2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl.input.c -- builds an intended movement command to send to the server
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
29 ===============================================================================
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
46 ===============================================================================
50 kbutton_t in_mlook, in_klook;
51 kbutton_t in_left, in_right, in_forward, in_back;
52 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
64 void KeyDown (kbutton_t *b)
73 k = -1; // typed manually at the console for continuous down
75 if (k == b->down[0] || k == b->down[1])
76 return; // repeating key
84 Con_Print("Three keys down for a button!\n");
90 b->state |= 1 + 2; // down + impulse down
93 void KeyUp (kbutton_t *b)
102 { // typed manually at the console, assume for unsticking, so clear all
103 b->down[0] = b->down[1] = 0;
104 b->state = 4; // impulse up
110 else if (b->down[1] == k)
113 return; // key up without coresponding down (menu pass through)
114 if (b->down[0] || b->down[1])
115 return; // some other key is still holding it down
118 return; // still up (this should not happen)
119 b->state &= ~1; // now up
120 b->state |= 4; // impulse up
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
129 if ( !(in_mlook.state&1) && lookspring.value)
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
205 for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206 if(in_bestweapon_info[i].impulse == impulse)
208 if(i >= IN_BESTWEAPON_MAX)
210 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
213 strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214 in_bestweapon_info[i].impulse = impulse;
216 in_bestweapon_info[i].weaponbit = weaponbit;
217 if(activeweaponcode != -1)
218 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220 in_bestweapon_info[i].ammostat = ammostat;
222 in_bestweapon_info[i].ammomin = ammomin;
225 void IN_BestWeapon_ResetData (void)
227 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228 IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229 IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230 IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231 IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232 IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233 IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234 IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235 IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236 IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237 IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238 IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239 IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240 IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
243 void IN_BestWeapon_Register_f (void)
247 IN_BestWeapon_Register(
256 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262 IN_BestWeapon_ResetData();
266 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
270 void IN_BestWeapon (void)
276 Con_Printf("bestweapon requires 1 or more parameters\n");
279 for (i = 1;i < Cmd_Argc();i++)
282 // figure out which weapon this character refers to
283 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285 if (!strcmp(in_bestweapon_info[n].name, t))
287 // we found out what weapon this character refers to
288 // check if the inventory contains the weapon and enough ammo
289 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291 // we found one of the weapons the player wanted
292 // send an impulse to switch to it
293 in_impulse = in_bestweapon_info[n].impulse;
299 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301 // if we couldn't find any of the weapons, there's nothing more we can do...
305 void IN_CycleWeapon (void)
309 qboolean found = false;
313 Con_Printf("bestweapon requires 1 or more parameters\n");
316 for (i = 1;i < Cmd_Argc();i++)
319 // figure out which weapon this character refers to
320 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
322 if (!strcmp(in_bestweapon_info[n].name, t))
324 // we found out what weapon this character refers to
325 // check if the inventory contains the weapon and enough ammo
326 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
328 // we found one of the weapons the player wanted
333 in_impulse = in_bestweapon_info[n].impulse;
336 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
342 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
346 in_impulse = in_bestweapon_info[first].impulse;
349 // if we couldn't find any of the weapons, there's nothing more we can do...
357 Returns 0.25 if a key was pressed and released during the frame,
358 0.5 if it was pressed and held
359 0 if held then released, and
360 1.0 if held for the entire time
363 float CL_KeyState (kbutton_t *key)
366 qboolean impulsedown, impulseup, down;
368 impulsedown = (key->state & 2) != 0;
369 impulseup = (key->state & 4) != 0;
370 down = (key->state & 1) != 0;
373 if (impulsedown && !impulseup)
376 val = 0.5; // pressed and held this frame
378 val = 0; // I_Error ();
380 if (impulseup && !impulsedown)
383 val = 0; // I_Error ();
385 val = 0; // released this frame
387 if (!impulsedown && !impulseup)
390 val = 1.0; // held the entire frame
392 val = 0; // up the entire frame
394 if (impulsedown && impulseup)
397 val = 0.75; // released and re-pressed this frame
399 val = 0.25; // pressed and released this frame
402 key->state &= 1; // clear impulses
410 //==========================================================================
412 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
413 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
414 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
415 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
417 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
418 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
420 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
421 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
423 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
425 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
426 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
427 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
428 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
429 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
430 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
431 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
432 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
433 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
434 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
