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]);
436 * cl.gunangles_adjustment_highpass
437 * cl.gunangles_adjustment_lowpass
438 * cl.gunangles_highpass
440 * cl.gunorg_adjustment_highpass
441 * cl.gunorg_adjustment_lowpass
445 * cl.lastongroundtime
451 * cl.movevars_stepheight
452 * cl.movevars_timescale
456 * cl.qw_intermission_angles
457 * cl.qw_intermission_origin
461 * cl.velocity (TODO should this be a parameter?)
463 * cl.csqc_viewanglesfromengine
464 * cl.csqc_viewmodelmatrixfromengine
465 * cl.csqc_vieworiginfromengine
466 * r_refdef.view.matrix
467 * viewmodelmatrix_nobob
468 * viewmodelmatrix_withbob
470 void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission)
472 float vieworg[3], viewangles[3], smoothtime;
473 float gunorg[3], gunangles[3];
474 matrix4x4_t tmpmatrix;
476 static float viewheightavg;
479 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
480 vec3_t camboxmins = {-3, -3, -3};
481 vec3_t camboxmaxs = {3, 3, 3};
482 // end of chase camera bounding box size for proper collisions by Alexander Zubov
486 // react to clonground state changes (for gun bob)
490 cl.hitgroundtime = cl.movecmd[0].time;
491 cl.lastongroundtime = cl.movecmd[0].time;
493 cl.oldonground = clonground;
496 viewmodelmatrix_nobob = identitymatrix;
497 viewmodelmatrix_withbob = identitymatrix;
498 r_refdef.view.matrix = identitymatrix;
500 // player can look around, so take the origin from the entity,
501 // and the angles from the input system
502 Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
503 VectorCopy(clviewangles, viewangles);
505 // calculate how much time has passed since the last V_CalcRefdef
506 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
507 cl.stairsmoothtime = cl.time;
511 v_dmg_time -= bound(0, smoothtime, 0.1);
515 // entity is a fixed camera, just copy the matrix
516 if (cls.protocol == PROTOCOL_QUAKEWORLD)
517 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);
520 r_refdef.view.matrix = *entrendermatrix;
521 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
523 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
524 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
525 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
527 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
528 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
530 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
531 Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
535 // smooth stair stepping, but only if clonground and enabled
536 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
537 cl.stairsmoothz = vieworg[2];
540 if (cl.stairsmoothz < vieworg[2])
541 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
542 else if (cl.stairsmoothz > vieworg[2])
543 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
546 // apply qw weapon recoil effect (this did not work in QW)
547 // TODO: add a cvar to disable this
548 viewangles[PITCH] += cl.qw_weaponkick;
550 // apply the viewofs (even if chasecam is used)
551 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
552 viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
553 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
554 vieworg[2] += viewheightavg;
556 if (chase_active.value)
558 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
559 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
561 camback = chase_back.value;
562 camup = chase_up.value;
563 campitch = chase_pitchangle.value;
565 AngleVectors(viewangles, forward, NULL, NULL);
567 if (chase_overhead.integer)
574 viewangles[PITCH] = 0;
575 AngleVectors(viewangles, forward, NULL, up);
576 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
577 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
578 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
579 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
582 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
583 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
585 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
586 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
588 VectorCopy(trace.endpos, vieworg);
591 // trace from first person view location to our chosen third person view location
593 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
595 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
597 VectorCopy(trace.endpos, bestvieworg);
599 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
601 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
603 AngleVectors(viewangles, NULL, NULL, up);
604 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
605 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
606 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
608 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
610 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
612 if (bestvieworg[2] > trace.endpos[2])
613 bestvieworg[2] = trace.endpos[2];
617 VectorCopy(bestvieworg, vieworg);
619 viewangles[PITCH] = campitch;
623 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
625 // look straight down from high above
626 viewangles[PITCH] = 90;
628 VectorSet(forward, 0, 0, -1);
631 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
633 chase_dest[0] = vieworg[0] + forward[0] * dist;
634 chase_dest[1] = vieworg[1] + forward[1] * dist;
635 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
636 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
637 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
