// view.c -- player eye positioning

#include "quakedef.h"
#include "r_local.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 = { "scr_ofsx", "0", false };
cvar_t scr_ofsy = { "scr_ofsy", "0", false };
cvar_t scr_ofsz = { "scr_ofsz", "0", false };

cvar_t cl_rollspeed = { "cl_rollspeed", "200" };
cvar_t cl_rollangle = { "cl_rollangle", "2.0" };

cvar_t cl_bob = { "cl_bob", "0.02", false };
cvar_t cl_bobcycle = { "cl_bobcycle", "0.6", false };
cvar_t cl_bobup = { "cl_bobup", "0.5", false };

cvar_t v_kicktime = { "v_kicktime", "0.5", false };
cvar_t v_kickroll = { "v_kickroll", "0.6", false };
cvar_t v_kickpitch = { "v_kickpitch", "0.6", false };

cvar_t v_iyaw_cycle = { "v_iyaw_cycle", "2", false };
cvar_t v_iroll_cycle = { "v_iroll_cycle", "0.5", false };
cvar_t v_ipitch_cycle = { "v_ipitch_cycle", "1", false };
cvar_t v_iyaw_level = { "v_iyaw_level", "0.3", false };
cvar_t v_iroll_level = { "v_iroll_level", "0.1", false };
cvar_t v_ipitch_level = { "v_ipitch_level", "0.3", false };

cvar_t v_idlescale = { "v_idlescale", "0", false };

cvar_t crosshair = { "crosshair", "0", false };

float v_dmg_time, v_dmg_roll, v_dmg_pitch;

extern int in_forward, in_forward2, in_back;


/*
===============
V_CalcRoll

Used by view and sv_user
===============
*/
float V_CalcRoll(vec3_t angles, vec3_t velocity)
{
    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);

    value = cl_rollangle.value;
//      if (cl.inwater)
//              value *= 6;

    if (side < cl_rollspeed.value)
	side = side * value / cl_rollspeed.value;
    else
	side = value;

    return side * sign;

}


/*
===============
V_CalcBob

===============
*/
float V_CalcBob(void)
{
    float bob;
    float cycle;

    cycle =
	cl.time - (int) (cl.time / 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);

// bob is proportional to velocity in the xy plane
// (don't count Z, or jumping messes it up)

    bob =
	sqrt(cl.velocity[0] * cl.velocity[0] +
	     cl.velocity[1] * cl.velocity[1]) * cl_bob.value;
//Con_Printf ("speed: %5.1f\n", Length(cl.velocity));
    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 = { "v_centermove", "0.15", false };
cvar_t v_centerspeed = { "v_centerspeed", "500" };


void V_StartPitchDrift(void)
{
#if 1
    if (cl.laststop == cl.time) {
	return;			// something else is keeping it from drifting
    }
#endif
    if (cl.nodrift || !cl.pitchvel) {
	cl.pitchvel = v_centerspeed.value;
	cl.nodrift = false;
	cl.driftmove = 0;
    }
}

void V_StopPitchDrift(void)
{
    cl.laststop = cl.time;
    cl.nodrift = true;
    cl.pitchvel = 0;
}

/*
===============
V_DriftPitch

Moves the client pitch angle towards cl.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 
===============
*/
void V_DriftPitch(void)
{
    float delta, move;

    if (noclip_anglehack || !cl.onground || cls.demoplayback) {
	cl.driftmove = 0;
	cl.pitchvel = 0;
	return;
    }
// don't count small mouse motion
    if (cl.nodrift) {
	if (fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
	    cl.driftmove = 0;
	else
	    cl.driftmove += host_frametime;

	if (cl.driftmove > v_centermove.value) {
	    V_StartPitchDrift();
	}
	return;
    }

    delta = cl.idealpitch - cl.viewangles[PITCH];

    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) {
	    cl.pitchvel = 0;
	    move = delta;
	}
	cl.viewangles[PITCH] += move;
    } else if (delta < 0) {
	if (move > -delta) {
	    cl.pitchvel = 0;
	    move = -delta;
	}
	cl.viewangles[PITCH] -= move;
    }
}





/*
============================================================================== 
 
						PALETTE FLASHES 
 
============================================================================== 
*/


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 v_gamma = { "gamma", "1", true };

byte gammatable[256];		// palette is sent through this

void BuildGammaTable(float g)
{
    int i, inf;

    if (g == 1.0) {
	for (i = 0; i < 256; i++)
	    gammatable[i] = i;
	return;
    }

    for (i = 0; i < 256; i++) {
	inf = 255 * pow((i + 0.5) / 255.5, g) + 0.5;
	if (inf < 0)
	    inf = 0;
	if (inf > 255)
	    inf = 255;
	gammatable[i] = inf;
    }
}

