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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // view.c -- player eye positioning
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24
25 /*
26
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.
31
32 */
33
34 cvar_t  cl_rollspeed = {0, "cl_rollspeed", "200"};
35 cvar_t  cl_rollangle = {0, "cl_rollangle", "2.0"};
36
37 cvar_t  cl_bob = {0, "cl_bob","0.02"};
38 cvar_t  cl_bobcycle = {0, "cl_bobcycle","0.6"};
39 cvar_t  cl_bobup = {0, "cl_bobup","0.5"};
40
41 cvar_t  v_kicktime = {0, "v_kicktime", "0.5"};
42 cvar_t  v_kickroll = {0, "v_kickroll", "0.6"};
43 cvar_t  v_kickpitch = {0, "v_kickpitch", "0.6"};
44
45 cvar_t  v_iyaw_cycle = {0, "v_iyaw_cycle", "2"};
46 cvar_t  v_iroll_cycle = {0, "v_iroll_cycle", "0.5"};
47 cvar_t  v_ipitch_cycle = {0, "v_ipitch_cycle", "1"};
48 cvar_t  v_iyaw_level = {0, "v_iyaw_level", "0.3"};
49 cvar_t  v_iroll_level = {0, "v_iroll_level", "0.1"};
50 cvar_t  v_ipitch_level = {0, "v_ipitch_level", "0.3"};
51
52 cvar_t  v_idlescale = {0, "v_idlescale", "0"};
53
54 cvar_t  crosshair = {CVAR_SAVE, "crosshair", "0"};
55
56 cvar_t  v_centermove = {0, "v_centermove", "0.15"};
57 cvar_t  v_centerspeed = {0, "v_centerspeed","500"};
58
59 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"};
60
61 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48"};
62 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"};
63 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"};
64 // GAME_GOODVSBAD2
65 cvar_t chase_stevie = {0, "chase_stevie", "0"};
66
67 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
68
69
70 /*
71 ===============
72 V_CalcRoll
73
74 Used by view and sv_user
75 ===============
76 */
77 float V_CalcRoll (vec3_t angles, vec3_t velocity)
78 {
79         vec3_t  right;
80         float   sign;
81         float   side;
82         float   value;
83
84         AngleVectors (angles, NULL, right, NULL);
85         side = DotProduct (velocity, right);
86         sign = side < 0 ? -1 : 1;
87         side = fabs(side);
88
89         value = cl_rollangle.value;
90
91         if (side < cl_rollspeed.value)
92                 side = side * value / cl_rollspeed.value;
93         else
94                 side = value;
95
96         return side*sign;
97
98 }
99
100 void V_StartPitchDrift (void)
101 {
102         if (cl.laststop == cl.time)
103                 return;         // something else is keeping it from drifting
104
105         if (cl.nodrift || !cl.pitchvel)
106         {
107                 cl.pitchvel = v_centerspeed.value;
108                 cl.nodrift = false;
109                 cl.driftmove = 0;
110         }
111 }
112
113 void V_StopPitchDrift (void)
114 {
115         cl.laststop = cl.time;
116         cl.nodrift = true;
117         cl.pitchvel = 0;
