2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // view.c -- player eye positioning
23 #include "cl_collision.h"
28 The view is allowed to move slightly from it's true position for bobbing,
29 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
30 entities sent from the server may not include everything in the pvs, especially
31 when crossing a water boudnary.
35 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
36 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
38 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
39 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
40 cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
41 cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
42 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
43 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
44 cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
45 cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
46 cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
47 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
48 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
49 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
50 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
52 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
53 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
54 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
55 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
56 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
57 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
58 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
59 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
60 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
61 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
62 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
64 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
65 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
66 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
67 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
68 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
69 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
70 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
71 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
72 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
73 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
74 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
76 cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
78 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
79 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
80 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
82 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
83 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
84 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
85 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
86 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
87 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
89 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
91 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
93 cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
94 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
96 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
98 cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
100 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
101 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
102 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
103 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
105 cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
107 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
108 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
110 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
111 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
113 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
120 Used by view and sv_user
123 float V_CalcRoll (vec3_t angles, vec3_t velocity)
130 AngleVectors (angles, NULL, right, NULL);
131 side = DotProduct (velocity, right);
132 sign = side < 0 ? -1 : 1;
135 value = cl_rollangle.value;
137 if (side < cl_rollspeed.value)
138 side = side * value / cl_rollspeed.value;
146 void V_StartPitchDrift (void)
148 if (cl.laststop == cl.time)
149 return; // something else is keeping it from drifting
151 if (cl.nodrift || !cl.pitchvel)
153 cl.pitchvel = v_centerspeed.value;
159 void V_StopPitchDrift (void)
161 cl.laststop = cl.time;
170 Moves the client pitch angle towards cl.idealpitch sent by the server.
172 If the user is adjusting pitch manually, either with lookup/lookdown,
173 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
175 Drifting is enabled when the center view key is hit, mlook is released and
176 lookspring is non 0, or when
179 void V_DriftPitch (void)
183 if (noclip_anglehack || !cl.onground || cls.demoplayback )
190 // don't count small mouse motion
193 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
196 cl.driftmove += cl.realframetime;
198 if ( cl.driftmove > v_centermove.value)
200 V_StartPitchDrift ();
205 delta = cl.idealpitch - cl.viewangles[PITCH];
213 move = cl.realframetime * cl.pitchvel;
214 cl.pitchvel += cl.realframetime * v_centerspeed.value;
223 cl.viewangles[PITCH] += move;
232 cl.viewangles[PITCH] -= move;
238 ==============================================================================
242 ==============================================================================
251 void V_ParseDamage (void)
255 //vec3_t forward, right;
261 armor = MSG_ReadByte(&cl_message);
262 blood = MSG_ReadByte(&cl_message);
263 MSG_ReadVector(&cl_message, from, cls.protocol);
265 // Send the Dmg Globals to CSQC
266 CL_VM_UpdateDmgGlobals(blood, armor, from);
268 count = blood*0.5 + armor*0.5;
272 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
274 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
275 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
276 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
277 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
278 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
279 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
283 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
284 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
285 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
289 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
290 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
