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"
27 The view is allowed to move slightly from it's true position for bobbing,
28 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
29 entities sent from the server may not include everything in the pvs, especially
30 when crossing a water boudnary.
34 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
35 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
37 cvar_t cl_bob = {0, "cl_bob","0.02", "view bobbing amount"};
38 cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6", "view bobbing speed"};
39 cvar_t cl_bobup = {0, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
41 cvar_t cl_bobmodel = {0, "cl_bobmodel", "1", "enables gun bobbing"};
42 cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"};
43 cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"};
44 cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7", "gun bobbing speed"};
46 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
47 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
48 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
50 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
51 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
52 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
53 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
54 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
55 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
57 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
59 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
61 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)"};
62 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
64 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
66 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
67 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
68 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
70 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
72 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
73 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
75 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
82 Used by view and sv_user
85 float V_CalcRoll (vec3_t angles, vec3_t velocity)
92 AngleVectors (angles, NULL, right, NULL);
93 side = DotProduct (velocity, right);
94 sign = side < 0 ? -1 : 1;
97 value = cl_rollangle.value;
99 if (side < cl_rollspeed.value)
100 side = side * value / cl_rollspeed.value;
108 void V_StartPitchDrift (void)
110 if (cl.laststop == cl.time)
111 return; // something else is keeping it from drifting
113 if (cl.nodrift || !cl.pitchvel)
115 cl.pitchvel = v_centerspeed.value;
121 void V_StopPitchDrift (void)
123 cl.laststop = cl.time;
132 Moves the client pitch angle towards cl.idealpitch sent by the server.
134 If the user is adjusting pitch manually, either with lookup/lookdown,
135 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
137 Drifting is enabled when the center view key is hit, mlook is released and
138 lookspring is non 0, or when
141 void V_DriftPitch (void)
145 if (noclip_anglehack || !cl.onground || cls.demoplayback )
152 // don't count small mouse motion
155 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
158 cl.driftmove += cl.frametime;
160 if ( cl.driftmove > v_centermove.value)
162 V_StartPitchDrift ();
167 delta = cl.idealpitch - cl.viewangles[PITCH];
175 move = cl.frametime * cl.pitchvel;
176 cl.pitchvel += cl.frametime * v_centerspeed.value;
185 cl.viewangles[PITCH] += move;
194 cl.viewangles[PITCH] -= move;
200 ==============================================================================
204 ==============================================================================
213 void V_ParseDamage (void)
217 //vec3_t forward, right;
223 armor = MSG_ReadByte ();
224 blood = MSG_ReadByte ();
225 MSG_ReadVector(from, cls.protocol);
227 count = blood*0.5 + armor*0.5;
231 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
233 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
234 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
235 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
236 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
237 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
241 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
242 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
243 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
247 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
248 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
249 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
253 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
254 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
255 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
258 // calculate view angle kicks
259 if (cl.entities[cl.viewentity].state_current.active)
261 ent = &cl.entities[cl.viewentity];
262 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
263 VectorNormalize(localfrom);
264 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
