relocated the CL_SendMove call to put it at the end of network parsing (and only...
[divverent/darkplaces.git] / view.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // view.c -- player eye positioning
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24
25 /*
26
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.
31
32 */
33
34 cvar_t  cl_rollspeed = {0, "cl_rollspeed", "200"};
35 cvar_t  cl_rollangle = {0, "cl_rollangle", "2.0"};
36
37 cvar_t  cl_bob = {0, "cl_bob","0.02"};
38 cvar_t  cl_bobcycle = {0, "cl_bobcycle","0.6"};
39 cvar_t  cl_bobup = {0, "cl_bobup","0.5"};
40
41 cvar_t  v_kicktime = {0, "v_kicktime", "0.5"};
42 cvar_t  v_kickroll = {0, "v_kickroll", "0.6"};
43 cvar_t  v_kickpitch = {0, "v_kickpitch", "0.6"};
44
45 cvar_t  v_iyaw_cycle = {0, "v_iyaw_cycle", "2"};
46 cvar_t  v_iroll_cycle = {0, "v_iroll_cycle", "0.5"};
47 cvar_t  v_ipitch_cycle = {0, "v_ipitch_cycle", "1"};
48 cvar_t  v_iyaw_level = {0, "v_iyaw_level", "0.3"};
49 cvar_t  v_iroll_level = {0, "v_iroll_level", "0.1"};
50 cvar_t  v_ipitch_level = {0, "v_ipitch_level", "0.3"};
51
52 cvar_t  v_idlescale = {0, "v_idlescale", "0"};
53
54 cvar_t  crosshair = {CVAR_SAVE, "crosshair", "0"};
55
56 cvar_t  v_centermove = {0, "v_centermove", "0.15"};
57 cvar_t  v_centerspeed = {0, "v_centerspeed","500"};
58
59 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"};
60
61 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48"};
62 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"};
63 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"};
64 // GAME_GOODVSBAD2
65 cvar_t chase_stevie = {0, "chase_stevie", "0"};
66
67 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
68
69
70 /*
71 ===============
72 V_CalcRoll
73
74 Used by view and sv_user
75 ===============
76 */
77 float V_CalcRoll (vec3_t angles, vec3_t velocity)
78 {
79         vec3_t  right;
80         float   sign;
81         float   side;
82         float   value;
83
84         AngleVectors (angles, NULL, right, NULL);
85         side = DotProduct (velocity, right);
86         sign = side < 0 ? -1 : 1;
87         side = fabs(side);
88
89         value = cl_rollangle.value;
90
91         if (side < cl_rollspeed.value)
92                 side = side * value / cl_rollspeed.value;
93         else
94                 side = value;
95
96         return side*sign;
97
98 }
99
100 void V_StartPitchDrift (void)
101 {
102         if (cl.laststop == cl.time)
103                 return;         // something else is keeping it from drifting
104
105         if (cl.nodrift || !cl.pitchvel)
106         {
107                 cl.pitchvel = v_centerspeed.value;
108                 cl.nodrift = false;
109                 cl.driftmove = 0;
110         }
111 }
112
113 void V_StopPitchDrift (void)
114 {
115         cl.laststop = cl.time;
116         cl.nodrift = true;
117         cl.pitchvel = 0;