435 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
436 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
437 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
438 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
439 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
440 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
441 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
442 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
443 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
445 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
446 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
448 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
449 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
450 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
451 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
452 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
454 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
455 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
456 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
458 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
460 extern cvar_t v_flipped;
466 Moves the local angle positions
469 void CL_AdjustAngles (void)
474 if (in_speed.state & 1)
475 speed = cl.realframetime * cl_anglespeedkey.value;
477 speed = cl.realframetime;
479 if (!(in_strafe.state & 1))
481 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
482 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
484 if (in_klook.state & 1)
487 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
488 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
491 up = CL_KeyState (&in_lookup);
492 down = CL_KeyState(&in_lookdown);
494 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
495 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
500 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
501 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
502 if (cl.viewangles[YAW] >= 180)
503 cl.viewangles[YAW] -= 360;
504 if (cl.viewangles[PITCH] >= 180)
505 cl.viewangles[PITCH] -= 360;
506 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
507 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
510 int cl_ignoremousemoves = 2;
516 Send the intended movement message to the server
522 static float old_mouse_x = 0, old_mouse_y = 0;
524 // clamp before the move to prevent starting with bad angles
527 if(v_flipped.integer)
528 cl.viewangles[YAW] = -cl.viewangles[YAW];
530 // reset some of the command fields
531 cl.cmd.forwardmove = 0;
535 // get basic movement from keyboard
536 if (in_strafe.state & 1)
538 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
539 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
542 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
543 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
545 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
546 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
548 if (! (in_klook.state & 1) )
550 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
551 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
554 // adjust for speed key
555 if (in_speed.state & 1)
557 cl.cmd.forwardmove *= cl_movespeedkey.value;
558 cl.cmd.sidemove *= cl_movespeedkey.value;
559 cl.cmd.upmove *= cl_movespeedkey.value;
562 // allow mice or other external controllers to add to the move
565 // apply m_accelerate if it is on
566 if(m_accelerate.value > 1)
568 static float averagespeed = 0;
569 float speed, f, mi, ma;
571 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
572 if(m_accelerate_filter.value > 0)
573 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
576 averagespeed = speed * f + averagespeed * (1 - f);
578 mi = max(1, m_accelerate_minspeed.value);
579 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
581 if(averagespeed <= mi)
585 else if(averagespeed >= ma)
587 f = m_accelerate.value;
592 f = log(averagespeed);
599 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
606 // apply m_filter if it is on
609 if (m_filter.integer)
611 in_mouse_x = (mx + old_mouse_x) * 0.5;
612 in_mouse_y = (my + old_mouse_y) * 0.5;
617 // ignore a mouse move if mouse was activated/deactivated this frame
618 if (cl_ignoremousemoves)
620 cl_ignoremousemoves--;
621 in_mouse_x = old_mouse_x = 0;
622 in_mouse_y = old_mouse_y = 0;
625 // if not in menu, apply mouse move to viewangles/movement
626 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
628 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
629 if (in_strafe.state & 1)
631 // strafing mode, all looking is movement
633 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
634 if (noclip_anglehack)
635 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
637 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
639 else if ((in_mlook.state & 1) || freelook.integer)
641 // mouselook, lookstrafe causes turning to become strafing
643 if (lookstrafe.integer)
644 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
646 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
647 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
651 // non-mouselook, yaw turning and forward/back movement
652 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
653 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
656 else // don't pitch drift when csqc is controlling the mouse
658 // mouse interacting with the scene, mostly stationary view
660 // update prydon cursor
661 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
662 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
665 if(v_flipped.integer)
667 cl.viewangles[YAW] = -cl.viewangles[YAW];
668 cl.cmd.sidemove = -cl.cmd.sidemove;
671 // clamp after the move to prevent rendering with bad angles
674 if(cl_movecliptokeyboard.integer)
677 if (in_speed.state & 1)
678 f *= cl_movespeedkey.value;
679 if(cl_movecliptokeyboard.integer == 2)
681 // digital direction, analog amount
682 vec_t wishvel_x, wishvel_y;
683 f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
684 wishvel_x = fabs(cl.cmd.forwardmove);
685 wishvel_y = fabs(cl.cmd.sidemove);
686 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
688 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
689 if(wishvel_x >= 2 * wishvel_y)
692 if(cl.cmd.forwardmove > 0)
693 cl.cmd.forwardmove = wishspeed;
695 cl.cmd.forwardmove = -wishspeed;
698 else if(wishvel_y >= 2 * wishvel_x)
701 cl.cmd.forwardmove = 0;
702 if(cl.cmd.sidemove > 0)
703 cl.cmd.sidemove = wishspeed;
705 cl.cmd.sidemove = -wishspeed;
710 if(cl.cmd.forwardmove > 0)
711 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
713 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
714 if(cl.cmd.sidemove > 0)
