]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
Final checking and cleanup on my end. Imo this should be ready for testing.
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 431a78ae334e148bf848c74a22962b0a3f172216..90a62c6fd7c8847c2df06bb263c2e92d5d48203e 100644 (file)
--- a/view.c
+++ b/view.c
@@ -45,6 +45,20 @@ cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing s
 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
 
+cvar_t cl_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"};
+cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "2.5", "gun leaning sideways speed"};
+cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "7.5", "gun leaning sideways limit"};
+cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"};
+cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "2", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "5", "gun leaning upward limit"};
+
+cvar_t cl_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"};
+cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "4", "gun following sideways speed"};
+cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "2", "gun following sideways limit"};
+cvar_t cl_followmodel_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"};
+cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "3", "gun following upward speed"};
+cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1", "gun following upward limit"};
+
 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"};
 
 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
@@ -242,6 +256,7 @@ void V_ParseDamage (void)
        cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
 
        cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
+       cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
        if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
                cl.cshifts[CSHIFT_DAMAGE].percent = 0;
        if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
@@ -303,10 +318,30 @@ When you run over an item, the server sends this command
 */
 static void V_BonusFlash_f (void)
 {
-       cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
-       cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
-       cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
-       cl.cshifts[CSHIFT_BONUS].percent = 50;
+       if(Cmd_Argc() == 1)
+       {
+               cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
+               cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
+               cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
+               cl.cshifts[CSHIFT_BONUS].percent = 50;
+               cl.cshifts[CSHIFT_BONUS].alphafade = 100;
+       }
+       else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
+       {
+               cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
+               cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
+               cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
+               if(Cmd_Argc() >= 5)
+                       cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
+               else
+                       cl.cshifts[CSHIFT_BONUS].percent = 50;
+               if(Cmd_Argc() >= 6)
+                       cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
+               else
+                       cl.cshifts[CSHIFT_BONUS].alphafade = 100;
+       }
+       else
+               Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
 }
 
