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);
490 // smooth stair stepping, but only if clonground and enabled
491 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
492 cl.stairsmoothz = vieworg[2];
495 if (cl.stairsmoothz < vieworg[2])
496 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
497 else if (cl.stairsmoothz > vieworg[2])
498 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
501 // apply qw weapon recoil effect (this did not work in QW)
502 // TODO: add a cvar to disable this
503 viewangles[PITCH] += cl.qw_weaponkick;
505 // apply the viewofs (even if chasecam is used)
506 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
507 viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
508 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
509 vieworg[2] += viewheightavg;
511 if (chase_active.value)
513 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
514 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
516 camback = chase_back.value;
517 camup = chase_up.value;
518 campitch = chase_pitchangle.value;
520 AngleVectors(viewangles, forward, NULL, NULL);
522 if (chase_overhead.integer)
529 viewangles[PITCH] = 0;
530 AngleVectors(viewangles, forward, NULL, up);
531 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
532 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
533 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
534 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
537 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
538 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
540 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
541 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
543 VectorCopy(trace.endpos, vieworg);
546 // trace from first person view location to our chosen third person view location
548 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
550 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
552 VectorCopy(trace.endpos, bestvieworg);
554 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
556 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
558 AngleVectors(viewangles, NULL, NULL, up);
559 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
560 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
561 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
563 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
565 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
567 if (bestvieworg[2] > trace.endpos[2])
568 bestvieworg[2] = trace.endpos[2];
572 VectorCopy(bestvieworg, vieworg);
574 viewangles[PITCH] = campitch;
578 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
580 // look straight down from high above
581 viewangles[PITCH] = 90;
583 VectorSet(forward, 0, 0, -1);
586 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
588 chase_dest[0] = vieworg[0] + forward[0] * dist;
589 chase_dest[1] = vieworg[1] + forward[1] * dist;
590 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
591 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
592 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
597 // first person view from entity
599 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
600 viewangles[ROLL] = v_deathtiltangle.value;
601 VectorAdd(viewangles, cl.punchangle, viewangles);
602 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
605 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
606 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
609 VectorAdd(vieworg, cl.punchvector, vieworg);
610 if (cl.stats[STAT_HEALTH] > 0)
612 double xyspeed, bob, bobfall;
616 //frametime = cl.realframetime * cl.movevars_timescale;
617 frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
619 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
622 // try to fix the first highpass; result is NOT
623 // perfect! TODO find a better fix
624 VectorCopy(viewangles, cl.gunangles_prev);
625 VectorCopy(vieworg, cl.gunorg_prev);
628 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
629 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
630 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);
631 VectorCopy(vieworg, cl.gunorg_prev);
632 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
634 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
635 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
636 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
637 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
638 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
639 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);
640 VectorCopy(viewangles, cl.gunangles_prev);
641 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
643 // 3. calculate the RAW adjustment vectors
644 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
645 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
646 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
648 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
649 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
652 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
653 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
654 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);
655 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);
656 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
657 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
658 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
660 // 5. use the adjusted vectors
661 VectorAdd(vieworg, gunorg, gunorg);
662 VectorAdd(viewangles, gunangles, gunangles);
664 // bounded XY speed, used by several effects below
665 xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
667 // vertical view bobbing code
668 if (cl_bob.value && cl_bobcycle.value)
670 // LordHavoc: this code is *weird*, but not replacable (I think it
671 // should be done in QC on the server, but oh well, quake is quake)
672 // LordHavoc: figured out bobup: the time at which the sin is at 180
673 // degrees (which allows lengthening or squishing the peak or valley)
674 cycle = cl.time / cl_bobcycle.value;
675 cycle -= (int) cycle;
676 if (cycle < cl_bobup.value)
677 cycle = sin(M_PI * cycle / cl_bobup.value);
679 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
680 // bob is proportional to velocity in the xy plane
681 // (don't count Z, or jumping messes it up)
682 bob = xyspeed * bound(0, cl_bob.value, 0.05);
683 bob = bob*0.3 + bob*0.7*cycle;
685 // we also need to adjust gunorg, or this appears like pushing the gun!
686 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
687 // but this is not viable with the new followmodel code as that would mean
688 // that followmodel would work on the munged-by-bob vieworg and do feedback
692 // horizontal view bobbing code
693 if (cl_bob2.value && cl_bob2cycle.value)
696 vec3_t forward, right, up;
699 cycle = cl.time / cl_bob2cycle.value;
700 cycle -= (int) cycle;
702 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
704 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
705 bob = bound(0, cl_bob2.value, 0.05) * cycle;
707 // this value slowly decreases from 1 to 0 when we stop touching the ground.
