Fix engine not starting on Windows if linked against SDL > 2.0.5
[xonotic/darkplaces.git] / view.c
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 #include "image.h"
25
26 /*
27
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.
32
33 */
34
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"};
37
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"};
51 cvar_t cl_bob_limit = {CVAR_SAVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"};
52 cvar_t cl_bob_limit_heightcheck = {CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"};
53 cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
54 cvar_t cl_bob_velocity_limit = {CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
55
56 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
57 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
58 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
59 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
60 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
61 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
62 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
63 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
64 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
65 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
66 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
67
68 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
69 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
70 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
71 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
72 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
73 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
74 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
75 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
76 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
77 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
78 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
79
80 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"};
81
82 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
83 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
84 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
85
86 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
87 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
88 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
89 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
90 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
91 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
92
93 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
94
95 cvar_t v_isometric = {0, "v_isometric", "0", "changes view to isometric (non-perspective)"};
96 cvar_t v_isometric_verticalfov = { 0, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"};
97 cvar_t v_isometric_xx = {0, "v_isometric_xx", "1", "camera matrix"};
98 cvar_t v_isometric_xy = {0, "v_isometric_xy", "0", "camera matrix"};
99 cvar_t v_isometric_xz = {0, "v_isometric_xz", "0", "camera matrix"};
100 cvar_t v_isometric_yx = {0, "v_isometric_yx", "0", "camera matrix"};
101 cvar_t v_isometric_yy = {0, "v_isometric_yy", "1", "camera matrix"};
102 cvar_t v_isometric_yz = {0, "v_isometric_yz", "0", "camera matrix"};
103 cvar_t v_isometric_zx = {0, "v_isometric_zx", "0", "camera matrix"};
104 cvar_t v_isometric_zy = {0, "v_isometric_zy", "0", "camera matrix"};
105 cvar_t v_isometric_zz = {0, "v_isometric_zz", "1", "camera matrix"};
106 cvar_t v_isometric_tx = {0, "v_isometric_tx", "0", "camera position (player-relative)"};
107 cvar_t v_isometric_ty = {0, "v_isometric_ty", "0", "camera position (player-relative)"};
108 cvar_t v_isometric_tz = {0, "v_isometric_tz", "0", "camera position (player-relative)"};
109 cvar_t v_isometric_rot_pitch = {0, "v_isometric_rot_pitch", "60", "camera rotation"};
110 cvar_t v_isometric_rot_yaw = {0, "v_isometric_rot_yaw", "135", "camera rotation"};
111 cvar_t v_isometric_rot_roll = {0, "v_isometric_rot_roll", "0", "camera rotation"};
112 cvar_t v_isometric_relx = {0, "v_isometric_relx", "0", "camera position*forward"};
113 cvar_t v_isometric_rely = {0, "v_isometric_rely", "0", "camera position*left"};
114 cvar_t v_isometric_relz = {0, "v_isometric_relz", "0", "camera position*up"};
115 cvar_t v_isometric_flipcullface = {0, "v_isometric_flipcullface", "0", "flips the backface culling"};
116 cvar_t v_isometric_locked_orientation = {0, "v_isometric_locked_orientation", "1", "camera rotation is fixed"};
117 cvar_t v_isometric_usevieworiginculling = {0, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"};
118
119 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
120
121 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)"};
122 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
123
124 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
125
126 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."};
127
128 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
129 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
130 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
131 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
132 // GAME_GOODVSBAD2
133 cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
134
135 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
136 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
137
138 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
139 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
140
141 cvar_t v_yshearing = {0, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
142
143 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
144
145
146 /*
147 ===============
148 V_CalcRoll
149
150 Used by view and sv_user
151 ===============
152 */
153 float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
154 {
155         vec3_t  right;
156         float   sign;
157         float   side;
158         float   value;
159
160         AngleVectors (angles, NULL, right, NULL);
161         side = DotProduct (velocity, right);
162         sign = side < 0 ? -1 : 1;
163         side = fabs(side);
164
165         value = cl_rollangle.value;
166
167         if (side < cl_rollspeed.value)
168                 side = side * value / cl_rollspeed.value;
169         else
170                 side = value;
171
172         return side*sign;
173
174 }
175
176 void V_StartPitchDrift (void)
177 {
178         if (cl.laststop == cl.time)
179                 return;         // something else is keeping it from drifting
180
181         if (cl.nodrift || !cl.pitchvel)
182         {
183                 cl.pitchvel = v_centerspeed.value;
184                 cl.nodrift = false;
185                 cl.driftmove = 0;
186         }
187 }
188
189 void V_StopPitchDrift (void)
190 {
191         cl.laststop = cl.time;
192         cl.nodrift = true;
193         cl.pitchvel = 0;
