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"
28 The view is allowed to move slightly from it's true position for bobbing,
29 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
30 entities sent from the server may not include everything in the pvs, especially
31 when crossing a water boudnary.
35 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
36 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
38 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
39 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
40 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"};
41 cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
42 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
43 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
44 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)"};
45 cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
46 cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
47 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
48 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
49 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
50 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
52 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
53 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
54 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
55 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
56 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
57 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
58 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
59 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
60 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
61 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
62 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
64 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
65 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
66 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
67 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
68 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
69 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
70 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
71 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
72 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
73 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
74 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
76 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"};
78 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
79 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
80 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
82 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
83 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
84 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
85 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
86 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
87 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
89 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
91 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
93 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)"};
94 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
96 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
98 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."};
100 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
101 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
102 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
103 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
105 cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
107 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
108 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
110 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
111 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
113 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
120 Used by view and sv_user
123 float V_CalcRoll (vec3_t angles, vec3_t velocity)
130 AngleVectors (angles, NULL, right, NULL);
131 side = DotProduct (velocity, right);
132 sign = side < 0 ? -1 : 1;
135 value = cl_rollangle.value;
137 if (side < cl_rollspeed.value)
138 side = side * value / cl_rollspeed.value;
146 void V_StartPitchDrift (void)
148 if (cl.laststop == cl.time)
149 return; // something else is keeping it from drifting
151 if (cl.nodrift || !cl.pitchvel)
153 cl.pitchvel = v_centerspeed.value;
159 void V_StopPitchDrift (void)
161 cl.laststop = cl.time;
170 Moves the client pitch angle towards cl.idealpitch sent by the server.
172 If the user is adjusting pitch manually, either with lookup/lookdown,
173 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
175 Drifting is enabled when the center view key is hit, mlook is released and
176 lookspring is non 0, or when
179 void V_DriftPitch (void)
183 if (noclip_anglehack || !cl.onground || cls.demoplayback )
190 // don't count small mouse motion
193 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
196 cl.driftmove += cl.realframetime;
198 if ( cl.driftmove > v_centermove.value)
200 V_StartPitchDrift ();
205 delta = cl.idealpitch - cl.viewangles[PITCH];
213 move = cl.realframetime * cl.pitchvel;
214 cl.pitchvel += cl.realframetime * v_centerspeed.value;
223 cl.viewangles[PITCH] += move;
232 cl.viewangles[PITCH] -= move;
238 ==============================================================================
242 ==============================================================================
251 void V_ParseDamage (void)
255 //vec3_t forward, right;
261 armor = MSG_ReadByte(&cl_message);
262 blood = MSG_ReadByte(&cl_message);
263 MSG_ReadVector(&cl_message, from, cls.protocol);
265 // Send the Dmg Globals to CSQC
266 CL_VM_UpdateDmgGlobals(blood, armor, from);
268 count = blood*0.5 + armor*0.5;
272 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
274 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
275 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
276 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
277 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
278 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
279 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
283 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
284 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
285 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
289 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
290 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
