/* cl_view.c player eye positioning Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #include "QF/cmd.h" #include "QF/cvar.h" #include "QF/msg.h" #include "QF/screen.h" #include "QF/plugin/vid_render.h" #include "QF/scene/entity.h" #include "QF/scene/transform.h" #include "QF/simd/vec4f.h" #include "compat.h" #include "client/chase.h" #include "client/entities.h" #include "client/hud.h" #include "client/input.h" #include "client/view.h" #include "client/world.h" /* The view is allowed to move slightly from it's true position for bobbing, but if it exceeds 8 pixels linear distance (spherical, not box), the list of entities sent from the server may not include everything in the pvs, especially when crossing a water boudnary. */ cvar_t *scr_ofsx; cvar_t *scr_ofsy; cvar_t *scr_ofsz; cvar_t *cl_rollspeed; cvar_t *cl_rollangle; cvar_t *cl_bob; cvar_t *cl_bobcycle; cvar_t *cl_bobup; cvar_t *v_centermove; cvar_t *v_centerspeed; cvar_t *v_kicktime; cvar_t *v_kickroll; cvar_t *v_kickpitch; cvar_t *cl_cshift_bonus; cvar_t *cl_cshift_contents; cvar_t *cl_cshift_damage; cvar_t *cl_cshift_powerup; 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; float v_dmg_time, v_dmg_roll, v_dmg_pitch; vec4f_t v_idle_yaw; vec4f_t v_idle_roll; vec4f_t v_idle_pitch; static cshift_t cshift_empty = { {130, 80, 50}, 0}; static cshift_t cshift_water = { {130, 80, 50}, 128}; static cshift_t cshift_slime = { { 0, 25, 5}, 150}; static cshift_t cshift_lava = { {255, 80, 0}, 150}; static cshift_t cshift_bonus = { {215, 186, 60}, 50}; static cshift_t armor_blood[] = { { {255, 0, 0} }, // blood { {220, 50, 50} }, // armor + blood { {200, 100, 100} }, // armor > blood need two for logic { {200, 100, 100} }, // armor > blood need two for logic }; static cshift_t powerup[] = { { { 0, 0, 0}, 0}, { {100, 100, 100}, 100}, // IT_INVISIBILITY { {255, 255, 0}, 30}, // IT_INVULNERABILITY { {255, 255, 0}, 30}, // IT_INVULNERABILITY { { 0, 255, 0}, 20}, // IT_SUIT { { 0, 255, 0}, 20}, // IT_SUIT { { 0, 255, 0}, 20}, // IT_SUIT { { 0, 255, 0}, 20}, // IT_SUIT { { 0, 0, 255}, 30}, // IT_QUAD { { 0, 0, 255}, 30}, // IT_QUAD { {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD { {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD { {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD { {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD { {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD { {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD }; #define sqr(x) ((x) * (x)) float V_CalcRoll (const vec3_t angles, vec4f_t velocity) { float side, sign, value; vec3_t forward, right, up; AngleVectors (angles, forward, right, up); side = DotProduct (velocity, right); sign = side < 0 ? -1 : 1; side = fabs (side); value = cl_rollangle->value; if (side < cl_rollspeed->value) side = side * value / cl_rollspeed->value; else side = value; return side * sign; } static float V_CalcBob (viewstate_t *vs) { vec4f_t velocity = vs->velocity; float cycle; static double bobtime; static float bob; if (!vs->bob_enabled) return 0; if (vs->onground == -1) return bob; // just use old value bobtime += vs->frametime; cycle = bobtime - (int) (bobtime / cl_bobcycle->value) * cl_bobcycle->value; cycle /= cl_bobcycle->value; if (cycle < cl_bobup->value) cycle = cycle / cl_bobup->value; else cycle = 1 + (cycle - cl_bobup->value) / (1.0 - cl_bobup->value); // bob is proportional to velocity in the xy plane // (don't count Z, or jumping messes it up) velocity[2] = 0; bob = sqrt (dotf (velocity, velocity)[0]) * cl_bob->value; bob = bob * 0.3 + bob * 0.7 * sin (cycle * M_PI); if (bob > 4) bob = 4; else if (bob < -7) bob = -7; return bob; } void V_StartPitchDrift (viewstate_t *vs) { if (vs->laststop == vs->time) { return; // something else is keeping it from drifting } if (vs->nodrift || !vs->pitchvel) { vs->pitchvel = v_centerspeed->value; vs->nodrift = false; vs->driftmove = 0; } } static void V_StartPitchDrift_f (void *data) { V_StartPitchDrift (data); } void