118 }
119
120 /*
121 ===============
122 V_DriftPitch
123
124 Moves the client pitch angle towards cl.idealpitch sent by the server.
125
126 If the user is adjusting pitch manually, either with lookup/lookdown,
127 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
128
129 Drifting is enabled when the center view key is hit, mlook is released and
130 lookspring is non 0, or when
131 ===============
132 */
133 void V_DriftPitch (void)
134 {
135         float           delta, move;
136
137         if (noclip_anglehack || !cl.onground || cls.demoplayback )
138         {
139                 cl.driftmove = 0;
140                 cl.pitchvel = 0;
141                 return;
142         }
143
144 // don't count small mouse motion
145         if (cl.nodrift)
146         {
147                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
148                         cl.driftmove = 0;
149                 else
150                         cl.driftmove += cl.frametime;
151
152                 if ( cl.driftmove > v_centermove.value)
153                 {
154                         V_StartPitchDrift ();
155                 }
156                 return;
157         }
158
159         delta = cl.idealpitch - cl.viewangles[PITCH];
160
161         if (!delta)
162         {
163                 cl.pitchvel = 0;
164                 return;
165         }
166
167         move = cl.frametime * cl.pitchvel;
168         cl.pitchvel += cl.frametime * v_centerspeed.value;
169
170         if (delta > 0)
171         {
172                 if (move > delta)
173                 {
174                         cl.pitchvel = 0;
175                         move = delta;
176                 }
177                 cl.viewangles[PITCH] += move;
178         }
179         else if (delta < 0)
180         {
181                 if (move > -delta)
182                 {
183                         cl.pitchvel = 0;
184                         move = -delta;
185                 }
186                 cl.viewangles[PITCH] -= move;
187         }
188 }
189
190
191 /*
192 ==============================================================================
193
194                                                 SCREEN FLASHES
195
196 ==============================================================================
197 */
198
199
200 /*
201 ===============
202 V_ParseDamage
203 ===============
204 */
205 void V_ParseDamage (void)
206 {
207         int armor, blood;
208         vec3_t from;
209         //vec3_t forward, right;
210         vec3_t localfrom;
211         entity_t *ent;
212         //float side;
213         float count;
214
215         armor = MSG_ReadByte ();
216         blood = MSG_ReadByte ();
217         MSG_ReadVector(from, cl.protocol);
218
219         count = blood*0.5 + armor*0.5;
220         if (count < 10)
221                 count = 10;
222
223         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
224
225         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
226         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
227                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
228         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
229                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
230
231         if (armor > blood)
232         {
233                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
234                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
235                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
236         }
237         else if (armor)
238         {
239                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
240                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
241                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
242         }
243         else
244         {
245                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
246                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
247                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
248         }
249
250         // calculate view angle kicks
251         if (cl_entities[cl.viewentity].state_current.active)
252         {
253                 ent = &cl_entities[cl.viewentity];
254                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
255                 VectorNormalize(localfrom);
256                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
257                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
258                 v_dmg_time = v_kicktime.value;
259         }
260 }
261
262 static cshift_t v_cshift;
263
264 /*
265 ==================
266 V_cshift_f
267 ==================
268 */
269 static void V_cshift_f (void)
270 {
271         v_cshift.destcolor[0] = atoi(Cmd_Argv(1));
272         v_cshift.destcolor[1] = atoi(Cmd_Argv(2));
273         v_cshift.destcolor[2] = atoi(Cmd_Argv(3));
274         v_cshift.percent = atoi(Cmd_Argv(4));
275 }
276
277
278 /*
279 ==================
280 V_BonusFlash_f
281
282 When you run over an item, the server sends this command
283 ==================
284 */
285 static void V_BonusFlash_f (void)
286 {
287         cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
288         cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
289         cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
290         cl.cshifts[CSHIFT_BONUS].percent = 50;
291 }
292
293 /*
294 ==============================================================================
295
296                                                 VIEW RENDERING
297
298 ==============================================================================
299 */
300
301 extern matrix4x4_t viewmodelmatrix;
302
303 #include "cl_collision.h"
304
305 /*
306 ==================
307 V_CalcRefdef
308
309 ==================
310 */
311 void V_CalcRefdef (void)
312 {
313         static float oldz;
314         entity_t *ent;
315         float vieworg[3], viewangles[3];
316         trace_t trace;
317         Matrix4x4_CreateIdentity(&viewmodelmatrix);
318         Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
319         if (cls.state == ca_connected && cls.signon == SIGNONS)
320         {
321                 // ent is the view entity (visible when out of body)
322                 ent = &cl_entities[cl.viewentity];
323                 if (cl.intermission)
324                 {
325                         // entity is a fixed camera, just copy the matrix
326                         Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
327                         Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
328                         r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
329                         viewmodelmatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
330                 }
331                 else
332                 {
333                         // player can look around, so take the origin from the entity,