291 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
295 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
296 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
297 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
300 // calculate view angle kicks
301 if (cl.entities[cl.viewentity].state_current.active)
303 ent = &cl.entities[cl.viewentity];
304 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
305 VectorNormalize(localfrom);
306 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
307 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
308 v_dmg_time = v_kicktime.value;
312 static cshift_t v_cshift;
319 static void V_cshift_f (void)
321 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
322 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
323 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
324 v_cshift.percent = atof(Cmd_Argv(4));
332 When you run over an item, the server sends this command
335 static void V_BonusFlash_f (void)
339 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
340 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
341 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
342 cl.cshifts[CSHIFT_BONUS].percent = 50;
343 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
345 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
347 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
348 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
349 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
351 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
353 cl.cshifts[CSHIFT_BONUS].percent = 50;
355 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
357 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
360 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
364 ==============================================================================
368 ==============================================================================
371 extern matrix4x4_t viewmodelmatrix_nobob;
372 extern matrix4x4_t viewmodelmatrix_withbob;
374 #include "cl_collision.h"
384 static vec3_t eyeboxmins = {-16, -16, -24};
385 static vec3_t eyeboxmaxs = { 16, 16, 32};
388 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
390 frac = bound(0, frac, 1);
391 return (*store = *store * (1 - frac) + value * frac);
394 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
396 lowpass(value, frac, store);
397 return (*store = bound(value - limit, *store, value + limit));
400 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
402 return value - lowpass(value, frac, store);
405 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
407 return value - lowpass_limited(value, frac, limit, store);
410 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
412 out[0] = lowpass(value[0], fracx, &store[0]);
413 out[1] = lowpass(value[1], fracy, &store[1]);
414 out[2] = lowpass(value[2], fracz, &store[2]);
417 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
419 out[0] = highpass(value[0], fracx, &store[0]);
420 out[1] = highpass(value[1], fracy, &store[1]);
421 out[2] = highpass(value[2], fracz, &store[2]);
424 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)
426 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
427 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
428 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
431 void V_CalcRefdef (void)
434 float vieworg[3], viewangles[3], smoothtime;
435 float gunorg[3], gunangles[3];
436 matrix4x4_t tmpmatrix;
438 static float viewheightavg;
441 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
442 vec3_t camboxmins = {-3, -3, -3};
443 vec3_t camboxmaxs = {3, 3, 3};
444 // end of chase camera bounding box size for proper collisions by Alexander Zubov
448 viewmodelmatrix_nobob = identitymatrix;
449 viewmodelmatrix_withbob = identitymatrix;
450 r_refdef.view.matrix = identitymatrix;
451 if (cls.state == ca_connected && cls.signon == SIGNONS)
453 // ent is the view entity (visible when out of body)
454 ent = &cl.entities[cl.viewentity];
455 // player can look around, so take the origin from the entity,
456 // and the angles from the input system
457 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
458 VectorCopy(cl.viewangles, viewangles);
460 // calculate how much time has passed since the last V_CalcRefdef
461 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
462 cl.stairsmoothtime = cl.time;
466 v_dmg_time -= bound(0, smoothtime, 0.1);
470 // entity is a fixed camera, just copy the matrix
471 if (cls.protocol == PROTOCOL_QUAKEWORLD)
472 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);
475 r_refdef.view.matrix = ent->render.matrix;
476 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
478 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
479 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
480 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
484 // smooth stair stepping, but only if onground and enabled
485 if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
486 cl.stairsmoothz = vieworg[2];
489 if (cl.stairsmoothz < vieworg[2])
490 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
491 else if (cl.stairsmoothz > vieworg[2])
492 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
495 // apply qw weapon recoil effect (this did not work in QW)
496 // TODO: add a cvar to disable this
497 viewangles[PITCH] += cl.qw_weaponkick;
499 // apply the viewofs (even if chasecam is used)
500 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
501 viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
502 viewheightavg = viewheightavg * (1 - viewheight) + cl.stats[STAT_VIEWHEIGHT] * viewheight;
503 vieworg[2] += viewheightavg;
505 if (chase_active.value)
507 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
508 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
510 camback = chase_back.value;
511 camup = chase_up.value;
512 campitch = chase_pitchangle.value;
514 AngleVectors(viewangles, forward, NULL, NULL);
516 if (chase_overhead.integer)
523 viewangles[PITCH] = 0;
524 AngleVectors(viewangles, forward, NULL, up);
525 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
526 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
527 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
528 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
531 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
532 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
534 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
