I finally got around to reading that link you put up a little while back.
http://www.next-gen.biz/index.php?option=com_content&task=view&id=6598&Itemid=51&limit=1&limitstart=1
I gotta tell ya, this is pretty exciting stuff. Not only that but much of it is doable in QuakeC.
Nix the gun model view, replace with a third person camera at a fixed height.
Add a shift+direction key (w,a,s,d)to allow for leaning positions as the player stands still.
Shift+crouch key for a more analog crouch where the player can slowly take position thus allowing for several height positions instead of just two.
acceleration and deceleration are easy to do as well. The crouch shift slide described in the article sounds like a lot of fun.
Where you may find trouble with camera positioning in an QuakeC implementation for a more analog-ish experience is duplicating something like a full body gymnastic tumble. Quake uses a 3x3 matrix for the camera positioning so you are going to run
in to some serious Gimbel Lock problems there.
So if Metl can be so kind as to add a quaternion library to his engine, I'll get to work on this in QuakeC. (Har har har, dream on
ThumpHead).