291 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
295 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
296 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
297 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
300 // calculate view angle kicks
301 if (cl.entities[cl.viewentity].state_current.active)
303 ent = &cl.entities[cl.viewentity];
304 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
305 VectorNormalize(localfrom);
306 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
307 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
308 v_dmg_time = v_kicktime.value;
312 static cshift_t v_cshift;
319 static void V_cshift_f (void)
321 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
322 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
323 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
324 v_cshift.percent = atof(Cmd_Argv(4));
332 When you run over an item, the server sends this command
335 static void V_BonusFlash_f (void)
339 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
340 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
341 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
342 cl.cshifts[CSHIFT_BONUS].percent = 50;
343 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
345 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
347 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
348 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
349 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
351 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
353 cl.cshifts[CSHIFT_BONUS].percent = 50;
355 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
357 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
360 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
364 ==============================================================================
368 ==============================================================================
371 extern matrix4x4_t viewmodelmatrix_nobob;
372 extern matrix4x4_t viewmodelmatrix_withbob;
374 #include "cl_collision.h"
384 static vec3_t eyeboxmins = {-16, -16, -24};
385 static vec3_t eyeboxmaxs = { 16, 16, 32};
388 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
390 frac = bound(0, frac, 1);
391 return (*store = *store * (1 - frac) + value * frac);
394 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
396 lowpass(value, frac, store);
397 return (*store = bound(value - limit, *store, value + limit));
400 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
402 return value - lowpass(value, frac, store);
405 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
407 return value - lowpass_limited(value, frac, limit, store);
410 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
412 out[0] = lowpass(value[0], fracx, &store[0]);
413 out[1] = lowpass(value[1], fracy, &store[1]);
414 out[2] = lowpass(value[2], fracz, &store[2]);
417 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
419 out[0] = highpass(value[0], fracx, &store[0]);
420 out[1] = highpass(value[1], fracy, &store[1]);
421 out[2] = highpass(value[2], fracz, &store[2]);
424 static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
426 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
427 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
428 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
431 void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight)
433 float vieworg[3], viewangles[3], smoothtime;
434 float gunorg[3], gunangles[3];
435 matrix4x4_t tmpmatrix;
437 static float viewheightavg;
440 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
441 vec3_t camboxmins = {-3, -3, -3};
442 vec3_t camboxmaxs = {3, 3, 3};
443 // end of chase camera bounding box size for proper collisions by Alexander Zubov
447 // react to clonground state changes (for gun bob)
451 cl.hitgroundtime = cl.movecmd[0].time;
452 cl.lastongroundtime = cl.movecmd[0].time;
454 cl.oldonground = clonground;
457 viewmodelmatrix_nobob = identitymatrix;
458 viewmodelmatrix_withbob = identitymatrix;
459 r_refdef.view.matrix = identitymatrix;
461 // player can look around, so take the origin from the entity,
462 // and the angles from the input system
463 Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
464 VectorCopy(clviewangles, viewangles);
466 // calculate how much time has passed since the last V_CalcRefdef
467 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
468 cl.stairsmoothtime = cl.time;
472 v_dmg_time -= bound(0, smoothtime, 0.1);
476 // entity is a fixed camera, just copy the matrix
477 if (cls.protocol == PROTOCOL_QUAKEWORLD)
478 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);
481 r_refdef.view.matrix = *entrendermatrix;
482 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
484 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
485 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
486 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
488 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
489 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
493 // smooth stair stepping, but only if clonground and enabled
494 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
495 cl.stairsmoothz = vieworg[2];
498 if (cl.stairsmoothz < vieworg[2])
499 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
500 else if (cl.stairsmoothz > vieworg[2])
501 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
504 // apply qw weapon recoil effect (this did not work in QW)
505 // TODO: add a cvar to disable this
506 viewangles[PITCH] += cl.qw_weaponkick;
508 // apply the viewofs (even if chasecam is used)
509 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
510 viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
511 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
512 vieworg[2] += viewheightavg;
514 if (chase_active.value)
516 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
517 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
519 camback = chase_back.value;
520 camup = chase_up.value;
521 campitch = chase_pitchangle.value;
523 AngleVectors(viewangles, forward, NULL, NULL);
525 if (chase_overhead.integer)
532 viewangles[PITCH] = 0;
533 AngleVectors(viewangles, forward, NULL, up);
534 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
535 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
536 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
537 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
540 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
