Okay, the big whitespace reformat. There is some silliness (case

statements, variable declarations), but all in all it's not bad.
This commit is contained in:
Jeff Teunissen 2000-12-08 06:51:37 +00:00
parent b62d75a774
commit 54e2a4d9d3
172 changed files with 26949 additions and 26640 deletions

View file

@ -51,36 +51,36 @@ when crossing a water boudnary.
*/
cvar_t *cl_rollspeed;
cvar_t *cl_rollangle;
cvar_t *cl_rollspeed;
cvar_t *cl_rollangle;
cvar_t *cl_bob;
cvar_t *cl_bobcycle;
cvar_t *cl_bobup;
cvar_t *cl_bob;
cvar_t *cl_bobcycle;
cvar_t *cl_bobup;
cvar_t *v_kicktime;
cvar_t *v_kickroll;
cvar_t *v_kickpitch;
cvar_t *v_kicktime;
cvar_t *v_kickroll;
cvar_t *v_kickpitch;
cvar_t *v_iyaw_cycle;
cvar_t *v_iroll_cycle;
cvar_t *v_ipitch_cycle;
cvar_t *v_iyaw_level;
cvar_t *v_iroll_level;
cvar_t *v_ipitch_level;
cvar_t *v_iyaw_cycle;
cvar_t *v_iroll_cycle;
cvar_t *v_ipitch_cycle;
cvar_t *v_iyaw_level;
cvar_t *v_iroll_level;
cvar_t *v_ipitch_level;
cvar_t *v_idlescale;
cvar_t *v_idlescale;
cvar_t *v_contentblend;
cvar_t *v_contentblend;
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
extern int in_forward, in_forward2, in_back;
extern int in_forward, in_forward2, in_back;
frame_t *view_frame;
player_state_t *view_message;
frame_t *view_frame;
player_state_t *view_message;
void BuildGammaTable (float, float);
void BuildGammaTable (float, float);
/*
===============
@ -88,27 +88,28 @@ V_CalcRoll
===============
*/
float V_CalcRoll (vec3_t angles, vec3_t velocity)
float
V_CalcRoll (vec3_t angles, vec3_t velocity)
{
vec3_t forward, right, up;
float sign;
float side;
float value;
vec3_t forward, right, up;
float sign;
float side;
float value;
AngleVectors (angles, forward, right, up);
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
side = fabs (side);
value = cl_rollangle->value;
if (side < cl_rollspeed->value)
side = side * value / cl_rollspeed->value;
else
side = value;
return side*sign;
return side * sign;
}
@ -118,64 +119,69 @@ V_CalcBob
===============
*/
float V_CalcBob (void)
float
V_CalcBob (void)
{
static double bobtime;
static float bob;
float cycle;
static double bobtime;
static float bob;
float cycle;
if (cl.spectator)
return 0;
if (onground == -1)
return bob; // just use old value
return bob; // just use old value
bobtime += host_frametime;
cycle = bobtime - (int)(bobtime/cl_bobcycle->value)*cl_bobcycle->value;
cycle = bobtime - (int) (bobtime / cl_bobcycle->value) * cl_bobcycle->value;
cycle /= cl_bobcycle->value;
if (cycle < cl_bobup->value)
cycle = M_PI * cycle / cl_bobup->value;
else
cycle = M_PI + M_PI*(cycle-cl_bobup->value)/(1.0 - cl_bobup->value);
cycle =
M_PI + M_PI * (cycle - cl_bobup->value) / (1.0 - cl_bobup->value);
// bob is proportional to simulated velocity in the xy plane
// (don't count Z, or jumping messes it up)
bob = sqrt(cl.simvel[0]*cl.simvel[0] + cl.simvel[1]*cl.simvel[1]) * cl_bob->value;
bob = bob*0.3 + bob*0.7*sin(cycle);
bob =
sqrt (cl.simvel[0] * cl.simvel[0] +
cl.simvel[1] * cl.simvel[1]) * cl_bob->value;
bob = bob * 0.3 + bob * 0.7 * sin (cycle);
if (bob > 4)
bob = 4;
else if (bob < -7)
bob = -7;
return bob;
}
//=============================================================================
cvar_t *v_centermove;
cvar_t *v_centerspeed;
cvar_t *v_centermove;
cvar_t *v_centerspeed;
void V_StartPitchDrift (void)
void
V_StartPitchDrift (void)
{
#if 1
if (cl.laststop == cl.time)
{
return; // something else is keeping it from drifting
if (cl.laststop == cl.time) {
return; // something else is keeping it from
// drifting
}
#endif