118 }
119
120 /*
121 ===============
122 V_DriftPitch
123
124 Moves the client pitch angle towards cl.idealpitch sent by the server.
125
126 If the user is adjusting pitch manually, either with lookup/lookdown,
127 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
128
129 Drifting is enabled when the center view key is hit, mlook is released and
130 lookspring is non 0, or when
131 ===============
132 */
133 void V_DriftPitch (void)
134 {
135         float           delta, move;
136
137         if (noclip_anglehack || !cl.onground || cls.demoplayback )
138         {
139                 cl.driftmove = 0;
140                 cl.pitchvel = 0;
141                 return;
142         }
143
144 // don't count small mouse motion
145         if (cl.nodrift)
146         {
147                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
148                         cl.driftmove = 0;
149                 else
150                         cl.driftmove += cl.frametime;
151
152                 if ( cl.driftmove > v_centermove.value)
153                 {
154                         V_StartPitchDrift ();
155                 }
156                 return;
157         }
158
159         delta = cl.idealpitch - cl.viewangles[PITCH];
160
161         if (!delta)
162         {
163                 cl.pitchvel = 0;
164                 return;
165         }
166
167         move = cl.frametime * cl.pitchvel;
168         cl.pitchvel += cl.frametime * v_centerspeed.value;
169
170         if (delta > 0)
171         {
172                 if (move > delta)
173                 {
174                         cl.pitchvel = 0;
175                         move = delta;
176                 }
177                 cl.viewangles[PITCH] += move;
178         }
179         else if (delta < 0)
180         {
181                 if (move > -delta)
182                 {
183                         cl.pitchvel = 0;
184                         move = -delta;
185                 }
186                 cl.viewangles[PITCH] -= move;
187         }
188 }
189
190
191 /*
192 ==============================================================================
193
194                                                 SCREEN FLASHES
195
196 ==============================================================================
197 */
198
199
200 /*
201 ===============
202 V_ParseDamage
203 ===============
204 */
205 void V_ParseDamage (void)
206 {
207         int i, armor, blood;
208         vec3_t from;
209         //vec3_t forward, right;
210         vec3_t localfrom;
211         entity_t *ent;
212         //float side;
213         float count;
214
215         armor = MSG_ReadByte ();
216         blood = MSG_ReadByte ();
217         MSG_ReadVector(from);
218
219         count = blood*0.5 + armor*0.5;
220         if (count < 10)
221                 count = 10;
222
223         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
224
225         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
226         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
227                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
228         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
229                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
230
231         if (armor > blood)
232         {
233                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
234                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
235                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
236         }
237         else if (armor)
238         {
239                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
240                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
241                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
242         }
243         else
244         {
245                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
246                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
247                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
248         }
249
250         // calculate view angle kicks
251         if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
252         {
253                 ent = &cl_entities[cl.viewentity];
254                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
255                 VectorNormalize(localfrom);
256                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
257                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
258                 v_dmg_time = v_kicktime.value;
259         }
260 }
261
262 static cshift_t v_cshift;
263
264 /*
265 ==================
266 V_cshift_f
267 ==================
268 */
269 static void V_cshift_f (void)
270 {
271         v_cshift.destcolor[0] = atoi(Cmd_Argv(1));
272         v_cshift.destcolor[1] = atoi(Cmd_Argv(2));
273         v_cshift.destcolor[2] = atoi(Cmd_Argv(3));
274         v_cshift.percent = atoi(Cmd_Argv(4));
275 }
276
277
278 /*
279 ==================
280 V_BonusFlash_f
281
282 When you run over an item, the server sends this command
283 ==================
284 */
285 static void V_BonusFlash_f (void)
286 {
287         cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
288         cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
289         cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
290         cl.cshifts[CSHIFT_BONUS].percent = 50;
291 }
292
293 /*
294 ==============================================================================
295
296                                                 VIEW RENDERING
297
298 ==============================================================================
299 */
300
301 extern matrix4x4_t viewmodelmatrix;
302
303 #include "cl_collision.h"
304
305 /*
306 ==================
307 V_CalcRefdef
308
309 ==================
310 */
311 extern float timerefreshangle;
312 void V_CalcRefdef (void)
313 {
314         static float oldz;
315         entity_t *ent;
316         float vieworg[3], viewangles[3], newz;
317         Matrix4x4_CreateIdentity(&viewmodelmatrix);
318         Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
319         if (cls.state == ca_connected && cls.signon == SIGNONS)
320         {
321                 // ent is the view entity (visible when out of body)
322                 ent = &cl_entities[cl.viewentity];
323                 if (cl.intermission)
324                 {
325                         // entity is a fixed camera, just copy the matrix
326                         Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
327                         Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
328                 }
329                 else