541 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
543 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
544 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
546 VectorCopy(trace.endpos, vieworg);
549 // trace from first person view location to our chosen third person view location
551 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
553 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
555 VectorCopy(trace.endpos, bestvieworg);
557 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
559 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
561 AngleVectors(viewangles, NULL, NULL, up);
562 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
563 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
564 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
566 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
568 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
570 if (bestvieworg[2] > trace.endpos[2])
571 bestvieworg[2] = trace.endpos[2];
575 VectorCopy(bestvieworg, vieworg);
577 viewangles[PITCH] = campitch;
581 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
583 // look straight down from high above
584 viewangles[PITCH] = 90;
586 VectorSet(forward, 0, 0, -1);
589 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
591 chase_dest[0] = vieworg[0] + forward[0] * dist;
592 chase_dest[1] = vieworg[1] + forward[1] * dist;
593 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
594 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
595 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
600 // first person view from entity
602 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
603 viewangles[ROLL] = v_deathtiltangle.value;
604 VectorAdd(viewangles, cl.punchangle, viewangles);
605 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
608 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
609 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
612 VectorAdd(vieworg, cl.punchvector, vieworg);
613 if (cl.stats[STAT_HEALTH] > 0)
615 double xyspeed, bob, bobfall;
619 //frametime = cl.realframetime * cl.movevars_timescale;
620 frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
622 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
625 // try to fix the first highpass; result is NOT
626 // perfect! TODO find a better fix
627 VectorCopy(viewangles, cl.gunangles_prev);
628 VectorCopy(vieworg, cl.gunorg_prev);
631 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
632 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
633 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);
634 VectorCopy(vieworg, cl.gunorg_prev);
635 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
637 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
638 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
639 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
640 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
641 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
642 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);
643 VectorCopy(viewangles, cl.gunangles_prev);
644 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
646 // 3. calculate the RAW adjustment vectors
647 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
648 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
649 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
651 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
652 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
655 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
656 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
657 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);
658 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);
659 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
660 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
661 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
663 // 5. use the adjusted vectors
664 VectorAdd(vieworg, gunorg, gunorg);
665 VectorAdd(viewangles, gunangles, gunangles);
667 // bounded XY speed, used by several effects below
668 xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
670 // vertical view bobbing code
671 if (cl_bob.value && cl_bobcycle.value)
673 // LordHavoc: this code is *weird*, but not replacable (I think it
674 // should be done in QC on the server, but oh well, quake is quake)
675 // LordHavoc: figured out bobup: the time at which the sin is at 180
676 // degrees (which allows lengthening or squishing the peak or valley)
677 cycle = cl.time / cl_bobcycle.value;
678 cycle -= (int) cycle;
679 if (cycle < cl_bobup.value)
680 cycle = sin(M_PI * cycle / cl_bobup.value);
682 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
683 // bob is proportional to velocity in the xy plane
684 // (don't count Z, or jumping messes it up)
685 bob = xyspeed * bound(0, cl_bob.value, 0.05);
686 bob = bob*0.3 + bob*0.7*cycle;
688 // we also need to adjust gunorg, or this appears like pushing the gun!
689 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
690 // but this is not viable with the new followmodel code as that would mean
691 // that followmodel would work on the munged-by-bob vieworg and do feedback
695 // horizontal view bobbing code
696 if (cl_bob2.value && cl_bob2cycle.value)
699 vec3_t forward, right, up;
702 cycle = cl.time / cl_bob2cycle.value;
703 cycle -= (int) cycle;
705 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
707 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
708 bob = bound(0, cl_bob2.value, 0.05) * cycle;
710 // this value slowly decreases from 1 to 0 when we stop touching the ground.
711 // The cycle is later multiplied with it so the view smooths back to normal
712 if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
716 if(cl.bob2_smooth > 0)
717 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
722 // calculate the front and side of the player between the X and Y axes
723 AngleVectors(viewangles, forward, right, up);
724 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
725 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
726 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
727 VectorScale(forward, bob, forward);
728 VectorScale(right, bob, right);
729 // we use side with forward and front with right, so the bobbing goes
730 // to the side when we walk forward and to the front when we strafe
731 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
732 vieworg[0] += bob2vel[0];
733 vieworg[1] += bob2vel[1];
734 // we also need to adjust gunorg, or this appears like pushing the gun!
