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"
25 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
29 The view is allowed to move slightly from it's true position for bobbing,
30 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
31 entities sent from the server may not include everything in the pvs, especially
32 when crossing a water boudnary.
36 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
37 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
39 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
40 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
41 cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
43 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
44 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
45 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
46 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
48 cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
50 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
51 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
52 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
54 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
55 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
56 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
57 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
58 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
59 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
61 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
63 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
65 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)"};
66 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
68 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
70 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
71 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
72 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
74 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
76 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
77 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
79 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
86 Used by view and sv_user
89 float V_CalcRoll (vec3_t angles, vec3_t velocity)
96 AngleVectors (angles, NULL, right, NULL);
97 side = DotProduct (velocity, right);
98 sign = side < 0 ? -1 : 1;
101 value = cl_rollangle.value;
103 if (side < cl_rollspeed.value)
104 side = side * value / cl_rollspeed.value;
112 void V_StartPitchDrift (void)
114 if (cl.laststop == cl.time)
115 return; // something else is keeping it from drifting
117 if (cl.nodrift || !cl.pitchvel)
119 cl.pitchvel = v_centerspeed.value;
125 void V_StopPitchDrift (void)
127 cl.laststop = cl.time;
136 Moves the client pitch angle towards cl.idealpitch sent by the server.
138 If the user is adjusting pitch manually, either with lookup/lookdown,
139 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
141 Drifting is enabled when the center view key is hit, mlook is released and
142 lookspring is non 0, or when
145 void V_DriftPitch (void)
149 if (noclip_anglehack || !cl.onground || cls.demoplayback )
156 // don't count small mouse motion
159 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
162 cl.driftmove += cl.realframetime;
164 if ( cl.driftmove > v_centermove.value)
166 V_StartPitchDrift ();
171 delta = cl.idealpitch - cl.viewangles[PITCH];
179 move = cl.realframetime * cl.pitchvel;
180 cl.pitchvel += cl.realframetime * v_centerspeed.value;
189 cl.viewangles[PITCH] += move;
198 cl.viewangles[PITCH] -= move;
204 ==============================================================================
208 ==============================================================================
217 void V_ParseDamage (void)
221 //vec3_t forward, right;
227 armor = MSG_ReadByte ();
228 blood = MSG_ReadByte ();
229 MSG_ReadVector(from, cls.protocol);
231 // Send the Dmg Globals to CSQC
232 CL_VM_UpdateDmgGlobals(blood, armor, from);
234 count = blood*0.5 + armor*0.5;
238 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
240 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
241 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
242 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
243 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
244 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
248 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
249 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
250 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
254 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
255 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
256 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
260 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
261 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
262 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
265 // calculate view angle kicks
266 if (cl.entities[cl.viewentity].state_current.active)
268 ent = &cl.entities[cl.viewentity];
269 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
270 VectorNormalize(localfrom);
271 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
272 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
273 v_dmg_time = v_kicktime.value;
277 static cshift_t v_cshift;
284 static void V_cshift_f (void)
286 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
287 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
288 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
289 v_cshift.percent = atof(Cmd_Argv(4));
297 When you run over an item, the server sends this command
300 static void V_BonusFlash_f (void)
302 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
303 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
304 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
305 cl.cshifts[CSHIFT_BONUS].percent = 50;
309 ==============================================================================
313 ==============================================================================
316 extern matrix4x4_t viewmodelmatrix;
318 #include "cl_collision.h"
327 void V_CalcRefdef (void)
330 float vieworg[3], gunorg[3], viewangles[3], smoothtime;
333 viewmodelmatrix = identitymatrix;
334 r_view.matrix = identitymatrix;
335 if (cls.state == ca_connected && cls.signon == SIGNONS)
337 // ent is the view entity (visible when out of body)
338 ent = &cl.entities[cl.viewentity];
339 // player can look around, so take the origin from the entity,
340 // and the angles from the input system
341 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
342 VectorCopy(cl.viewangles, viewangles);
344 // calculate how much time has passed since the last V_CalcRefdef
345 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
346 cl.stairsmoothtime = cl.time;
350 v_dmg_time -= bound(0, smoothtime, 0.1);
354 // entity is a fixed camera, just copy the matrix
355 if (cls.protocol == PROTOCOL_QUAKEWORLD)
356 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);
359 r_view.matrix = ent->render.matrix;
360 Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
362 viewmodelmatrix = r_view.matrix;
366 // smooth stair stepping, but only if onground and enabled
367 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
368 cl.stairsmoothz = vieworg[2];
371 if (cl.stairsmoothz < vieworg[2])
372 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
373 else if (cl.stairsmoothz > vieworg[2])
374 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
377 // apply qw weapon recoil effect (this did not work in QW)
378 // TODO: add a cvar to disable this
379 viewangles[PITCH] += cl.qw_weaponkick;
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_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, 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;
426 VectorAdd(vieworg, cl.punchvector, vieworg);
427 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
428 if (cl.stats[STAT_HEALTH] > 0)
432 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
433 if (cl_bob.value && cl_bobcycle.value)
436 // LordHavoc: this code is *weird*, but not replacable (I think it
437 // should be done in QC on the server, but oh well, quake is quake)
438 // LordHavoc: figured out bobup: the time at which the sin is at 180
439 // degrees (which allows lengthening or squishing the peak or valley)
440 cycle = cl.time / cl_bobcycle.value;
441 cycle -= (int) cycle;
442 if (cycle < cl_bobup.value)
443 cycle = sin(M_PI * cycle / cl_bobup.value);
445 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
446 // bob is proportional to velocity in the xy plane
447 // (don't count Z, or jumping messes it up)
448 bob = xyspeed * cl_bob.value;
449 bob = bob*0.3 + bob*0.7*cycle;
450 vieworg[2] += bound(-7, bob, 4);
453 VectorCopy(vieworg, gunorg);
455 if (cl_bob.value && cl_bobmodel.value)
457 // calculate for swinging gun model
458 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
459 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
460 // for the most part, but for some reason when you go through a message trigger or
461 // pick up an item or anything like that it will momentarily jolt the gun.