194 }
195
196 /*
197 ===============
198 V_DriftPitch
199
200 Moves the client pitch angle towards cl.idealpitch sent by the server.
201
202 If the user is adjusting pitch manually, either with lookup/lookdown,
203 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
204
205 Drifting is enabled when the center view key is hit, mlook is released and
206 lookspring is non 0, or when
207 ===============
208 */
209 void V_DriftPitch (void)
210 {
211         float           delta, move;
212
213         if (noclip_anglehack || !cl.onground || cls.demoplayback )
214         {
215                 cl.driftmove = 0;
216                 cl.pitchvel = 0;
217                 return;
218         }
219
220 // don't count small mouse motion
221         if (cl.nodrift)
222         {
223                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
224                         cl.driftmove = 0;
225                 else
226                         cl.driftmove += cl.realframetime;
227
228                 if ( cl.driftmove > v_centermove.value)
229                 {
230                         V_StartPitchDrift ();
231                 }
232                 return;
233         }
234
235         delta = cl.idealpitch - cl.viewangles[PITCH];
236
237         if (!delta)
238         {
239                 cl.pitchvel = 0;
240                 return;
241         }
242
243         move = cl.realframetime * cl.pitchvel;
244         cl.pitchvel += cl.realframetime * v_centerspeed.value;
245
246         if (delta > 0)
247         {
248                 if (move > delta)
249                 {
250                         cl.pitchvel = 0;
251                         move = delta;
252                 }
253                 cl.viewangles[PITCH] += move;
254         }
255         else if (delta < 0)
256         {
257                 if (move > -delta)
258                 {
259                         cl.pitchvel = 0;
260                         move = -delta;
261                 }
262                 cl.viewangles[PITCH] -= move;
263         }
264 }
265
266
267 /*
268 ==============================================================================
269
270                                                 SCREEN FLASHES
271
272 ==============================================================================
273 */
274
275
276 /*
277 ===============
278 V_ParseDamage
279 ===============
280 */
281 void V_ParseDamage (void)
282 {
283         int armor, blood;
284         vec3_t from;
285         //vec3_t forward, right;
286         vec3_t localfrom;
287         entity_t *ent;
288         //float side;
289         float count;
290
291         armor = MSG_ReadByte(&cl_message);
292         blood = MSG_ReadByte(&cl_message);
293         MSG_ReadVector(&cl_message, from, cls.protocol);
294
295         // Send the Dmg Globals to CSQC
296         CL_VM_UpdateDmgGlobals(blood, armor, from);
297
298         count = blood*0.5 + armor*0.5;
299         if (count < 10)
300                 count = 10;
301
302         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
303
304         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
305         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
306         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
307                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
308         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
309                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
310
311         if (armor > blood)
312         {
313                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
314                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
315                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
316         }
317         else if (armor)
318         {
319                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
320                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
321                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
322         }
323         else
324         {
325                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
326                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
327                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
328         }
329
330         // calculate view angle kicks
331         if (cl.entities[cl.viewentity].state_current.active)
332         {
333                 ent = &cl.entities[cl.viewentity];
334                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
335                 VectorNormalize(localfrom);
336                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
337                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
338                 v_dmg_time = v_kicktime.value;
339         }
340 }
341
342 static cshift_t v_cshift;
343
344 /*
345 ==================
346 V_cshift_f
347 ==================
348 */
349 static void V_cshift_f (void)
350 {
351         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
352         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
353         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
354         v_cshift.percent = atof(Cmd_Argv(4));
355 }
356
357
358 /*
359 ==================
360 V_BonusFlash_f
361
362 When you run over an item, the server sends this command
363 ==================
364 */
365 static void V_BonusFlash_f (void)
366 {
367         if(Cmd_Argc() == 1)
368         {
369                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
370                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
371                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
372                 cl.cshifts[CSHIFT_BONUS].percent = 50;
373                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
374         }
375         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
376         {
377                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
378                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
379                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
380                 if(Cmd_Argc() >= 5)
381                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
382                 else
383                         cl.cshifts[CSHIFT_BONUS].percent = 50;
384                 if(Cmd_Argc() >= 6)
385                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
386                 else
387                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
388         }
389         else
390                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
391 }
392
393 /*
394 ==============================================================================
395
396                                                 VIEW RENDERING
397
398 ==============================================================================
399 */
400
401 extern matrix4x4_t viewmodelmatrix_nobob;
402 extern matrix4x4_t viewmodelmatrix_withbob;
403
404 #include "cl_collision.h"
405 #include "csprogs.h"
406
407 /*
408 ==================
409 V_CalcRefdef
410
411 ==================
412 */
413 #if 0
414 static vec3_t eyeboxmins = {-16, -16, -24};
415 static vec3_t eyeboxmaxs = { 16,  16,  32};
416 #endif
417
418 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
419 {
420         frac = bound(0, frac, 1);
421         return (*store = *store * (1 - frac) + value * frac);
422 }
423
424 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
425 {
426         lowpass(value, frac, store);
427         return (*store = bound(value - limit, *store, value + limit));
428 }
429
430 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
431 {
432         return value - lowpass(value, frac, store);
433 }
434