/*
=================
V_CheckGamma
=================
*/
qboolean V_CheckGamma(void)
{
    static float oldgammavalue;

    if (v_gamma.value == oldgammavalue)
	return false;
    oldgammavalue = v_gamma.value;

    BuildGammaTable(v_gamma.value);
    vid.recalc_refdef = 1;	// force a surface cache flush

    return true;
}



/*
===============
V_ParseDamage
===============
*/
void V_ParseDamage(void)
{
    int armor, blood;
    vec3_t from;
    int i;
    vec3_t forward, right, up;
    entity_t *ent;
    float side;
    float count;

    armor = MSG_ReadByte();
    blood = MSG_ReadByte();
    for (i = 0; i < 3; i++)
	from[i] = MSG_ReadCoord();

    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.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)
	cl.cshifts[CSHIFT_DAMAGE].percent = 150;

    if (armor > blood) {
	cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
	cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
	cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
    } else if (armor) {
	cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
	cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
	cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
    } else {
	cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
	cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
	cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
    }

//
// calculate view angle kicks
//
    ent = &cl_entities[cl.viewentity];

    VectorSubtract(from, ent->origin, from);
    VectorNormalize(from);

    AngleVectors(ent->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;
}


/*
==================
V_cshift_f
==================
*/
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
==================
*/
void V_BonusFlash_f(void)
{
    cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
    cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
    cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
    cl.cshifts[CSHIFT_BONUS].percent = 50;
}

/*
=============
V_SetContentsColor

Underwater, lava, etc each has a color shift
=============
*/
void V_SetContentsColor(int contents)
{
    switch (contents) {
    case CONTENTS_EMPTY:
    case CONTENTS_SOLID:
	cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
	break;
    case CONTENTS_LAVA:
	cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
	break;
    case CONTENTS_SLIME:
	cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
	break;
    default:
	cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
    }
}

/*
=============
V_CalcPowerupCshift
=============
*/
void V_CalcPowerupCshift(void)
{
    if (cl.items & IT_QUAD) {
	cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
	cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
	cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
	cl.cshifts[CSHIFT_POWERUP].percent = 30;
    } else if (cl.items & IT_SUIT) {
	cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
	cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
	cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
	cl.cshifts[CSHIFT_POWERUP].percent = 20;
    } else if (cl.items & IT_INVISIBILITY) {
	cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
	cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
	cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
	cl.cshifts[CSHIFT_POWERUP].percent = 100;
    } else if (cl.items & IT_INVULNERABILITY) {
	cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
	cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
	cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
	cl.cshifts[CSHIFT_POWERUP].percent = 30;
    } else
	cl.cshifts[CSHIFT_POWERUP].percent = 0;
}

/*
=============
V_UpdatePalette
=============
*/
void V_UpdatePalette(void)
{
    int i, j;
    qboolean new;
    byte *basepal, *newpal;
    byte pal[768];
    int r, g, b;
    qboolean force;

    V_CalcPowerupCshift();

    new = false;

    for (i = 0; i < NUM_CSHIFTS; i++) {
	if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent) {
	    new = true;
	    cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
	}
	for (j = 0; j < 3; j++)
	    if (cl.cshifts[i].destcolor[j] !=
		cl.prev_cshifts[i].destcolor[j]) {
		new = true;
		cl.prev_cshifts[i].destcolor[j] =
		    cl.cshifts[i].destcolor[j];
	    }
    }

// drop the damage value
    cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime * 150;
    if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
	cl.cshifts[CSHIFT_DAMAGE].percent = 0;

// drop the bonus value
    cl.cshifts[CSHIFT_BONUS].percent -= host_frametime * 100;
    if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
	cl.cshifts[CSHIFT_BONUS].percent = 0;

    force = V_CheckGamma();
    if (!new && !force)
	return;

    basepal = host_basepal;
    newpal = pal;

    for (i = 0; i < 256; i++) {
	r = basepal[0];
	g = basepal[1];
	b = basepal[2];
	basepal += 3;

	for (j = 0; j < NUM_CSHIFTS; j++) {
	    r += (cl.cshifts[j].percent *
		  (cl.cshifts[j].destcolor[0] - r)) >> 8;
	    g += (cl.cshifts[j].percent *
		  (cl.cshifts[j].destcolor[1] - g)) >> 8;
	    b += (cl.cshifts[j].percent *
		  (cl.cshifts[j].destcolor[2] - b)) >> 8;
	}

	newpal[0] = gammatable[r];
	newpal[1] = gammatable[g];
	newpal[2] = gammatable[b];
	newpal += 3;
    }