V_StopPitchDrift (viewstate_t *vs) { vs->laststop = vs->time; vs->nodrift = true; vs->pitchvel = 0; } /* V_DriftPitch Moves the client pitch angle towards vs->idealpitch sent by the server. If the user is adjusting pitch manually, either with lookup/lookdown, mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped. Drifting is enabled when the center view key is hit, mlook is released and lookspring is non 0, or when */ static void V_DriftPitch (viewstate_t *vs) { float delta, move; float forwardmove = vs->movecmd[0]; if (noclip_anglehack || vs->onground == -1 || !vs->drift_enabled) { vs->driftmove = 0; vs->pitchvel = 0; return; } // don't count small mouse motion if (vs->nodrift) { if (fabs (forwardmove) < cl_forwardspeed->value) vs->driftmove = 0; else vs->driftmove += vs->frametime; if (vs->driftmove > v_centermove->value) { V_StartPitchDrift (vs); } return; } delta = vs->idealpitch - vs->player_angles[PITCH]; if (!delta) { vs->pitchvel = 0; return; } move = vs->frametime * vs->pitchvel; vs->pitchvel += vs->frametime * v_centerspeed->value; if (delta > 0) { if (move > delta) { vs->pitchvel = 0; move = delta; } vs->player_angles[PITCH] += move; } else if (delta < 0) { if (move > -delta) { vs->pitchvel = 0; move = -delta; } vs->player_angles[PITCH] -= move; } } /* PALETTE FLASHES */ void V_ParseDamage (qmsg_t *net_message, viewstate_t *vs) { float count, side; int armor, blood; vec4f_t origin = vs->player_origin; vec_t *angles = vs->player_angles; vec3_t from, forward, right, up; armor = MSG_ReadByte (net_message); blood = MSG_ReadByte (net_message); MSG_ReadCoordV (net_message, from); count = blood * 0.5 + armor * 0.5; if (count < 10) count = 10; if (cl_cshift_damage->int_val || (vs->force_cshifts & INFO_CSHIFT_DAMAGE)) { cshift_t *cshift = &vs->cshifts[CSHIFT_DAMAGE]; int percent = cshift->percent; *cshift = armor_blood[(2 * (armor > blood)) + (armor > 0)]; cshift->percent = percent + 3 * count; cshift->percent = bound (0, cshift->percent, 150); cshift->initialpct = cshift->percent; cshift->time = vs->time; } // calculate view angle kicks VectorSubtract (from, origin, from); VectorNormalize (from); AngleVectors (angles, forward, right, up); side = DotProduct (from, right); v_dmg_roll = count * side * v_kickroll->value; side = DotProduct (from, forward); v_dmg_pitch = count * side * v_kickpitch->value; v_dmg_time = v_kicktime->value; } static 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)); } /* V_BonusFlash_f When you run over an item, the server sends this command */ static void V_BonusFlash_f (void *data) { viewstate_t *vs = data; if (!cl_cshift_bonus->int_val && !(vs->force_cshifts & INFO_CSHIFT_BONUS)) return; vs->cshifts[CSHIFT_BONUS] = cshift_bonus; vs->cshifts[CSHIFT_BONUS].initialpct = vs->cshifts[CSHIFT_BONUS].percent; vs->cshifts[CSHIFT_BONUS].time = vs->time; } /* V_SetContentsColor Underwater, lava, etc each has a color shift */ void V_SetContentsColor (viewstate_t *vs, int contents) { if (!cl_cshift_contents->int_val && !(vs->force_cshifts & INFO_CSHIFT_CONTENTS)) { vs->cshifts[CSHIFT_CONTENTS] = cshift_empty; return; } switch (contents) { case CONTENTS_EMPTY: vs->cshifts[CSHIFT_CONTENTS] = cshift_empty; break; case CONTENTS_LAVA: vs->cshifts[CSHIFT_CONTENTS] = cshift_lava; break; case CONTENTS_SOLID: case CONTENTS_SLIME: vs->cshifts[CSHIFT_CONTENTS] = cshift_slime; break; default: vs->cshifts[CSHIFT_CONTENTS] = cshift_water; } } static void V_CalcPowerupCshift (viewstate_t *vs) { vs->cshifts[CSHIFT_POWERUP] = powerup[vs->powerup_index]; } /* V_CalcBlend LordHavoc made this a real, true alpha blend. Cleaned it up a bit, but otherwise this is his code. --KB */ static void V_CalcBlend (viewstate_t *vs) { float a2, a3; float r = 0, g = 0, b = 0, a = 0; int i; for (i = 0; i < NUM_CSHIFTS; i++) { a2 = vs->cshifts[i].percent / 255.0; if (!a2) continue; a2 = min (a2, 1.0); r += (vs->cshifts[i].destcolor[0] - r) * a2; g += (vs->cshifts[i].destcolor[1] - g) * a2; b += (vs->cshifts[i].destcolor[2] - b) * a2; a3 = (1.0 - a) * (1.0 - a2); a = 1.0 - a3; } // LordHavoc: saturate color if (a) { a2 = 1.0 / a; r *= a2; g *= a2; b *= a2; } vs->cshift_color[0] = min (r, 255.0) / 255.0; vs->cshift_color[1] = min (g, 255.0) / 255.0; vs->cshift_color[2] = min (b, 255.0) / 255.0; vs->cshift_color[3] = bound (0.0, a, 1.0); } static void V_DropCShift (cshift_t *cs, double time, float droprate) { if (cs->time < 0) { cs->percent = 0; } else { cs->percent = cs->initialpct - (time - cs->time) * droprate; if (cs->percent <= 0) { cs->percent = 0; cs->time = -1; } } } void V_PrepBlend (viewstate_t *vs) { int i, j; if (cl_cshift_powerup->int_val || (vs->force_cshifts & INFO_CSHIFT_POWERUP)) V_CalcPowerupCshift (vs); qboolean cshift_changed = false; for (i = 0; i < NUM_CSHIFTS; i++) { if (vs->cshifts[i].percent != vs->prev_cshifts[i].percent) { cshift_changed = true; vs->prev_cshifts[i].percent = vs->cshifts[i].percent; } for (j = 0; j < 3; j++) { if (vs->cshifts[i].destcolor[j] != vs->prev_cshifts[i].destcolor[j]) { cshift_changed = true; vs->prev_cshifts[i].destcolor[j] = vs->cshifts[i].destcolor[j]; } } } // drop the damage value V_DropCShift (&vs->cshifts[CSHIFT_DAMAGE], vs->time, 150); // drop the bonus value V_DropCShift (&vs->cshifts[CSHIFT_BONUS], vs->time, 100); if (!cshift_changed) return; V_CalcBlend (vs); } /* VIEW RENDERING */ static void CalcGunAngle (viewstate_t *vs) { vec4f_t rotation = Transform_GetWorldRotation (vs->camera_transform); //FIXME make child of camera Transform_SetWorldRotation (vs->weapon_entity->transform, rotation); } static void V_BoundOffsets (viewstate_t *vs) { vec4f_t offset = Transform_GetWorldPosition (vs->camera_transform); offset -= vs->player_origin; // absolutely bound refresh reletive to entity clipping hull // so the view can never be inside a solid wall offset[0] = bound (-14, offset[0], 14); offset[1] = bound (-14, offset[1], 14); offset[2] = bound (-22, offset[2], 30); Transform_SetWorldPosition (vs->camera_transform, vs->player_origin + offset); } static vec4f_t idle_quat (vec4f_t axis, cvar_t *cycle, cvar_t *level, double time) { vec4f_t identity = { 0, 0, 0, 1 }; if (!level || !cycle) { return identity; } float scale = sin (time * cycle->value); float ang = scale * level->value * v_idlescale->value; float c = cos (ang * M_PI / 360); float s = sin (ang * M_PI / 360); return axis * s + identity * c; } /* V_AddIdle Idle swaying */ static void V_AddIdle (viewstate_t *vs) { vec4f_t roll = idle_quat ((vec4f_t) { 1, 0, 0, 0}, v_iroll_cycle, v_iroll_level, vs->time); vec4f_t pitch = idle_quat ((vec4f_t) { 0, 1, 0, 0}, v_ipitch_cycle, v_ipitch_level, vs->time); vec4f_t yaw = idle_quat ((vec4f_t) { 0, 0, 1, 0}, v_iyaw_cycle, v_iyaw_level, vs->time); vec4f_t rot = normalf (qmulf (yaw, qmulf (pitch, roll))); // rotate the view vec4f_t rotation = Transform_GetWorldRotation (vs->camera_transform); Transform_SetWorldRotation (vs->camera_transform, qmulf (rot, rotation)); // counter-rotate the weapon rot = qmulf (qconjf (rot), Transform_GetWorldRotation (vs->weapon_entity->transform)); Transform_SetWorldRotation (vs->weapon_entity->transform, rot); } /* V_CalcViewRoll Roll is induced by movement and damage */ static void V_CalcViewRoll (viewstate_t *vs) { vec_t *angles = vs->player_angles; vec4f_t velocity = vs->velocity; vec3_t ang = { }; ang[ROLL] = V_CalcRoll (angles, velocity); if (v_dmg_time > 0) { ang[ROLL] += v_dmg_time / v_kicktime->value * v_dmg_roll; ang[PITCH] += v_dmg_time / v_kicktime->value * v_dmg_pitch; v_dmg_time -= vs->frametime; } if (vs->flags & VF_DEAD) { // VF_GIB will also set VF_DEAD ang[ROLL] = 80; // dead view angle } vec4f_t rot; AngleQuat (ang, (vec_t*)&rot);//FIXME vec4f_t rotation = Transform_GetWorldRotation (vs->camera_transform); Transform_SetWorldRotation (vs->camera_transform, qmulf (rotation, rot)); } static void V_CalcIntermissionRefdef (viewstate_t *vs) { // vs->player_entity is the player model (visible when