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_bobside = {CVAR_SAVE, "cl_bobside","0.02", "view bobbing amount"};
44 cvar_t cl_bobsidecycle = {CVAR_SAVE, "cl_bobsidecycle","0.6", "view bobbing speed"};
45 cvar_t cl_bobsideup = {CVAR_SAVE, "cl_bobsideup","0.5", "view bobbing adjustment that makes the sideways swing of the bob last longer"};
46 cvar_t cl_bobsideairtime = {CVAR_SAVE, "cl_bobsideairtime","0.05", "how fast the view goes back when you stop touching the ground"};
48 cvar_t cl_bobroll = {CVAR_SAVE, "cl_bobroll","0", "view rolling amount"};
49 cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.8", "view rolling speed"};
50 cvar_t cl_bobrollairtime = {CVAR_SAVE, "cl_bobrollairtime","0.05", "how fast the view rolls back when you stop touching the ground"};
51 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
52 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
53 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
54 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
56 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
57 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
58 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
59 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
60 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
61 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
62 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
63 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
64 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
65 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
66 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
68 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
69 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
70 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
71 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
72 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
73 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
74 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
75 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
76 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
77 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
78 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
80 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"};
82 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
83 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
84 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
86 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
87 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
88 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
89 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
90 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
91 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
93 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
95 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
97 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)"};
98 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
100 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
102 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
103 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
104 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
105 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
107 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
109 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
110 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
112 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
113 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
115 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
122 Used by view and sv_user
125 float V_CalcRoll (vec3_t angles, vec3_t velocity)
132 AngleVectors (angles, NULL, right, NULL);
133 side = DotProduct (velocity, right);
134 sign = side < 0 ? -1 : 1;
137 value = cl_rollangle.value;
139 if (side < cl_rollspeed.value)
140 side = side * value / cl_rollspeed.value;
148 void V_StartPitchDrift (void)
150 if (cl.laststop == cl.time)
151 return; // something else is keeping it from drifting
153 if (cl.nodrift || !cl.pitchvel)
155 cl.pitchvel = v_centerspeed.value;
161 void V_StopPitchDrift (void)
163 cl.laststop = cl.time;
172 Moves the client pitch angle towards cl.idealpitch sent by the server.
174 If the user is adjusting pitch manually, either with lookup/lookdown,
175 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
177 Drifting is enabled when the center view key is hit, mlook is released and
178 lookspring is non 0, or when
181 void V_DriftPitch (void)
185 if (noclip_anglehack || !cl.onground || cls.demoplayback )
192 // don't count small mouse motion
195 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
198 cl.driftmove += cl.realframetime;
200 if ( cl.driftmove > v_centermove.value)
202 V_StartPitchDrift ();
207 delta = cl.idealpitch - cl.viewangles[PITCH];
215 move = cl.realframetime * cl.pitchvel;
216 cl.pitchvel += cl.realframetime * v_centerspeed.value;
225 cl.viewangles[PITCH] += move;
234 cl.viewangles[PITCH] -= move;
240 ==============================================================================
244 ==============================================================================
253 void V_ParseDamage (void)
257 //vec3_t forward, right;
263 armor = MSG_ReadByte ();
264 blood = MSG_ReadByte ();
265 MSG_ReadVector(from, cls.protocol);
267 // Send the Dmg Globals to CSQC
268 CL_VM_UpdateDmgGlobals(blood, armor, from);
270 count = blood*0.5 + armor*0.5;
274 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
276 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
277 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
278 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
279 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
280 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
281 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
285 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
286 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
287 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
291 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
292 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
293 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
297 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
