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"
27 The view is allowed to move slightly from it's true position for bobbing,
28 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
29 entities sent from the server may not include everything in the pvs, especially
30 when crossing a water boudnary.
34 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
35 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
37 cvar_t cl_bob = {0, "cl_bob","0.02", "view bobbing amount"};
38 cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6", "view bobbing speed"};
39 cvar_t cl_bobup = {0, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
41 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
42 cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"};
43 cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"};
44 cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7", "gun bobbing speed"};
46 cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "0.3", "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"};
48 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
49 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
50 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
52 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
53 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
54 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
55 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
56 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
57 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
59 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
61 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
63 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)"};
64 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
66 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
68 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
69 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
70 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
72 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
74 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
75 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
77 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
84 Used by view and sv_user
87 float V_CalcRoll (vec3_t angles, vec3_t velocity)
94 AngleVectors (angles, NULL, right, NULL);
95 side = DotProduct (velocity, right);
96 sign = side < 0 ? -1 : 1;
99 value = cl_rollangle.value;
101 if (side < cl_rollspeed.value)
102 side = side * value / cl_rollspeed.value;
110 void V_StartPitchDrift (void)
112 if (cl.laststop == cl.time)
113 return; // something else is keeping it from drifting
115 if (cl.nodrift || !cl.pitchvel)
117 cl.pitchvel = v_centerspeed.value;
123 void V_StopPitchDrift (void)
125 cl.laststop = cl.time;
134 Moves the client pitch angle towards cl.idealpitch sent by the server.
136 If the user is adjusting pitch manually, either with lookup/lookdown,
137 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
139 Drifting is enabled when the center view key is hit, mlook is released and
140 lookspring is non 0, or when
143 void V_DriftPitch (void)
147 if (noclip_anglehack || !cl.onground || cls.demoplayback )
154 // don't count small mouse motion
157 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
160 cl.driftmove += cl.realframetime;
162 if ( cl.driftmove > v_centermove.value)
164 V_StartPitchDrift ();
169 delta = cl.idealpitch - cl.viewangles[PITCH];
177 move = cl.realframetime * cl.pitchvel;
178 cl.pitchvel += cl.realframetime * v_centerspeed.value;
187 cl.viewangles[PITCH] += move;
196 cl.viewangles[PITCH] -= move;
202 ==============================================================================
206 ==============================================================================
215 void V_ParseDamage (void)
219 //vec3_t forward, right;
225 armor = MSG_ReadByte ();
226 blood = MSG_ReadByte ();
227 MSG_ReadVector(from, cls.protocol);
229 count = blood*0.5 + armor*0.5;
233 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
235 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
236 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
237 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
238 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
239 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
243 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
244 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
245 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
249 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
250 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
251 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
255 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
256 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
257 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
260 // calculate view angle kicks
261 if (cl.entities[cl.viewentity].state_current.active)
263 ent = &cl.entities[cl.viewentity];
264 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
265 VectorNormalize(localfrom);
266 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
267 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
268 v_dmg_time = v_kicktime.value;
272 static cshift_t v_cshift;
279 static void V_cshift_f (void)
281 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
282 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
283 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