265 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
266 v_dmg_time = v_kicktime.value;
270 static cshift_t v_cshift;
277 static void V_cshift_f (void)
279 v_cshift.destcolor[0] = atoi(Cmd_Argv(1));
280 v_cshift.destcolor[1] = atoi(Cmd_Argv(2));
281 v_cshift.destcolor[2] = atoi(Cmd_Argv(3));
282 v_cshift.percent = atoi(Cmd_Argv(4));
290 When you run over an item, the server sends this command
293 static void V_BonusFlash_f (void)
295 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
296 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
297 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
298 cl.cshifts[CSHIFT_BONUS].percent = 50;
302 ==============================================================================
306 ==============================================================================
309 extern matrix4x4_t viewmodelmatrix;
311 #include "cl_collision.h"
320 void V_CalcRefdef (void)
324 float vieworg[3], gunorg[3], viewangles[3];
329 viewmodelmatrix = identitymatrix;
330 r_refdef.viewentitymatrix = identitymatrix;
331 if (cls.state == ca_connected && cls.signon == SIGNONS)
333 // ent is the view entity (visible when out of body)
334 ent = &cl.entities[cl.viewentity];
337 // entity is a fixed camera, just copy the matrix
338 if (cls.protocol == PROTOCOL_QUAKEWORLD)
339 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
342 r_refdef.viewentitymatrix = ent->render.matrix;
343 r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
345 viewmodelmatrix = r_refdef.viewentitymatrix;
349 // player can look around, so take the origin from the entity,
350 // and the angles from the input system
351 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
352 VectorCopy(cl.viewangles, viewangles);
354 // apply qw weapon recoil effect (this did not work in QW)
355 // TODO: add a cvar to disable this
356 viewangles[PITCH] += cl.qw_weaponkick;
361 cl.hitgroundtime = cl.time;
362 cl.lastongroundtime = cl.time;
364 cl.oldonground = cl.onground;
367 //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
368 if (cl.onground && oldz < vieworg[2])
370 oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
371 oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
373 else if (cl.onground && oldz > vieworg[2])
375 oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
376 oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
381 if (chase_active.value)
383 // observing entity from third person
384 vec_t camback, camup, dist, forward[3], chase_dest[3];
386 camback = bound(0, chase_back.value, 128);
387 if (chase_back.value != camback)
388 Cvar_SetValueQuick(&chase_back, camback);
389 camup = bound(-48, chase_up.value, 96);
390 if (chase_up.value != camup)
391 Cvar_SetValueQuick(&chase_up, camup);
393 // this + 22 is to match view_ofs for compatibility with older versions
396 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
398 // look straight down from high above
402 AngleVectors(viewangles, forward, NULL, NULL);
404 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
406 chase_dest[0] = vieworg[0] + forward[0] * dist;
407 chase_dest[1] = vieworg[1] + forward[1] * dist;
408 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
409 trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
410 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
414 // first person view from entity
416 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
417 viewangles[ROLL] = v_deathtiltangle.value;
418 VectorAdd(viewangles, cl.punchangle, viewangles);
419 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
422 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
423 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
424 v_dmg_time -= cl.frametime;
427 VectorAdd(vieworg, cl.punchvector, vieworg);
428 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
429 if (cl.stats[STAT_HEALTH] > 0)
433 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
434 if (cl_bob.value && cl_bobcycle.value)
437 // LordHavoc: this code is *weird*, but not replacable (I think it
438 // should be done in QC on the server, but oh well, quake is quake)
439 // LordHavoc: figured out bobup: the time at which the sin is at 180
440 // degrees (which allows lengthening or squishing the peak or valley)
441 cycle = cl.time / cl_bobcycle.value;
442 cycle -= (int) cycle;
443 if (cycle < cl_bobup.value)
444 cycle = sin(M_PI * cycle / cl_bobup.value);
446 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
447 // bob is proportional to velocity in the xy plane
448 // (don't count Z, or jumping messes it up)
449 bob = xyspeed * cl_bob.value;
450 bob = bob*0.3 + bob*0.7*cycle;
451 vieworg[2] += bound(-7, bob, 4);
454 VectorCopy(vieworg, gunorg);
456 if (cl_bobmodel.value)
458 // calculate for swinging gun model
459 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
460 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
461 // for the most part, but for some reason when you go through a message trigger or
462 // pick up an item or anything like that it will momentarily jolt the gun.