298 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
299 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
302 // calculate view angle kicks
303 if (cl.entities[cl.viewentity].state_current.active)
305 ent = &cl.entities[cl.viewentity];
306 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
307 VectorNormalize(localfrom);
308 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
309 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
310 v_dmg_time = v_kicktime.value;
314 static cshift_t v_cshift;
321 static void V_cshift_f (void)
323 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
324 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
325 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
326 v_cshift.percent = atof(Cmd_Argv(4));
334 When you run over an item, the server sends this command
337 static void V_BonusFlash_f (void)
341 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
342 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
343 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
344 cl.cshifts[CSHIFT_BONUS].percent = 50;
345 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
347 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
349 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
350 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
351 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
353 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
355 cl.cshifts[CSHIFT_BONUS].percent = 50;
357 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
359 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
362 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
366 ==============================================================================
370 ==============================================================================
373 extern matrix4x4_t viewmodelmatrix;
375 #include "cl_collision.h"
385 static vec3_t eyeboxmins = {-16, -16, -24};
386 static vec3_t eyeboxmaxs = { 16, 16, 32};
389 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
391 frac = bound(0, frac, 1);
392 return (*store = *store * (1 - frac) + value * frac);
395 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
397 lowpass(value, frac, store);
398 return (*store = bound(value - limit, *store, value + limit));
401 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
403 return value - lowpass(value, frac, store);
406 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
408 return value - lowpass_limited(value, frac, limit, store);
411 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
413 out[0] = lowpass(value[0], fracx, &store[0]);
414 out[1] = lowpass(value[1], fracy, &store[1]);
415 out[2] = lowpass(value[2], fracz, &store[2]);
418 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
420 out[0] = highpass(value[0], fracx, &store[0]);
421 out[1] = highpass(value[1], fracy, &store[1]);
422 out[2] = highpass(value[2], fracz, &store[2]);
425 static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
427 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
428 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
429 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
432 void V_CalcRefdef (void)
435 float vieworg[3], viewangles[3], smoothtime;
436 float gunorg[3], gunangles[3];
438 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
439 vec3_t camboxmins = {-3, -3, -3};
440 vec3_t camboxmaxs = {3, 3, 3};
441 // end of chase camera bounding box size for proper collisions by Alexander Zubov
445 viewmodelmatrix = identitymatrix;
446 r_refdef.view.matrix = identitymatrix;
447 if (cls.state == ca_connected && cls.signon == SIGNONS)
449 // ent is the view entity (visible when out of body)
450 ent = &cl.entities[cl.viewentity];
451 // player can look around, so take the origin from the entity,
452 // and the angles from the input system
453 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
454 VectorCopy(cl.viewangles, viewangles);
456 // calculate how much time has passed since the last V_CalcRefdef
457 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
458 cl.stairsmoothtime = cl.time;
462 v_dmg_time -= bound(0, smoothtime, 0.1);
466 // entity is a fixed camera, just copy the matrix
467 if (cls.protocol == PROTOCOL_QUAKEWORLD)
468 Matrix4x4_CreateFromQuakeEntity(&r_refdef.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);
471 r_refdef.view.matrix = ent->render.matrix;
472 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
474 viewmodelmatrix = r_refdef.view.matrix;
478 // smooth stair stepping, but only if onground and enabled
479 if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
480 cl.stairsmoothz = vieworg[2];
483 if (cl.stairsmoothz < vieworg[2])
484 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
485 else if (cl.stairsmoothz > vieworg[2])
486 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
489 // apply qw weapon recoil effect (this did not work in QW)
490 // TODO: add a cvar to disable this
491 viewangles[PITCH] += cl.qw_weaponkick;
493 // apply the viewofs (even if chasecam is used)
494 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
496 if (chase_active.value)
498 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
499 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
501 camback = chase_back.value;
502 camup = chase_up.value;
503 campitch = chase_pitchangle.value;
505 AngleVectors(viewangles, forward, NULL, NULL);
507 if (chase_overhead.integer)
514 viewangles[PITCH] = 0;
515 AngleVectors(viewangles, forward, NULL, up);
516 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
517 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
518 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
519 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
522 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
523 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
525 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
526 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
528 VectorCopy(trace.endpos, vieworg);
531 // trace from first person view location to our chosen third person view location
533 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
535 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
537 VectorCopy(trace.endpos, bestvieworg);
539 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
541 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