if (cl.nodrift || !cl.pitchvel)
{
if (cl.nodrift || !cl.pitchvel) {
cl.pitchvel = v_centerspeed->value;
cl.nodrift = false;
cl.driftmove = 0;
}
}
void V_StopPitchDrift (void)
void
V_StopPitchDrift (void)
{
cl.laststop = cl.time;
cl.nodrift = true;
@ -195,58 +201,51 @@ Drifting is enabled when the center view key is hit, mlook is released and
lookspring is non 0, or when
===============
*/
void V_DriftPitch (void)
void
V_DriftPitch (void)
{
float delta, move;
float delta, move;
if (view_message->onground == -1 || cls.demoplayback )
{
if (view_message->onground == -1 || cls.demoplayback) {
cl.driftmove = 0;
cl.pitchvel = 0;
return;
}
// don't count small mouse motion
if (cl.nodrift)
{
if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd.forwardmove) < 200)
if (cl.nodrift) {
if (fabs
(cl.frames[(cls.netchan.outgoing_sequence - 1) & UPDATE_MASK].cmd.
forwardmove) < 200)
cl.driftmove = 0;
else
cl.driftmove += host_frametime;
if ( cl.driftmove > v_centermove->value)
{
if (cl.driftmove > v_centermove->value) {
V_StartPitchDrift ();
}
return;
}
delta = 0 - cl.viewangles[PITCH];
if (!delta)
{
if (!delta) {
cl.pitchvel = 0;
return;
}
move = host_frametime * cl.pitchvel;
cl.pitchvel += host_frametime * v_centerspeed->value;
//Con_Printf ("move: %f (%f)\n", move, host_frametime);
if (delta > 0)
{
if (move > delta)
{
if (delta > 0) {
if (move > delta) {
cl.pitchvel = 0;
move = delta;
}
cl.viewangles[PITCH] += move;
}
else if (delta < 0)
{
if (move > -delta)
{
} else if (delta < 0) {
if (move > -delta) {
cl.pitchvel = 0;
move = -delta;
}
@ -260,38 +259,39 @@ void V_DriftPitch (void)
PALETTE FLASHES
==============================================================================
*/
*/
cvar_t *gl_cshiftpercent;
cvar_t *gl_cshiftpercent;
cshift_t cshift_empty = { {130,80,50}, 0 };
cshift_t cshift_water = { {130,80,50}, 128 };
cshift_t cshift_slime = { {0,25,5}, 150 };
cshift_t cshift_lava = { {255,80,0}, 150 };
cshift_t cshift_empty = { {130, 80, 50}, 0 };
cshift_t cshift_water = { {130, 80, 50}, 128 };
cshift_t cshift_slime = { {0, 25, 5}, 150 };
cshift_t cshift_lava = { {255, 80, 0}, 150 };
cvar_t *brightness;
cvar_t *contrast;
cvar_t *brightness;
cvar_t *contrast;
byte gammatable[256]; // palette is sent through this
byte gammatable[256]; // palette is sent through this
/*
=================
V_CheckGamma
=================
*/
qboolean V_CheckGamma (void)
qboolean
V_CheckGamma (void)
{
static float oldbrightness;
static float oldcontrast;
if ((brightness->value == oldbrightness) && contrast->value == oldcontrast)
return false;
oldbrightness = brightness->value;
oldcontrast = contrast->value;
BuildGammaTable (brightness->value, contrast->value);
vid.recalc_refdef = 1; // force a surface cache flush
return true;
}
@ -302,27 +302,28 @@ qboolean V_CheckGamma (void)
V_ParseDamage
===============
*/
void V_ParseDamage (void)
void
V_ParseDamage (void)
{
int armor, blood;
vec3_t from;
int i;
vec3_t forward, right, up;
float side;
float count;
int armor, blood;
vec3_t from;
int i;
vec3_t forward, right, up;
float side;
float count;
armor = MSG_ReadByte ();
blood = MSG_ReadByte ();
for (i=0 ; i<3 ; i++)
for (i = 0; i < 3; i++)
from[i] = MSG_ReadCoord ();
count = blood*0.5 + armor*0.5;
count = blood * 0.5 + armor * 0.5;
if (count < 10)
count = 10;
cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
cl.cshifts[CSHIFT_DAMAGE].percent += 3 * count;
if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
@ -347,14 +348,14 @@ void V_ParseDamage (void)
//
VectorSubtract (from, cl.simorg, from);
VectorNormalize (from);