    VID_ShiftPalette(pal);
}


/* 
============================================================================== 
 
						VIEW RENDERING 
 
============================================================================== 
*/

float angledelta(float a)
{
    a = anglemod(a);
    if (a > 180)
	a -= 360;
    return a;
}

/*
==================
CalcGunAngle
==================
*/
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;
    if (yaw > 10)
	yaw = 10;
    if (yaw < -10)
	yaw = -10;
    pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
    if (pitch > 10)
	pitch = 10;
    if (pitch < -10)
	pitch = -10;
    move = host_frametime * 20;
    if (yaw > oldyaw) {
	if (oldyaw + move < yaw)
	    yaw = oldyaw + move;
    } else {
	if (oldyaw - move > yaw)
	    yaw = oldyaw - move;
    }

    if (pitch > oldpitch) {
	if (oldpitch + move < pitch)
	    pitch = oldpitch + move;
    } 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[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;
}

/*
==============
V_BoundOffsets
==============
*/
void V_BoundOffsets(void)
{
    entity_t *ent;

    ent = &cl_entities[cl.viewentity];

// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall

    if (r_refdef.vieworg[0] < ent->origin[0] - 14)
	r_refdef.vieworg[0] = ent->origin[0] - 14;
    else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
	r_refdef.vieworg[0] = ent->origin[0] + 14;
    if (r_refdef.vieworg[1] < ent->origin[1] - 14)
	r_refdef.vieworg[1] = ent->origin[1] - 14;
    else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
	r_refdef.vieworg[1] = ent->origin[1] + 14;
    if (r_refdef.vieworg[2] < ent->origin[2] - 22)
	r_refdef.vieworg[2] = ent->origin[2] - 22;
    else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
	r_refdef.vieworg[2] = ent->origin[2] + 30;
}

/*
==============
V_AddIdle

Idle swaying
==============
*/
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;
}


/*
==============
V_CalcViewRoll

Roll is induced by movement and damage
==============
*/
void V_CalcViewRoll(void)
{
    float side;

    side = V_CalcRoll(cl_entities[cl.viewentity].angles, cl.velocity);
    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;
	v_dmg_time -= host_frametime;
    }

    if (cl.stats[STAT_HEALTH] <= 0) {
	r_refdef.viewangles[ROLL] = 80;	// dead view angle
	return;
    }

}


/*
==================
V_CalcIntermissionRefdef

==================
*/
void V_CalcIntermissionRefdef(void)
{
    entity_t *ent, *view;
    float old;

// ent is the player model (visible when out of body)
    ent = &cl_entities[cl.viewentity];
// view is the weapon model (only visible from inside body)
    view = &cl.viewent;

    VectorCopy(ent->origin, r_refdef.vieworg);
    VectorCopy(ent->angles, r_refdef.viewangles);
    view->model = NULL;

// allways idle in intermission
    old = v_idlescale.value;
    v_idlescale.value = 1;
    V_AddIdle();
    v_idlescale.value = old;
}

/*
==================
V_CalcRefdef

==================
*/
void V_CalcRefdef(void)
{
    entity_t *ent, *view;
    int i;
    vec3_t forward, right, up;
    vec3_t angles;
    float bob;
    static float oldz = 0;

    V_DriftPitch();

// ent is the player model (visible when out of body)
    ent = &cl_entities[cl.viewentity];
// view is the weapon model (only visible from inside body)
    view = &cl.viewent;


// transform the view offset by the model's matrix to get the offset from
// model origin for the view
    ent->angles[YAW] = cl.viewangles[YAW];	// the model should face
    // the view dir
    ent->angles[PITCH] = -cl.viewangles[PITCH];	// the model should face
    // the view dir


    bob = V_CalcBob();

// refresh position
    VectorCopy(ent->origin, r_refdef.vieworg);
    r_refdef.vieworg[2] += cl.viewheight + bob;

// 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 1/16 pixel, so add 1/32 in each axis
    r_refdef.vieworg[0] += 1.0 / 32;
    r_refdef.vieworg[1] += 1.0 / 32;
    r_refdef.vieworg[2] += 1.0 / 32;

    VectorCopy(cl.viewangles, r_refdef.viewangles);
    V_CalcViewRoll();
    V_AddIdle();