735 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
736 // but this is not viable with the new followmodel code as that would mean
737 // that followmodel would work on the munged-by-bob vieworg and do feedback
738 gunorg[0] += bob2vel[0];
739 gunorg[1] += bob2vel[1];
743 // causes the view to swing down and back up when touching the ground
744 if (cl_bobfall.value && cl_bobfallcycle.value)
748 cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
749 if (cl.velocity[2] < -cl_bobfallminspeed.value)
750 cl.bobfall_swing = 1;
752 cl.bobfall_swing = 0; // TODO really?
756 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
758 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
759 vieworg[2] += bobfall;
760 gunorg[2] += bobfall;
764 // gun model bobbing code
765 if (cl_bobmodel.value)
767 // calculate for swinging gun model
768 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
769 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
770 // for the most part, but for some reason when you go through a message trigger or
771 // pick up an item or anything like that it will momentarily jolt the gun.
772 vec3_t forward, right, up;
777 s = cl.time * cl_bobmodel_speed.value;
780 if (cl.time - cl.hitgroundtime < 0.2)
782 // just hit the ground, speed the bob back up over the next 0.2 seconds
783 t = cl.time - cl.hitgroundtime;
784 t = bound(0, t, 0.2);
792 // recently left the ground, slow the bob down over the next 0.2 seconds
793 t = cl.time - cl.lastongroundtime;
794 t = 0.2 - bound(0, t, 0.2);
798 bspeed = xyspeed * 0.01f;
799 AngleVectors (gunangles, forward, right, up);
800 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
801 VectorMA (gunorg, bob, right, gunorg);
802 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
803 VectorMA (gunorg, bob, up, gunorg);
807 // calculate a view matrix for rendering the scene
808 if (v_idlescale.value)
810 viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
811 viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
812 viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
814 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
816 // calculate a viewmodel matrix for use in view-attached entities
817 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
818 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
820 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
821 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
822 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
824 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
825 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
829 void V_CalcRefdef (void)
833 if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
835 // ent is the view entity (visible when out of body)
836 ent = &cl.entities[cl.viewentity];
838 V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT]); // FIXME use a better way to detect teleport/warp than trail_allowed
842 viewmodelmatrix_nobob = identitymatrix;
843 viewmodelmatrix_withbob = identitymatrix;
844 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
845 r_refdef.view.matrix = identitymatrix;
846 VectorClear(cl.csqc_vieworiginfromengine);
847 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
851 void V_FadeViewFlashs(void)
853 // don't flash if time steps backwards
854 if (cl.time <= cl.oldtime)
856 // drop the damage value
857 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
858 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
859 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
860 // drop the bonus value
861 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
862 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
863 cl.cshifts[CSHIFT_BONUS].percent = 0;
866 void V_CalcViewBlend(void)
870 r_refdef.viewblend[0] = 0;
871 r_refdef.viewblend[1] = 0;
872 r_refdef.viewblend[2] = 0;
873 r_refdef.viewblend[3] = 0;
874 r_refdef.frustumscale_x = 1;
875 r_refdef.frustumscale_y = 1;
876 if (cls.state == ca_connected && cls.signon == SIGNONS)
878 // set contents color
881 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
882 supercontents = CL_PointSuperContents(vieworigin);
883 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
885 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
886 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
887 if (supercontents & SUPERCONTENTS_LAVA)
889 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
890 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
891 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
893 else if (supercontents & SUPERCONTENTS_SLIME)
895 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
896 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
897 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
901 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
902 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
903 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
905 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
909 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
910 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
911 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
912 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
915 if (gamemode != GAME_TRANSFUSION)
917 if (cl.stats[STAT_ITEMS] & IT_QUAD)
919 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
920 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
921 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
922 cl.cshifts[CSHIFT_POWERUP].percent = 30;
924 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
926 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
927 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
928 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
929 cl.cshifts[CSHIFT_POWERUP].percent = 20;
931 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
933 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
934 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
935 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
936 cl.cshifts[CSHIFT_POWERUP].percent = 100;
938 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
940 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
941 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
942 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
943 cl.cshifts[CSHIFT_POWERUP].percent = 30;
946 cl.cshifts[CSHIFT_POWERUP].percent = 0;
949 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
950 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
951 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
952 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
954 // LordHavoc: fixed V_CalcBlend
955 for (j = 0;j < NUM_CSHIFTS;j++)
957 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
960 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
961 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
964 // saturate color (to avoid blending in black)
965 if (r_refdef.viewblend[3])
967 a2 = 1 / r_refdef.viewblend[3];
968 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
970 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
971 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
972 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
973 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
976 r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
977 r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
978 r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
982 r_refdef.viewblend[0] *= (1.0f/256.0f);
983 r_refdef.viewblend[1] *= (1.0f/256.0f);
984 r_refdef.viewblend[2] *= (1.0f/256.0f);
987 // Samual: Ugly hack, I know. But it's the best we can do since
988 // there is no way to detect client states from the engine.
