X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=view.c;h=938ee2da7ceec6ccd402630dea202a7f5ce60147;hb=f13419f00e3f8335e9a25498560a433597f28f50;hp=0fa6d0d431b6f006cbe311d70332a9830511ab63;hpb=82e2009f9b1ccb01e84bc3ca7d0095ae4104fc1d;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index 0fa6d0d4..938ee2da 100644 --- a/view.c +++ b/view.c @@ -32,115 +32,115 @@ when crossing a water boudnary. */ -cvar_t cl_rollspeed = {CVAR_CLIENT, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"}; -cvar_t cl_rollangle = {CVAR_CLIENT, "cl_rollangle", "2.0", "how much to tilt the view when strafing"}; - -cvar_t cl_bob = {CVAR_CLIENT | CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"}; -cvar_t cl_bobcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"}; -cvar_t cl_bobup = {CVAR_CLIENT | CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"}; -cvar_t cl_bob2 = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"}; -cvar_t cl_bob2cycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"}; -cvar_t cl_bob2smooth = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"}; -cvar_t cl_bobfall = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"}; -cvar_t cl_bobfallcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"}; -cvar_t cl_bobfallminspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"}; -cvar_t cl_bobmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"}; -cvar_t cl_bobmodel_side = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_side", "0", "gun bobbing sideways sway amount"}; -cvar_t cl_bobmodel_up = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_up", "0", "gun bobbing upward movement amount"}; -cvar_t cl_bobmodel_forward = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_forward", "0.25", "gun bobbing forward movement amount"}; -cvar_t cl_bobmodel_classic = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_classic", "1", "classic Quake-style forward gun bobbing"}; -cvar_t cl_bobmodel_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_speed", "6", "gun bobbing speed"}; -cvar_t cl_bob_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit", "4", "limits bobbing to this much distance from view_ofs"}; -cvar_t cl_bob_limit_heightcheck = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"}; -cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"}; -cvar_t cl_bob_velocity_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"}; - -cvar_t cl_leanmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"}; -cvar_t cl_leanmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"}; -cvar_t cl_leanmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"}; -cvar_t cl_leanmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"}; -cvar_t cl_leanmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"}; -cvar_t cl_leanmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"}; -cvar_t cl_leanmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"}; -cvar_t cl_leanmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"}; -cvar_t cl_leanmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"}; -cvar_t cl_leanmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"}; -cvar_t cl_leanmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"}; - -cvar_t cl_followmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel", "0", "enables gun following"}; -cvar_t cl_followmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"}; -cvar_t cl_followmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"}; -cvar_t cl_followmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"}; -cvar_t cl_followmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"}; -cvar_t cl_followmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"}; -cvar_t cl_followmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"}; -cvar_t cl_followmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"}; -cvar_t cl_followmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"}; -cvar_t cl_followmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"}; -cvar_t cl_followmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"}; - -cvar_t cl_viewmodel_scale = {CVAR_CLIENT, "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 = {CVAR_CLIENT, "v_kicktime", "0.5", "how long a view kick from damage lasts"}; -cvar_t v_kickroll = {CVAR_CLIENT, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"}; -cvar_t v_kickpitch = {CVAR_CLIENT, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"}; - -cvar_t v_iyaw_cycle = {CVAR_CLIENT, "v_iyaw_cycle", "2", "v_idlescale yaw speed"}; -cvar_t