]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
fixed a stupid typo in EntityFrame5_ExpandEdicts that caused a double free error
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 1780fef8820ab832967d0546fd19336109ff9172..36176d6d34ca29587b76b3e4cafe465b98f5f84a 100644 (file)
--- a/view.c
+++ b/view.c
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
 
 See the GNU General Public License for more details.
 
@@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // view.c -- player eye positioning
 
 #include "quakedef.h"
 // view.c -- player eye positioning
 
 #include "quakedef.h"
+#include "cl_collision.h"
 
 /*
 
 
 /*
 
@@ -30,39 +31,40 @@ when crossing a water boudnary.
 
 */
 
 
 */
 
-cvar_t scr_ofsx = {"scr_ofsx","0", false};
-cvar_t scr_ofsy = {"scr_ofsy","0", false};
-cvar_t scr_ofsz = {"scr_ofsz","0", false};
+cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"};
+cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"};
 
 
-cvar_t cl_rollspeed = {"cl_rollspeed", "200"};
-cvar_t cl_rollangle = {"cl_rollangle", "2.0"};
+cvar_t cl_bob = {0, "cl_bob","0.02"};
+cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"};
+cvar_t cl_bobup = {0, "cl_bobup","0.5"};
 
 
-cvar_t cl_bob = {"cl_bob","0.02", false};
-cvar_t cl_bobcycle = {"cl_bobcycle","0.6", false};
-cvar_t cl_bobup = {"cl_bobup","0.5", false};
+cvar_t v_kicktime = {0, "v_kicktime", "0.5"};
+cvar_t v_kickroll = {0, "v_kickroll", "0.6"};
+cvar_t v_kickpitch = {0, "v_kickpitch", "0.6"};
 
 
-cvar_t v_kicktime = {"v_kicktime", "0.5", false};
-cvar_t v_kickroll = {"v_kickroll", "0.6", false};
-cvar_t v_kickpitch = {"v_kickpitch", "0.6", false};
+cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2"};
+cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5"};
+cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1"};
+cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3"};
+cvar_t v_iroll_level = {0, "v_iroll_level", "0.1"};
+cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3"};
 
 
-cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", false};
-cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", false};
-cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", false};
-cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", false};
-cvar_t v_iroll_level = {"v_iroll_level", "0.1", false};
-cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", false};
+cvar_t v_idlescale = {0, "v_idlescale", "0"};
 
 
-cvar_t v_idlescale = {"v_idlescale", "0", false};
+cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"};
 
 
-cvar_t crosshair = {"crosshair", "0", true};
-cvar_t cl_crossx = {"cl_crossx", "0", false};
-cvar_t cl_crossy = {"cl_crossy", "0", false};
+cvar_t v_centermove = {0, "v_centermove", "0.15"};
+cvar_t v_centerspeed = {0, "v_centerspeed","500"};
 
 
-cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
+cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"};
 
 
-float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
+cvar_t chase_back = {CVAR_SAVE, "chase_back", "48"};
+cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"};
+cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"};
+// GAME_GOODVSBAD2
+cvar_t chase_stevie = {0, "chase_stevie", "0"};
 
 
-extern int                     in_forward, in_forward2, in_back;
+float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
 
 /*
 
 
 /*
@@ -72,81 +74,34 @@ V_CalcRoll
 Used by view and sv_user
 ===============
 */
 Used by view and sv_user
 ===============
 */
-vec3_t forward, right, up;
-
 float V_CalcRoll (vec3_t angles, vec3_t velocity)
 {
 float V_CalcRoll (vec3_t angles, vec3_t velocity)
 {
+       vec3_t  right;
        float   sign;
        float   side;
        float   value;
        float   sign;
        float   side;
        float   value;
-       
-       AngleVectors (angles, forward, right, up);
+
+       AngleVectors (angles, NULL, right, NULL);
        side = DotProduct (velocity, right);
        sign = side < 0 ? -1 : 1;
        side = fabs(side);
        side = DotProduct (velocity, right);
        sign = side < 0 ? -1 : 1;
        side = fabs(side);
-       
+
        value = cl_rollangle.value;
        value = cl_rollangle.value;
-//     if (cl.inwater)
-//             value *= 6;
 
        if (side < cl_rollspeed.value)
                side = side * value / cl_rollspeed.value;
        else
                side = value;
 
        if (side < cl_rollspeed.value)
                side = side * value / cl_rollspeed.value;
        else
                side = value;
-       
-       return side*sign;
-       
-}
 