284 v_cshift.percent = atof(Cmd_Argv(4));
292 When you run over an item, the server sends this command
295 static void V_BonusFlash_f (void)
297 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
298 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
299 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
300 cl.cshifts[CSHIFT_BONUS].percent = 50;
304 ==============================================================================
308 ==============================================================================
311 extern matrix4x4_t viewmodelmatrix;
313 #include "cl_collision.h"
322 void CL_StairSmoothing (void)
325 v_dmg_time -= (cl.time - cl.oldtime);
328 if (cl.onground && cl.stairoffset < 0)
330 cl.stairoffset += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
331 cl.stairoffset = bound(-16, cl.stairoffset, 0);
333 else if (cl.onground && cl.stairoffset > 0)
335 cl.stairoffset -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
336 cl.stairoffset = bound(0, cl.stairoffset, 16);
348 void V_CalcRefdef (void)
352 float vieworg[3], gunorg[3], viewangles[3];
357 viewmodelmatrix = identitymatrix;
358 r_view.matrix = identitymatrix;
359 if (cls.state == ca_connected && cls.signon == SIGNONS)
361 // ent is the view entity (visible when out of body)
362 ent = &cl.entities[cl.viewentity];
363 // player can look around, so take the origin from the entity,
364 // and the angles from the input system
365 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
366 VectorCopy(cl.viewangles, viewangles);
368 // update the stairoffset if the player entity has gone up or down without leaving the ground
369 //Con_Printf("cl.onground %i oldz %f newz %f vel %f %f %f\n", cl.onground, oldz, vieworg[2], cl.movement_velocity[0], cl.movement_velocity[1], cl.movement_velocity[2]);
370 cl.stairoffset -= vieworg[2] - oldz;
372 cl.stairoffset = bound(-16, cl.stairoffset, 16);
374 // interpolate the angles if playing a demo or spectating someone
375 if (cls.demoplayback || cl.fixangle[0])
378 float frac = bound(0, (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]), 1);
379 for (i = 0;i < 3;i++)
381 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
386 viewangles[i] = cl.mviewangles[1][i] + frac * d;
391 // entity is a fixed camera, just copy the matrix
392 if (cls.protocol == PROTOCOL_QUAKEWORLD)
393 Matrix4x4_CreateFromQuakeEntity(&r_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);
396 r_view.matrix = ent->render.matrix;
397 Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
399 viewmodelmatrix = r_view.matrix;
403 // apply qw weapon recoil effect (this did not work in QW)
404 // TODO: add a cvar to disable this
405 viewangles[PITCH] += cl.qw_weaponkick;
407 // bias by stair smoothing offset
408 vieworg[2] += cl.stairoffset;
410 if (chase_active.value)
412 // observing entity from third person
413 vec_t camback, camup, dist, forward[3], chase_dest[3];
415 camback = bound(0, chase_back.value, 128);
416 if (chase_back.value != camback)
417 Cvar_SetValueQuick(&chase_back, camback);
418 camup = bound(-48, chase_up.value, 96);
419 if (chase_up.value != camup)
420 Cvar_SetValueQuick(&chase_up, camup);
422 // this + 22 is to match view_ofs for compatibility with older versions
425 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
427 // look straight down from high above
431 AngleVectors(viewangles, forward, NULL, NULL);
433 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
435 chase_dest[0] = vieworg[0] + forward[0] * dist;
436 chase_dest[1] = vieworg[1] + forward[1] * dist;
437 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
438 trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
439 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
443 // first person view from entity
445 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
446 viewangles[ROLL] = v_deathtiltangle.value;
447 VectorAdd(viewangles, cl.punchangle, viewangles);
448 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
451 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
452 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
455 VectorAdd(vieworg, cl.punchvector, vieworg);
456 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
457 if (cl.stats[STAT_HEALTH] > 0)
461 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
462 if (cl_bob.value && cl_bobcycle.value)
465 // LordHavoc: this code is *weird*, but not replacable (I think it
466 // should be done in QC on the server, but oh well, quake is quake)
467 // LordHavoc: figured out bobup: the time at which the sin is at 180
468 // degrees (which allows lengthening or squishing the peak or valley)
469 cycle = cl.time / cl_bobcycle.value;
470 cycle -= (int) cycle;
471 if (cycle < cl_bobup.value)
472 cycle = sin(M_PI * cycle / cl_bobup.value);
474 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
475 // bob is proportional to velocity in the xy plane
476 // (don't count Z, or jumping messes it up)
477 bob = xyspeed * cl_bob.value;
478 bob = bob*0.3 + bob*0.7*cycle;
479 vieworg[2] += bound(-7, bob, 4);
482 VectorCopy(vieworg, gunorg);
484 if (cl_bobmodel.value)
486 // calculate for swinging gun model
487 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
488 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
489 // for the most part, but for some reason when you go through a message trigger or
490 // pick up an item or anything like that it will momentarily jolt the gun.