543 AngleVectors(viewangles, NULL, NULL, up);
544 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
545 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
546 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
548 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
550 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
552 if (bestvieworg[2] > trace.endpos[2])
553 bestvieworg[2] = trace.endpos[2];
557 VectorCopy(bestvieworg, vieworg);
559 viewangles[PITCH] = campitch;
563 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
565 // look straight down from high above
566 viewangles[PITCH] = 90;
568 VectorSet(forward, 0, 0, -1);
571 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
573 chase_dest[0] = vieworg[0] + forward[0] * dist;
574 chase_dest[1] = vieworg[1] + forward[1] * dist;
575 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
576 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
577 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
582 // first person view from entity
584 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
585 viewangles[ROLL] = v_deathtiltangle.value;
586 VectorAdd(viewangles, cl.punchangle, viewangles);
587 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
590 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
591 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
594 VectorAdd(vieworg, cl.punchvector, vieworg);
595 if (cl.stats[STAT_HEALTH] > 0)
597 double xyspeed, bob, bobroll;
601 frametime = cl.realframetime * cl.movevars_timescale;
603 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
604 if(!ent->persistent.trail_allowed) // FIXME improve this check
606 // try to fix the first highpass; result is NOT
607 // perfect! TODO find a better fix
608 VectorCopy(viewangles, cl.gunangles_prev);
609 VectorCopy(vieworg, cl.gunorg_prev);
612 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
613 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
614 highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
615 VectorCopy(vieworg, cl.gunorg_prev);
616 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
618 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
619 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
620 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
621 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
622 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
623 highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
624 VectorCopy(viewangles, cl.gunangles_prev);
625 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
627 // 3. calculate the RAW adjustment vectors
628 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
629 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
630 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
632 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
633 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
636 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
637 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
638 highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
639 lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
640 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
641 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
642 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
644 // 5. use the adjusted vectors
645 VectorAdd(vieworg, gunorg, gunorg);
646 VectorAdd(viewangles, gunangles, gunangles);
648 // vertical view bobbing code
649 xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
650 if (cl_bob.value && cl_bobcycle.value)
652 // LordHavoc: this code is *weird*, but not replacable (I think it
653 // should be done in QC on the server, but oh well, quake is quake)
654 // LordHavoc: figured out bobup: the time at which the sin is at 180
655 // degrees (which allows lengthening or squishing the peak or valley)
656 cycle = cl.time / cl_bobcycle.value;
657 cycle -= (int) cycle;
658 if (cycle < cl_bobup.value)
659 cycle = sin(M_PI * cycle / cl_bobup.value);
661 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
662 // bob is proportional to velocity in the xy plane
663 // (don't count Z, or jumping messes it up)
664 bob = xyspeed * cl_bob.value;
665 bob = bob*0.3 + bob*0.7*cycle;
666 vieworg[2] += bound(-7, bob, 4);
667 // we also need to adjust gunorg, or this appears like pushing the gun!
668 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
669 // but this is not viable with the new followmodel code as that would mean
670 // that followmodel would work on the munged-by-bob vieworg and do feedback
671 gunorg[2] += bound(-7, bob, 4);
674 // horizontal bobbing code
675 if (cl_bobside.value && cl_bobsidecycle.value)
678 vec3_t forward, right, up;
680 // LordHavoc: this code is *weird*, but not replacable (I think it
681 // should be done in QC on the server, but oh well, quake is quake)
682 // LordHavoc: figured out bobup: the time at which the sin is at 180
683 // degrees (which allows lengthening or squishing the peak or valley)
684 cycle = cl.time / cl_bobsidecycle.value;
685 cycle -= (int) cycle;
686 if (cycle < cl_bobsideup.value)
687 cycle = sin(M_PI * cycle / cl_bobsideup.value);
689 cycle = sin(M_PI + M_PI * (cycle-cl_bobsideup.value)/(1.0 - cl_bobsideup.value));
690 // bob is proportional to velocity in the xy plane
691 // (don't count Z, or jumping messes it up)
692 bob = xyspeed * cl_bobside.value;
693 bob = bob*0.3 + bob*0.7*cycle;
695 // this value slowly decreases from 1 to 0 when we stop touching the ground.
696 // The cycle is later multiplied with it so the view smooths back to normal
697 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
698 cl.bobside_airtime = 1;
701 if(cl.bobside_airtime > 0)
702 cl.bobside_airtime -= bound(0, cl_bobsideairtime.value, 1);
704 cl.bobside_airtime = 0;
707 // now we calculate the side and front of the player, between the X and Y axis
708 AngleVectors(viewangles, forward, right, up);
709 // now the speed based on these angles. The division is for mathing vertical bobbing intensity
710 side = DotProduct (cl.velocity, right) / 100 * cl.bobside_airtime;
711 front = DotProduct (cl.velocity, forward) / 100 * cl.bobside_airtime;
716 // we use side with forward and front with right so the side bobbing goes
717 // to the side when we walk forward and to the front when we strafe.