462 vec3_t forward, right, up;
467 s = cl.time * cl_bobmodel_speed.value;
470 if (cl.time - cl.hitgroundtime < 0.2)
472 // just hit the ground, speed the bob back up over the next 0.2 seconds
473 t = cl.time - cl.hitgroundtime;
474 t = bound(0, t, 0.2);
482 // recently left the ground, slow the bob down over the next 0.2 seconds
483 t = cl.time - cl.lastongroundtime;
484 t = 0.2 - bound(0, t, 0.2);
488 bspeed = bound (0, xyspeed, 400) * 0.01f;
489 AngleVectors (viewangles, forward, right, up);
490 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
491 VectorMA (gunorg, bob, right, gunorg);
492 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
493 VectorMA (gunorg, bob, up, gunorg);
497 // calculate a view matrix for rendering the scene
498 if (v_idlescale.value)
499 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);
501 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);
502 // calculate a viewmodel matrix for use in view-attached entities
503 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
504 VectorCopy(vieworg, cl.csqc_origin);
505 VectorCopy(viewangles, cl.csqc_angles);
510 void V_FadeViewFlashs(void)
512 // don't flash if time steps backwards
513 if (cl.time <= cl.oldtime)
515 // drop the damage value
516 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
517 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
518 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
519 // drop the bonus value
520 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
521 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
522 cl.cshifts[CSHIFT_BONUS].percent = 0;
525 void V_CalcViewBlend(void)
529 r_refdef.viewblend[0] = 0;
530 r_refdef.viewblend[1] = 0;
531 r_refdef.viewblend[2] = 0;
532 r_refdef.viewblend[3] = 0;
533 r_refdef.frustumscale_x = 1;
534 r_refdef.frustumscale_y = 1;
535 if (cls.state == ca_connected && cls.signon == SIGNONS)
537 // set contents color
540 Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
541 supercontents = CL_PointSuperContents(vieworigin);
542 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
544 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
545 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
546 if (supercontents & SUPERCONTENTS_LAVA)
548 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
549 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
550 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
552 else if (supercontents & SUPERCONTENTS_SLIME)
554 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
555 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
556 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
560 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
561 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
562 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
564 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
568 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
569 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
570 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
571 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
574 if (gamemode != GAME_TRANSFUSION)
576 if (cl.stats[STAT_ITEMS] & IT_QUAD)
578 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
579 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
580 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
581 cl.cshifts[CSHIFT_POWERUP].percent = 30;
583 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
585 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
586 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
587 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
588 cl.cshifts[CSHIFT_POWERUP].percent = 20;
590 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
592 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
593 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
594 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
595 cl.cshifts[CSHIFT_POWERUP].percent = 100;
597 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
599 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
600 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
601 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
602 cl.cshifts[CSHIFT_POWERUP].percent = 30;
605 cl.cshifts[CSHIFT_POWERUP].percent = 0;
608 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
609 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
610 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
611 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
613 // LordHavoc: fixed V_CalcBlend
614 for (j = 0;j < NUM_CSHIFTS;j++)
616 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
619 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
620 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
623 // saturate color (to avoid blending in black)
624 if (r_refdef.viewblend[3])
626 a2 = 1 / r_refdef.viewblend[3];
627 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
630 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
631 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
632 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
633 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
637 //============================================================================
646 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
647 Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
648 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
650 Cvar_RegisterVariable (&v_centermove);
651 Cvar_RegisterVariable (&v_centerspeed);
653 Cvar_RegisterVariable (&v_iyaw_cycle);
654 Cvar_RegisterVariable (&v_iroll_cycle);
655 Cvar_RegisterVariable (&v_ipitch_cycle);
656 Cvar_RegisterVariable (&v_iyaw_level);
657 Cvar_RegisterVariable (&v_iroll_level);
658 Cvar_RegisterVariable (&v_ipitch_level);
660 Cvar_RegisterVariable (&v_idlescale);
661 Cvar_RegisterVariable (&crosshair);
663 Cvar_RegisterVariable (&cl_rollspeed);
664 Cvar_RegisterVariable (&cl_rollangle);
665 Cvar_RegisterVariable (&cl_bob);
666 Cvar_RegisterVariable (&cl_bobcycle);
667 Cvar_RegisterVariable (&cl_bobup);
668 Cvar_RegisterVariable (&cl_bobmodel);
669 Cvar_RegisterVariable (&cl_bobmodel_side);
670 Cvar_RegisterVariable (&cl_bobmodel_up);
671 Cvar_RegisterVariable (&cl_bobmodel_speed);
673 Cvar_RegisterVariable (&cl_viewmodel_scale);
675 Cvar_RegisterVariable (&v_kicktime);
676 Cvar_RegisterVariable (&v_kickroll);
677 Cvar_RegisterVariable (&v_kickpitch);
679 Cvar_RegisterVariable (&cl_stairsmoothspeed);
681 Cvar_RegisterVariable (&chase_back);
682 Cvar_RegisterVariable (&chase_up);
683 Cvar_RegisterVariable (&chase_active);
684 if (gamemode == GAME_GOODVSBAD2)
685 Cvar_RegisterVariable (&chase_stevie);
687 Cvar_RegisterVariable (&v_deathtilt);
688 Cvar_RegisterVariable (&v_deathtiltangle);