535 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
537 VectorCopy(trace.endpos, vieworg);
540 // trace from first person view location to our chosen third person view location
542 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
544 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
546 VectorCopy(trace.endpos, bestvieworg);
548 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
550 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
552 AngleVectors(viewangles, NULL, NULL, up);
553 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
554 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
555 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
557 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
559 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
561 if (bestvieworg[2] > trace.endpos[2])
562 bestvieworg[2] = trace.endpos[2];
566 VectorCopy(bestvieworg, vieworg);
568 viewangles[PITCH] = campitch;
572 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
574 // look straight down from high above
575 viewangles[PITCH] = 90;
577 VectorSet(forward, 0, 0, -1);
580 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
582 chase_dest[0] = vieworg[0] + forward[0] * dist;
583 chase_dest[1] = vieworg[1] + forward[1] * dist;
584 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
585 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
586 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
591 // first person view from entity
593 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
594 viewangles[ROLL] = v_deathtiltangle.value;
595 VectorAdd(viewangles, cl.punchangle, viewangles);
596 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
599 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
600 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
603 VectorAdd(vieworg, cl.punchvector, vieworg);
604 if (cl.stats[STAT_HEALTH] > 0)
606 double xyspeed, bob, bobfall;
610 //frametime = cl.realframetime * cl.movevars_timescale;
611 frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
613 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
614 if(!ent->persistent.trail_allowed) // FIXME improve this check
616 // try to fix the first highpass; result is NOT
617 // perfect! TODO find a better fix
618 VectorCopy(viewangles, cl.gunangles_prev);
619 VectorCopy(vieworg, cl.gunorg_prev);
622 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
623 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
624 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);
625 VectorCopy(vieworg, cl.gunorg_prev);
626 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
628 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
629 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
630 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
631 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
632 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
633 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);
634 VectorCopy(viewangles, cl.gunangles_prev);
635 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
637 // 3. calculate the RAW adjustment vectors
638 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
639 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
640 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
642 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
643 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
646 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
647 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
648 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);
649 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);
650 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
651 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
652 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
654 // 5. use the adjusted vectors
655 VectorAdd(vieworg, gunorg, gunorg);
656 VectorAdd(viewangles, gunangles, gunangles);
658 // bounded XY speed, used by several effects below
659 xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
661 // vertical view bobbing code
662 if (cl_bob.value && cl_bobcycle.value)
664 // LordHavoc: this code is *weird*, but not replacable (I think it
665 // should be done in QC on the server, but oh well, quake is quake)
666 // LordHavoc: figured out bobup: the time at which the sin is at 180
667 // degrees (which allows lengthening or squishing the peak or valley)
668 cycle = cl.time / cl_bobcycle.value;
669 cycle -= (int) cycle;
670 if (cycle < cl_bobup.value)
671 cycle = sin(M_PI * cycle / cl_bobup.value);
673 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
674 // bob is proportional to velocity in the xy plane
675 // (don't count Z, or jumping messes it up)
676 bob = xyspeed * bound(0, cl_bob.value, 0.05);
677 bob = bob*0.3 + bob*0.7*cycle;
679 // we also need to adjust gunorg, or this appears like pushing the gun!
680 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
681 // but this is not viable with the new followmodel code as that would mean
682 // that followmodel would work on the munged-by-bob vieworg and do feedback
686 // horizontal view bobbing code
687 if (cl_bob2.value && cl_bob2cycle.value)
690 vec3_t forward, right, up;
693 cycle = cl.time / cl_bob2cycle.value;
694 cycle -= (int) cycle;
696 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
698 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
699 bob = bound(0, cl_bob2.value, 0.05) * cycle;
701 // this value slowly decreases from 1 to 0 when we stop touching the ground.
702 // The cycle is later multiplied with it so the view smooths back to normal
703 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
707 if(cl.bob2_smooth > 0)
708 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
713 // calculate the front and side of the player between the X and Y axes
714 AngleVectors(viewangles, forward, right, up);
715 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
716 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
717 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
718 VectorScale(forward, bob, forward);
719 VectorScale(right, bob, right);
720 // we use side with forward and front with right, so the bobbing goes
721 // to the side when we walk forward and to the front when we strafe
722 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
723 vieworg[0] += bob2vel[0];
724 vieworg[1] += bob2vel[1];
725 // we also need to adjust gunorg, or this appears like pushing the gun!
