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 = {CVAR_SAVE, "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.realframetime;
160 if ( cl.driftmove > v_centermove.value)
162 V_StartPitchDrift ();
167 delta = cl.idealpitch - cl.viewangles[PITCH];
175 move = cl.realframetime * cl.pitchvel;
176 cl.pitchvel += cl.realframetime * 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] = atof(Cmd_Argv(1));
280 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
281 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
282 v_cshift.percent = atof(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_view.matrix = 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];
335 // player can look around, so take the origin from the entity,
336 // and the angles from the input system
337 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
338 VectorCopy(cl.viewangles, viewangles);
339 // interpolate the angles if playing a demo or spectating someone
340 if (cls.demoplayback || cl.fixangle[0])
343 float frac = bound(0, (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]), 1);
344 for (i = 0;i < 3;i++)
346 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
351 viewangles[i] = cl.mviewangles[1][i] + frac * d;
356 // entity is a fixed camera, just copy the matrix
357 if (cls.protocol == PROTOCOL_QUAKEWORLD)
358 Matrix4x4_CreateFromQuakeEntity(&r_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);
361 r_view.matrix = ent->render.matrix;
362 r_view.matrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
364 viewmodelmatrix = r_view.matrix;
368 // apply qw weapon recoil effect (this did not work in QW)
369 // TODO: add a cvar to disable this
370 viewangles[PITCH] += cl.qw_weaponkick;
375 cl.hitgroundtime = cl.time;
376 cl.lastongroundtime = cl.time;
378 cl.oldonground = cl.onground;
381 //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
382 if (cl.onground && oldz < vieworg[2])
384 oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
385 oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
387 else if (cl.onground && oldz > vieworg[2])
389 oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
390 oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
395 if (chase_active.value)
397 // observing entity from third person
398 vec_t camback, camup, dist, forward[3], chase_dest[3];
400 camback = bound(0, chase_back.value, 128);
401 if (chase_back.value != camback)
402 Cvar_SetValueQuick(&chase_back, camback);
403 camup = bound(-48, chase_up.value, 96);
404 if (chase_up.value != camup)
405 Cvar_SetValueQuick(&chase_up, camup);
407 // this + 22 is to match view_ofs for compatibility with older versions
410 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
412 // look straight down from high above
416 AngleVectors(viewangles, forward, NULL, NULL);
418 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
420 chase_dest[0] = vieworg[0] + forward[0] * dist;
421 chase_dest[1] = vieworg[1] + forward[1] * dist;
422 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
423 trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
424 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
428 // first person view from entity
430 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
431 viewangles[ROLL] = v_deathtiltangle.value;
432 VectorAdd(viewangles, cl.punchangle, viewangles);
433 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
436 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
437 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
438 v_dmg_time -= cl.realframetime;
441 VectorAdd(vieworg, cl.punchvector, vieworg);
442 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
443 if (cl.stats[STAT_HEALTH] > 0)
447 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
448 if (cl_bob.value && cl_bobcycle.value)
451 // LordHavoc: this code is *weird*, but not replacable (I think it
452 // should be done in QC on the server, but oh well, quake is quake)
453 // LordHavoc: figured out bobup: the time at which the sin is at 180
454 // degrees (which allows lengthening or squishing the peak or valley)
455 cycle = cl.time / cl_bobcycle.value;
456 cycle -= (int) cycle;
457 if (cycle < cl_bobup.value)
458 cycle = sin(M_PI * cycle / cl_bobup.value);
460 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
461 // bob is proportional to velocity in the xy plane
462 // (don't count Z, or jumping messes it up)
463 bob = xyspeed * cl_bob.value;
464 bob = bob*0.3 + bob*0.7*cycle;
465 vieworg[2] += bound(-7, bob, 4);
468 VectorCopy(vieworg, gunorg);
470 if (cl_bobmodel.value)
472 // calculate for swinging gun model
473 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
474 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
475 // for the most part, but for some reason when you go through a message trigger or
476 // pick up an item or anything like that it will momentarily jolt the gun.