 
+       return side*sign;
 
 
-/*
-===============
-V_CalcBob
-
-===============
-*/
-float V_CalcBob (void)
-{
-       float   bob;
-       float   cycle;
-       
-       cycle = cl.time - (int)(cl.time/cl_bobcycle.value)*cl_bobcycle.value;
-       cycle /= cl_bobcycle.value;
-       if (cycle < cl_bobup.value)
-               cycle = M_PI * cycle / cl_bobup.value;
-       else
-               cycle = M_PI + M_PI*(cycle-cl_bobup.value)/(1.0 - cl_bobup.value);
-
-// bob is proportional to velocity in the xy plane
-// (don't count Z, or jumping messes it up)
-
-       bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
-//Con_Printf ("speed: %5.1f\n", Length(cl.velocity));
-       bob = bob*0.3 + bob*0.7*sin(cycle);
-       if (bob > 4)
-               bob = 4;
-       else if (bob < -7)
-               bob = -7;
-       return bob;
-       
 }
 
 }
 
-
-//=============================================================================
-
-
-cvar_t v_centermove = {"v_centermove", "0.15", false};
-cvar_t v_centerspeed = {"v_centerspeed","500"};
-
-
 void V_StartPitchDrift (void)
 {
 void V_StartPitchDrift (void)
 {
-#if 1
        if (cl.laststop == cl.time)
        if (cl.laststop == cl.time)
-       {
                return;         // something else is keeping it from drifting
                return;         // something else is keeping it from drifting
-       }
-#endif
+
        if (cl.nodrift || !cl.pitchvel)
        {
                cl.pitchvel = v_centerspeed.value;
        if (cl.nodrift || !cl.pitchvel)
        {
                cl.pitchvel = v_centerspeed.value;
@@ -172,7 +127,7 @@ If the user is adjusting pitch manually, either with lookup/lookdown,
 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
 
 Drifting is enabled when the center view key is hit, mlook is released and
 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
 
 Drifting is enabled when the center view key is hit, mlook is released and
-lookspring is non 0, or when 
+lookspring is non 0, or when
 ===============
 */
 void V_DriftPitch (void)
 ===============
 */
 void V_DriftPitch (void)
@@ -192,15 +147,15 @@ void V_DriftPitch (void)
                if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
                        cl.driftmove = 0;
                else
                if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
                        cl.driftmove = 0;
                else
-                       cl.driftmove += host_frametime;
-       
+                       cl.driftmove += cl.frametime;
+
                if ( cl.driftmove > v_centermove.value)
                {
                        V_StartPitchDrift ();
                }
                return;
        }
                if ( cl.driftmove > v_centermove.value)
                {
                        V_StartPitchDrift ();
                }
                return;
        }
-       
+
        delta = cl.idealpitch - cl.viewangles[PITCH];
 
        if (!delta)
        delta = cl.idealpitch - cl.viewangles[PITCH];
 
        if (!delta)
@@ -209,10 +164,8 @@ void V_DriftPitch (void)
                return;
        }
 
                return;
        }
 
-       move = host_frametime * cl.pitchvel;
-       cl.pitchvel += host_frametime * v_centerspeed.value;
-       
-//Con_Printf ("move: %f (%f)\n", move, host_frametime);
+       move = cl.frametime * cl.pitchvel;
+       cl.pitchvel += cl.frametime * v_centerspeed.value;
 
        if (delta > 0)
        {
 
        if (delta > 0)
        {
@@ -235,25 +188,14 @@ void V_DriftPitch (void)
 }
 
 
 }
 
 
+/*
+==============================================================================
 
 
+                                               SCREEN FLASHES
 
 
+==============================================================================
+*/
 
 
-/*
-============================================================================== 
-                                               PALETTE FLASHES 
-============================================================================== 
-*/ 
-cshift_t       cshift_empty = { {130,80,50}, 0 };
-cshift_t       cshift_water = { {130,80,50}, 128 };
-cshift_t       cshift_slime = { {0,25,5}, 150 };
-cshift_t       cshift_lava = { {255,80,0}, 150 };
-
-byte           ramps[3][256];
-float          v_blend[4];             // rgba 0.0 - 1.0
 