AngleVectors (cl.simangles, forward, right, up);
side = DotProduct (from, right);
v_dmg_roll = count*side*v_kickroll->value;
v_dmg_roll = count * side * v_kickroll->value;
side = DotProduct (from, forward);
v_dmg_pitch = count*side*v_kickpitch->value;
v_dmg_pitch = count * side * v_kickpitch->value;
v_dmg_time = v_kicktime->value;
}
@ -365,12 +366,13 @@ void V_ParseDamage (void)
V_cshift_f
==================
*/
void V_cshift_f (void)
void
V_cshift_f (void)
{
cshift_empty.destcolor[0] = atoi(Cmd_Argv(1));
cshift_empty.destcolor[1] = atoi(Cmd_Argv(2));
cshift_empty.destcolor[2] = atoi(Cmd_Argv(3));
cshift_empty.percent = atoi(Cmd_Argv(4));
cshift_empty.destcolor[0] = atoi (Cmd_Argv (1));
cshift_empty.destcolor[1] = atoi (Cmd_Argv (2));
cshift_empty.destcolor[2] = atoi (Cmd_Argv (3));
cshift_empty.percent = atoi (Cmd_Argv (4));
}
@ -381,7 +383,8 @@ V_BonusFlash_f
When you run over an item, the server sends this command
==================
*/
void V_BonusFlash_f (void)
void
V_BonusFlash_f (void)
{
cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
@ -396,7 +399,8 @@ V_SetContentsColor
Underwater, lava, etc each has a color shift
=============
*/
void V_SetContentsColor (int contents)
void
V_SetContentsColor (int contents)
{
if (!v_contentblend->int_val) {
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
@ -404,18 +408,18 @@ void V_SetContentsColor (int contents)
}
switch (contents) {
case CONTENTS_EMPTY:
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
break;
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
case CONTENTS_SOLID:
case CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
break;
default:
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
case CONTENTS_EMPTY:
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
break;
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
case CONTENTS_SOLID:
case CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
break;
default:
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
}
}
@ -424,9 +428,10 @@ void V_SetContentsColor (int contents)
V_CalcPowerupCshift
=============
*/
void V_CalcPowerupCshift (void)
void
V_CalcPowerupCshift (void)
{
if (cl.stats[STAT_ITEMS] & IT_QUAD) {
if (cl.stats[STAT_ITEMS] & IT_QUAD) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
@ -456,11 +461,12 @@ void V_CalcPowerupCshift (void)
VIEW RENDERING
==============================================================================
*/
*/
float angledelta (float a)
float
angledelta (float a)
{
a = anglemod(a);
a = anglemod (a);
if (a > 180)
a -= 360;
return a;
@ -471,48 +477,43 @@ float angledelta (float a)
CalcGunAngle
==================
*/
void CalcGunAngle (void)
{
float yaw, pitch, move;
void
CalcGunAngle (void)
{
float yaw, pitch, move;
static float oldyaw = 0;
static float oldpitch = 0;
yaw = r_refdef.viewangles[YAW];
pitch = -r_refdef.viewangles[PITCH];
yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
yaw = angledelta (yaw - r_refdef.viewangles[YAW]) * 0.4;
yaw = bound (-10, yaw, 10);
pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
pitch = angledelta (-pitch - r_refdef.viewangles[PITCH]) * 0.4;
pitch = bound (-10, pitch, 10);
move = host_frametime*20;
if (yaw > oldyaw)
{
move = host_frametime * 20;
if (yaw > oldyaw) {
if (oldyaw + move < yaw)
yaw = oldyaw + move;
}
else
{
} else {
if (oldyaw - move > yaw)
yaw = oldyaw - move;
}
if (pitch > oldpitch)
{
if (pitch > oldpitch) {
if (oldpitch + move < pitch)
pitch = oldpitch + move;
}
else
{
} else {
if (oldpitch - move > pitch)
pitch = oldpitch - move;
}
oldyaw = yaw;