642 // first person view from entity
644 if (cldead && v_deathtilt.integer)
645 viewangles[ROLL] = v_deathtiltangle.value;
646 VectorAdd(viewangles, cl.punchangle, viewangles);
647 viewangles[ROLL] += V_CalcRoll(clviewangles, cl.velocity);
650 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
651 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
654 VectorAdd(vieworg, cl.punchvector, vieworg);
657 double xyspeed, bob, bobfall;
661 frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
663 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
666 // try to fix the first highpass; result is NOT
667 // perfect! TODO find a better fix
668 VectorCopy(viewangles, cl.gunangles_prev);
669 VectorCopy(vieworg, cl.gunorg_prev);
672 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
673 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
674 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);
675 VectorCopy(vieworg, cl.gunorg_prev);
676 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
678 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
679 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
680 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
681 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
682 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
683 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);
684 VectorCopy(viewangles, cl.gunangles_prev);
685 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
687 // 3. calculate the RAW adjustment vectors
688 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
689 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
690 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
692 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
693 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
696 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
697 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
698 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);
699 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);
700 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
701 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
702 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
704 // 5. use the adjusted vectors
705 VectorAdd(vieworg, gunorg, gunorg);
706 VectorAdd(viewangles, gunangles, gunangles);
708 // bounded XY speed, used by several effects below
709 xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
711 // vertical view bobbing code
712 if (cl_bob.value && cl_bobcycle.value)
714 // LordHavoc: this code is *weird*, but not replacable (I think it
715 // should be done in QC on the server, but oh well, quake is quake)
716 // LordHavoc: figured out bobup: the time at which the sin is at 180
717 // degrees (which allows lengthening or squishing the peak or valley)
718 cycle = cl.time / cl_bobcycle.value;
719 cycle -= (int) cycle;
720 if (cycle < cl_bobup.value)
721 cycle = sin(M_PI * cycle / cl_bobup.value);
723 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
724 // bob is proportional to velocity in the xy plane
725 // (don't count Z, or jumping messes it up)
726 bob = xyspeed * bound(0, cl_bob.value, 0.05);
727 bob = bob*0.3 + bob*0.7*cycle;
729 // we also need to adjust gunorg, or this appears like pushing the gun!
730 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
731 // but this is not viable with the new followmodel code as that would mean
732 // that followmodel would work on the munged-by-bob vieworg and do feedback
736 // horizontal view bobbing code
737 if (cl_bob2.value && cl_bob2cycle.value)
740 vec3_t forward, right, up;
743 cycle = cl.time / cl_bob2cycle.value;
744 cycle -= (int) cycle;
746 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
748 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
749 bob = bound(0, cl_bob2.value, 0.05) * cycle;
751 // this value slowly decreases from 1 to 0 when we stop touching the ground.
752 // The cycle is later multiplied with it so the view smooths back to normal
753 if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
757 if(cl.bob2_smooth > 0)
758 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
763 // calculate the front and side of the player between the X and Y axes
764 AngleVectors(viewangles, forward, right, up);
765 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
766 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
767 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
768 VectorScale(forward, bob, forward);
769 VectorScale(right, bob, right);
770 // we use side with forward and front with right, so the bobbing goes
771 // to the side when we walk forward and to the front when we strafe
772 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
773 vieworg[0] += bob2vel[0];
774 vieworg[1] += bob2vel[1];
775 // we also need to adjust gunorg, or this appears like pushing the gun!
776 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
777 // but this is not viable with the new followmodel code as that would mean
778 // that followmodel would work on the munged-by-bob vieworg and do feedback
779 gunorg[0] += bob2vel[0];
780 gunorg[1] += bob2vel[1];
784 // causes the view to swing down and back up when touching the ground
785 if (cl_bobfall.value && cl_bobfallcycle.value)
789 cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
790 if (cl.velocity[2] < -cl_bobfallminspeed.value)
791 cl.bobfall_swing = 1;
793 cl.bobfall_swing = 0; // TODO really?