 /*
 ===============
 
 /*
 ===============
@@ -262,24 +204,23 @@ V_ParseDamage
 */
 void V_ParseDamage (void)
 {
 */
 void V_ParseDamage (void)
 {
-       int             armor, blood;
-       vec3_t  from;
-       int             i;
-       vec3_t  forward, right, up;
-       entity_t        *ent;
-       float   side;
-       float   count;
-       
+       int armor, blood;
+       vec3_t from;
+       //vec3_t forward, right;
+       vec3_t localfrom;
+       entity_t *ent;
+       //float side;
+       float count;
+
        armor = MSG_ReadByte ();
        blood = MSG_ReadByte ();
        armor = MSG_ReadByte ();
        blood = MSG_ReadByte ();
-       for (i=0 ; i<3 ; i++)
-               from[i] = MSG_ReadCoord ();
+       MSG_ReadVector(from, cl.protocol);
 
        count = blood*0.5 + armor*0.5;
        if (count < 10)
                count = 10;
 
 
        count = blood*0.5 + armor*0.5;
        if (count < 10)
                count = 10;
 
-       cl.faceanimtime = cl.time + 0.2;                // but sbar face into pain frame
+       cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
 
        cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
        if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
 
        cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
        if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
@@ -287,7 +228,7 @@ void V_ParseDamage (void)
        if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
                cl.cshifts[CSHIFT_DAMAGE].percent = 150;
 
        if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
                cl.cshifts[CSHIFT_DAMAGE].percent = 150;
 
-       if (armor > blood)              
+       if (armor > blood)
        {
                cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
                cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
        {
                cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
                cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
@@ -306,37 +247,31 @@ void V_ParseDamage (void)
                cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
        }
 
                cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
        }
 
-//
-// calculate view angle kicks
-//
-       ent = &cl_entities[cl.viewentity];
-       
-       VectorSubtract (from, ent->origin, from);
-       VectorNormalize (from);
-       
-       AngleVectors (ent->angles, forward, right, up);
-
-       side = DotProduct (from, right);
-       v_dmg_roll = count*side*v_kickroll.value;
-       
-       side = DotProduct (from, forward);
-       v_dmg_pitch = count*side*v_kickpitch.value;
-
-       v_dmg_time = v_kicktime.value;
+       // calculate view angle kicks
+       if (cl_entities[cl.viewentity].state_current.active)
+       {
+               ent = &cl_entities[cl.viewentity];
+               Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
+               VectorNormalize(localfrom);
+               v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
+               v_dmg_roll = count * localfrom[1] * v_kickroll.value;
+               v_dmg_time = v_kicktime.value;
+       }
 }
 
 }
 
+static cshift_t v_cshift;
 
 /*
 ==================
 V_cshift_f
 ==================
 */
 
 /*
 ==================
 V_cshift_f
 ==================
 */
-void V_cshift_f (void)
+static void V_cshift_f (void)
 {
 {
-       cshift_empty.destcolor[0] = atoi(Cmd_Argv(1));
-       cshift_empty.destcolor[1] = atoi(Cmd_Argv(2));
-       cshift_empty.destcolor[2] = atoi(Cmd_Argv(3));
-       cshift_empty.percent = atoi(Cmd_Argv(4));
+       v_cshift.destcolor[0] = atoi(Cmd_Argv(1));
+       v_cshift.destcolor[1] = atoi(Cmd_Argv(2));
+       v_cshift.destcolor[2] = atoi(Cmd_Argv(3));
+       v_cshift.percent = atoi(Cmd_Argv(4));
 }
 
 
 }
 
 
@@ -347,7 +282,7 @@ V_BonusFlash_f
 When you run over an item, the server sends this command
 ==================
 */
 When you run over an item, the server sends this command
 ==================
 */
-void V_BonusFlash_f (void)
+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[0] = 215;
        cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
@@ -356,518 +291,267 @@ void V_BonusFlash_f (void)
 }
 
 /*
 }
 
 /*
-=============
-V_SetContentsColor
+==============================================================================
 