491 vec3_t forward, right, up;
496 s = cl.time * cl_bobmodel_speed.value;
499 if (cl.time - cl.hitgroundtime < 0.2)
501 // just hit the ground, speed the bob back up over the next 0.2 seconds
502 t = cl.time - cl.hitgroundtime;
503 t = bound(0, t, 0.2);
511 // recently left the ground, slow the bob down over the next 0.2 seconds
512 t = cl.time - cl.lastongroundtime;
513 t = 0.2 - bound(0, t, 0.2);
517 bspeed = bound (0, xyspeed, 400) * 0.01f;
518 AngleVectors (viewangles, forward, right, up);
519 bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
520 VectorMA (gunorg, bob, right, gunorg);
521 bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
522 VectorMA (gunorg, bob, up, gunorg);
526 // calculate a view matrix for rendering the scene
527 if (v_idlescale.value)
528 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
530 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
531 // calculate a viewmodel matrix for use in view-attached entities
532 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
533 VectorCopy(vieworg, csqc_origin);
534 VectorCopy(viewangles, csqc_angles);
539 void V_FadeViewFlashs(void)
541 // drop the damage value
542 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
543 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
544 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
545 // drop the bonus value
546 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
547 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
548 cl.cshifts[CSHIFT_BONUS].percent = 0;
551 void V_CalcViewBlend(void)
555 r_refdef.viewblend[0] = 0;
556 r_refdef.viewblend[1] = 0;
557 r_refdef.viewblend[2] = 0;
558 r_refdef.viewblend[3] = 0;
559 r_refdef.frustumscale_x = 1;
560 r_refdef.frustumscale_y = 1;
561 if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
563 // set contents color
566 Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
567 supercontents = CL_PointSuperContents(vieworigin);
568 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
570 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
571 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
572 if (supercontents & SUPERCONTENTS_LAVA)
574 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
575 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
576 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
578 else if (supercontents & SUPERCONTENTS_SLIME)
580 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
581 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
582 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
586 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
587 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
588 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
590 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
594 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
595 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
596 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
597 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
600 if (gamemode != GAME_TRANSFUSION)
602 if (cl.stats[STAT_ITEMS] & IT_QUAD)
604 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
605 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
606 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
607 cl.cshifts[CSHIFT_POWERUP].percent = 30;
609 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
611 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
612 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
613 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
614 cl.cshifts[CSHIFT_POWERUP].percent = 20;
616 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
618 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
619 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
620 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
621 cl.cshifts[CSHIFT_POWERUP].percent = 100;
623 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
625 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
626 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
627 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
628 cl.cshifts[CSHIFT_POWERUP].percent = 30;
631 cl.cshifts[CSHIFT_POWERUP].percent = 0;
634 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
635 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
636 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
637 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
639 // LordHavoc: fixed V_CalcBlend
640 for (j = 0;j < NUM_CSHIFTS;j++)
642 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
645 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
646 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
649 // saturate color (to avoid blending in black)
650 if (r_refdef.viewblend[3])
652 a2 = 1 / r_refdef.viewblend[3];
653 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
656 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
657 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
658 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
659 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
663 //============================================================================
672 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
673 Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
674 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
676 Cvar_RegisterVariable (&v_centermove);
677 Cvar_RegisterVariable (&v_centerspeed);
679 Cvar_RegisterVariable (&v_iyaw_cycle);
680 Cvar_RegisterVariable (&v_iroll_cycle);
681 Cvar_RegisterVariable (&v_ipitch_cycle);
682 Cvar_RegisterVariable (&v_iyaw_level);
683 Cvar_RegisterVariable (&v_iroll_level);
684 Cvar_RegisterVariable (&v_ipitch_level);
686 Cvar_RegisterVariable (&v_idlescale);
687 Cvar_RegisterVariable (&crosshair);
689 Cvar_RegisterVariable (&cl_rollspeed);
690 Cvar_RegisterVariable (&cl_rollangle);
691 Cvar_RegisterVariable (&cl_bob);
692 Cvar_RegisterVariable (&cl_bobcycle);
693 Cvar_RegisterVariable (&cl_bobup);
694 Cvar_RegisterVariable (&cl_bobmodel);
695 Cvar_RegisterVariable (&cl_bobmodel_side);
696 Cvar_RegisterVariable (&cl_bobmodel_up);
697 Cvar_RegisterVariable (&cl_bobmodel_speed);
699 Cvar_RegisterVariable (&cl_viewmodel_scale);
701 Cvar_RegisterVariable (&v_kicktime);
702 Cvar_RegisterVariable (&v_kickroll);
703 Cvar_RegisterVariable (&v_kickpitch);
705 Cvar_RegisterVariable (&cl_stairsmoothspeed);
707 Cvar_RegisterVariable (&chase_back);
708 Cvar_RegisterVariable (&chase_up);
709 Cvar_RegisterVariable (&chase_active);
710 if (gamemode == GAME_GOODVSBAD2)
711 Cvar_RegisterVariable (&chase_stevie);
713 Cvar_RegisterVariable (&v_deathtilt);
714 Cvar_RegisterVariable (&v_deathtiltangle);