CSHIFT_POWERUP].percent = 30;
918 cl.cshifts[CSHIFT_POWERUP].percent = 0;
921 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
922 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
923 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
924 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
926 // LordHavoc: fixed V_CalcBlend
927 for (j = 0;j < NUM_CSHIFTS;j++)
929 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
932 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
933 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
936 // saturate color (to avoid blending in black)
937 if (r_refdef.viewblend[3])
939 a2 = 1 / r_refdef.viewblend[3];
940 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
942 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
943 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
944 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
945 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
948 r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
949 r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
950 r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
954 r_refdef.viewblend[0] *= (1.0f/256.0f);
955 r_refdef.viewblend[1] *= (1.0f/256.0f);
956 r_refdef.viewblend[2] *= (1.0f/256.0f);
959 // Samual: Ugly hack, I know. But it's the best we can do since
960 // there is no way to detect client states from the engine.
961 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
962 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
964 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
965 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
973 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
974 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
976 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
977 r_refdef.viewblend[3] = a;
982 //============================================================================
991 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
992 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");
993 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
995 Cvar_RegisterVariable (&v_centermove);
996 Cvar_RegisterVariable (&v_centerspeed);
998 Cvar_RegisterVariable (&v_iyaw_cycle);
999 Cvar_RegisterVariable (&v_iroll_cycle);
1000 Cvar_RegisterVariable (&v_ipitch_cycle);
1001 Cvar_RegisterVariable (&v_iyaw_level);
1002 Cvar_RegisterVariable (&v_iroll_level);
1003 Cvar_RegisterVariable (&v_ipitch_level);
1005 Cvar_RegisterVariable (&v_idlescale);
1006 Cvar_RegisterVariable (&crosshair);
1008 Cvar_RegisterVariable (&cl_rollspeed);
1009 Cvar_RegisterVariable (&cl_rollangle);
1010 Cvar_RegisterVariable (&cl_bob);
1011 Cvar_RegisterVariable (&cl_bobcycle);
1012 Cvar_RegisterVariable (&cl_bobup);
1013 Cvar_RegisterVariable (&cl_bob2);
1014 Cvar_RegisterVariable (&cl_bob2cycle);
1015 Cvar_RegisterVariable (&cl_bob2smooth);
1016 Cvar_RegisterVariable (&cl_bobfall);
1017 Cvar_RegisterVariable (&cl_bobfallcycle);
1018 Cvar_RegisterVariable (&cl_bobfallminspeed);
1019 Cvar_RegisterVariable (&cl_bobmodel);
1020 Cvar_RegisterVariable (&cl_bobmodel_side);
1021 Cvar_RegisterVariable (&cl_bobmodel_up);
1022 Cvar_RegisterVariable (&cl_bobmodel_speed);
1024 Cvar_RegisterVariable (&cl_leanmodel);
1025 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1026 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1027 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1028 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1029 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1030 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1031 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1032 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1033 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1034 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1036 Cvar_RegisterVariable (&cl_followmodel);
1037 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1038 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1039 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1040 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1041 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1042 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1043 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1044 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1045 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1046 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1048 Cvar_RegisterVariable (&cl_viewmodel_scale);
1050 Cvar_RegisterVariable (&v_kicktime);
1051 Cvar_RegisterVariable (&v_kickroll);
1052 Cvar_RegisterVariable (&v_kickpitch);
1054 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1056 Cvar_RegisterVariable (&cl_smoothviewheight);
1058 Cvar_RegisterVariable (&chase_back);
1059 Cvar_RegisterVariable (&chase_up);
1060 Cvar_RegisterVariable (&chase_active);
1061 Cvar_RegisterVariable (&chase_overhead);
1062 Cvar_RegisterVariable (&chase_pitchangle);
1063 Cvar_RegisterVariable (&chase_stevie);
1065 Cvar_RegisterVariable (&v_deathtilt);
1066 Cvar_RegisterVariable (&v_deathtiltangle);