718 VectorMAMAM(side, forward, front, right, 0, up, bobvel);
719 vieworg[0] += bobvel[0];
720 vieworg[1] += bobvel[1];
721 // we also need to adjust gunorg, or this appears like pushing the gun!
722 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
723 // but this is not viable with the new followmodel code as that would mean
724 // that followmodel would work on the munged-by-bob vieworg and do feedback
725 gunorg[0] += bobvel[0];
726 gunorg[1] += bobvel[1];
730 if (cl_bobroll.value && cl_bobrollcycle.value)
732 cycle2 = cl.time / cl_bobrollcycle.value;
733 cycle2 -= (int) cycle2;
735 cycle2 = sin(M_PI * cycle2 / 0.5);
737 cycle2 = sin(M_PI + M_PI * (cycle2-0.5)/0.5);
739 // this value slowly decreases from 1 to 0 when we stop touching the ground.
740 // The cycle is later multiplied with it so the view smooths back to normal
741 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
742 cl.bobroll_airtime = 1;
745 if(cl.bobroll_airtime > 0)
746 cl.bobroll_airtime -= bound(0, cl_bobrollairtime.value, 1);
748 cl.bobroll_airtime = 0;
751 cycle2 *= cl_bobroll.value * cl.bobroll_airtime;
752 bobroll = bound(0, xyspeed, sv_maxspeed.value) * cycle2;
753 viewangles[2] += bound(-45, bobroll, 45);
756 // gun model bobbing code
757 if (cl_bob.value && cl_bobmodel.value)
759 // calculate for swinging gun model
760 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
761 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
762 // for the most part, but for some reason when you go through a message trigger or
763 // pick up an item or anything like that it will momentarily jolt the gun.
764 vec3_t forward, right, up;
769 s = cl.time * cl_bobmodel_speed.value;
772 if (cl.time - cl.hitgroundtime < 0.2)
774 // just hit the ground, speed the bob back up over the next 0.2 seconds
775 t = cl.time - cl.hitgroundtime;
776 t = bound(0, t, 0.2);
784 // recently left the ground, slow the bob down over the next 0.2 seconds
785 t = cl.time - cl.lastongroundtime;
786 t = 0.2 - bound(0, t, 0.2);
790 bspeed = bound (0, xyspeed, 400) * 0.01f;
791 AngleVectors (gunangles, forward, right, up);
792 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
793 VectorMA (gunorg, bob, right, gunorg);
794 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
795 VectorMA (gunorg, bob, up, gunorg);
799 // calculate a view matrix for rendering the scene
800 if (v_idlescale.value)
801 Matrix4x4_CreateFromQuakeEntity(&r_refdef.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);
803 Matrix4x4_CreateFromQuakeEntity(&r_refdef.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);
804 // calculate a viewmodel matrix for use in view-attached entities
805 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
806 VectorCopy(vieworg, cl.csqc_origin);
807 VectorCopy(viewangles, cl.csqc_angles);
812 void V_FadeViewFlashs(void)
814 // don't flash if time steps backwards
815 if (cl.time <= cl.oldtime)
817 // drop the damage value
818 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
819 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
820 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
821 // drop the bonus value
822 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
823 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
824 cl.cshifts[CSHIFT_BONUS].percent = 0;
827 void V_CalcViewBlend(void)
831 r_refdef.viewblend[0] = 0;
832 r_refdef.viewblend[1] = 0;
833 r_refdef.viewblend[2] = 0;
834 r_refdef.viewblend[3] = 0;
835 r_refdef.frustumscale_x = 1;
836 r_refdef.frustumscale_y = 1;
837 if (cls.state == ca_connected && cls.signon == SIGNONS)
839 // set contents color
842 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
843 supercontents = CL_PointSuperContents(vieworigin);
844 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
846 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
847 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
848 if (supercontents & SUPERCONTENTS_LAVA)
850 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
851 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
852 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
854 else if (supercontents & SUPERCONTENTS_SLIME)
856 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
857 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
858 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
862 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
863 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
864 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
866 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
870 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
871 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
872 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
873 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
876 if (gamemode != GAME_TRANSFUSION)
878 if (cl.stats[STAT_ITEMS] & IT_QUAD)
880 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
881 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
882 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
883 cl.cshifts[CSHIFT_POWERUP].percent = 30;
885 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
887 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
888 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
889 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
890 cl.cshifts[CSHIFT_POWERUP].percent = 20;
892 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
894 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
895 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
896 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
897 cl.cshifts[CSHIFT_POWERUP].percent = 100;
899 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
901 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
902 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
903 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
904 cl.cshifts[CSHIFT_POWERUP].percent = 30;
907 cl.cshifts[CSHIFT_POWERUP].percent = 0;
910 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
911 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
912 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
913 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
915 // LordHavoc: fixed V_CalcBlend
916 for (j = 0;j < NUM_CSHIFTS;j++)
918 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
921 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
922 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
925 // saturate color (to avoid blending in black)
926 if (r_refdef.viewblend[3])
928 a2 = 1 / r_refdef.viewblend[3];
929 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
931 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
932 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
933 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
934 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
936 // Samual: Ugly hack, I know. But it's the best we can do since
937 // there is no way to detect client states from the engine.