463 vec3_t forward, right, up;
468 s = cl.time * cl_bobmodel_speed.value;
471 if (cl.time - cl.hitgroundtime < 0.2)
473 // just hit the ground, speed the bob back up over the next 0.2 seconds
474 t = cl.time - cl.hitgroundtime;
475 t = bound(0, t, 0.2);
483 // recently left the ground, slow the bob down over the next 0.2 seconds
484 t = cl.time - cl.lastongroundtime;
485 t = 0.2 - bound(0, t, 0.2);
489 bspeed = bound (0, xyspeed, 400) * 0.01f;
490 AngleVectors (viewangles, forward, right, up);
491 bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
492 VectorMA (gunorg, bob, right, gunorg);
493 bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
494 VectorMA (gunorg, bob, up, gunorg);
498 // calculate a view matrix for rendering the scene
499 if (v_idlescale.value)
500 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);
502 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);
503 // calculate a viewmodel matrix for use in view-attached entities
504 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
505 VectorCopy(vieworg, csqc_origin);
506 VectorCopy(viewangles, csqc_angles);
511 void V_FadeViewFlashs(void)
513 // drop the damage value
514 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
515 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
516 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
517 // drop the bonus value
518 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
519 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
520 cl.cshifts[CSHIFT_BONUS].percent = 0;
523 void V_CalcViewBlend(void)
527 r_refdef.viewblend[0] = 0;
528 r_refdef.viewblend[1] = 0;
529 r_refdef.viewblend[2] = 0;
530 r_refdef.viewblend[3] = 0;
531 r_refdef.frustumscale_x = 1;
532 r_refdef.frustumscale_y = 1;
533 if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
535 // set contents color
538 Matrix4x4_OriginFromMatrix(&r_refdef.viewentitymatrix, vieworigin);
539 supercontents = CL_PointSuperContents(vieworigin);
540 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
542 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
543 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
544 if (supercontents & SUPERCONTENTS_LAVA)
546 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
547 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
548 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
550 else if (supercontents & SUPERCONTENTS_SLIME)
552 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
553 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
554 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
558 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
559 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
560 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
562 cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
566 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
567 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
568 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
569 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
572 if (gamemode != GAME_TRANSFUSION)
574 if (cl.stats[STAT_ITEMS] & IT_QUAD)
576 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
577 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
578 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
579 cl.cshifts[CSHIFT_POWERUP].percent = 30;
581 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
583 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
584 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
585 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
586 cl.cshifts[CSHIFT_POWERUP].percent = 20;
588 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
590 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
591 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
592 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
593 cl.cshifts[CSHIFT_POWERUP].percent = 100;
595 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
597 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
598 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
599 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
600 cl.cshifts[CSHIFT_POWERUP].percent = 30;
603 cl.cshifts[CSHIFT_POWERUP].percent = 0;
606 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
607 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
608 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
609 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
611 // LordHavoc: fixed V_CalcBlend
612 for (j = 0;j < NUM_CSHIFTS;j++)
614 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
617 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
618 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
621 // saturate color (to avoid blending in black)
622 if (r_refdef.viewblend[3])
624 a2 = 1 / r_refdef.viewblend[3];
625 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
628 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
629 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
630 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
631 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
635 //============================================================================
644 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
645 Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
646 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
648 Cvar_RegisterVariable (&v_centermove);
649 Cvar_RegisterVariable (&v_centerspeed);
651 Cvar_RegisterVariable (&v_iyaw_cycle);
652 Cvar_RegisterVariable (&v_iroll_cycle);
653 Cvar_RegisterVariable (&v_ipitch_cycle);
654 Cvar_RegisterVariable (&v_iyaw_level);
655 Cvar_RegisterVariable (&v_iroll_level);
656 Cvar_RegisterVariable (&v_ipitch_level);
658 Cvar_RegisterVariable (&v_idlescale);
659 Cvar_RegisterVariable (&crosshair);
661 Cvar_RegisterVariable (&cl_rollspeed);
662 Cvar_RegisterVariable (&cl_rollangle);
663 Cvar_RegisterVariable (&cl_bob);
664 Cvar_RegisterVariable (&cl_bobcycle);
665 Cvar_RegisterVariable (&cl_bobup);
666 Cvar_RegisterVariable (&cl_bobmodel);
667 Cvar_RegisterVariable (&cl_bobmodel_side);
668 Cvar_RegisterVariable (&cl_bobmodel_up);
669 Cvar_RegisterVariable (&cl_bobmodel_speed);
671 Cvar_RegisterVariable (&v_kicktime);
672 Cvar_RegisterVariable (&v_kickroll);
673 Cvar_RegisterVariable (&v_kickpitch);
675 Cvar_RegisterVariable (&cl_stairsmoothspeed);
677 Cvar_RegisterVariable (&chase_back);
678 Cvar_RegisterVariable (&chase_up);
679 Cvar_RegisterVariable (&chase_active);
680 if (gamemode == GAME_GOODVSBAD2)
681 Cvar_RegisterVariable (&chase_stevie);
683 Cvar_RegisterVariable (&v_deathtilt);
684 Cvar_RegisterVariable (&v_deathtiltangle);