Movement Physics
Browsing 11 commands in this category.
Master multiplier for all camera bobbing (up/pitch/roll). 0 disables everything for steady crosshair; >0 scales subs. Overrides dependent CVARs—essential 0 for zero-wobble aim.
Vertical bob amplitude while moving. 0 eliminates bounce for stable tracking; >0 adds rhythmic up/down. Suppressed by cg_bob=0.
Forward/back pitch dip on movement. 0 keeps horizon flat; >0 simulates stride. Suppressed by cg_bob=0—key for consistent LG.
Side-to-side roll on strafe. 0 prevents sway; >0 tilts view. Suppressed by cg_bob=0—critical for horizontal rail stability.
Run-specific vertical dip. 0 for flat sprint view; >0 intensifies bob. Only active if cg_bob >0.
Run-specific side roll. 0 eliminates tilt during sprints; >0 enhances. Only active if cg_bob >0.
Strafe lean intensity for player model (0-1). 0 disables visual tilt; 1 full animation. Cosmetic only—no hitbox change.
Default movement speed: On always runs (hold-shift walks); Off always walks (hold-shift runs). On essential for QL's fast pace.
Damage screen kick multiplier. 0 eliminates shake for steady aim under fire; 1 full recoil simulation.
Smooths view angles over frames (0 raw, >0 blends prev frame). Adds micro-latency for fluidity; 0 preserves instant response.
Enables smooth sliding on curved surfaces (1) vs bumping polygons (0). 1 prevents stutter on ramps—vital for maps like Blood Run.