435 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
436 {
437         return value - lowpass_limited(value, frac, limit, store);
438 }
439
440 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
441 {
442         out[0] = lowpass(value[0], fracx, &store[0]);
443         out[1] = lowpass(value[1], fracy, &store[1]);
444         out[2] = lowpass(value[2], fracz, &store[2]);
445 }
446
447 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
448 {
449         out[0] = highpass(value[0], fracx, &store[0]);
450         out[1] = highpass(value[1], fracy, &store[1]);
451         out[2] = highpass(value[2], fracz, &store[2]);
452 }
453
454 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)
455 {
456         out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
457         out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
458         out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
459 }
460
461 /*
462  * State:
463  *   cl.bob2_smooth
464  *   cl.bobfall_speed
465  *   cl.bobfall_swing
466  *   cl.gunangles_adjustment_highpass
467  *   cl.gunangles_adjustment_lowpass
468  *   cl.gunangles_highpass
469  *   cl.gunangles_prev
470  *   cl.gunorg_adjustment_highpass
471  *   cl.gunorg_adjustment_lowpass
472  *   cl.gunorg_highpass
473  *   cl.gunorg_prev
474  *   cl.hitgroundtime
475  *   cl.lastongroundtime
476  *   cl.oldongrounbd
477  *   cl.stairsmoothtime
478  *   cl.stairsmoothz
479  *   cl.calcrefdef_prevtime
480  * Extra input:
481  *   cl.movecmd[0].time
482  *   cl.movevars_stepheight
483  *   cl.movevars_timescale
484  *   cl.oldtime
485  *   cl.punchangle
486  *   cl.punchvector
487  *   cl.qw_intermission_angles
488  *   cl.qw_intermission_origin
489  *   cl.qw_weaponkick
490  *   cls.protocol
491  *   cl.time
492  * Output:
493  *   cl.csqc_viewanglesfromengine
494  *   cl.csqc_viewmodelmatrixfromengine
495  *   cl.csqc_vieworiginfromengine
496  *   r_refdef.view.matrix
497  *   viewmodelmatrix_nobob
498  *   viewmodelmatrix_withbob
499  */
500 void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity)
501 {
502         float vieworg[3], viewangles[3], smoothtime;
503         float gunorg[3], gunangles[3];
504         matrix4x4_t tmpmatrix;
505         
506         static float viewheightavg;
507         float viewheight;       
508 #if 0
509 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
510         vec3_t camboxmins = {-3, -3, -3};
511         vec3_t camboxmaxs = {3, 3, 3};
512 // end of chase camera bounding box size for proper collisions by Alexander Zubov
513 #endif
514         trace_t trace;
515
516         // react to clonground state changes (for gun bob)
517         if (clonground)
518         {
519                 if (!cl.oldonground)
520                         cl.hitgroundtime = cl.movecmd[0].time;
521                 cl.lastongroundtime = cl.movecmd[0].time;
522         }
523         cl.oldonground = clonground;
524         cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
525
526         VectorClear(gunangles);
527         VectorClear(gunorg);
528         viewmodelmatrix_nobob = identitymatrix;
529         viewmodelmatrix_withbob = identitymatrix;
530         r_refdef.view.matrix = identitymatrix;
531
532         // player can look around, so take the origin from the entity,
533         // and the angles from the input system
534         Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
535         VectorCopy(clviewangles, viewangles);
536
537         // calculate how much time has passed since the last V_CalcRefdef
538         smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
539         cl.stairsmoothtime = cl.time;
540
541         // fade damage flash
542         if (v_dmg_time > 0)
543                 v_dmg_time -= bound(0, smoothtime, 0.1);
544
545         if (clintermission)
546         {
547                 // entity is a fixed camera, just copy the matrix
548                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
549                         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);
550                 else
551                 {
552                         r_refdef.view.matrix = *entrendermatrix;
553                         Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
554                 }
555                 if (v_yshearing.value > 0)
556                         Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
557                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
558                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
559                 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
560
561                 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
562                 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
563
564                 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
565                 Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
566         }
567         else
568         {
569                 // smooth stair stepping, but only if clonground and enabled
570                 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
571                         cl.stairsmoothz = vieworg[2];
572                 else
573                 {
574                         if (cl.stairsmoothz < vieworg[2])
575                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
576                         else if (cl.stairsmoothz > vieworg[2])
577                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
578                 }
579
580                 // apply qw weapon recoil effect (this did not work in QW)
581                 // TODO: add a cvar to disable this
582                 viewangles[PITCH] += cl.qw_weaponkick;
583
584                 // apply the viewofs (even if chasecam is used)
585                 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
586                 viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
587                 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
588                 vieworg[2] += viewheightavg;
589
590                 if (chase_active.value)
591                 {
592                         // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
593                         vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
594
595                         camback = chase_back.value;
596                         camup = chase_up.value;
597                         campitch = chase_pitchangle.value;
598
599                         AngleVectors(viewangles, forward, NULL, NULL);
600
601                         if (chase_overhead.integer)
602                         {
603 #if 1
604                                 vec3_t offset;
605                                 vec3_t bestvieworg;
606 #endif
607                                 vec3_t up;
608                                 viewangles[PITCH] = 0;
609                                 AngleVectors(viewangles, forward, NULL, up);
610                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
611                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
612                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
613                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
614 #if 0
615 #if 1
616                                 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
617                                 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
618 #else
619                                 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
620                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
621 #endif
622                                 VectorCopy(trace.endpos, vieworg);
623                                 vieworg[2] -= 8;
624 #else