 /*
@@ -332,14 +367,18 @@ V_CalcRefdef
 static vec3_t eyeboxmins = {-16, -16, -24};
 static vec3_t eyeboxmaxs = { 16,  16,  32};
 #endif
+float viewmodel_push_x, viewmodel_push_y;
+vec3_t gunorg_follow;
 void V_CalcRefdef (void)
 {
        entity_t *ent;
-       float vieworg[3], gunorg[3], viewangles[3], smoothtime;
+       float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime;
+#if 0
 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
-       vec3_t camboxmins = {0, 0, 0};
-       vec3_t camboxmaxs = {0, 0, 0};
+       vec3_t camboxmins = {-3, -3, -3};
+       vec3_t camboxmaxs = {3, 3, 3};
 // end of chase camera bounding box size for proper collisions by Alexander Zubov
+#endif
        trace_t trace;
        VectorClear(gunorg);
        viewmodelmatrix = identitymatrix;
@@ -418,13 +457,22 @@ void V_CalcRefdef (void)
                                        chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
                                        chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
 #if 0
-                                       //trace = CL_Move(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
-                                       trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#if 1
+                                       //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#else
+                                       //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#endif
                                        VectorCopy(trace.endpos, vieworg);
                                        vieworg[2] -= 8;
 #else
                                        // trace from first person view location to our chosen third person view location
-                                       trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#if 1
+                                       trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#else
+                                       trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#endif
                                        VectorCopy(trace.endpos, bestvieworg);
                                        offset[2] = 0;
                                        for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
@@ -435,7 +483,11 @@ void V_CalcRefdef (void)
                                                        chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
                                                        chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
                                                        chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
-                                                       trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#if 1
+                                                       trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#else
+                                                       trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+#endif
                                                        if (bestvieworg[2] > trace.endpos[2])
                                                                bestvieworg[2] = trace.endpos[2];
                                                }
@@ -460,7 +512,7 @@ void V_CalcRefdef (void)
                                        chase_dest[0] = vieworg[0] + forward[0] * dist;
                                        chase_dest[1] = vieworg[1] + forward[1] * dist;
                                        chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
-                                       trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
                                        VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
                                }
                        }
@@ -481,6 +533,126 @@ void V_CalcRefdef (void)
                                VectorAdd(vieworg, cl.punchvector, vieworg);
                                if (cl.stats[STAT_HEALTH] > 0)
                                {
+                                       float ef_speed = cl.realframetime * cl_leanmodel_up_speed.value;
+
+                                       // gun model leaning code
+                                       if(cl_leanmodel_up.value && cl_leanmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
+                                       {
+                                               // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
+                                               if(cl.viewangles[PITCH] - viewmodel_push_x >= 180)
+                                                       viewmodel_push_x += 360;
+                                               if(viewmodel_push_x - cl.viewangles[PITCH] >= 180)
+                                                       viewmodel_push_x -= 360;
+
+                                               if(viewmodel_push_x < cl.viewangles[PITCH])
+                                               {
+                                                       if(cl.viewangles[PITCH] - viewmodel_push_x > cl_leanmodel_up_limit.value)
+                                                               viewmodel_push_x = cl.viewangles[PITCH] - cl_leanmodel_up_limit.value;
+                                                       else
+                                                               viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * cl_leanmodel_up_speed.value * ef_speed;
+                                               }
+                                               if(viewmodel_push_x > cl.viewangles[PITCH])
+                                               {
+                                                       if(viewmodel_push_x - cl.viewangles[PITCH] > cl_leanmodel_up_limit.value)
+                                                               viewmodel_push_x = cl.viewangles[PITCH] + cl_leanmodel_up_limit.value;
+                                                       else
+                                                               viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * cl_leanmodel_up_speed.value * ef_speed;
+                                               }
+                                       }
+                                       else
+                                               viewmodel_push_x = cl.viewangles[PITCH];
+
+                                       if(cl_leanmodel_side.value && cl_leanmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
+                                       {
+                                               // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
+                                               if(cl.viewangles[YAW] - viewmodel_push_y >= 180)
+                                                       viewmodel_push_y += 360;
+                                               if(viewmodel_push_y - cl.viewangles[YAW] >= 180)
+                                                       viewmodel_push_y -= 360;
+
+                                               if(viewmodel_push_y < cl.viewangles[YAW])
+                                               {
+                                                       if(cl.viewangles[YAW] - viewmodel_push_y > cl_leanmodel_side_limit.value)
+                                                               viewmodel_push_y = cl.viewangles[YAW] - cl_leanmodel_side_limit.value;
+                                                       else
+                                                               viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * cl_leanmodel_side_speed.value * ef_speed;
+                                               }
+                                               if(viewmodel_push_y > cl.viewangles[YAW])
+                                               {
+                                                       if(viewmodel_push_y - cl.viewangles[YAW] > cl_leanmodel_side_limit.value)
+                                                               viewmodel_push_y = cl.viewangles[YAW] + cl_leanmodel_side_limit.value;
+                                                       else
+                                                               viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * cl_leanmodel_side_speed.value * ef_speed;
+                                               }
+                                       }
+                                       else
+                                               viewmodel_push_y = cl.viewangles[YAW];
+
+                                       VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
+
+                                       // gun model following code
+                                       // TODO: make the weapon model not shake when looking around horizontally (due to X axis vs. Y axis)
+                                       if(cl_followmodel_side.value && cl_followmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
+                                       {
+                                               if(gunorg_follow[0] < vieworg[0])
+                                               {
+                                                       if(vieworg[0] - gunorg_follow[0] > cl_followmodel_side_limit.value)
+                                                               gunorg_follow[0] = vieworg[0] - cl_followmodel_side_limit.value;
+                                                       else
+                                                               gunorg_follow[0] += (vieworg[0] - gunorg_follow[0]) * cl_followmodel_side_speed.value * ef_speed;
+                                               }
+                                               if(gunorg_follow[0] > vieworg[0])
+                                               {
+                                                       if(gunorg_follow[0] - vieworg[0] > cl_followmodel_side_limit.value)
+                                                               gunorg_follow[0] = vieworg[0] + cl_followmodel_side_limit.value;
+                                                       else
+                                                               gunorg_follow[0] -= (gunorg_follow[0] - vieworg[0]) * cl_followmodel_side_speed.value * ef_speed;
+                                               }
+
+                                               if(gunorg_follow[1] < vieworg[1])
+                                               {
+                                                       if(vieworg[1] - gunorg_follow[1] > cl_followmodel_side_limit.value)
+                                                               gunorg_follow[1] = vieworg[1] - cl_followmodel_side_limit.value;
+                                                       else
+                                                               gunorg_follow[1] += (vieworg[1] - gunorg_follow[1]) * cl_followmodel_side_speed.value * ef_speed;
+                                               }
+                                               if(gunorg_follow[1] > vieworg[1])
+                                               {
+                                                       if(gunorg_follow[1] - vieworg[1] > cl_followmodel_side_limit.value)
+                                                               gunorg_follow[1] = vieworg[1] + cl_followmodel_side_limit.value;
+                                                       else
+                                                               gunorg_follow[1] -= (gunorg_follow[1] - vieworg[1]) * cl_followmodel_side_speed.value * ef_speed;
+                                               }
+                                       }
+                                       else
+                                       {
+                                               gunorg_follow[0] = vieworg[0];
+                                               gunorg_follow[1] = vieworg[1];
+                                       }
+
+                                       if(cl_followmodel_up.value && cl_followmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
+                                       {
+                                               if(gunorg_follow[2] < vieworg[2])
+                                               {
+                                                       if(vieworg[2] - gunorg_follow[2] > cl_followmodel_up_limit.value)
+                                                               gunorg_follow[2] = vieworg[2] - cl_followmodel_up_limit.value;
+                                                       else
+                                                               gunorg_follow[2] += (vieworg[2] - gunorg_follow[2]) * cl_followmodel_up_speed.value * ef_speed;
+                                               }
+                                               if(gunorg_follow[2] > vieworg[2])
+                                               {
+                                                       if(gunorg_follow[2] - vieworg[2] > cl_followmodel_up_limit.value)
+                                                               gunorg_follow[2] = vieworg[2] + cl_followmodel_up_limit.value;
+                                                       else
+                                                               gunorg_follow[2] -= (gunorg_follow[2] - vieworg[2]) * cl_followmodel_up_speed.value * ef_speed;
+                                               }
+                                       }
+                                       else
+                                               gunorg_follow[2] = vieworg[2];
+
+                                       VectorCopy(gunorg_follow, gunorg);
+
+                                       // gun model bobbing code
                                        double xyspeed, bob;
 