 
-Underwater, lava, etc each has a color shift
-=============
-*/
-void V_SetContentsColor (int contents)
-{
-       cshift_t* c;
-       c = &cl.cshifts[CSHIFT_CONTENTS]; // just to shorten the code below
-       switch (contents)
-       {
-       case CONTENTS_EMPTY:
-       case CONTENTS_SOLID:
-               //cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
-               c->destcolor[0] = cshift_empty.destcolor[0];
-               c->destcolor[1] = cshift_empty.destcolor[1];
-               c->destcolor[2] = cshift_empty.destcolor[2];
-               c->percent = cshift_empty.percent;
-               break;
-       case CONTENTS_LAVA:
-               //cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
-               c->destcolor[0] = cshift_lava.destcolor[0];
-               c->destcolor[1] = cshift_lava.destcolor[1];
-               c->destcolor[2] = cshift_lava.destcolor[2];
-               c->percent = cshift_lava.percent;
-               break;
-       case CONTENTS_SLIME:
-               //cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
-               c->destcolor[0] = cshift_slime.destcolor[0];
-               c->destcolor[1] = cshift_slime.destcolor[1];
-               c->destcolor[2] = cshift_slime.destcolor[2];
-               c->percent = cshift_slime.percent;
-               break;
-       default:
-               //cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
-               c->destcolor[0] = cshift_water.destcolor[0];
-               c->destcolor[1] = cshift_water.destcolor[1];
-               c->destcolor[2] = cshift_water.destcolor[2];
-               c->percent = cshift_water.percent;
-       }
-}
+                                               VIEW RENDERING
 
 
-/*
-=============
-V_CalcPowerupCshift
-=============
+==============================================================================
 */
 */
-void V_CalcPowerupCshift (void)
-{
-       if (cl.items & IT_QUAD)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
-               cl.cshifts[CSHIFT_POWERUP].percent = 30;
-       }
-       else if (cl.items & IT_SUIT)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
-               cl.cshifts[CSHIFT_POWERUP].percent = 20;
-       }
-       else if (cl.items & IT_INVISIBILITY)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
-               cl.cshifts[CSHIFT_POWERUP].percent = 100;
-       }
-       else if (cl.items & IT_INVULNERABILITY)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
-               cl.cshifts[CSHIFT_POWERUP].percent = 30;
-       }
-       else
-               cl.cshifts[CSHIFT_POWERUP].percent = 0;
-}
+
+extern matrix4x4_t viewmodelmatrix;
+
+#include "cl_collision.h"
 