out of body) entity_t *ent = vs->player_entity; entity_t *view; float old; vec4f_t origin = Transform_GetWorldPosition (ent->transform); vec4f_t rotation = Transform_GetWorldRotation (ent->transform); // view is the weapon model (visible only from inside body) view = vs->weapon_entity; Transform_SetWorldPosition (vs->camera_transform, origin); Transform_SetWorldRotation (vs->camera_transform, rotation); view->renderer.model = NULL; // always idle in intermission old = v_idlescale->value; Cvar_SetValue (v_idlescale, 1); V_AddIdle (vs); Cvar_SetValue (v_idlescale, old); } static void V_CalcRefdef (viewstate_t *vs) { // view is the weapon model (visible only from inside body) entity_t *view = vs->weapon_entity; float bob; static float oldz = 0; vec4f_t forward = {}, right = {}, up = {}; vec4f_t origin = vs->player_origin; vec_t *viewangles = vs->player_angles; V_DriftPitch (vs); bob = V_CalcBob (vs); // refresh position origin[2] += vs->height + bob; // never let it sit exactly on a node line, because a water plane can // disappear when viewed with the eye exactly on it. // server protocol specifies to only 1/8 pixel, so add 1/16 in each axis origin += (vec4f_t) { 1.0/16, 1.0/16, 1.0/16, 0}; vec4f_t rotation; AngleQuat (vs->player_angles, (vec_t*)&rotation);//FIXME Transform_SetWorldRotation (vs->camera_transform, rotation); V_CalcViewRoll (vs); V_AddIdle (vs); // offsets //FIXME semi-duplicates AngleQuat (also, vec3_t vs vec4f_t) AngleVectors (viewangles, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up);//FIXME // don't allow cheats in multiplayer // FIXME check for dead if (vs->voffs_enabled) { origin += scr_ofsx->value * forward + scr_ofsy->value * right + scr_ofsz->value * up; } V_BoundOffsets (vs); // set up gun position vec4f_t gun_origin = vs->player_origin; CalcGunAngle (vs); gun_origin += (vec4f_t) { 0, 0, vs->height, 0 }; gun_origin += forward * bob * 0.4f + (vec4f_t) { 0, 0, bob, 0 }; // fudge position around to keep amount of weapon visible // roughly equal with different FOV if (hud_sbar->int_val == 0 && r_data->scr_viewsize->int_val >= 100) { ; } else if (r_data->scr_viewsize->int_val == 110) { gun_origin += (vec4f_t) { 0, 0, 1, 0}; } else if (r_data->scr_viewsize->int_val == 100) { gun_origin += (vec4f_t) { 0, 0, 2, 0}; } else if (r_data->scr_viewsize->int_val == 90) { gun_origin += (vec4f_t) { 0, 0, 1, 0}; } else if (r_data->scr_viewsize->int_val == 80) { gun_origin += (vec4f_t) { 0, 0, 0.5, 0}; } model_t *model = vs->weapon_model; if (vs->flags & (VF_GIB | VF_DEAD)) { model = NULL; } if (view->renderer.model != model) { view->animation.pose2 = -1; } view->renderer.model = model; view->animation.frame = vs->weaponframe; view->renderer.skin = 0; // set up the refresh position Transform_SetWorldRotation (vs->camera_transform, qmulf (vs->punchangle, rotation)); // smooth out stair step ups if ((vs->onground != -1) && (gun_origin[2] - oldz > 0)) { float steptime; steptime = vs->frametime; oldz += steptime * 80; if (oldz > gun_origin[2]) oldz = gun_origin[2]; if (gun_origin[2] - oldz > 12) oldz = gun_origin[2] - 12; origin[2] += oldz - gun_origin[2]; gun_origin[2] += oldz - gun_origin[2]; } else { oldz = gun_origin[2]; } Transform_SetWorldPosition (vs->camera_transform, origin); { // FIXME sort out the alias model specific negation vec3_t ang = {-viewangles[0], viewangles[1], viewangles[2]}; CL_TransformEntity (view, 1, ang, gun_origin); } } static void DropPunchAngle (viewstate_t *vs) { vec4f_t punch = vs->punchangle; float ps = magnitude3f (punch)[0]; if (ps < 1e-3) { // < 0.2 degree rotation, not worth worrying about //ensure the quaternion is normalized vs->punchangle = (vec4f_t) { 0, 0, 0, 1 }; return; } float pc = punch[3]; float ds = 0.0871557427 * vs->frametime; float dc = sqrt (1 - ds * ds); float s = ps * dc - pc * ds; float c = pc * dc + ps * ds; if (s <= 0 || c >= 1) { vs->punchangle = (vec4f_t) { 0, 0, 0, 1 }; } else { punch *= s / ps; punch[3] = c; } } /* V_RenderView