330                 {
331                         // player can look around, so take the origin from the entity,
332                         // and the angles from the input system
333                         Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
334                         VectorCopy(cl.viewangles, viewangles);
335
336                         // stair smoothing
337                         newz = vieworg[2];
338                         oldz -= newz;
339                         oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
340                         oldz = bound(-16, oldz, 0);
341                         vieworg[2] += oldz;
342                         oldz += newz;
343
344                         if (chase_active.value)
345                         {
346                                 // observing entity from third person
347                                 vec_t camback, camup, dist, forward[3], stop[3], chase_dest[3], normal[3];
348
349                                 camback = bound(0, chase_back.value, 128);
350                                 if (chase_back.value != camback)
351                                         Cvar_SetValueQuick(&chase_back, camback);
352                                 camup = bound(-48, chase_up.value, 96);
353                                 if (chase_up.value != camup)
354                                         Cvar_SetValueQuick(&chase_up, camup);
355
356                                 // this + 22 is to match view_ofs for compatibility with older versions
357                                 camup += 22;
358
359                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
360                                 {
361                                         // look straight down from high above
362                                         viewangles[0] = 90;
363                                         camback = 2048;
364                                 }
365                                 AngleVectors(viewangles, forward, NULL, NULL);
366
367                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
368                                 dist = -camback - 8;
369                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
370                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
371                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
372                                 CL_TraceLine(vieworg, chase_dest, stop, normal, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
373                                 vieworg[0] = stop[0] + forward[0] * 8 + normal[0] * 4;
374                                 vieworg[1] = stop[1] + forward[1] * 8 + normal[1] * 4;
375                                 vieworg[2] = stop[2] + forward[2] * 8 + normal[2] * 4;
376                         }
377                         else
378                         {
379                                 // first person view from entity
380                                 // angles
381                                 if (cl.stats[STAT_HEALTH] <= 0)
382                                         viewangles[ROLL] = 80;  // dead view angle
383                                 VectorAdd(viewangles, cl.punchangle, viewangles);
384                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
385                                 if (v_dmg_time > 0)
386                                 {
387                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
388                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
389                                         v_dmg_time -= cl.frametime;
390                                 }
391                                 // origin
392                                 VectorAdd(vieworg, cl.punchvector, vieworg);
393                                 vieworg[2] += cl.viewheight;
394                                 if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value)
395                                 {
396                                         double bob, cycle;
397                                         // LordHavoc: this code is *weird*, but not replacable (I think it
398                                         // should be done in QC on the server, but oh well, quake is quake)
399                                         // LordHavoc: figured out bobup: the time at which the sin is at 180
400                                         // degrees (which allows lengthening or squishing the peak or valley)
401                                         cycle = cl.time / cl_bobcycle.value;
402                                         cycle -= (int) cycle;
403                                         if (cycle < cl_bobup.value)
404                                                 cycle = sin(M_PI * cycle / cl_bobup.value);
405                                         else
406                                                 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
407                                         // bob is proportional to velocity in the xy plane
408                                         // (don't count Z, or jumping messes it up)
409                                         bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
410                                         bob = bob*0.3 + bob*0.7*cycle;
411                                         vieworg[2] += bound(-7, bob, 4);
412                                 }
413                         }
414                         // calculate a view matrix for rendering the scene
415                         if (v_idlescale.value)
416                                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
417                         else
418                                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
419                         // calculate a viewmodel matrix for use in view-attached entities
420                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
421                 }
422         }
423 }
424
425 void V_FadeViewFlashs(void)
426 {
427         // drop the damage value
428         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
429         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
430                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
431         // drop the bonus value
432         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
433         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
434                 cl.cshifts[CSHIFT_BONUS].percent = 0;
435 }
436
437 void V_CalcViewBlend(void)
438 {
439         float a2;
440         int j;
441         r_refdef.viewblend[0] = 0;
442         r_refdef.viewblend[1] = 0;