797 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
799 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
800 vieworg[2] += bobfall;
801 gunorg[2] += bobfall;
805 // gun model bobbing code
806 if (cl_bobmodel.value)
808 // calculate for swinging gun model
809 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
810 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
811 // for the most part, but for some reason when you go through a message trigger or
812 // pick up an item or anything like that it will momentarily jolt the gun.
813 vec3_t forward, right, up;
818 s = cl.time * cl_bobmodel_speed.value;
821 if (cl.time - cl.hitgroundtime < 0.2)
823 // just hit the ground, speed the bob back up over the next 0.2 seconds
824 t = cl.time - cl.hitgroundtime;
825 t = bound(0, t, 0.2);
833 // recently left the ground, slow the bob down over the next 0.2 seconds
834 t = cl.time - cl.lastongroundtime;
835 t = 0.2 - bound(0, t, 0.2);
839 bspeed = xyspeed * 0.01f;
840 AngleVectors (gunangles, forward, right, up);
841 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
842 VectorMA (gunorg, bob, right, gunorg);
843 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
844 VectorMA (gunorg, bob, up, gunorg);
848 // calculate a view matrix for rendering the scene
849 if (v_idlescale.value)
851 viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
852 viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
853 viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
855 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
857 // calculate a viewmodel matrix for use in view-attached entities
858 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
859 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
861 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
862 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
863 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
865 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
866 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
870 void V_CalcRefdef (void)
875 if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
877 // ent is the view entity (visible when out of body)
878 ent = &cl.entities[cl.viewentity];
880 cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
881 V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission); // FIXME use a better way to detect teleport/warp than trail_allowed
885 viewmodelmatrix_nobob = identitymatrix;
886 viewmodelmatrix_withbob = identitymatrix;
887 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
888 r_refdef.view.matrix = identitymatrix;
889 VectorClear(cl.csqc_vieworiginfromengine);
890 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
894 void V_FadeViewFlashs(void)
896 // don't flash if time steps backwards
897 if (cl.time <= cl.oldtime)
899 // drop the damage value
900 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
901 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
902 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
903 // drop the bonus value
904 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
905 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
906 cl.cshifts[CSHIFT_BONUS].percent = 0;
909 void V_CalcViewBlend(void)
913 r_refdef.viewblend[0] = 0;
914 r_refdef.viewblend[1] = 0;
915 r_refdef.viewblend[2] = 0;
916 r_refdef.viewblend[3] = 0;
917 r_refdef.frustumscale_x = 1;
918 r_refdef.frustumscale_y = 1;
919 if (cls.state == ca_connected && cls.signon == SIGNONS)
921 // set contents color
924 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
925 supercontents = CL_PointSuperContents(vieworigin);
926 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
928 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
929 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
930 if (supercontents & SUPERCONTENTS_LAVA)
932 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
933 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
934 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
936 else if (supercontents & SUPERCONTENTS_SLIME)
938 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
939 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
940 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
944 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
945 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
946 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
948 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
952 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
953 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
954 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
955 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
958 if (gamemode != GAME_TRANSFUSION)
960 if (cl.stats[STAT_ITEMS] & IT_QUAD)
962 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
963 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
964 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
965 cl.cshifts[CSHIFT_POWERUP].percent = 30;
967 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
969 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
970 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
971 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
972 cl.cshifts[CSHIFT_POWERUP].percent = 20;
974 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
976 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
977 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
978 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
979 cl.cshifts[CSHIFT_POWERUP].percent = 100;
981 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
983 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
984 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
985 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
986 cl.cshifts[CSHIFT_POWERUP].percent = 30;
989 cl.cshifts[CSHIFT_POWERUP].percent = 0;
992 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
993 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
994 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
995 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
997 // LordHavoc: fixed V_CalcBlend
998 for (j = 0;j < NUM_CSHIFTS;j++)
1000 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
1003 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
1004 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
1007 // saturate color (to avoid blending in black)
1008 if (r_refdef.viewblend[3])
1010 a2 = 1 / r_refdef.viewblend[3];
1011 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
1013 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
1014 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
1015 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
1016 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
1019 r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
1020 r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
1021 r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
1025 r_refdef.viewblend[0] *= (1.0f/256.0f);
1026 r_refdef.viewblend[1] *= (1.0f/256.0f);
1027 r_refdef.viewblend[2] *= (1.0f/256.0f);
1030 // Samual: Ugly hack, I know. But it's the best we can do since
1031 // there is no way to detect client states from the engine.