625                                 // trace from first person view location to our chosen third person view location
626 #if 1
627                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
628 #else
629                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
630 #endif
631                                 VectorCopy(trace.endpos, bestvieworg);
632                                 offset[2] = 0;
633                                 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
634                                 {
635                                         for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
636                                         {
637                                                 AngleVectors(viewangles, NULL, NULL, up);
638                                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
639                                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
640                                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
641 #if 1
642                                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
643 #else
644                                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
645 #endif
646                                                 if (bestvieworg[2] > trace.endpos[2])
647                                                         bestvieworg[2] = trace.endpos[2];
648                                         }
649                                 }
650                                 bestvieworg[2] -= 8;
651                                 VectorCopy(bestvieworg, vieworg);
652 #endif
653                                 viewangles[PITCH] = campitch;
654                         }
655                         else
656                         {
657                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
658                                 {
659                                         // look straight down from high above
660                                         viewangles[PITCH] = 90;
661                                         camback = 2048;
662                                         VectorSet(forward, 0, 0, -1);
663                                 }
664
665                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
666                                 dist = -camback - 8;
667                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
668                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
669                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
670                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
671                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
672                         }
673                 }
674                 else
675                 {
676                         // first person view from entity
677                         // angles
678                         if (cldead && v_deathtilt.integer)
679                                 viewangles[ROLL] = v_deathtiltangle.value;
680                         VectorAdd(viewangles, cl.punchangle, viewangles);
681                         viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
682                         if (v_dmg_time > 0)
683                         {
684                                 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
685                                 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
686                         }
687                         // origin
688                         VectorAdd(vieworg, cl.punchvector, vieworg);
689                         if (!cldead)
690                         {
691                                 double xyspeed, bob, bobfall;
692                                 double cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
693                                 vec_t frametime;
694
695                                 frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
696
697                                 if(cl_followmodel.integer || cl_leanmodel.integer)
698                                 {
699                                         // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
700                                         if(teleported)
701                                         {
702                                                 // try to fix the first highpass; result is NOT
703                                                 // perfect! TODO find a better fix
704                                                 VectorCopy(viewangles, cl.gunangles_prev);
705                                                 VectorCopy(vieworg, cl.gunorg_prev);
706                                         }
707
708                                         // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
709                                         VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
710                                         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);
711                                         VectorCopy(vieworg, cl.gunorg_prev);
712                                         VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
713
714                                         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
715                                         VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
716                                         cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
717                                         cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
718                                         cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
719                                         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);
720                                         VectorCopy(viewangles, cl.gunangles_prev);
721                                         VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
722
723                                         // 3. calculate the RAW adjustment vectors
724                                         gunorg[0] *= -cl_followmodel_side_speed.value;
725                                         gunorg[1] *= -cl_followmodel_side_speed.value;
726                                         gunorg[2] *= -cl_followmodel_up_speed.value;
727
728                                         gunangles[PITCH] *= -cl_leanmodel_up_speed.value;
729                                         gunangles[YAW] *= -cl_leanmodel_side_speed.value;
730                                         gunangles[ROLL] = 0;
731
732                                         // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
733                                         //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
734                                         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);
735                                         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);
736                                         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
737                                         highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
738                                         lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
739
740                                         // 5. use the adjusted vectors
741                                         VectorAdd(vieworg, gunorg, gunorg);
742                                         VectorAdd(viewangles, gunangles, gunangles);
743                                 }
744                                 else
745                                 {
746                                         // Just initialize gunorg/gunangles.