oldpitch = pitch;
cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
cl.viewent.angles[PITCH] = -(r_refdef.viewangles[PITCH] + pitch);
}
/*
@ -520,7 +521,8 @@ void CalcGunAngle (void)
V_BoundOffsets
==============
*/
void V_BoundOffsets (void)
void
V_BoundOffsets (void)
{
// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall
@ -546,15 +548,28 @@ V_AddIdle
Idle swaying
==============
*/
void V_AddIdle (void)
void
V_AddIdle (void)
{
r_refdef.viewangles[ROLL] += v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value;
r_refdef.viewangles[PITCH] += v_idlescale->value * sin(cl.time*v_ipitch_cycle->value) * v_ipitch_level->value;
r_refdef.viewangles[YAW] += v_idlescale->value * sin(cl.time*v_iyaw_cycle->value) * v_iyaw_level->value;
r_refdef.viewangles[ROLL] +=
v_idlescale->value * sin (cl.time * v_iroll_cycle->value) *
v_iroll_level->value;
r_refdef.viewangles[PITCH] +=
v_idlescale->value * sin (cl.time * v_ipitch_cycle->value) *
v_ipitch_level->value;
r_refdef.viewangles[YAW] +=
v_idlescale->value * sin (cl.time * v_iyaw_cycle->value) *
v_iyaw_level->value;
cl.viewent.angles[ROLL] -= v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value;
cl.viewent.angles[PITCH] -= v_idlescale->value * sin(cl.time*v_ipitch_cycle->value) * v_ipitch_level->value;
cl.viewent.angles[YAW] -= v_idlescale->value * sin(cl.time*v_iyaw_cycle->value) * v_iyaw_level->value;
cl.viewent.angles[ROLL] -=
v_idlescale->value * sin (cl.time * v_iroll_cycle->value) *
v_iroll_level->value;
cl.viewent.angles[PITCH] -=
v_idlescale->value * sin (cl.time * v_ipitch_cycle->value) *
v_ipitch_level->value;
cl.viewent.angles[YAW] -=
v_idlescale->value * sin (cl.time * v_iyaw_cycle->value) *
v_iyaw_level->value;
}
@ -565,17 +580,19 @@ V_CalcViewRoll
Roll is induced by movement and damage
==============
*/
void V_CalcViewRoll (void)
void
V_CalcViewRoll (void)
{
float side;
float side;
side = V_CalcRoll (cl.simangles, cl.simvel);
r_refdef.viewangles[ROLL] += side;
if (v_dmg_time > 0)
{
r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime->value*v_dmg_roll;
r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime->value*v_dmg_pitch;
if (v_dmg_time > 0) {
r_refdef.viewangles[ROLL] +=
v_dmg_time / v_kicktime->value * v_dmg_roll;
r_refdef.viewangles[PITCH] +=
v_dmg_time / v_kicktime->value * v_dmg_pitch;
v_dmg_time -= host_frametime;
}
@ -588,10 +605,11 @@ V_CalcIntermissionRefdef
==================
*/
void V_CalcIntermissionRefdef (void)
void
V_CalcIntermissionRefdef (void)
{
entity_t *view;
float old;
entity_t *view;
float old;
// view is the weapon model
view = &cl.viewent;
@ -602,9 +620,9 @@ void V_CalcIntermissionRefdef (void)
// allways idle in intermission
old = v_idlescale->value;
Cvar_SetValue(v_idlescale, 1);
Cvar_SetValue (v_idlescale, 1);
V_AddIdle ();
Cvar_SetValue(v_idlescale, old);
Cvar_SetValue (v_idlescale, old);
}
/*
@ -613,14 +631,15 @@ V_CalcRefdef
==================
*/
void V_CalcRefdef (void)
void
V_CalcRefdef (void)
{
entity_t *view;
int i;
vec3_t forward, right, up;
float bob;
static float oldz = 0;
int zofs = 22;
entity_t *view;
int i;
vec3_t forward, right, up;
float bob;
static float oldz = 0;
int zofs = 22;
if (cl.stdver)
zofs = cl.stats[STAT_VIEWHEIGHT];
@ -631,7 +650,7 @@ void V_CalcRefdef (void)
view = &cl.viewent;
bob = V_CalcBob ();
// refresh position from simulated origin
VectorCopy (cl.simorg, r_refdef.vieworg);
@ -640,41 +659,40 @@ void V_CalcRefdef (void)
// never let it sit exactly on a node line, because a water plane can
// dissapear when viewed with the eye exactly on it.
