mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-10 14:42:06 +00:00
crosshair 2 now works in UQ, as does crosshaircolor
This commit is contained in:
parent
7882224e29
commit
590b4c1c58
5 changed files with 28 additions and 21 deletions
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@ -268,7 +268,6 @@ void Draw_Pixel(int x, int y, byte color)
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}
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}
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}
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}
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#ifdef QUAKEWORLD
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void Draw_Crosshair(void)
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void Draw_Crosshair(void)
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{
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{
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int x, y;
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int x, y;
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@ -293,7 +292,6 @@ void Draw_Crosshair(void)
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scr_vrect.y + scr_vrect.height/2-4 + cl_crossy.value,
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scr_vrect.y + scr_vrect.height/2-4 + cl_crossy.value,
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'+');
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'+');
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}
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}
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#endif
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/*
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/*
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================
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================
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@ -536,7 +536,6 @@ void Draw_Alt_String (int x, int y, char *str)
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}
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}
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}
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}
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#ifdef QUAKEWORLD
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void Draw_Crosshair(void)
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void Draw_Crosshair(void)
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{
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{
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int x, y;
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int x, y;
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@ -569,7 +568,6 @@ void Draw_Crosshair(void)
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scr_vrect.y + scr_vrect.height/2-4 + cl_crossy.value,
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scr_vrect.y + scr_vrect.height/2-4 + cl_crossy.value,
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'+');
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'+');
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}
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}
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#endif
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/*
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/*
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@ -900,7 +900,8 @@ void SCR_UpdateScreen (void)
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else
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else
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{
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{
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if (crosshair.value)
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if (crosshair.value)
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Draw_Character (scr_vrect.x + scr_vrect.width/2, scr_vrect.y + scr_vrect.height/2, '+');
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Draw_Crosshair();
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// Draw_Character (scr_vrect.x + scr_vrect.width/2, scr_vrect.y + scr_vrect.height/2, '+');
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SCR_DrawRam ();
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SCR_DrawRam ();
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SCR_DrawNet ();
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SCR_DrawNet ();
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@ -31,12 +31,12 @@ when crossing a water boudnary.
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*/
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*/
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cvar_t lcd_x = {"lcd_x","0"};
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cvar_t lcd_x = {"lcd_x", "0"}; // FIXME: make this work sometime...
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cvar_t lcd_yaw = {"lcd_yaw","0"};
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cvar_t lcd_yaw = {"lcd_yaw", "0"};
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cvar_t scr_ofsx = {"scr_ofsx","0", false};
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cvar_t scr_ofsx = {"scr_ofsx", "0", false};
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cvar_t scr_ofsy = {"scr_ofsy","0", false};
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cvar_t scr_ofsy = {"scr_ofsy", "0", false};
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cvar_t scr_ofsz = {"scr_ofsz","0", false};
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cvar_t scr_ofsz = {"scr_ofsz", "0", false};
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cvar_t cl_rollspeed = {"cl_rollspeed", "200"};
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cvar_t cl_rollspeed = {"cl_rollspeed", "200"};
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cvar_t cl_rollangle = {"cl_rollangle", "2.0"};
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cvar_t cl_rollangle = {"cl_rollangle", "2.0"};
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@ -59,10 +59,14 @@ cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", false};
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cvar_t v_idlescale = {"v_idlescale", "0", false};
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cvar_t v_idlescale = {"v_idlescale", "0", false};
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cvar_t crosshair = {"crosshair", "0", true};
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cvar_t crosshair = {"crosshair", "0", true};
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cvar_t cl_crossx = {"cl_crossx", "0", false};
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cvar_t crosshaircolor = {"crosshaircolor", "79", true};
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cvar_t cl_crossy = {"cl_crossy", "0", false};
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cvar_t cl_crossx = {"cl_crossx", "0", true};
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cvar_t cl_crossy = {"cl_crossy", "0", true};
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#ifdef GLQUAKE
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cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
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cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
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#endif
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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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@ -73,13 +77,11 @@ extern int in_forward, in_forward2, in_back;
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===============
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===============
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V_CalcRoll
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V_CalcRoll
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Used by view and sv_user
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===============