747                                         VectorCopy(vieworg, gunorg);
748                                         VectorCopy(viewangles, gunangles);
749                                 }
750
751                                 // bounded XY speed, used by several effects below
752                                 xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value);
753
754                                 // vertical view bobbing code
755                                 if (cl_bob.value && cl_bobcycle.value)
756                                 {
757                                         float bob_limit = cl_bob_limit.value;
758
759                                         if (cl_bob_limit_heightcheck.integer)
760                                         {
761                                                 // use traces to determine what range the view can bob in, and scale down the bob as needed
762                                                 float trace1fraction;
763                                                 float trace2fraction;
764                                                 vec3_t bob_height_check_dest;
765
766                                                 // these multipliers are expanded a bit (the actual bob sin range is from -0.4 to 1.0) to reduce nearclip issues, especially on water surfaces
767                                                 bob_height_check_dest[0] = vieworg[0];
768                                                 bob_height_check_dest[1] = vieworg[1];
769                                                 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f;
770                                                 trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
771                                                 trace1fraction = trace.fraction;
772
773                                                 bob_height_check_dest[0] = vieworg[0];
774                                                 bob_height_check_dest[1] = vieworg[1];
775                                                 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f;
776                                                 trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
777                                                 trace2fraction = trace.fraction;
778
779                                                 bob_limit *= min(trace1fraction, trace2fraction);
780                                         }
781
782                                         // LordHavoc: this code is *weird*, but not replacable (I think it
783                                         // should be done in QC on the server, but oh well, quake is quake)
784                                         // LordHavoc: figured out bobup: the time at which the sin is at 180
785                                         // degrees (which allows lengthening or squishing the peak or valley)
786                                         cycle = cl.time / cl_bobcycle.value;
787                                         cycle -= (int) cycle;
788                                         if (cycle < cl_bobup.value)
789                                                 cycle = sin(M_PI * cycle / cl_bobup.value);
790                                         else
791                                                 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
792                                         // bob is proportional to velocity in the xy plane
793                                         // (don't count Z, or jumping messes it up)
794                                         bob = xyspeed * cl_bob.value;
795                                         bob = bound(0, bob, bob_limit);
796                                         bob = bob*0.3 + bob*0.7*cycle;
797                                         vieworg[2] += bob;
798                                         // we also need to adjust gunorg, or this appears like pushing the gun!
799                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
800                                         // but this is not viable with the new followmodel code as that would mean
801                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
802                                         gunorg[2] += bob;
803                                 }
804
805                                 // horizontal view bobbing code
806                                 if (cl_bob2.value && cl_bob2cycle.value)
807                                 {
808                                         vec3_t bob2vel;
809                                         vec3_t forward, right, up;
810                                         float side, front;
811
812                                         cycle = cl.time / cl_bob2cycle.value;
813                                         cycle -= (int) cycle;
814                                         if (cycle < 0.5)
815                                                 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
816                                         else
817                                                 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
818                                         bob = cl_bob2.value * cycle;
819
820                                         // this value slowly decreases from 1 to 0 when we stop touching the ground.
821                                         // The cycle is later multiplied with it so the view smooths back to normal
822                                         if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
823                                                 cl.bob2_smooth = 1;
824                                         else
825                                         {
826                                                 if(cl.bob2_smooth > 0)
827                                                         cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
828                                                 else
829                                                         cl.bob2_smooth = 0;
830                                         }
831
832                                         // calculate the front and side of the player between the X and Y axes
833                                         AngleVectors(viewangles, forward, right, up);
834                                         // now get the speed based on those angles. The bounds should match the same value as xyspeed's
835                                         side = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value);
836                                         front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value);
837                                         VectorScale(forward, bob, forward);
838                                         VectorScale(right, bob, right);
839                                         // we use side with forward and front with right, so the bobbing goes
840                                         // to the side when we walk forward and to the front when we strafe
841                                         VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
842                                         vieworg[0] += bob2vel[0];
843                                         vieworg[1] += bob2vel[1];
844                                         // we also need to adjust gunorg, or this appears like pushing the gun!
845                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
846                                         // but this is not viable with the new followmodel code as that would mean
847                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
848                                         gunorg[0] += bob2vel[0];
849                                         gunorg[1] += bob2vel[1];
850                                 }
851
852                                 // fall bobbing code
853                                 // causes the view to swing down and back up when touching the ground
854                                 if (cl_bobfall.value && cl_bobfallcycle.value)
855                                 {
856                                         if (!clonground)
857                                         {
858                                                 cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
859                                                 if (clvelocity[2] < -cl_bobfallminspeed.value)
860                                                         cl.bobfall_swing = 1;
861                                                 else
862                                                         cl.bobfall_swing = 0; // TODO really?
863                                         }
864                                         else
865                                         {
866                                                 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
867
868                                                 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
869                                                 vieworg[2] += bobfall;
870                                                 gunorg[2] += bobfall;
871                                         }
872                                 }
873
874                                 // gun model bobbing code
875                                 if (cl_bobmodel.value)
876                                 {
877                                         // calculate for swinging gun model
878                                         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
879                                         // Sajt: I tried to smooth out the transitions between bob and no bob, which works
880                                         // for the most part, but for some reason when you go through a message trigger or
881                                         // pick up an item or anything like that it will momentarily jolt the gun.