 /*
 
 /*
-=============
-V_CalcBlend
-=============
+==================
+V_CalcRefdef
+
+==================
 */
 */
-// LordHavoc: fixed V_CalcBlend
-void V_CalcBlend (void)
+void V_CalcRefdef (void)
 {
 {
-       float   r, g, b, a, a2;
-       int             j;
-
-       r = 0;
-       g = 0;
-       b = 0;
-       a = 0;
-
-       if (gl_cshiftpercent.value)
+       static float oldz;
+       entity_t *ent;
+       float vieworg[3], viewangles[3];
+       Matrix4x4_CreateIdentity(&viewmodelmatrix);
+       Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
        {
-               for (j=0 ; j<NUM_CSHIFTS ; j++) 
+               // ent is the view entity (visible when out of body)
+               ent = &cl_entities[cl.viewentity];
+               if (cl.intermission)
                {
                {
-                       a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
-
-                       if (!a2)
-                               continue;
-                       if (a2 > 1)
-                               a2 = 1;
-                       r += (cl.cshifts[j].destcolor[0]-r) * a2;
-                       g += (cl.cshifts[j].destcolor[1]-g) * a2;
-                       b += (cl.cshifts[j].destcolor[2]-b) * a2;
-                       a = 1 - (1 - a) * (1 - a2); // correct alpha multiply...  took a while to find it on the web
+                       // entity is a fixed camera, just copy the matrix
+                       Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
+                       Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
+                       r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
+                       viewmodelmatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
                }
                }
-               // saturate color (to avoid blending in black)
-               if (a)
+               else
                {
                {
-                       a2 = 1 / a;
-                       r *= a2;
-                       g *= a2;
-                       b *= a2;
+                       // player can look around, so take the origin from the entity,
+                       // and the angles from the input system
+                       Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
+                       VectorCopy(cl.viewangles, viewangles);
+
+                       // stair smoothing
+                       //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
+                       if (cl.onground && oldz < vieworg[2])
+                       {
+                               oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+                               oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
+                       }
+                       else if (cl.onground && oldz > vieworg[2])
+                       {
+                               oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+                               oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
+                       }
+                       else
+                               oldz = vieworg[2];
+
+                       if (chase_active.value)
+                       {
+                               // observing entity from third person
+                               vec_t camback, camup, dist, forward[3], stop[3], chase_dest[3], normal[3];
+
+                               camback = bound(0, chase_back.value, 128);
+                               if (chase_back.value != camback)
+                                       Cvar_SetValueQuick(&chase_back, camback);
+                               camup = bound(-48, chase_up.value, 96);
+                               if (chase_up.value != camup)
+                                       Cvar_SetValueQuick(&chase_up, camup);
+
+                               // this + 22 is to match view_ofs for compatibility with older versions
+                               camup += 22;
+
+                               if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
+                               {
+                                       // look straight down from high above
+                                       viewangles[0] = 90;
+                                       camback = 2048;
+                               }
+                               AngleVectors(viewangles, forward, NULL, NULL);
+
+                               // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
+                               dist = -camback - 8;
+                               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;
+                               CL_TraceLine(vieworg, chase_dest, stop, normal, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
+                               vieworg[0] = stop[0] + forward[0] * 8 + normal[0] * 4;
+                               vieworg[1] = stop[1] + forward[1] * 8 + normal[1] * 4;
+                               vieworg[2] = stop[2] + forward[2] * 8 + normal[2] * 4;
+                       }
+                       else
+                       {
+                               // first person view from entity
+                               // angles
+                               if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM)
+                                       viewangles[ROLL] = 80;  // dead view angle
+                               VectorAdd(viewangles, cl.punchangle, viewangles);
+                               viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+                               if (v_dmg_time > 0)
+                               {
+                                       viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
+                                       viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
+                                       v_dmg_time -= cl.frametime;
+                               }
+                               // origin
+                               VectorAdd(vieworg, cl.punchvector, vieworg);
+                               vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
+                               if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value)
+                               {
+                                       double bob, cycle;
+                                       // LordHavoc: this code is *weird*, but not replacable (I think it
+                                       // should be done in QC on the server, but oh well, quake is quake)
+                                       // LordHavoc: figured out bobup: the time at which the sin is at 180
+                                       // degrees (which allows lengthening or squishing the peak or valley)
+                                       cycle = cl.time / cl_bobcycle.value;
+                                       cycle -= (int) cycle;
+                                       if (cycle < cl_bobup.value)
+                                               cycle = sin(M_PI * cycle / cl_bobup.value);
+                                       else
+                                               cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
+                                       // bob is proportional to velocity in the xy plane
+                                       // (don't count Z, or jumping messes it up)
+                                       bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
+                                       bob = bob*0.3 + bob*0.7*cycle;
+                                       vieworg[2] += bound(-7, bob, 4);
+                               }
+                       }
+                       // calculate a view matrix for rendering the scene
+                       if (v_idlescale.value)
+                               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
+                       else
+                               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
+                       // calculate a viewmodel matrix for use in view-attached entities
+                       Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
                }
        }
                }
        }
-
-       v_blend[0] = bound(0, r * (1.0/255.0), 1);
-       v_blend[1] = bound(0, g * (1.0/255.0), 1);
-       v_blend[2] = bound(0, b * (1.0/255.0), 1);
-       v_blend[3] = bound(0, a              , 1);
 }
 
 }
 
-/*
-=============
-V_UpdatePalette
-=============
-*/
-void V_UpdatePalette (void)
+void V_FadeViewFlashs(void)
 {
 {
-       int             i, j;
-       qboolean        new;
-
-       V_CalcPowerupCshift ();
-       
-       new = false;
-       
-       for (i=0 ; i<NUM_CSHIFTS ; i++)
-       {
-               if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
-               {
-                       new = true;
-                       cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
-               }
-               for (j=0 ; j<3 ; j++)
-                       if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
-                       {
-                               new = true;
-                               cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
-                       }
-       }
-       
-// drop the damage value
-       cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
+       // drop the damage value
+       cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
        if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
                cl.cshifts[CSHIFT_DAMAGE].percent = 0;
        if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
                cl.cshifts[CSHIFT_DAMAGE].percent = 0;
-
-// drop the bonus value
-       cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
+       // drop the bonus value
+       cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
        if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
                cl.cshifts[CSHIFT_BONUS].percent = 0;
        if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
                cl.cshifts[CSHIFT_BONUS].percent = 0;
-
-       if (!new)
-               return;
-
-       V_CalcBlend ();
 }
 