989 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
990 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
992 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
993 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
1001 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1002 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1004 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1005 r_refdef.viewblend[3] = a;
1010 //============================================================================
1019 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
1020 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");
1021 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
1023 Cvar_RegisterVariable (&v_centermove);
1024 Cvar_RegisterVariable (&v_centerspeed);
1026 Cvar_RegisterVariable (&v_iyaw_cycle);
1027 Cvar_RegisterVariable (&v_iroll_cycle);
1028 Cvar_RegisterVariable (&v_ipitch_cycle);
1029 Cvar_RegisterVariable (&v_iyaw_level);
1030 Cvar_RegisterVariable (&v_iroll_level);
1031 Cvar_RegisterVariable (&v_ipitch_level);
1033 Cvar_RegisterVariable (&v_idlescale);
1034 Cvar_RegisterVariable (&crosshair);
1036 Cvar_RegisterVariable (&cl_rollspeed);
1037 Cvar_RegisterVariable (&cl_rollangle);
1038 Cvar_RegisterVariable (&cl_bob);
1039 Cvar_RegisterVariable (&cl_bobcycle);
1040 Cvar_RegisterVariable (&cl_bobup);
1041 Cvar_RegisterVariable (&cl_bob2);
1042 Cvar_RegisterVariable (&cl_bob2cycle);
1043 Cvar_RegisterVariable (&cl_bob2smooth);
1044 Cvar_RegisterVariable (&cl_bobfall);
1045 Cvar_RegisterVariable (&cl_bobfallcycle);
1046 Cvar_RegisterVariable (&cl_bobfallminspeed);
1047 Cvar_RegisterVariable (&cl_bobmodel);
1048 Cvar_RegisterVariable (&cl_bobmodel_side);
1049 Cvar_RegisterVariable (&cl_bobmodel_up);
1050 Cvar_RegisterVariable (&cl_bobmodel_speed);
1052 Cvar_RegisterVariable (&cl_leanmodel);
1053 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1054 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1055 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1056 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1057 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1058 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1059 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1060 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1061 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1062 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1064 Cvar_RegisterVariable (&cl_followmodel);
1065 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1066 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1067 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1068 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1069 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1070 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1071 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1072 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1073 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1074 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1076 Cvar_RegisterVariable (&cl_viewmodel_scale);
1078 Cvar_RegisterVariable (&v_kicktime);
1079 Cvar_RegisterVariable (&v_kickroll);
1080 Cvar_RegisterVariable (&v_kickpitch);
1082 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1084 Cvar_RegisterVariable (&cl_smoothviewheight);
1086 Cvar_RegisterVariable (&chase_back);
1087 Cvar_RegisterVariable (&chase_up);
1088 Cvar_RegisterVariable (&chase_active);
1089 Cvar_RegisterVariable (&chase_overhead);
1090 Cvar_RegisterVariable (&chase_pitchangle);
1091 Cvar_RegisterVariable (&chase_stevie);
1093 Cvar_RegisterVariable (&v_deathtilt);
1094 Cvar_RegisterVariable (&v_deathtiltangle);