726 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
727 // but this is not viable with the new followmodel code as that would mean
728 // that followmodel would work on the munged-by-bob vieworg and do feedback
729 gunorg[0] += bob2vel[0];
730 gunorg[1] += bob2vel[1];
734 // causes the view to swing down and back up when touching the ground
735 if (cl_bobfall.value && cl_bobfallcycle.value)
739 cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
740 if (cl.velocity[2] < -cl_bobfallminspeed.value)
741 cl.bobfall_swing = 1;
743 cl.bobfall_swing = 0; // TODO really?
747 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
749 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
750 vieworg[2] += bobfall;
751 gunorg[2] += bobfall;
755 // gun model bobbing code
756 if (cl_bobmodel.value)
758 // calculate for swinging gun model
759 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
760 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
761 // for the most part, but for some reason when you go through a message trigger or
762 // pick up an item or anything like that it will momentarily jolt the gun.
763 vec3_t forward, right, up;
768 s = cl.time * cl_bobmodel_speed.value;
771 if (cl.time - cl.hitgroundtime < 0.2)
773 // just hit the ground, speed the bob back up over the next 0.2 seconds
774 t = cl.time - cl.hitgroundtime;
775 t = bound(0, t, 0.2);
783 // recently left the ground, slow the bob down over the next 0.2 seconds
784 t = cl.time - cl.lastongroundtime;
785 t = 0.2 - bound(0, t, 0.2);
789 bspeed = xyspeed * 0.01f;
790 AngleVectors (gunangles, forward, right, up);
791 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
792 VectorMA (gunorg, bob, right, gunorg);
793 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
794 VectorMA (gunorg, bob, up, gunorg);
798 // calculate a view matrix for rendering the scene
799 if (v_idlescale.value)
801 viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
802 viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
803 viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
805 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
807 // calculate a viewmodel matrix for use in view-attached entities
808 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
809 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
811 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
812 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
813 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
815 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
816 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
821 void V_FadeViewFlashs(void)
823 // don't flash if time steps backwards
824 if (cl.time <= cl.oldtime)
826 // drop the damage value
827 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
828 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
829 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
830 // drop the bonus value
831 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
832 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
833 cl.cshifts[CSHIFT_BONUS].percent = 0;
836 void V_CalcViewBlend(void)
840 r_refdef.viewblend[0] = 0;
841 r_refdef.viewblend[1] = 0;
842 r_refdef.viewblend[2] = 0;
843 r_refdef.viewblend[3] = 0;
844 r_refdef.frustumscale_x = 1;
845 r_refdef.frustumscale_y = 1;
846 if (cls.state == ca_connected && cls.signon == SIGNONS)
848 // set contents color
851 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
852 supercontents = CL_PointSuperContents(vieworigin);
853 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
855 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
856 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
857 if (supercontents & SUPERCONTENTS_LAVA)
859 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
860 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
861 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
863 else if (supercontents & SUPERCONTENTS_SLIME)
865 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
866 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
867 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
871 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
872 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
873 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
875 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
879 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
880 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
881 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
882 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
885 if (gamemode != GAME_TRANSFUSION)
887 if (cl.stats[STAT_ITEMS] & IT_QUAD)
889 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
890 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
891 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
892 cl.cshifts[CSHIFT_POWERUP].percent = 30;
894 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
896 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
897 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
898 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
899 cl.cshifts[CSHIFT_POWERUP].percent = 20;
901 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
903 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
904 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
905 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
906 cl.cshifts[CSHIFT_POWERUP].percent = 100;
908 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
910 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
911 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
912 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
913 cl.cshifts[CSHIFT_POWERUP].percent = 30;
916 cl.cshifts[CSHIFT_POWERUP].percent = 0;
919 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
920 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
921 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
922 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
924 // LordHavoc: fixed V_CalcBlend
925 for (j = 0;j < NUM_CSHIFTS;j++)
927 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
930 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
931 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
934 // saturate color (to avoid blending in black)
935 if (r_refdef.viewblend[3])
937 a2 = 1 / r_refdef.viewblend[3];
938 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
940 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
941 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
942 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
943 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
946 r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
947 r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
948 r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
952 r_refdef.viewblend[0] *= (1.0f/256.0f);
953 r_refdef.viewblend[1] *= (1.0f/256.0f);
954 r_refdef.viewblend[2] *= (1.0f/256.0f);
957 // Samual: Ugly hack, I know. But it's the best we can do since
958 // there is no way to detect client states from the engine.