 }
 
-/* 
-============================================================================== 
-                                               VIEW RENDERING 
-============================================================================== 
-*/ 
-
-float angledelta (float a)
+void V_CalcViewBlend(void)
 {
 {
-       a = anglemod(a);
-       if (a > 180)
-               a -= 360;
-       return a;
-}
-
-/*
-==================
-CalcGunAngle
-==================
-*/
-void CalcGunAngle (void)
-{      
-       float   yaw, pitch, move;
-       static float oldyaw = 0;
-       static float oldpitch = 0;
-       
-       yaw = r_refdef.viewangles[YAW];
-       pitch = -r_refdef.viewangles[PITCH];
-
-       yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
-       if (yaw > 10)
-               yaw = 10;
-       if (yaw < -10)
-               yaw = -10;
-       pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
-       if (pitch > 10)
-               pitch = 10;
-       if (pitch < -10)
-               pitch = -10;
-       move = host_frametime*20;
-       if (yaw > oldyaw)
-       {
-               if (oldyaw + move < yaw)
-                       yaw = oldyaw + move;
-       }
-       else
+       float a2;
+       int j;
+       r_refdef.viewblend[0] = 0;
+       r_refdef.viewblend[1] = 0;
+       r_refdef.viewblend[2] = 0;
+       r_refdef.viewblend[3] = 0;
+       r_refdef.fovscale_x = cl.viewzoom;
+       r_refdef.fovscale_y = cl.viewzoom;
+       if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
        {
        {
-               if (oldyaw - move > yaw)
-                       yaw = oldyaw - move;
-       }
-       
-       if (pitch > oldpitch)
-       {
-               if (oldpitch + move < pitch)
-                       pitch = oldpitch + move;
-       }
-       else
-       {
-               if (oldpitch - move > pitch)
-                       pitch = oldpitch - move;
-       }
-       
-       oldyaw = yaw;
-       oldpitch = pitch;
-
-       cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
-       cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
-
-       cl.viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
-       cl.viewent.angles[PITCH] -= v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
-       cl.viewent.angles[YAW] -= v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
-}
-
-/*
-==============
-V_BoundOffsets
-==============
-*/
-void V_BoundOffsets (void)
-{
-       entity_t        *ent;
-       
-       ent = &cl_entities[cl.viewentity];
-
-// absolutely bound refresh reletive to entity clipping hull
-// so the view can never be inside a solid wall
-
-       if (r_refdef.vieworg[0] < ent->origin[0] - 14)
-               r_refdef.vieworg[0] = ent->origin[0] - 14;
-       else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
-               r_refdef.vieworg[0] = ent->origin[0] + 14;
-       if (r_refdef.vieworg[1] < ent->origin[1] - 14)
-               r_refdef.vieworg[1] = ent->origin[1] - 14;
-       else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
-               r_refdef.vieworg[1] = ent->origin[1] + 14;
-       if (r_refdef.vieworg[2] < ent->origin[2] - 22)
-               r_refdef.vieworg[2] = ent->origin[2] - 22;
-       else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
-               r_refdef.vieworg[2] = ent->origin[2] + 30;
-}
-
-/*
-==============
-V_AddIdle
-
-Idle swaying
-==============
-*/
-void V_AddIdle (void)
-{
-       r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
-       r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
-       r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
-}
-
-
-/*
-==============
-V_CalcViewRoll
-
-Roll is induced by movement and damage
-==============
-*/
-void V_CalcViewRoll (void)
-{
-       float           side;
-               
-       side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity);
-       r_refdef.viewangles[ROLL] += side;
-
-       if (v_dmg_time > 0)
-       {
-               r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
-               r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
-               v_dmg_time -= host_frametime;
-       }
-
-       if (cl.stats[STAT_HEALTH] <= 0)
-       {
-               r_refdef.viewangles[ROLL] = 80; // dead view angle
-               return;
-       }
-
-}
-
-
-/*
-==================
-V_CalcIntermissionRefdef
-
-==================
-*/
-void V_CalcIntermissionRefdef (void)
-{
-       entity_t        *ent, *view;
-       float           old;
-
-// ent is the player model (visible when out of body)
-       ent = &cl_entities[cl.viewentity];
-// view is the weapon model (only visible from inside body)
-       view = &cl.viewent;
-
-       VectorCopy (ent->origin, r_refdef.vieworg);
-       VectorCopy (ent->angles, r_refdef.viewangles);
-       view->model = NULL;
-
-// allways idle in intermission
-       old = v_idlescale.value;
-       v_idlescale.value = 1;
-       V_AddIdle ();
-       v_idlescale.value = old;
-}
-
-/*
-==================
-V_CalcRefdef
-
-==================
-*/
-void V_CalcRefdef (void)
-{
-       entity_t        *ent, *view;
-       int                     i;
-       vec3_t          forward, right, up;