708 // The cycle is later multiplied with it so the view smooths back to normal
709 if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
713 if(cl.bob2_smooth > 0)
714 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
719 // calculate the front and side of the player between the X and Y axes
720 AngleVectors(viewangles, forward, right, up);
721 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
722 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
723 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
724 VectorScale(forward, bob, forward);
725 VectorScale(right, bob, right);
726 // we use side with forward and front with right, so the bobbing goes
727 // to the side when we walk forward and to the front when we strafe
728 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
729 vieworg[0] += bob2vel[0];
730 vieworg[1] += bob2vel[1];
731 // we also need to adjust gunorg, or this appears like pushing the gun!
732 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
733 // but this is not viable with the new followmodel code as that would mean
734 // that followmodel would work on the munged-by-bob vieworg and do feedback
735 gunorg[0] += bob2vel[0];
736 gunorg[1] += bob2vel[1];
740 // causes the view to swing down and back up when touching the ground
741 if (cl_bobfall.value && cl_bobfallcycle.value)
745 cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
746 if (cl.velocity[2] < -cl_bobfallminspeed.value)
747 cl.bobfall_swing = 1;
749 cl.bobfall_swing = 0; // TODO really?
753 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
755 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
756 vieworg[2] += bobfall;
757 gunorg[2] += bobfall;
761 // gun model bobbing code
762 if (cl_bobmodel.value)
764 // calculate for swinging gun model
765 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
766 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
767 // for the most part, but for some reason when you go through a message trigger or
768 // pick up an item or anything like that it will momentarily jolt the gun.
769 vec3_t forward, right, up;
774 s = cl.time * cl_bobmodel_speed.value;
777 if (cl.time - cl.hitgroundtime < 0.2)
779 // just hit the ground, speed the bob back up over the next 0.2 seconds
780 t = cl.time - cl.hitgroundtime;
781 t = bound(0, t, 0.2);
789 // recently left the ground, slow the bob down over the next 0.2 seconds
790 t = cl.time - cl.lastongroundtime;
791 t = 0.2 - bound(0, t, 0.2);
795 bspeed = xyspeed * 0.01f;
796 AngleVectors (gunangles, forward, right, up);
797 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
798 VectorMA (gunorg, bob, right, gunorg);
799 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
800 VectorMA (gunorg, bob, up, gunorg);
804 // calculate a view matrix for rendering the scene
805 if (v_idlescale.value)
807 viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
808 viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
809 viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
811 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
813 // calculate a viewmodel matrix for use in view-attached entities
814 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
815 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
817 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
818 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
819 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
821 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
822 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
826 void V_CalcRefdef (void)
830 if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.playerentity])
832 // ent is the view entity (visible when out of body)
833 ent = &cl.entities[cl.viewentity];
835 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
839 viewmodelmatrix_nobob = identitymatrix;
840 viewmodelmatrix_withbob = identitymatrix;
841 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
842 r_refdef.view.matrix = identitymatrix;
843 VectorClear(cl.csqc_vieworiginfromengine);
844 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
848 void V_FadeViewFlashs(void)
850 // don't flash if time steps backwards
851 if (cl.time <= cl.oldtime)
853 // drop the damage value
854 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
855 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
856 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
857 // drop the bonus value
858 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
859 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
860 cl.cshifts[CSHIFT_BONUS].percent = 0;
863 void V_CalcViewBlend(void)
867 r_refdef.viewblend[0] = 0;
868 r_refdef.viewblend[1] = 0;
869 r_refdef.viewblend[2] = 0;
870 r_refdef.viewblend[3] = 0;
871 r_refdef.frustumscale_x = 1;
872 r_refdef.frustumscale_y = 1;
873 if (cls.state == ca_connected && cls.signon == SIGNONS)
875 // set contents color
878 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
879 supercontents = CL_PointSuperContents(vieworigin);
880 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
882 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
883 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
884 if (supercontents & SUPERCONTENTS_LAVA)
886 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
887 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
888 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
890 else if (supercontents & SUPERCONTENTS_SLIME)
892 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
893 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
894 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
898 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
899 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
900 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
902 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
906 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
907 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
908 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
909 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
912 if (gamemode != GAME_TRANSFUSION)