334                         // and the angles from the input system
335                         Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
336                         VectorCopy(cl.viewangles, viewangles);
337
338                         // stair smoothing
339                         //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
340                         if (cl.onground && oldz < vieworg[2])
341                         {
342                                 oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
343                                 oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
344                         }
345                         else if (cl.onground && oldz > vieworg[2])
346                         {
347                                 oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
348                                 oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
349                         }
350                         else
351                                 oldz = vieworg[2];
352
353                         if (chase_active.value)
354                         {
355                                 // observing entity from third person
356                                 vec_t camback, camup, dist, forward[3], chase_dest[3];
357
358                                 camback = bound(0, chase_back.value, 128);
359                                 if (chase_back.value != camback)
360                                         Cvar_SetValueQuick(&chase_back, camback);
361                                 camup = bound(-48, chase_up.value, 96);
362                                 if (chase_up.value != camup)
363                                         Cvar_SetValueQuick(&chase_up, camup);
364
365                                 // this + 22 is to match view_ofs for compatibility with older versions
366                                 camup += 22;
367
368                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
369                                 {
370                                         // look straight down from high above
371                                         viewangles[0] = 90;
372                                         camback = 2048;
373                                 }
374                                 AngleVectors(viewangles, forward, NULL, NULL);
375
376                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
377                                 dist = -camback - 8;
378                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
379                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
380                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
381                                 trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
382                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
383                         }
384                         else
385                         {
386                                 // first person view from entity
387                                 // angles
388                                 if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM)
389                                         viewangles[ROLL] = 80;  // dead view angle
390                                 VectorAdd(viewangles, cl.punchangle, viewangles);
391                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
392                                 if (v_dmg_time > 0)
393                                 {
394                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
395                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
396                                         v_dmg_time -= cl.frametime;
397                                 }
398                                 // origin
399                                 VectorAdd(vieworg, cl.punchvector, vieworg);
400                                 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
401                                 if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value)
402                                 {
403                                         double bob, cycle;
404                                         // LordHavoc: this code is *weird*, but not replacable (I think it
405                                         // should be done in QC on the server, but oh well, quake is quake)
406                                         // LordHavoc: figured out bobup: the time at which the sin is at 180
407                                         // degrees (which allows lengthening or squishing the peak or valley)
408                                         cycle = cl.time / cl_bobcycle.value;
409                                         cycle -= (int) cycle;
410                                         if (cycle < cl_bobup.value)
411                                                 cycle = sin(M_PI * cycle / cl_bobup.value);
412                                         else
413                                                 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
414                                         // bob is proportional to velocity in the xy plane
415                                         // (don't count Z, or jumping messes it up)
416                                         bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
417                                         bob = bob*0.3 + bob*0.7*cycle;
418                                         vieworg[2] += bound(-7, bob, 4);
419                                 }
420                         }
421                         // calculate a view matrix for rendering the scene
422                         if (v_idlescale.value)
423                                 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);
424                         else
425                                 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);
426                         // calculate a viewmodel matrix for use in view-attached entities
427                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
428                 }
429         }
430 }
431
432 void V_FadeViewFlashs(void)
433 {
434         // drop the damage value
435         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
436         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
437                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
438         // drop the bonus value
439         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
440         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
441                 cl.cshifts[CSHIFT_BONUS].percent = 0;
442 }
443
444 void V_CalcViewBlend(void)
445 {
446         float a2;
447         int j;
448         r_refdef.viewblend[0] = 0;
449         r_refdef.viewblend[1] = 0;
450         r_refdef.viewblend[2] = 0;
451         r_refdef.viewblend[3] = 0;
452         r_refdef.fovscale_x = cl.viewzoom;
453         r_refdef.fovscale_y = cl.viewzoom;