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===============
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*/
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*/
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vec3_t forward, right, up;
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float V_CalcRoll (vec3_t angles, vec3_t velocity)
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float V_CalcRoll (vec3_t angles, vec3_t velocity)
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{
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{
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vec3_t forward, right, up;
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float sign;
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float sign;
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float side;
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float side;
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float value;
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float value;
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@ -90,8 +92,6 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity)
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side = fabs(side);
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side = fabs(side);
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value = cl_rollangle.value;
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value = cl_rollangle.value;
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// if (cl.inwater)
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// value *= 6;
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if (side < cl_rollspeed.value)
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if (side < cl_rollspeed.value)
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side = side * value / cl_rollspeed.value;
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side = side * value / cl_rollspeed.value;
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@ -125,7 +125,6 @@ float V_CalcBob (void)
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// (don't count Z, or jumping messes it up)
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// (don't count Z, or jumping messes it up)
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bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
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bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
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//Con_Printf ("speed: %5.1f\n", Length(cl.velocity));
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bob = bob*0.3 + bob*0.7*sin(cycle);
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bob = bob*0.3 + bob*0.7*sin(cycle);
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if (bob > 4)
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if (bob > 4)
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bob = 4;
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bob = 4;
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@ -260,6 +259,7 @@ cvar_t v_gamma = {"gamma", "1", true};
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byte gammatable[256]; // palette is sent through this
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byte gammatable[256]; // palette is sent through this
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#ifdef GLQUAKE
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#ifdef GLQUAKE
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byte ramps[3][256];
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byte ramps[3][256];
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float v_blend[4]; // rgba 0.0 - 1.0
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float v_blend[4]; // rgba 0.0 - 1.0
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@ -1017,6 +1017,7 @@ void V_RenderView (void)
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R_PushDlights ();
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R_PushDlights ();
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#if 0
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if (lcd_x.value)
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if (lcd_x.value)
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{
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{
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//
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//
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@ -1052,11 +1053,17 @@ void V_RenderView (void)
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{
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{
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R_RenderView ();
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R_RenderView ();
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}
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}
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#endif
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R_RenderView ();
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#ifndef GLQUAKE
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#ifndef GLQUAKE
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if (crosshair.value)
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if (crosshair.value)
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#ifdef OLD_CROSSHAIR
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Draw_Character (scr_vrect.x + scr_vrect.width/2 + cl_crossx.value,
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Draw_Character (scr_vrect.x + scr_vrect.width/2 + cl_crossx.value,
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scr_vrect.y + scr_vrect.height/2 + cl_crossy.value, '+');
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scr_vrect.y + scr_vrect.height/2 + cl_crossy.value, '+');
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#else
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Draw_Crosshair();
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#endif
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#endif
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#endif
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}
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}
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@ -1088,10 +1095,13 @@ void V_Init (void)
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Cvar_RegisterVariable (&v_ipitch_level);
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Cvar_RegisterVariable (&v_ipitch_level);
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Cvar_RegisterVariable (&v_idlescale);
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Cvar_RegisterVariable (&v_idlescale);
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Cvar_RegisterVariable (&crosshaircolor);
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Cvar_RegisterVariable (&crosshair);
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Cvar_RegisterVariable (&crosshair);
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Cvar_RegisterVariable (&cl_crossx);
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Cvar_RegisterVariable (&cl_crossx);
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Cvar_RegisterVariable (&cl_crossy);
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Cvar_RegisterVariable (&cl_crossy);
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#ifdef GLQUAKE
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Cvar_RegisterVariable (&gl_cshiftpercent);
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Cvar_RegisterVariable (&gl_cshiftpercent);
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#endif
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Cvar_RegisterVariable (&scr_ofsx);
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Cvar_RegisterVariable (&scr_ofsx);
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Cvar_RegisterVariable (&scr_ofsy);
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Cvar_RegisterVariable (&scr_ofsy);
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