// the server protocol only specifies to 1/8 pixel, so add 1/16 in each axis
r_refdef.vieworg[0] += 1.0/16;
r_refdef.vieworg[1] += 1.0/16;
r_refdef.vieworg[2] += 1.0/16;
r_refdef.vieworg[0] += 1.0 / 16;
r_refdef.vieworg[1] += 1.0 / 16;
r_refdef.vieworg[2] += 1.0 / 16;
VectorCopy (cl.simangles, r_refdef.viewangles);
V_CalcViewRoll ();
V_AddIdle ();
if (view_message->flags & PF_GIB)
r_refdef.vieworg[2] += 8; // gib view height
r_refdef.vieworg[2] += 8; // gib view height
else if (view_message->flags & PF_DEAD)
r_refdef.vieworg[2] -= 16; // corpse view height
r_refdef.vieworg[2] -= 16; // corpse view height
else
r_refdef.vieworg[2] += zofs; // view height
if (view_message->flags & PF_DEAD) // PF_GIB will also set PF_DEAD
if (view_message->flags & PF_DEAD) // PF_GIB will also set PF_DEAD
r_refdef.viewangles[ROLL] = 80; // dead view angle
// offsets
AngleVectors (cl.simangles, forward, right, up);
// set up gun position
VectorCopy (cl.simangles, view->angles);
CalcGunAngle ();
VectorCopy (cl.simorg, view->origin);
view->origin[2] += zofs;
for (i=0 ; i<3 ; i++)
{
view->origin[i] += forward[i]*bob*0.4;
// view->origin[i] += right[i]*bob*0.4;
// view->origin[i] += up[i]*bob*0.8;
for (i = 0; i < 3; i++) {
view->origin[i] += forward[i] * bob * 0.4;
// view->origin[i] += right[i]*bob*0.4;
// view->origin[i] += up[i]*bob*0.8;
}
view->origin[2] += bob;
@ -689,9 +707,9 @@ void V_CalcRefdef (void)
else if (scr_viewsize->int_val == 80)
view->origin[2] += 0.5;
if (view_message->flags & (PF_GIB|PF_DEAD) )
view->model = NULL;
else
if (view_message->flags & (PF_GIB | PF_DEAD))
view->model = NULL;
else
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = view_message->weaponframe;
view->colormap = vid.colormap;
@ -703,12 +721,11 @@ void V_CalcRefdef (void)
r_refdef.viewangles[PITCH] += cl.punchangle;
// smooth out stair step ups
if ( (view_message->onground != -1) && (cl.simorg[2] - oldz > 0) )
{
float steptime;
if ((view_message->onground != -1) && (cl.simorg[2] - oldz > 0)) {
float steptime;
steptime = host_frametime;
oldz += steptime * 80;
if (oldz > cl.simorg[2])
oldz = cl.simorg[2];
@ -716,8 +733,7 @@ void V_CalcRefdef (void)
oldz = cl.simorg[2] - 12;
r_refdef.vieworg[2] += oldz - cl.simorg[2];
view->origin[2] += oldz - cl.simorg[2];
}
else
} else
oldz = cl.simorg[2];
}
@ -726,9 +742,10 @@ void V_CalcRefdef (void)
DropPunchAngle
=============
*/
void DropPunchAngle (void)
void
DropPunchAngle (void)
{
cl.punchangle -= 10*host_frametime;
cl.punchangle -= 10 * host_frametime;
if (cl.punchangle < 0)
cl.punchangle = 0;
}
@ -743,11 +760,12 @@ the entity origin, so any view position inside that will be valid
*/
extern vrect_t scr_vrect;
void V_RenderView (void)
void
V_RenderView (void)
{
// if (cl.simangles[ROLL])
// Sys_Error ("cl.simangles[ROLL]"); // DEBUG
cl.simangles[ROLL] = 0; // FIXME @@@
// if (cl.simangles[ROLL])
// Sys_Error ("cl.simangles[ROLL]"); // DEBUG
cl.simangles[ROLL] = 0; // FIXME @@@
if (cls.state != ca_active)
return;
@ -756,12 +774,9 @@ void V_RenderView (void)
view_message = &view_frame->playerstate[cl.playernum];
DropPunchAngle ();
if (cl.intermission)
{ // intermission / finale rendering
V_CalcIntermissionRefdef ();
}
else
{
if (cl.intermission) { // intermission / finale rendering