882                                         vec3_t forward, right, up;
883                                         float bspeed;
884                                         float s;
885                                         float t;
886
887                                         s = cl.time * cl_bobmodel_speed.value;
888                                         if (clonground)
889                                         {
890                                                 if (cl.time - cl.hitgroundtime < 0.2)
891                                                 {
892                                                         // just hit the ground, speed the bob back up over the next 0.2 seconds
893                                                         t = cl.time - cl.hitgroundtime;
894                                                         t = bound(0, t, 0.2);
895                                                         t *= 5;
896                                                 }
897                                                 else
898                                                         t = 1;
899                                         }
900                                         else
901                                         {
902                                                 // recently left the ground, slow the bob down over the next 0.2 seconds
903                                                 t = cl.time - cl.lastongroundtime;
904                                                 t = 0.2 - bound(0, t, 0.2);
905                                                 t *= 5;
906                                         }
907
908                                         bspeed = xyspeed * 0.01f;
909                                         AngleVectors (gunangles, forward, right, up);
910                                         bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
911                                         VectorMA (gunorg, bob, right, gunorg);
912                                         bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
913                                         VectorMA (gunorg, bob, up, gunorg);
914                                 }
915                         }
916                 }
917                 // calculate a view matrix for rendering the scene
918                 if (v_idlescale.value)
919                 {
920                         viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
921                         viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
922                         viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
923                 }
924                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
925                 if (v_yshearing.value > 0)
926                         Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
927
928                 // calculate a viewmodel matrix for use in view-attached entities
929                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
930                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
931
932                 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
933                 if (v_yshearing.value > 0)
934                         Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value);
935
936                 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
937                 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
938
939                 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
940                 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
941         }
942
943         cl.calcrefdef_prevtime = cl.time;
944 }
945
946 void V_CalcRefdef (void)
947 {
948         entity_t *ent;
949         qboolean cldead;
950
951         if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
952         {
953                 // ent is the view entity (visible when out of body)
954                 ent = &cl.entities[cl.viewentity];
955
956                 cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
957                 V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
958         }
959         else
960         {
961                 viewmodelmatrix_nobob = identitymatrix;
962                 viewmodelmatrix_withbob = identitymatrix;
963                 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
964                 r_refdef.view.matrix = identitymatrix;
965                 VectorClear(cl.csqc_vieworiginfromengine);
966                 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
967         }
968 }
969
970 void V_MakeViewIsometric(void)
971 {
972         // when using isometric view to play normal games we have to rotate the camera to make the Ortho matrix do the right thing (forward as up the screen, etc)
973         matrix4x4_t relative;
974         matrix4x4_t modifiedview;
975         matrix4x4_t modify;
976         vec3_t forward, left, up, org;
977         float t[4][4];
978
979         r_refdef.view.useperspective = false;
980         r_refdef.view.usevieworiginculling = !r_trippy.value && v_isometric_usevieworiginculling.integer;
981         r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom;
982         r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
983         r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
984         r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
985         r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView
986         r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView
987
988         t[0][0] = v_isometric_xx.value;
989         t[0][1] = v_isometric_xy.value;
990         t[0][2] = v_isometric_xz.value;
991         t[0][3] = 0.0f;
992         t[1][0] = v_isometric_yx.value;
993         t[1][1] = v_isometric_yy.value;
994         t[1][2] = v_isometric_yz.value;
995         t[1][3] = 0.0f;
996         t[2][0] = v_isometric_zx.value;
997         t[2][1] = v_isometric_zy.value;
998         t[2][2] = v_isometric_zz.value;
999         t[2][3] = 0.0f;
1000         t[3][0] = 0.0f;
1001         t[3][1] = 0.0f;
1002         t[3][2] = 0.0f;
1003         t[3][3] = 1.0f;
1004         Matrix4x4_FromArrayFloatGL(&modify, t[0]);
1005
1006         // if the orientation is locked, extract the origin and create just a translate matrix to start with
1007         if (v_isometric_locked_orientation.integer)
1008         {
1009                 vec3_t vx, vy, vz, origin;
1010                 Matrix4x4_ToVectors(&r_refdef.view.matrix, vx, vy, vz, origin);
1011                 Matrix4x4_CreateTranslate(&r_refdef.view.matrix, origin[0], origin[1], origin[2]);
1012         }
1013
1014         Matrix4x4_Concat(&modifiedview, &r_refdef.view.matrix, &modify);
1015         Matrix4x4_CreateFromQuakeEntity(&relative, v_isometric_tx.value, v_isometric_ty.value, v_isometric_tz.value, v_isometric_rot_pitch.value, v_isometric_rot_yaw.value, v_isometric_rot_roll.value, 1.0f);
1016         Matrix4x4_Concat(&r_refdef.view.matrix, &modifiedview, &relative);
1017         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, org);
1018         VectorMAMAMAM(1.0f, org, v_isometric_relx.value, forward, v_isometric_rely.value, left, v_isometric_relz.value, up, org);
1019         Matrix4x4_FromVectors(&r_refdef.view.matrix, forward, left, up, org);
1020
1021         if (v_isometric_flipcullface.integer)