477 vec3_t forward, right, up;
482 s = cl.time * cl_bobmodel_speed.value;
485 if (cl.time - cl.hitgroundtime < 0.2)
487 // just hit the ground, speed the bob back up over the next 0.2 seconds
488 t = cl.time - cl.hitgroundtime;
489 t = bound(0, t, 0.2);
497 // recently left the ground, slow the bob down over the next 0.2 seconds
498 t = cl.time - cl.lastongroundtime;
499 t = 0.2 - bound(0, t, 0.2);
503 bspeed = bound (0, xyspeed, 400) * 0.01f;
504 AngleVectors (viewangles, forward, right, up);
505 bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
506 VectorMA (gunorg, bob, right, gunorg);
507 bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
508 VectorMA (gunorg, bob, up, gunorg);
512 // calculate a view matrix for rendering the scene
513 if (v_idlescale.value)
514 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, 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);
516 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
517 // calculate a viewmodel matrix for use in view-attached entities
518 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
519 VectorCopy(vieworg, csqc_origin);
520 VectorCopy(viewangles, csqc_angles);
525 void V_FadeViewFlashs(void)
527 // drop the damage value
528 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
529 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
530 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
531 // drop the bonus value
532 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
533 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
534 cl.cshifts[CSHIFT_BONUS].percent = 0;
537 void V_CalcViewBlend(void)
541 r_refdef.viewblend[0] = 0;
542 r_refdef.viewblend[1] = 0;
543 r_refdef.viewblend[2] = 0;
544 r_refdef.viewblend[3] = 0;
545 r_refdef.frustumscale_x = 1;
546 r_refdef.frustumscale_y = 1;
547 if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
549 // set contents color
552 Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
553 supercontents = CL_PointSuperContents(vieworigin);
554 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
556 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
557 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
558 if (supercontents & SUPERCONTENTS_LAVA)
560 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
561 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
562 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
564 else if (supercontents & SUPERCONTENTS_SLIME)
566 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
567 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
568 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
572 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
573 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
574 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
576 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
580 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
581 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
582 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
583 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
586 if (gamemode != GAME_TRANSFUSION)
588 if (cl.stats[STAT_ITEMS] & IT_QUAD)
590 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
591 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
592 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
593 cl.cshifts[CSHIFT_POWERUP].percent = 30;
595 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
597 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
598 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
599 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
600 cl.cshifts[CSHIFT_POWERUP].percent = 20;
602 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
604 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
605 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
606 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
607 cl.cshifts[CSHIFT_POWERUP].percent = 100;
609 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
611 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
612 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
613 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
614 cl.cshifts[CSHIFT_POWERUP].percent = 30;
617 cl.cshifts[CSHIFT_POWERUP].percent = 0;
620 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
621 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
622 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
623 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
625 // LordHavoc: fixed V_CalcBlend
626 for (j = 0;j < NUM_CSHIFTS;j++)
628 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
631 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
632 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
635 // saturate color (to avoid blending in black)
636 if (r_refdef.viewblend[3])
638 a2 = 1 / r_refdef.viewblend[3];
639 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
642 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
643 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
644 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
645 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
649 //============================================================================
658 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
659 Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
660 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
662 Cvar_RegisterVariable (&v_centermove);
663 Cvar_RegisterVariable (&v_centerspeed);
665 Cvar_RegisterVariable (&v_iyaw_cycle);
666 Cvar_RegisterVariable (&v_iroll_cycle);
667 Cvar_RegisterVariable (&v_ipitch_cycle);
668 Cvar_RegisterVariable (&v_iyaw_level);
669 Cvar_RegisterVariable (&v_iroll_level);
670 Cvar_RegisterVariable (&v_ipitch_level);
672 Cvar_RegisterVariable (&v_idlescale);
673 Cvar_RegisterVariable (&crosshair);
675 Cvar_RegisterVariable (&cl_rollspeed);
676 Cvar_RegisterVariable (&cl_rollangle);
677 Cvar_RegisterVariable (&cl_bob);
678 Cvar_RegisterVariable (&cl_bobcycle);
679 Cvar_RegisterVariable (&cl_bobup);
680 Cvar_RegisterVariable (&cl_bobmodel);
681 Cvar_RegisterVariable (&cl_bobmodel_side);
682 Cvar_RegisterVariable (&cl_bobmodel_up);
683 Cvar_RegisterVariable (&cl_bobmodel_speed);
685 Cvar_RegisterVariable (&v_kicktime);
686 Cvar_RegisterVariable (&v_kickroll);
687 Cvar_RegisterVariable (&v_kickpitch);
689 Cvar_RegisterVariable (&cl_stairsmoothspeed);
691 Cvar_RegisterVariable (&chase_back);
692 Cvar_RegisterVariable (&chase_up);
693 Cvar_RegisterVariable (&chase_active);
694 if (gamemode == GAME_GOODVSBAD2)
695 Cvar_RegisterVariable (&chase_stevie);
697 Cvar_RegisterVariable (&v_deathtilt);
698 Cvar_RegisterVariable (&v_deathtiltangle);