-       vec3_t          angles;
-       float           bob;
-       static float oldz = 0;
-
-       V_DriftPitch ();
-
-// ent is the player model (visible when out of body)
-       ent = &cl_entities[cl.viewentity];
-// view is the weapon model (only visible from inside body)
-       view = &cl.viewent;
-       
-
-// transform the view offset by the model's matrix to get the offset from
-// model origin for the view
-       ent->angles[YAW] = cl.viewangles[YAW];  // the model should face the view dir
-       ent->angles[PITCH] = -cl.viewangles[PITCH];     // the model should face the view dir
-                                                                               
-       
-       bob = V_CalcBob ();
-       
-// refresh position
-       VectorCopy (ent->origin, r_refdef.vieworg);
-       r_refdef.vieworg[2] += cl.viewheight + bob;
-
-// never let it sit exactly on a node line, because a water plane can
-// dissapear when viewed with the eye exactly on it.
-// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
-       r_refdef.vieworg[0] += 1.0/32;
-       r_refdef.vieworg[1] += 1.0/32;
-       r_refdef.vieworg[2] += 1.0/32;
-
-       VectorCopy (cl.viewangles, r_refdef.viewangles);
-       V_CalcViewRoll ();
-       V_AddIdle ();
-
-// offsets
-       angles[PITCH] = -ent->angles[PITCH];    // because entity pitches are
-                                                                                       //  actually backward
-       angles[YAW] = ent->angles[YAW];
-       angles[ROLL] = ent->angles[ROLL];
-
-       AngleVectors (angles, forward, right, up);
-
-       for (i=0 ; i<3 ; i++)
-               r_refdef.vieworg[i] += scr_ofsx.value*forward[i]
-                       + scr_ofsy.value*right[i]
-                       + scr_ofsz.value*up[i];
-       
-       
-       V_BoundOffsets ();
-               
-// set up gun position
-       VectorCopy (cl.viewangles, view->angles);
-       
-       CalcGunAngle ();
-
-       VectorCopy (ent->origin, view->origin);
-       view->origin[2] += cl.viewheight;
-
-       for (i=0 ; i<3 ; i++)
-       {
-               view->origin[i] += forward[i]*bob*0.4;
-//             view->origin[i] += right[i]*bob*0.4;
-//             view->origin[i] += up[i]*bob*0.8;
-       }
-       view->origin[2] += bob;
-
-// fudge position around to keep amount of weapon visible
-// roughly equal with different FOV
-
-#if 0
-       if (cl.model_precache[cl.stats[STAT_WEAPON]] && strcmp (cl.model_precache[cl.stats[STAT_WEAPON]]->name,  "progs/v_shot2.mdl"))
-#endif
-// LordHavoc: everyone hates the gun moving around
-/*
-       if (scr_viewsize.value == 110)
-               view->origin[2] += 1;
-       else if (scr_viewsize.value == 100)
-               view->origin[2] += 2;
-       else if (scr_viewsize.value == 90)
-               view->origin[2] += 1;
-       else if (scr_viewsize.value == 80)
-               view->origin[2] += 0.5;
-*/
-
-       view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
-       view->frame = cl.stats[STAT_WEAPONFRAME];
-       view->colormap = vid.colormap;
-
-// set up the refresh position
-       VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
-
-// smooth out stair step ups
-if (cl.onground && ent->origin[2] - oldz > 0)
-{
-       float steptime;
-       
-       steptime = cl.time - cl.oldtime;
-       if (steptime < 0)
-//FIXME                I_Error ("steptime < 0");
-               steptime = 0;
-
-       oldz += steptime * 80;
-       if (oldz > ent->origin[2])
-               oldz = ent->origin[2];
-       if (ent->origin[2] - oldz > 12)
-               oldz = ent->origin[2] - 12;
-       r_refdef.vieworg[2] += oldz - ent->origin[2];
-       view->origin[2] += oldz - ent->origin[2];
-}
-else
-       oldz = ent->origin[2];
-
-       if (chase_active.value)
-               Chase_Update ();
-}
-
-/*
-==================
-V_RenderView
+               // set contents color
+               int supercontents;
+               vec3_t vieworigin;
+               Matrix4x4_OriginFromMatrix(&r_refdef.viewentitymatrix, vieworigin);
+               supercontents = CL_PointSuperContents(vieworigin);
+               if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
+               {
+                       r_refdef.fovscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
+                       r_refdef.fovscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
+                       if (supercontents & SUPERCONTENTS_LAVA)
+                       {
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+                       }
+                       else if (supercontents & SUPERCONTENTS_SLIME)
+                       {
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
+                       }
+                       else
+                       {
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+                               cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
+                       }
+                       cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
+               }
+               else
+               {
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].percent = 0;
+               }
 