1022         {
1023                 int a = r_refdef.view.cullface_front;
1024                 r_refdef.view.cullface_front = r_refdef.view.cullface_back;
1025                 r_refdef.view.cullface_back = a;
1026         }
1027 }
1028
1029
1030 void V_FadeViewFlashs(void)
1031 {
1032         // don't flash if time steps backwards
1033         if (cl.time <= cl.oldtime)
1034                 return;
1035         // drop the damage value
1036         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
1037         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
1038                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
1039         // drop the bonus value
1040         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
1041         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
1042                 cl.cshifts[CSHIFT_BONUS].percent = 0;
1043 }
1044
1045 void V_CalcViewBlend(void)
1046 {
1047         float a2;
1048         int j;
1049         r_refdef.viewblend[0] = 0;
1050         r_refdef.viewblend[1] = 0;
1051         r_refdef.viewblend[2] = 0;
1052         r_refdef.viewblend[3] = 0;
1053         r_refdef.frustumscale_x = 1;
1054         r_refdef.frustumscale_y = 1;
1055         if (cls.state == ca_connected && cls.signon == SIGNONS)
1056         {
1057                 // set contents color
1058                 int supercontents;
1059                 vec3_t vieworigin;
1060                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
1061                 supercontents = CL_PointSuperContents(vieworigin);
1062                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
1063                 {
1064                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
1065                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
1066                         if (supercontents & SUPERCONTENTS_LAVA)
1067                         {
1068                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
1069                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
1070                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
1071                         }
1072                         else if (supercontents & SUPERCONTENTS_SLIME)
1073                         {
1074                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
1075                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
1076                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
1077                         }
1078                         else
1079                         {
1080                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
1081                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
1082                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
1083                         }
1084                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
1085                 }
1086                 else
1087                 {
1088                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
1089                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
1090                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
1091                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
1092                 }
1093
1094                 if (gamemode != GAME_TRANSFUSION)
1095                 {
1096                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
1097                         {
1098                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1099                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
1100                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
1101                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1102                         }
1103                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
1104                         {
1105                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1106                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1107                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1108                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
1109                         }
1110                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1111                         {
1112                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
1113                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
1114                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
1115                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
1116                         }
1117                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
1118                         {
1119                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
1120                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1121                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1122                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1123                         }
1124                         else
1125                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
1126                 }
1127
1128                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
1129                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
1130                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
1131                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
1132
1133                 // LordHavoc: fixed V_CalcBlend
1134                 for (j = 0;j < NUM_CSHIFTS;j++)
1135                 {
1136                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
1137                         if (a2 > 0)
1138                         {
1139                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
1140                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
1141                         }
1142                 }
1143                 // saturate color (to avoid blending in black)
1144                 if (r_refdef.viewblend[3])
1145                 {
1146                         a2 = 1 / r_refdef.viewblend[3];
1147                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
1148                 }
1149                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
1150                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
1151                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
1152                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
1153                 if (vid.sRGB3D)
1154                 {
1155                         r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
1156                         r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
1157                         r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
1158                 }
1159                 else
1160                 {
1161                         r_refdef.viewblend[0] *= (1.0f/256.0f);
1162                         r_refdef.viewblend[1] *= (1.0f/256.0f);
1163                         r_refdef.viewblend[2] *= (1.0f/256.0f);
1164                 }
1165                 
1166                 // Samual: Ugly hack, I know. But it's the best we can do since
1167                 // there is no way to detect client states from the engine.