                                        xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
@@ -504,8 +676,6 @@ void V_CalcRefdef (void)
                                                vieworg[2] += bound(-7, bob, 4);
                                        }
 
-                                       VectorCopy(vieworg, gunorg);
-
                                        if (cl_bob.value && cl_bobmodel.value)
                                        {
                                                // calculate for swinging gun model
@@ -540,7 +710,7 @@ void V_CalcRefdef (void)
                                                }
 
                                                bspeed = bound (0, xyspeed, 400) * 0.01f;
-                                               AngleVectors (viewangles, forward, right, up);
+                                               AngleVectors (gunangles, forward, right, up);
                                                bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
                                                VectorMA (gunorg, bob, right, gunorg);
                                                bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
@@ -554,7 +724,7 @@ void V_CalcRefdef (void)
                        else
                                Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
                        // calculate a viewmodel matrix for use in view-attached entities
-                       Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
+                       Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
                        VectorCopy(vieworg, cl.csqc_origin);
                        VectorCopy(viewangles, cl.csqc_angles);
                }
@@ -567,11 +737,11 @@ void V_FadeViewFlashs(void)
        if (cl.time <= cl.oldtime)
                return;
        // drop the damage value
-       cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
+       cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
        if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
                cl.cshifts[CSHIFT_DAMAGE].percent = 0;
        // drop the bonus value
-       cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
+       cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
        if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
                cl.cshifts[CSHIFT_BONUS].percent = 0;
 }
@@ -680,11 +850,31 @@ void V_CalcViewBlend(void)
                        a2 = 1 / r_refdef.viewblend[3];
                        VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
                }
-
                r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
                r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
                r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
                r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
+               
+               // Samual: Ugly hack, I know. But it's the best we can do since
+               // there is no way to detect client states from the engine.
+               if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
+                       cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
+               {
+                       cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
+                       cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
+               }
+               else
+                       cl.deathfade = 0.0f;
+
+               if(cl.deathfade > 0)
+               {
+                       float a;
+                       float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
+                       a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
+                       if(a > 0)
+                               VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
+                       r_refdef.viewblend[3] = a;
+               }
        }
 }
 
@@ -698,7 +888,7 @@ V_Init
 void V_Init (void)
 {
        Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
-       Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
+       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");
        Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
 
        Cvar_RegisterVariable (&v_centermove);
@@ -724,6 +914,20 @@ void V_Init (void)
        Cvar_RegisterVariable (&cl_bobmodel_up);
        Cvar_RegisterVariable (&cl_bobmodel_speed);
 
+       Cvar_RegisterVariable (&cl_leanmodel_side);
+       Cvar_RegisterVariable (&cl_leanmodel_side_speed);
+       Cvar_RegisterVariable (&cl_leanmodel_side_limit);
+       Cvar_RegisterVariable (&cl_leanmodel_up);
+       Cvar_RegisterVariable (&cl_leanmodel_up_speed);
+       Cvar_RegisterVariable (&cl_leanmodel_up_limit);
+
+       Cvar_RegisterVariable (&cl_followmodel_side);
+       Cvar_RegisterVariable (&cl_followmodel_side_speed);
+       Cvar_RegisterVariable (&cl_followmodel_side_limit);
+       Cvar_RegisterVariable (&cl_followmodel_up);
+       Cvar_RegisterVariable (&cl_followmodel_up_speed);
+       Cvar_RegisterVariable (&cl_followmodel_up_limit);
+
        Cvar_RegisterVariable (&cl_viewmodel_scale);
 
        Cvar_RegisterVariable (&v_kicktime);