1032 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
1033 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
1035 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
1036 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
1039 cl.deathfade = 0.0f;
1041 if(cl.deathfade > 0)
1044 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1045 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1047 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1048 r_refdef.viewblend[3] = a;
1053 //============================================================================
1062 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
1063 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");
1064 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
1066 Cvar_RegisterVariable (&v_centermove);
1067 Cvar_RegisterVariable (&v_centerspeed);
1069 Cvar_RegisterVariable (&v_iyaw_cycle);
1070 Cvar_RegisterVariable (&v_iroll_cycle);
1071 Cvar_RegisterVariable (&v_ipitch_cycle);
1072 Cvar_RegisterVariable (&v_iyaw_level);
1073 Cvar_RegisterVariable (&v_iroll_level);
1074 Cvar_RegisterVariable (&v_ipitch_level);
1076 Cvar_RegisterVariable (&v_idlescale);
1077 Cvar_RegisterVariable (&crosshair);
1079 Cvar_RegisterVariable (&cl_rollspeed);
1080 Cvar_RegisterVariable (&cl_rollangle);
1081 Cvar_RegisterVariable (&cl_bob);
1082 Cvar_RegisterVariable (&cl_bobcycle);
1083 Cvar_RegisterVariable (&cl_bobup);
1084 Cvar_RegisterVariable (&cl_bob2);
1085 Cvar_RegisterVariable (&cl_bob2cycle);
1086 Cvar_RegisterVariable (&cl_bob2smooth);
1087 Cvar_RegisterVariable (&cl_bobfall);
1088 Cvar_RegisterVariable (&cl_bobfallcycle);
1089 Cvar_RegisterVariable (&cl_bobfallminspeed);
1090 Cvar_RegisterVariable (&cl_bobmodel);
1091 Cvar_RegisterVariable (&cl_bobmodel_side);
1092 Cvar_RegisterVariable (&cl_bobmodel_up);
1093 Cvar_RegisterVariable (&cl_bobmodel_speed);
1095 Cvar_RegisterVariable (&cl_leanmodel);
1096 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1097 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1098 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1099 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1100 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1101 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1102 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1103 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1104 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1105 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1107 Cvar_RegisterVariable (&cl_followmodel);
1108 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1109 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1110 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1111 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1112 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1113 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1114 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1115 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1116 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1117 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1119 Cvar_RegisterVariable (&cl_viewmodel_scale);
1121 Cvar_RegisterVariable (&v_kicktime);
1122 Cvar_RegisterVariable (&v_kickroll);
1123 Cvar_RegisterVariable (&v_kickpitch);
1125 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1127 Cvar_RegisterVariable (&cl_smoothviewheight);
1129 Cvar_RegisterVariable (&chase_back);
1130 Cvar_RegisterVariable (&chase_up);
1131 Cvar_RegisterVariable (&chase_active);
1132 Cvar_RegisterVariable (&chase_overhead);
1133 Cvar_RegisterVariable (&chase_pitchangle);
1134 Cvar_RegisterVariable (&chase_stevie);
1136 Cvar_RegisterVariable (&v_deathtilt);
1137 Cvar_RegisterVariable (&v_deathtiltangle);