v_iroll_cycle = {CVAR_CLIENT, "v_iroll_cycle", "0.5", "v_idlescale roll speed"}; -cvar_t v_ipitch_cycle = {CVAR_CLIENT, "v_ipitch_cycle", "1", "v_idlescale pitch speed"}; -cvar_t v_iyaw_level = {CVAR_CLIENT, "v_iyaw_level", "0.3", "v_idlescale yaw amount"}; -cvar_t v_iroll_level = {CVAR_CLIENT, "v_iroll_level", "0.1", "v_idlescale roll amount"}; -cvar_t v_ipitch_level = {CVAR_CLIENT, "v_ipitch_level", "0.3", "v_idlescale pitch amount"}; - -cvar_t v_idlescale = {CVAR_CLIENT, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"}; - -cvar_t v_isometric = {CVAR_CLIENT, "v_isometric", "0", "changes view to isometric (non-perspective)"}; -cvar_t v_isometric_verticalfov = {CVAR_CLIENT, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"}; -cvar_t v_isometric_xx = {CVAR_CLIENT, "v_isometric_xx", "1", "camera matrix"}; -cvar_t v_isometric_xy = {CVAR_CLIENT, "v_isometric_xy", "0", "camera matrix"}; -cvar_t v_isometric_xz = {CVAR_CLIENT, "v_isometric_xz", "0", "camera matrix"}; -cvar_t v_isometric_yx = {CVAR_CLIENT, "v_isometric_yx", "0", "camera matrix"}; -cvar_t v_isometric_yy = {CVAR_CLIENT, "v_isometric_yy", "1", "camera matrix"}; -cvar_t v_isometric_yz = {CVAR_CLIENT, "v_isometric_yz", "0", "camera matrix"}; -cvar_t v_isometric_zx = {CVAR_CLIENT, "v_isometric_zx", "0", "camera matrix"}; -cvar_t v_isometric_zy = {CVAR_CLIENT, "v_isometric_zy", "0", "camera matrix"}; -cvar_t v_isometric_zz = {CVAR_CLIENT, "v_isometric_zz", "1", "camera matrix"}; -cvar_t v_isometric_tx = {CVAR_CLIENT, "v_isometric_tx", "0", "camera position (player-relative)"}; -cvar_t v_isometric_ty = {CVAR_CLIENT, "v_isometric_ty", "0", "camera position (player-relative)"}; -cvar_t v_isometric_tz = {CVAR_CLIENT, "v_isometric_tz", "0", "camera position (player-relative)"}; -cvar_t v_isometric_rot_pitch = {CVAR_CLIENT, "v_isometric_rot_pitch", "60", "camera rotation"}; -cvar_t v_isometric_rot_yaw = {CVAR_CLIENT, "v_isometric_rot_yaw", "135", "camera rotation"}; -cvar_t v_isometric_rot_roll = {CVAR_CLIENT, "v_isometric_rot_roll", "0", "camera rotation"}; -cvar_t v_isometric_relx = {CVAR_CLIENT, "v_isometric_relx", "0", "camera position*forward"}; -cvar_t v_isometric_rely = {CVAR_CLIENT, "v_isometric_rely", "0", "camera position*left"}; -cvar_t v_isometric_relz = {CVAR_CLIENT, "v_isometric_relz", "0", "camera position*up"}; -cvar_t v_isometric_flipcullface = {CVAR_CLIENT, "v_isometric_flipcullface", "0", "flips the backface culling"}; -cvar_t v_isometric_locked_orientation = {CVAR_CLIENT, "v_isometric_locked_orientation", "1", "camera rotation is fixed"}; -cvar_t v_isometric_usevieworiginculling = {CVAR_CLIENT, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"}; - -cvar_t crosshair = {CVAR_CLIENT | CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"}; - -cvar_t v_centermove = {CVAR_CLIENT, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"}; -cvar_t v_centerspeed = {CVAR_CLIENT, "v_centerspeed","500", "how fast the view centers itself"}; - -cvar_t cl_stairsmoothspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"}; - -cvar_t cl_smoothviewheight = {CVAR_CLIENT | 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."}; - -cvar_t chase_back = {CVAR_CLIENT | CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"}; -cvar_t chase_up = {CVAR_CLIENT | CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"}; -cvar_t chase_active = {CVAR_CLIENT | CVAR_SAVE, "chase_active", "0", "enables chase cam"}; -cvar_t chase_overhead = {CVAR_CLIENT | CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"}; +cvar_t cl_rollspeed = {CF_CLIENT, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"}; +cvar_t cl_rollangle = {CF_CLIENT, "cl_rollangle", "2.0", "how much to tilt the view when strafing"}; + +cvar_t cl_bob = {CF_CLIENT | CF_ARCHIVE, "cl_bob","0.02", "view bobbing amount"}; +cvar_t cl_bobcycle = {CF_CLIENT | CF_ARCHIVE, "cl_bobcycle","0.6", "view bobbing speed"}; +cvar_t cl_bobup = {CF_CLIENT | CF_ARCHIVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"}; +cvar_t cl_bob2 = {CF_CLIENT | CF_ARCHIVE, "cl_bob2","0", "sideways view bobbing amount"}; +cvar_t cl_bob2cycle = {CF_CLIENT | CF_ARCHIVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"}; +cvar_t cl_bob2smooth = {CF_CLIENT | CF_ARCHIVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"}; +cvar_t cl_bobfall = {CF_CLIENT | CF_ARCHIVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"}; +cvar_t cl_bobfallcycle = {CF_CLIENT | CF_ARCHIVE, "cl_bobfallcycle","3", "speed of the bobfall swing"}; +cvar_t cl_bobfallminspeed = {CF_CLIENT | CF_ARCHIVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"}; +cvar_t cl_bobmodel = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel", "1", "enables gun bobbing"}; +cvar_t cl_bobmodel_side = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_side", "0", "gun bobbing sideways sway amount"}; +cvar_t cl_bobmodel_up = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_up", "0", "gun bobbing upward movement amount"}; +cvar_t cl_bobmodel_forward = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_forward", "0.25", "gun bobbing forward movement amount"}; +cvar_t cl_bobmodel_classic = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_classic", "1", "classic Quake-style forward gun bobbing"}; +cvar_t cl_bobmodel_speed = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_speed", "6", "gun bobbing speed"}; +cvar_t cl_bob_limit = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit", "4", "limits bobbing to this much distance from view_ofs"}; +cvar_t cl_bob_limit_heightcheck = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"}; +cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"}; +cvar_t cl_bob_velocity_limit = {CF_CLIENT | CF_ARCHIVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"}; + +cvar_t cl_leanmodel = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel", "0", "enables gun leaning"}; +cvar_t cl_leanmodel_side_speed = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"}; +cvar_t cl_leanmodel_side_limit = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"}; +cvar_t cl_leanmodel_side_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"}; +cvar_t cl_leanmodel_side_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"}; +cvar_t cl_leanmodel_side_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"}; +cvar_t cl_leanmodel_up_speed = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"}; +cvar_t cl_leanmodel_up_limit = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"}; +cvar_t cl_leanmodel_up_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"}; +cvar_t cl_leanmodel_up_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"}; +cvar_t cl_leanmodel_up_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"}; + +cvar_t cl_followmodel = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel", "0", "enables gun following"}; +cvar_t cl_followmodel_side_speed = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"}; +cvar_t cl_followmodel_side_limit = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"}; +cvar_t cl_followmodel_side_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"}; +cvar_t cl_followmodel_side_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"}; +cvar_t cl_followmodel_side_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"}; +cvar_t cl_followmodel_up_speed = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"}; +cvar_t cl_followmodel_up_limit = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_limit", "5", "gun following upward limit"}; +cvar_t cl_followmodel_up_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"}; +cvar_t cl_followmodel_up_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"}; +cvar_t cl_followmodel_up_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"}; + +cvar_t cl_viewmodel_scale = {CF_CLIENT, "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 = {CF_CLIENT, "v_kicktime", "0.5", "how long a view kick from damage lasts"}; +cvar_t v_kickroll = {CF_CLIENT, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"}; +cvar_t v_kickpitch = {CF_CLIENT, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"}; + +cvar_t v_iyaw_cycle = {CF_CLIENT, "v_iyaw_cycle", "2", "v_idlescale yaw speed"}; +cvar_t v_iroll_cycle = {CF_CLIENT, "v_iroll_cycle", "0.5", "v_idlescale roll speed"}; +cvar_t v_ipitch_cycle = {CF_CLIENT, "v_ipitch_cycle", "1", "v_idlescale pitch speed"}; +cvar_t v_iyaw_level = {CF_CLIENT, "v_iyaw_level", "0.3", "v_idlescale yaw amount"}; +cvar_t v_iroll_level = {CF_CLIENT, "v_iroll_level", "0.1", "v_idlescale roll amount"}; +cvar_t v_ipitch_level = {CF_CLIENT, "v_ipitch_level", "0.3", "v_idlescale pitch amount"}; + +cvar_t v_idlescale = {CF_CLIENT, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"}; + +cvar_t v_isometric = {CF_CLIENT, "v_isometric", "0", "changes view to isometric (non-perspective)"}; +cvar_t v_isometric_verticalfov = {CF_CLIENT, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"}; +cvar_t v_isometric_xx = {CF_CLIENT, "v_isometric_xx", "1", "camera matrix"}; +cvar_t v_isometric_xy = {CF_CLIENT, "v_isometric_xy", "0", "camera matrix"}; +cvar_t v_isometric_xz = {CF_CLIENT, "v_isometric_xz", "0", "camera matrix"}; +cvar_t v_isometric_yx = {CF_CLIENT, "v_isometric_yx", "0", "camera matrix"}; +cvar_t v_isometric_yy = {CF_CLIENT, "v_isometric_yy", "1", "camera matrix"}; +cvar_t v_isometric_yz = {CF_CLIENT, "v_isometric_yz", "0", "camera matrix"}; +cvar_t v_isometric_zx = {CF_CLIENT, "v_isometric_zx", "0", "camera matrix"}; +cvar_t v_isometric_zy = {CF_CLIENT, "v_isometric_zy", "0", "camera matrix"}; +cvar_t v_isometric_zz = {CF_CLIENT, "v_isometric_zz", "1", "camera matrix"}; +cvar_t v_isometric_tx = {CF_CLIENT, "v_isometric_tx", "0", "camera position (player-relative)"}; +cvar_t v_isometric_ty = {CF_CLIENT, "v_isometric_ty", "0", "camera position (player-relative)"}; +cvar_t v_isometric_tz = {CF_CLIENT, "v_isometric_tz", "0", "camera position (player-relative)"}; +cvar_t v_isometric_rot_pitch = {CF_CLIENT, "v_isometric_rot_pitch", "60", "camera rotation"}; +cvar_t v_isometric_rot_yaw = {CF_CLIENT, "v_isometric_rot_yaw", "135", "camera rotation"}; +cvar_t v_isometric_rot_roll = {CF_CLIENT, "v_isometric_rot_roll", "0", "camera rotation"}; +cvar_t v_isometric_relx = {CF_CLIENT, "v_isometric_relx", "0", "camera position*forward"}; +cvar_t v_isometric_rely = {CF_CLIENT, "v_isometric_rely", "0", "camera position*left"}; +cvar_t v_isometric_relz = {CF_CLIENT, "v_isometric_relz", "0", "camera position*up"}; +cvar_t v_isometric_flipcullface = {CF_CLIENT, "v_isometric_flipcullface", "0", "flips the backface culling"}; +cvar_t v_isometric_locked_orientation = {CF_CLIENT, "v_isometric_locked_orientation", "1", "camera rotation is fixed"}; +cvar_t v_isometric_usevieworiginculling = {CF_CLIENT, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"}; + +cvar_t crosshair = {CF_CLIENT | CF_ARCHIVE, "crosshair", "0", "selects crosshair to use (0 is none)"}; + +cvar_t v_centermove = {CF_CLIENT, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"}; +cvar_t v_centerspeed = {CF_CLIENT, "v_centerspeed","500", "how fast the view centers itself"}; + +cvar_t cl_stairsmoothspeed = {CF_CLIENT | CF_ARCHIVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"}; + +cvar_t cl_smoothviewheight = {CF_CLIENT | CF_ARCHIVE, "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."}; + +cvar_t chase_back = {CF_CLIENT | CF_ARCHIVE, "chase_back", "48", "chase cam distance from the player"}; +cvar_t chase_up = {CF_CLIENT | CF_ARCHIVE, "chase_up", "24", "chase cam distance from the player"}; +cvar_t chase_active = {CF_CLIENT | CF_ARCHIVE, "chase_active", "0", "enables chase cam"}; +cvar_t chase_overhead = {CF_CLIENT | CF_ARCHIVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"}; // GAME_GOODVSBAD2 -cvar_t chase_stevie = {CVAR_CLIENT, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"}; +cvar_t chase_stevie = {CF_CLIENT, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"}; -cvar_t v_deathtilt = {CVAR_CLIENT, "v_deathtilt", "1", "whether to use sideways view when dead"}; -cvar_t v_deathtiltangle = {CVAR_CLIENT, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"}; +cvar_t v_deathtilt = {CF_CLIENT, "v_deathtilt", "1", "whether to use sideways view when dead"}; +cvar_t v_deathtiltangle = {CF_CLIENT, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"}; // Prophecy camera pitchangle by Alexander "motorsep" Zubov -cvar_t chase_pitchangle = {CVAR_CLIENT | CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"}; +cvar_t chase_pitchangle = {CF_CLIENT | CF_ARCHIVE, "chase_pitchangle", "55", "chase cam pitch angle"}; -cvar_t v_yshearing = {CVAR_CLIENT, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"}; +cvar_t v_yshearing = {CF_CLIENT, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"}; float v_dmg_time, v_dmg_roll, v_dmg_pitch; @@ -1183,9 +1183,9 @@ V_Init */ void V_Init (void) { - Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "v_cshift", V_cshift_f, "sets tint color of view"); - Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "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(CMD_CLIENT, "centerview", V_StartPitchDrift_f, "gradually recenter view (stop looking up/down)"); + Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "v_cshift", V_cshift_f, "sets tint color of view"); + Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "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(CF_CLIENT, "centerview", V_StartPitchDrift_f, "gradually recenter view (stop looking up/down)"); Cvar_RegisterVariable (&v_centermove); Cvar_RegisterVariable (&v_centerspeed);