V_CalcIntermissionRefdef ();
} else {
V_CalcRefdef ();
}
@ -777,44 +792,46 @@ void V_RenderView (void)
V_Init
=============
*/
void V_Init (void)
void
V_Init (void)
{
Cmd_AddCommand ("v_cshift", V_cshift_f);
Cmd_AddCommand ("v_cshift", V_cshift_f);
Cmd_AddCommand ("bf", V_BonusFlash_f);
Cmd_AddCommand ("centerview", V_StartPitchDrift);
BuildGammaTable (1.0, 1.0); // no gamma yet
BuildGammaTable (1.0, 1.0); // no gamma yet
}
void V_Init_Cvars (void)
void
V_Init_Cvars (void)
{
v_centermove = Cvar_Get("v_centermove", "0.15", CVAR_NONE, "None");
v_centerspeed = Cvar_Get("v_centerspeed", "500", CVAR_NONE, "None");
v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, "None");
v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, "None");
v_iyaw_cycle = Cvar_Get("v_iyaw_cycle", "2", CVAR_NONE, "None");
v_iroll_cycle = Cvar_Get("v_iroll_cycle", "0.5", CVAR_NONE, "None");
v_ipitch_cycle = Cvar_Get("v_ipitch_cycle", "1", CVAR_NONE, "None");
v_iyaw_level = Cvar_Get("v_iyaw_level", "0.3", CVAR_NONE, "None");
v_iroll_level = Cvar_Get("v_iroll_level", "0.1", CVAR_NONE, "None");
v_ipitch_level = Cvar_Get("v_ipitch_level", "0.3", CVAR_NONE, "None");
v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, "None");
v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, "None");
v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, "None");
v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, "None");
v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, "None");
v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, "None");
v_contentblend = Cvar_Get("v_contentblend", "1", CVAR_NONE, "None");
v_contentblend = Cvar_Get ("v_contentblend", "1", CVAR_NONE, "None");
v_idlescale = Cvar_Get("v_idlescale", "0", CVAR_NONE, "None");
v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, "None");
cl_rollspeed = Cvar_Get("cl_rollspeed", "200", CVAR_NONE, "None");
cl_rollangle = Cvar_Get("cl_rollangle", "2.0", CVAR_NONE, "None");
cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, "None");
cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, "None");
cl_bob = Cvar_Get("cl_bob", "0.02", CVAR_NONE, "None");
cl_bobcycle = Cvar_Get("cl_bobcycle", "0.6", CVAR_NONE, "None");
cl_bobup = Cvar_Get("cl_bobup", "0.5", CVAR_NONE, "None");
cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, "None");
cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, "None");
cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, "None");
v_kicktime = Cvar_Get("v_kicktime", "0.5", CVAR_NONE, "None");
v_kickroll = Cvar_Get("v_kickroll", "0.6", CVAR_NONE, "None");
v_kickpitch = Cvar_Get("v_kickpitch", "0.6", CVAR_NONE, "None");
v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, "None");
v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, "None");
v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, "None");
gl_cshiftpercent = Cvar_Get("gl_cshiftpercent", "100", CVAR_NONE, "None");
gl_cshiftpercent = Cvar_Get ("gl_cshiftpercent", "100", CVAR_NONE, "None");
brightness = Cvar_Get("brightness", "1", CVAR_ARCHIVE, "None");
contrast = Cvar_Get("contrast", "1", CVAR_ARCHIVE, "None");
brightness = Cvar_Get ("brightness", "1", CVAR_ARCHIVE, "None");
contrast = Cvar_Get ("contrast", "1", CVAR_ARCHIVE, "None");
}