// offsets
    angles[PITCH] = -ent->angles[PITCH];	// because entity pitches are
    //  actually backward
    angles[YAW] = ent->angles[YAW];
    angles[ROLL] = ent->angles[ROLL];

    AngleVectors(angles, forward, right, up);

    for (i = 0; i < 3; i++)
	r_refdef.vieworg[i] += scr_ofsx.value * forward[i]
	    + scr_ofsy.value * right[i]
	    + scr_ofsz.value * up[i];


    V_BoundOffsets();

// set up gun position
    VectorCopy(cl.viewangles, view->angles);

    CalcGunAngle();

    VectorCopy(ent->origin, view->origin);
    view->origin[2] += cl.viewheight;

    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;

// fudge position around to keep amount of weapon visible
// roughly equal with different FOV

#if 0
    if (cl.model_precache[cl.stats[STAT_WEAPON]]
	&& strcmp(cl.model_precache[cl.stats[STAT_WEAPON]]->name,
		  "progs/v_shot2.mdl"))
#endif
	if (scr_viewsize.value == 110)
	    view->origin[2] += 1;
	else if (scr_viewsize.value == 100)
	    view->origin[2] += 2;
	else if (scr_viewsize.value == 90)
	    view->origin[2] += 1;
	else if (scr_viewsize.value == 80)
	    view->origin[2] += 0.5;

    view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
    view->frame = cl.stats[STAT_WEAPONFRAME];
    view->colormap = vid.colormap;

// set up the refresh position
    VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);

// smooth out stair step ups
    if (cl.onground && ent->origin[2] - oldz > 0) {
	float steptime;

	steptime = cl.time - cl.oldtime;
	if (steptime < 0)
//FIXME         I_Error ("steptime < 0");
	    steptime = 0;

	oldz += steptime * 80;
	if (oldz > ent->origin[2])
	    oldz = ent->origin[2];
	if (ent->origin[2] - oldz > 12)
	    oldz = ent->origin[2] - 12;
	r_refdef.vieworg[2] += oldz - ent->origin[2];
	view->origin[2] += oldz - ent->origin[2];
    } else
	oldz = ent->origin[2];
}

/*
==================
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(void)
{
    if (con_forcedup)
	return;

// don't allow cheats in multiplayer
    if (cl.maxclients > 1) {
	Cvar_Set("scr_ofsx", "0");
	Cvar_Set("scr_ofsy", "0");
	Cvar_Set("scr_ofsz", "0");
    }

    if (cl.intermission) {	// intermission / finale rendering
	V_CalcIntermissionRefdef();
    } else {
	if (!cl.
	    paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
	    V_CalcRefdef();
    }

    R_PushDlights();
    R_RenderView();

    if (crosshair.value)
	Draw_Character(r_refdef.vrect.x + r_refdef.vrect.width / 2,
		       r_refdef.vrect.y + r_refdef.vrect.height / 2, '+');

}

//============================================================================

/*
=============
V_Init
=============
*/
void V_Init(void)
{
    Cmd_AddCommand("v_cshift", V_cshift_f);
    Cmd_AddCommand("bf", V_BonusFlash_f);
    Cmd_AddCommand("centerview", V_StartPitchDrift);

    Cvar_RegisterVariable(&v_centermove);
    Cvar_RegisterVariable(&v_centerspeed);

    Cvar_RegisterVariable(&v_iyaw_cycle);
    Cvar_RegisterVariable(&v_iroll_cycle);
    Cvar_RegisterVariable(&v_ipitch_cycle);
    Cvar_RegisterVariable(&v_iyaw_level);
    Cvar_RegisterVariable(&v_iroll_level);
    Cvar_RegisterVariable(&v_ipitch_level);

    Cvar_RegisterVariable(&v_idlescale);
    Cvar_RegisterVariable(&crosshair);

    Cvar_RegisterVariable(&scr_ofsx);
    Cvar_RegisterVariable(&scr_ofsy);
    Cvar_RegisterVariable(&scr_ofsz);
    Cvar_RegisterVariable(&cl_rollspeed);
    Cvar_RegisterVariable(&cl_rollangle);
    Cvar_RegisterVariable(&cl_bob);
    Cvar_RegisterVariable(&cl_bobcycle);
    Cvar_RegisterVariable(&cl_bobup);

    Cvar_RegisterVariable(&v_kicktime);
    Cvar_RegisterVariable(&v_kickroll);
    Cvar_RegisterVariable(&v_kickpitch);

    BuildGammaTable(1.0);	// no gamma yet
    Cvar_RegisterVariable(&v_gamma);
}