The player's clipping box goes from (-16 -16 -24) to (16 16 32) from the entity origin, so any view position inside that will be valid */ void V_RenderView (viewstate_t *vs) { if (!vs->active) { vec4f_t base = { 0, 0, 0, 1 }; Transform_SetWorldPosition (vs->camera_transform, base); Transform_SetWorldRotation (vs->camera_transform, base); return; } if (vs->decay_punchangle) { DropPunchAngle (vs); } if (vs->intermission) { // intermission / finale rendering V_CalcIntermissionRefdef (vs); } else { if (vs->chase && chase_active->int_val) { Chase_Update (vs->chasestate); } else { V_CalcRefdef (vs); } } } void V_Init (viewstate_t *viewstate) { Cmd_AddDataCommand ("bf", V_BonusFlash_f, viewstate, "Background flash, used when you pick up an item"); Cmd_AddDataCommand ("centerview", V_StartPitchDrift_f, viewstate, "Centers the player's " "view ahead after +lookup or +lookdown\n" "Will not work while mlook is active or freelook is 1."); Cmd_AddCommand ("v_cshift", V_cshift_f, "This adjusts all of the colors " "currently being displayed.\n" "Used when you are underwater, hit, have the Ring of " "Shadows, or Quad Damage. (v_cshift r g b intensity)"); viewstate->camera_transform = Transform_New (cl_world.scene, 0); } void V_Init_Cvars (void) { v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, NULL, "How far the player must move forward before the " "view re-centers"); v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, NULL, "How quickly you return to a center view after " "a lookup or lookdown"); v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, NULL, "How far you tilt right and left when " "v_idlescale is enabled"); v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, NULL, "How quickly you tilt right and left when " "v_idlescale is enabled"); v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, NULL, "How quickly you lean forwards and backwards " "when v_idlescale is enabled"); v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, NULL, "How far you tilt right and left when " "v_idlescale is enabled"); v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, NULL, "How far you tilt right and left when " "v_idlescale is enabled"); v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, NULL, "How far you lean forwards and backwards when " "v_idlescale is enabled"); v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, NULL, "Toggles whether the view remains idle"); scr_ofsx = Cvar_Get ("scr_ofsx", "0", CVAR_NONE, NULL, "None"); scr_ofsy = Cvar_Get ("scr_ofsy", "0", CVAR_NONE, NULL, "None"); scr_ofsz = Cvar_Get ("scr_ofsz", "0", CVAR_NONE, NULL, "None"); cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, NULL, "How quickly you straighten out after strafing"); cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, NULL, "How much your screen tilts when strafing"); cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, NULL, "How much your weapon moves up and down when walking"); cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, NULL, "How quickly your weapon moves up and down when " "walking"); cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, NULL, "How long your weapon stays up before cycling when " "walking"); v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, NULL, "How long the kick from an attack lasts"); v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, NULL, "How much you lean when hit"); v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, NULL, "How much you look up when hit"); cl_cshift_bonus = Cvar_Get ("cl_cshift_bonus", "1", CVAR_ARCHIVE, NULL, "Show bonus flash on item pickup"); cl_cshift_contents = Cvar_Get ("cl_cshift_content", "1", CVAR_ARCHIVE, NULL, "Shift view colors for contents " "(water, slime, etc)"); cl_cshift_damage = Cvar_Get ("cl_cshift_damage", "1", CVAR_ARCHIVE, NULL, "Shift view colors on damage"); cl_cshift_powerup = Cvar_Get ("cl_cshift_powerup", "1", CVAR_ARCHIVE, NULL, "Shift view colors for powerups"); }