 
-The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
-the entity origin, so any view position inside that will be valid
-==================
-*/
-extern vrect_t scr_vrect;
+               if (gamemode != GAME_TRANSFUSION)
+               {
+                       if (cl.stats[STAT_ITEMS] & IT_QUAD)
+                       {
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
+                               cl.cshifts[CSHIFT_POWERUP].percent = 30;
+                       }
+                       else if (cl.stats[STAT_ITEMS] & IT_SUIT)
+                       {
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].percent = 20;
+                       }
+                       else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
+                       {
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
+                               cl.cshifts[CSHIFT_POWERUP].percent = 100;
+                       }
+                       else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
+                       {
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+                               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+                               cl.cshifts[CSHIFT_POWERUP].percent = 30;
+                       }
+                       else
+                               cl.cshifts[CSHIFT_POWERUP].percent = 0;
+               }
 
 
-void V_RenderView (void)
-{
-       if (con_forcedup)
-               return;
+               cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
+               cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
+               cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
+               cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
 
 
-// don't allow cheats in multiplayer
-       if (cl.maxclients > 1)
-       {
-               Cvar_Set ("scr_ofsx", "0");
-               Cvar_Set ("scr_ofsy", "0");
-               Cvar_Set ("scr_ofsz", "0");
-       }
+               // LordHavoc: fixed V_CalcBlend
+               for (j = 0;j < NUM_CSHIFTS;j++)
+               {
+                       a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
+                       if (a2 > 0)
+                       {
+                               VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
+                               r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
+                       }
+               }
+               // saturate color (to avoid blending in black)
+               if (r_refdef.viewblend[3])
+               {
+                       a2 = 1 / r_refdef.viewblend[3];
+                       VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
+               }
 
 
-       if (cl.intermission)
-       {       // intermission / finale rendering
-               V_CalcIntermissionRefdef ();    
+               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);
        }
        }
-       else
-       {
-               if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
-                       V_CalcRefdef ();
-       }
-
-       R_PushDlights ();
-
-       R_RenderView ();
 }
 
 //============================================================================
 }
 
 //============================================================================
@@ -879,7 +563,7 @@ V_Init
 */
 void V_Init (void)
 {
 */
 void V_Init (void)
 {
-       Cmd_AddCommand ("v_cshift", V_cshift_f);        
+       Cmd_AddCommand ("v_cshift", V_cshift_f);
        Cmd_AddCommand ("bf", V_BonusFlash_f);
        Cmd_AddCommand ("centerview", V_StartPitchDrift);
 
        Cmd_AddCommand ("bf", V_BonusFlash_f);
        Cmd_AddCommand ("centerview", V_StartPitchDrift);
 
@@ -895,13 +579,7 @@ void V_Init (void)
 
        Cvar_RegisterVariable (&v_idlescale);
        Cvar_RegisterVariable (&crosshair);
 
        Cvar_RegisterVariable (&v_idlescale);
        Cvar_RegisterVariable (&crosshair);
-       Cvar_RegisterVariable (&cl_crossx);
-       Cvar_RegisterVariable (&cl_crossy);
-       Cvar_RegisterVariable (&gl_cshiftpercent);
 
 
-       Cvar_RegisterVariable (&scr_ofsx);
-       Cvar_RegisterVariable (&scr_ofsy);
-       Cvar_RegisterVariable (&scr_ofsz);
        Cvar_RegisterVariable (&cl_rollspeed);
        Cvar_RegisterVariable (&cl_rollangle);
        Cvar_RegisterVariable (&cl_bob);
        Cvar_RegisterVariable (&cl_rollspeed);
        Cvar_RegisterVariable (&cl_rollangle);
        Cvar_RegisterVariable (&cl_bob);
@@ -910,7 +588,14 @@ void V_Init (void)
 
        Cvar_RegisterVariable (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
 
        Cvar_RegisterVariable (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
-       Cvar_RegisterVariable (&v_kickpitch);   
-}
+       Cvar_RegisterVariable (&v_kickpitch);
+
+       Cvar_RegisterVariable (&cl_stairsmoothspeed);
 
 
+       Cvar_RegisterVariable (&chase_back);
+       Cvar_RegisterVariable (&chase_up);
+       Cvar_RegisterVariable (&chase_active);
+       if (gamemode == GAME_GOODVSBAD2)
+               Cvar_RegisterVariable (&chase_stevie);
+}