938 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
939 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
941 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
942 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
950 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
951 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
953 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
954 r_refdef.viewblend[3] = a;
959 //============================================================================
968 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
969 Cmd_AddCommand ("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");
970 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
972 Cvar_RegisterVariable (&v_centermove);
973 Cvar_RegisterVariable (&v_centerspeed);
975 Cvar_RegisterVariable (&v_iyaw_cycle);
976 Cvar_RegisterVariable (&v_iroll_cycle);
977 Cvar_RegisterVariable (&v_ipitch_cycle);
978 Cvar_RegisterVariable (&v_iyaw_level);
979 Cvar_RegisterVariable (&v_iroll_level);
980 Cvar_RegisterVariable (&v_ipitch_level);
982 Cvar_RegisterVariable (&v_idlescale);
983 Cvar_RegisterVariable (&crosshair);
985 Cvar_RegisterVariable (&cl_rollspeed);
986 Cvar_RegisterVariable (&cl_rollangle);
987 Cvar_RegisterVariable (&cl_bob);
988 Cvar_RegisterVariable (&cl_bobcycle);
989 Cvar_RegisterVariable (&cl_bobup);
991 Cvar_RegisterVariable (&cl_bobside);
992 Cvar_RegisterVariable (&cl_bobsidecycle);
993 Cvar_RegisterVariable (&cl_bobsideup);
994 Cvar_RegisterVariable (&cl_bobsideairtime);
996 Cvar_RegisterVariable (&cl_bobroll);
997 Cvar_RegisterVariable (&cl_bobrollcycle);
998 Cvar_RegisterVariable (&cl_bobrollairtime);
999 Cvar_RegisterVariable (&cl_bobmodel);
1000 Cvar_RegisterVariable (&cl_bobmodel_side);
1001 Cvar_RegisterVariable (&cl_bobmodel_up);
1002 Cvar_RegisterVariable (&cl_bobmodel_speed);
1004 Cvar_RegisterVariable (&cl_leanmodel);
1005 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1006 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1007 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1008 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1009 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1010 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1011 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1012 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1013 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1014 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1016 Cvar_RegisterVariable (&cl_followmodel);
1017 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1018 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1019 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1020 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1021 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1022 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1023 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1024 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1025 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1026 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1028 Cvar_RegisterVariable (&cl_viewmodel_scale);
1030 Cvar_RegisterVariable (&v_kicktime);
1031 Cvar_RegisterVariable (&v_kickroll);
1032 Cvar_RegisterVariable (&v_kickpitch);
1034 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1036 Cvar_RegisterVariable (&chase_back);
1037 Cvar_RegisterVariable (&chase_up);
1038 Cvar_RegisterVariable (&chase_active);
1039 Cvar_RegisterVariable (&chase_overhead);
1040 Cvar_RegisterVariable (&chase_pitchangle);
1041 if (gamemode == GAME_GOODVSBAD2)
1042 Cvar_RegisterVariable (&chase_stevie);
1044 Cvar_RegisterVariable (&v_deathtilt);
1045 Cvar_RegisterVariable (&v_deathtiltangle);