914 if (cl.stats[STAT_ITEMS] & IT_QUAD)
916 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
917 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
918 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
919 cl.cshifts[CSHIFT_POWERUP].percent = 30;
921 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
923 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
924 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
925 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
926 cl.cshifts[CSHIFT_POWERUP].percent = 20;
928 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
930 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
931 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
932 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
933 cl.cshifts[CSHIFT_POWERUP].percent = 100;
935 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
937 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
938 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
939 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
940 cl.cshifts[CSHIFT_POWERUP].percent = 30;
943 cl.cshifts[CSHIFT_POWERUP].percent = 0;
946 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
947 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
948 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
949 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
951 // LordHavoc: fixed V_CalcBlend
952 for (j = 0;j < NUM_CSHIFTS;j++)
954 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
957 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
958 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
961 // saturate color (to avoid blending in black)
962 if (r_refdef.viewblend[3])
964 a2 = 1 / r_refdef.viewblend[3];
965 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
967 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
968 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
969 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
970 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
973 r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
974 r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
975 r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
979 r_refdef.viewblend[0] *= (1.0f/256.0f);
980 r_refdef.viewblend[1] *= (1.0f/256.0f);
981 r_refdef.viewblend[2] *= (1.0f/256.0f);
984 // Samual: Ugly hack, I know. But it's the best we can do since
985 // there is no way to detect client states from the engine.
986 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
987 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
989 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
990 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
998 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
999 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1001 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1002 r_refdef.viewblend[3] = a;
1007 //============================================================================
1016 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
1017 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");
1018 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
1020 Cvar_RegisterVariable (&v_centermove);
1021 Cvar_RegisterVariable (&v_centerspeed);
1023 Cvar_RegisterVariable (&v_iyaw_cycle);
1024 Cvar_RegisterVariable (&v_iroll_cycle);
1025 Cvar_RegisterVariable (&v_ipitch_cycle);
1026 Cvar_RegisterVariable (&v_iyaw_level);
1027 Cvar_RegisterVariable (&v_iroll_level);
1028 Cvar_RegisterVariable (&v_ipitch_level);
1030 Cvar_RegisterVariable (&v_idlescale);
1031 Cvar_RegisterVariable (&crosshair);
1033 Cvar_RegisterVariable (&cl_rollspeed);
1034 Cvar_RegisterVariable (&cl_rollangle);
1035 Cvar_RegisterVariable (&cl_bob);
1036 Cvar_RegisterVariable (&cl_bobcycle);
1037 Cvar_RegisterVariable (&cl_bobup);
1038 Cvar_RegisterVariable (&cl_bob2);
1039 Cvar_RegisterVariable (&cl_bob2cycle);
1040 Cvar_RegisterVariable (&cl_bob2smooth);
1041 Cvar_RegisterVariable (&cl_bobfall);
1042 Cvar_RegisterVariable (&cl_bobfallcycle);
1043 Cvar_RegisterVariable (&cl_bobfallminspeed);
1044 Cvar_RegisterVariable (&cl_bobmodel);
1045 Cvar_RegisterVariable (&cl_bobmodel_side);
1046 Cvar_RegisterVariable (&cl_bobmodel_up);
1047 Cvar_RegisterVariable (&cl_bobmodel_speed);
1049 Cvar_RegisterVariable (&cl_leanmodel);
1050 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1051 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1052 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1053 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1054 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1055 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1056 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1057 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1058 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1059 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1061 Cvar_RegisterVariable (&cl_followmodel);
1062 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1063 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1064 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1065 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1066 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1067 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1068 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1069 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1070 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1071 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1073 Cvar_RegisterVariable (&cl_viewmodel_scale);
1075 Cvar_RegisterVariable (&v_kicktime);
1076 Cvar_RegisterVariable (&v_kickroll);
1077 Cvar_RegisterVariable (&v_kickpitch);
1079 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1081 Cvar_RegisterVariable (&cl_smoothviewheight);
1083 Cvar_RegisterVariable (&chase_back);
1084 Cvar_RegisterVariable (&chase_up);
1085 Cvar_RegisterVariable (&chase_active);
1086 Cvar_RegisterVariable (&chase_overhead);
1087 Cvar_RegisterVariable (&chase_pitchangle);
1088 Cvar_RegisterVariable (&chase_stevie);
1090 Cvar_RegisterVariable (&v_deathtilt);
1091 Cvar_RegisterVariable (&v_deathtiltangle);