seta hud_dynamic_follow 1 "HUD moves around following player's movement (effect shared with cl_followmodel, can be enabled independently from it though)"
seta hud_dynamic_follow_scale 0.01 "HUD following scale"
+seta hud_dynamic_follow_scale_xyz "1 1 1" "HUD following scale for the x, y and z axis"
seta hud_dynamic_shake 1 "shake the HUD when hurt"
seta hud_dynamic_shake_damage_max 90 "damage value at which the HUD shake effect is maximum"
entity view = CSQCModel_server2csqc(player_localentnum - 1);
calc_followmodel_ofs(view);
ofs = -cl_followmodel_ofs * autocvar_hud_dynamic_follow_scale;
+ ofs.x *= autocvar_hud_dynamic_follow_scale_xyz.z;
+ ofs.y *= autocvar_hud_dynamic_follow_scale_xyz.x;
+ ofs.z *= autocvar_hud_dynamic_follow_scale_xyz.y;
if (fabs(ofs.x) < 0.001) ofs.x = 0;
if (fabs(ofs.y) < 0.001) ofs.y = 0;
float autocvar_hud_dynamic_follow;
float autocvar_hud_dynamic_follow_scale;
+vector autocvar_hud_dynamic_follow_scale_xyz;
vector hud_dynamic_shake_realofs;
float hud_dynamic_shake_factor;