454         if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
455         {
456                 // set contents color
457                 int supercontents;
458                 vec3_t vieworigin;
459                 Matrix4x4_OriginFromMatrix(&r_refdef.viewentitymatrix, vieworigin);
460                 supercontents = CL_PointSuperContents(vieworigin);
461                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
462                 {
463                         r_refdef.fovscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
464                         r_refdef.fovscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
465                         if (supercontents & SUPERCONTENTS_LAVA)
466                         {
467                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
468                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
469                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
470                         }
471                         else if (supercontents & SUPERCONTENTS_SLIME)
472                         {
473                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
474                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
475                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
476                         }
477                         else
478                         {
479                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
480                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
481                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
482                         }
483                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
484                 }
485                 else
486                 {
487                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
488                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
489                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
490                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
491                 }
492
493                 if (gamemode != GAME_TRANSFUSION)
494                 {
495                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
496                         {
497                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
498                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
499                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
500                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
501                         }
502                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
503                         {
504                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
505                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
506                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
507                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
508                         }
509                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
510                         {
511                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
512                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
513                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
514                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
515                         }
516                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
517                         {
518                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
519                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
520                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
521                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
522                         }
523                         else
524                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
525                 }
526
527                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
528                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
529                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
530                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
531
532                 // LordHavoc: fixed V_CalcBlend
533                 for (j = 0;j < NUM_CSHIFTS;j++)
534                 {
535                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
536                         if (a2 > 0)
537                         {
538                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
539                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
540                         }
541                 }
542                 // saturate color (to avoid blending in black)
543                 if (r_refdef.viewblend[3])
544                 {
545                         a2 = 1 / r_refdef.viewblend[3];
546                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
547                 }
548
549                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
550                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
551                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
552                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
553         }
554 }
555
556 //============================================================================
557
558 /*
559 =============
560 V_Init
561 =============
562 */
563 void V_Init (void)
564 {
565         Cmd_AddCommand ("v_cshift", V_cshift_f);
566         Cmd_AddCommand ("bf", V_BonusFlash_f);
567         Cmd_AddCommand ("centerview", V_StartPitchDrift);
568
569         Cvar_RegisterVariable (&v_centermove);
570         Cvar_RegisterVariable (&v_centerspeed);
571
572         Cvar_RegisterVariable (&v_iyaw_cycle);
573         Cvar_RegisterVariable (&v_iroll_cycle);
574         Cvar_RegisterVariable (&v_ipitch_cycle);
575         Cvar_RegisterVariable (&v_iyaw_level);
576         Cvar_RegisterVariable (&v_iroll_level);
577         Cvar_RegisterVariable (&v_ipitch_level);
578
579         Cvar_RegisterVariable (&v_idlescale);
580         Cvar_RegisterVariable (&crosshair);
581
582         Cvar_RegisterVariable (&cl_rollspeed);
583         Cvar_RegisterVariable (&cl_rollangle);
584         Cvar_RegisterVariable (&cl_bob);
585         Cvar_RegisterVariable (&cl_bobcycle);
586         Cvar_RegisterVariable (&cl_bobup);
587
588         Cvar_RegisterVariable (&v_kicktime);
589         Cvar_RegisterVariable (&v_kickroll);
590         Cvar_RegisterVariable (&v_kickpitch);
591
592         Cvar_RegisterVariable (&cl_stairsmoothspeed);
593
594         Cvar_RegisterVariable (&chase_back);
595         Cvar_RegisterVariable (&chase_up);
596         Cvar_RegisterVariable (&chase_active);
597         if (gamemode == GAME_GOODVSBAD2)
598                 Cvar_RegisterVariable (&chase_stevie);
599 }
600