959 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
960 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
962 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
963 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
971 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
972 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
974 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
975 r_refdef.viewblend[3] = a;
980 //============================================================================
989 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
990 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");
991 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
993 Cvar_RegisterVariable (&v_centermove);
994 Cvar_RegisterVariable (&v_centerspeed);
996 Cvar_RegisterVariable (&v_iyaw_cycle);
997 Cvar_RegisterVariable (&v_iroll_cycle);
998 Cvar_RegisterVariable (&v_ipitch_cycle);
999 Cvar_RegisterVariable (&v_iyaw_level);
1000 Cvar_RegisterVariable (&v_iroll_level);
1001 Cvar_RegisterVariable (&v_ipitch_level);
1003 Cvar_RegisterVariable (&v_idlescale);
1004 Cvar_RegisterVariable (&crosshair);
1006 Cvar_RegisterVariable (&cl_rollspeed);
1007 Cvar_RegisterVariable (&cl_rollangle);
1008 Cvar_RegisterVariable (&cl_bob);
1009 Cvar_RegisterVariable (&cl_bobcycle);
1010 Cvar_RegisterVariable (&cl_bobup);
1011 Cvar_RegisterVariable (&cl_bob2);
1012 Cvar_RegisterVariable (&cl_bob2cycle);
1013 Cvar_RegisterVariable (&cl_bob2smooth);
1014 Cvar_RegisterVariable (&cl_bobfall);
1015 Cvar_RegisterVariable (&cl_bobfallcycle);
1016 Cvar_RegisterVariable (&cl_bobfallminspeed);
1017 Cvar_RegisterVariable (&cl_bobmodel);
1018 Cvar_RegisterVariable (&cl_bobmodel_side);
1019 Cvar_RegisterVariable (&cl_bobmodel_up);
1020 Cvar_RegisterVariable (&cl_bobmodel_speed);
1022 Cvar_RegisterVariable (&cl_leanmodel);
1023 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1024 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1025 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1026 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1027 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1028 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1029 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1030 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1031 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1032 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1034 Cvar_RegisterVariable (&cl_followmodel);
1035 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1036 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1037 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1038 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1039 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1040 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1041 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1042 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1043 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1044 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1046 Cvar_RegisterVariable (&cl_viewmodel_scale);
1048 Cvar_RegisterVariable (&v_kicktime);
1049 Cvar_RegisterVariable (&v_kickroll);
1050 Cvar_RegisterVariable (&v_kickpitch);
1052 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1054 Cvar_RegisterVariable (&cl_smoothviewheight);
1056 Cvar_RegisterVariable (&chase_back);
1057 Cvar_RegisterVariable (&chase_up);
1058 Cvar_RegisterVariable (&chase_active);
1059 Cvar_RegisterVariable (&chase_overhead);
1060 Cvar_RegisterVariable (&chase_pitchangle);
1061 Cvar_RegisterVariable (&chase_stevie);
1063 Cvar_RegisterVariable (&v_deathtilt);
1064 Cvar_RegisterVariable (&v_deathtiltangle);