443         r_refdef.viewblend[2] = 0;
444         r_refdef.viewblend[3] = 0;
445         if (cls.state == ca_connected && cls.signon == SIGNONS)
446         {
447                 // set contents color
448                 switch (CL_PointQ1Contents(r_vieworigin))
449                 {
450                 case CONTENTS_EMPTY:
451                 case CONTENTS_SOLID:
452                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
453                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
454                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
455                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
456                         break;
457                 case CONTENTS_LAVA:
458                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
459                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
460                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
461                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
462                         break;
463                 case CONTENTS_SLIME:
464                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
465                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
466                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
467                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
468                         break;
469                 default:
470                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
471                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
472                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
473                         cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1;
474                 }
475
476                 if (gamemode != GAME_TRANSFUSION)
477                 {
478                         if (cl.items & IT_QUAD)
479                         {
480                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
481                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
482                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
483                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
484                         }
485                         else if (cl.items & IT_SUIT)
486                         {
487                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
488                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
489                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
490                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
491                         }
492                         else if (cl.items & IT_INVISIBILITY)
493                         {
494                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
495                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
496                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
497                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
498                         }
499                         else if (cl.items & IT_INVULNERABILITY)
500                         {
501                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
502                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
503                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
504                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
505                         }
506                         else
507                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
508                 }
509
510                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
511                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
512                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
513                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
514
515                 // LordHavoc: fixed V_CalcBlend
516                 for (j = 0;j < NUM_CSHIFTS;j++)
517                 {
518                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
519                         if (a2 > 0)
520                         {
521                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
522                                 r_refdef.viewblend[3] = 1 - (1 - r_refdef.viewblend[3]) * (1 - a2); // correct alpha multiply...  took a while to find it on the web
523                         }
524                 }
525                 // saturate color (to avoid blending in black)
526                 if (r_refdef.viewblend[3])
527                 {
528                         a2 = 1 / r_refdef.viewblend[3];
529                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
530                 }
531
532                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
533                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
534                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
535                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3]                , 1.0f);
536         }
537 }
538
539 //============================================================================
540
541 /*
542 =============
543 V_Init
544 =============
545 */
546 void V_Init (void)
547 {
548         Cmd_AddCommand ("v_cshift", V_cshift_f);
549         Cmd_AddCommand ("bf", V_BonusFlash_f);
550         Cmd_AddCommand ("centerview", V_StartPitchDrift);
551
552         Cvar_RegisterVariable (&v_centermove);
553         Cvar_RegisterVariable (&v_centerspeed);
554
555         Cvar_RegisterVariable (&v_iyaw_cycle);
556         Cvar_RegisterVariable (&v_iroll_cycle);
557         Cvar_RegisterVariable (&v_ipitch_cycle);
558         Cvar_RegisterVariable (&v_iyaw_level);
559         Cvar_RegisterVariable (&v_iroll_level);
560         Cvar_RegisterVariable (&v_ipitch_level);
561
562         Cvar_RegisterVariable (&v_idlescale);
563         Cvar_RegisterVariable (&crosshair);
564
565         Cvar_RegisterVariable (&cl_rollspeed);
566         Cvar_RegisterVariable (&cl_rollangle);
567         Cvar_RegisterVariable (&cl_bob);
568         Cvar_RegisterVariable (&cl_bobcycle);
569         Cvar_RegisterVariable (&cl_bobup);
570
571         Cvar_RegisterVariable (&v_kicktime);
572         Cvar_RegisterVariable (&v_kickroll);
573         Cvar_RegisterVariable (&v_kickpitch);
574
575         Cvar_RegisterVariable (&cl_stairsmoothspeed);
576
577         Cvar_RegisterVariable (&chase_back);
578         Cvar_RegisterVariable (&chase_up);
579         Cvar_RegisterVariable (&chase_active);
580         if (gamemode == GAME_GOODVSBAD2)
581                 Cvar_RegisterVariable (&chase_stevie);
582 }
583