1168                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
1169                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
1170                 {
1171                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
1172                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
1173                 }
1174                 else
1175                         cl.deathfade = 0.0f;
1176
1177                 if(cl.deathfade > 0)
1178                 {
1179                         float a;
1180                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1181                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1182                         if(a > 0)
1183                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1184                         r_refdef.viewblend[3] = a;
1185                 }
1186         }
1187 }
1188
1189 //============================================================================
1190
1191 /*
1192 =============
1193 V_Init
1194 =============
1195 */
1196 void V_Init (void)
1197 {
1198         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
1199         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");
1200         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
1201
1202         Cvar_RegisterVariable (&v_centermove);
1203         Cvar_RegisterVariable (&v_centerspeed);
1204
1205         Cvar_RegisterVariable (&v_iyaw_cycle);
1206         Cvar_RegisterVariable (&v_iroll_cycle);
1207         Cvar_RegisterVariable (&v_ipitch_cycle);
1208         Cvar_RegisterVariable (&v_iyaw_level);
1209         Cvar_RegisterVariable (&v_iroll_level);
1210         Cvar_RegisterVariable (&v_ipitch_level);
1211
1212         Cvar_RegisterVariable(&v_isometric);
1213         Cvar_RegisterVariable(&v_isometric_verticalfov);
1214         Cvar_RegisterVariable(&v_isometric_xx);
1215         Cvar_RegisterVariable(&v_isometric_xy);
1216         Cvar_RegisterVariable(&v_isometric_xz);
1217         Cvar_RegisterVariable(&v_isometric_yx);
1218         Cvar_RegisterVariable(&v_isometric_yy);
1219         Cvar_RegisterVariable(&v_isometric_yz);
1220         Cvar_RegisterVariable(&v_isometric_zx);
1221         Cvar_RegisterVariable(&v_isometric_zy);
1222         Cvar_RegisterVariable(&v_isometric_zz);
1223         Cvar_RegisterVariable(&v_isometric_tx);
1224         Cvar_RegisterVariable(&v_isometric_ty);
1225         Cvar_RegisterVariable(&v_isometric_tz);
1226         Cvar_RegisterVariable(&v_isometric_rot_pitch);
1227         Cvar_RegisterVariable(&v_isometric_rot_yaw);
1228         Cvar_RegisterVariable(&v_isometric_rot_roll);
1229         Cvar_RegisterVariable(&v_isometric_relx);
1230         Cvar_RegisterVariable(&v_isometric_rely);
1231         Cvar_RegisterVariable(&v_isometric_relz);
1232         Cvar_RegisterVariable(&v_isometric_flipcullface);
1233         Cvar_RegisterVariable(&v_isometric_locked_orientation);
1234         Cvar_RegisterVariable(&v_isometric_usevieworiginculling);
1235
1236         Cvar_RegisterVariable (&v_idlescale);
1237         Cvar_RegisterVariable (&crosshair);
1238
1239         Cvar_RegisterVariable (&cl_rollspeed);
1240         Cvar_RegisterVariable (&cl_rollangle);
1241         Cvar_RegisterVariable (&cl_bob);
1242         Cvar_RegisterVariable (&cl_bobcycle);
1243         Cvar_RegisterVariable (&cl_bobup);
1244         Cvar_RegisterVariable (&cl_bob2);
1245         Cvar_RegisterVariable (&cl_bob2cycle);
1246         Cvar_RegisterVariable (&cl_bob2smooth);
1247         Cvar_RegisterVariable (&cl_bobfall);
1248         Cvar_RegisterVariable (&cl_bobfallcycle);
1249         Cvar_RegisterVariable (&cl_bobfallminspeed);
1250         Cvar_RegisterVariable (&cl_bobmodel);
1251         Cvar_RegisterVariable (&cl_bobmodel_side);
1252         Cvar_RegisterVariable (&cl_bobmodel_up);
1253         Cvar_RegisterVariable (&cl_bobmodel_speed);
1254         Cvar_RegisterVariable (&cl_bob_limit);
1255         Cvar_RegisterVariable (&cl_bob_limit_heightcheck);
1256         Cvar_RegisterVariable (&cl_bob_limit_heightcheck_dontcrosswatersurface);
1257         Cvar_RegisterVariable (&cl_bob_velocity_limit);
1258
1259         Cvar_RegisterVariable (&cl_leanmodel);
1260         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1261         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1262         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1263         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1264         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1265         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1266         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1267         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1268         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1269         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1270
1271         Cvar_RegisterVariable (&cl_followmodel);
1272         Cvar_RegisterVariable (&cl_followmodel_side_speed);
1273         Cvar_RegisterVariable (&cl_followmodel_side_limit);
1274         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1275         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1276         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1277         Cvar_RegisterVariable (&cl_followmodel_up_speed);
1278         Cvar_RegisterVariable (&cl_followmodel_up_limit);
1279         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1280         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1281         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1282
1283         Cvar_RegisterVariable (&cl_viewmodel_scale);
1284
1285         Cvar_RegisterVariable (&v_kicktime);
1286         Cvar_RegisterVariable (&v_kickroll);
1287         Cvar_RegisterVariable (&v_kickpitch);
1288
1289         Cvar_RegisterVariable (&cl_stairsmoothspeed);
1290         
1291         Cvar_RegisterVariable (&cl_smoothviewheight);
1292
1293         Cvar_RegisterVariable (&chase_back);
1294         Cvar_RegisterVariable (&chase_up);
1295         Cvar_RegisterVariable (&chase_active);
1296         Cvar_RegisterVariable (&chase_overhead);
1297         Cvar_RegisterVariable (&chase_pitchangle);
1298         Cvar_RegisterVariable (&chase_stevie);
1299
1300         Cvar_RegisterVariable (&v_deathtilt);
1301         Cvar_RegisterVariable (&v_deathtiltangle);
1302
1303         Cvar_RegisterVariable (&v_yshearing);
1304 }
1305