715 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
717 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
721 else if(cl_movecliptokeyboard.integer)
723 // digital direction, digital amount
724 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
725 cl.cmd.sidemove = cl_sidespeed.value * f;
726 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
727 cl.cmd.sidemove = -cl_sidespeed.value * f;
730 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
731 cl.cmd.forwardmove = cl_forwardspeed.value * f;
732 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
733 cl.cmd.forwardmove = -cl_backspeed.value * f;
735 cl.cmd.forwardmove = 0;
740 #include "cl_collision.h"
742 void CL_UpdatePrydonCursor(void)
746 if (cl_prydoncursor.integer <= 0)
747 VectorClear(cl.cmd.cursor_screen);
750 if (cl.cmd.cursor_screen[0] < -1)
752 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
753 cl.cmd.cursor_screen[0] = -1;
755 if (cl.cmd.cursor_screen[0] > 1)
757 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
758 cl.cmd.cursor_screen[0] = 1;
760 if (cl.cmd.cursor_screen[1] < -1)
762 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
763 cl.cmd.cursor_screen[1] = -1;
765 if (cl.cmd.cursor_screen[1] > 1)
767 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
768 cl.cmd.cursor_screen[1] = 1;
771 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
772 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
773 cl.cmd.cursor_screen[2] = 1;
775 // calculate current view matrix
776 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
777 // calculate direction vector of cursor in viewspace by using frustum slopes
778 VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
779 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
780 // trace from view origin to the cursor
781 if (cl_prydoncursor_notrace.integer)
783 cl.cmd.cursor_fraction = 1.0f;
784 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
785 VectorClear(cl.cmd.cursor_normal);
786 cl.cmd.cursor_entitynumber = 0;
789 cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL);
792 typedef enum waterlevel_e
801 typedef struct cl_clientmovement_state_s
806 // current bounding box (different if crouched vs standing)
809 // currently on the ground
811 // currently crouching
813 // what kind of water (SUPERCONTENTS_LAVA for instance)
816 waterlevel_t waterlevel;
817 // weird hacks when jumping out of water
818 // (this is in seconds and counts down to 0)
824 cl_clientmovement_state_t;
826 #define NUMOFFSETS 27
827 static vec3_t offsets[NUMOFFSETS] =
829 // 1 no nudge (just return the original if this test passes)
830 { 0.000, 0.000, 0.000},
832 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
833 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
834 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
835 // 4 diagonal flat nudges
836 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
837 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
838 // 8 diagonal upward nudges
839 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
840 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
841 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
842 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
843 // 8 diagonal downward nudges
844 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
845 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
846 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
847 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
850 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
854 for (i = 0;i < NUMOFFSETS;i++)
856 VectorAdd(offsets[i], s->origin, neworigin);
857 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
859 VectorCopy(neworigin, s->origin);
863 // if all offsets failed, give up
867 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
869 vec3_t origin1, origin2;
872 // make sure player is not stuck
873 CL_ClientMovement_Unstick(s);
878 // wants to crouch, this always works..
884 // wants to stand, if currently crouching we need to check for a
888 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
889 if (!trace.startsolid)
895 VectorCopy(cl.playercrouchmins, s->mins);
896 VectorCopy(cl.playercrouchmaxs, s->maxs);
900 VectorCopy(cl.playerstandmins, s->mins);
901 VectorCopy(cl.playerstandmaxs, s->maxs);
905 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
906 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
907 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
908 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
910 // set watertype/waterlevel
911 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
912 s->waterlevel = WATERLEVEL_NONE;
913 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
916 s->waterlevel = WATERLEVEL_WETFEET;
917 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
918 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
920 s->waterlevel = WATERLEVEL_SWIMMING;
921 origin1[2] = s->origin[2] + 22;
922 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
923 s->waterlevel = WATERLEVEL_SUBMERGED;
927 // water jump prediction
928 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
929 s->waterjumptime = 0;
932 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
938 vec3_t currentorigin2;
940 vec3_t primalvelocity;
944 CL_ClientMovement_UpdateStatus(s);
945 VectorCopy(s->velocity, primalvelocity);
946 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
948 VectorMA(s->origin, t, s->velocity, neworigin);
949 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
950 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
952 // may be a step or wall, try stepping up
953 // first move forward at a higher level
954 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
955 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
956 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
957 if (!trace2.startsolid)
959 // then move down from there
960 VectorCopy(trace2.endpos, currentorigin2);
961 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
962 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
963 //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
964 // accept the new trace if it made some progress
965 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
968 VectorCopy(trace3.endpos, trace.endpos);
973 // check if it moved at all
974 if (trace.fraction >= 0.001)
975 VectorCopy(trace.endpos, s->origin);
977 // check if it moved all the way
978 if (trace.fraction == 1)
981 //if (trace.plane.normal[2] > 0.7)
982 // s->onground = true;
984 t -= t * trace.fraction;
986 f = DotProduct(s->velocity, trace.plane.normal);
987 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
989 if (s->waterjumptime > 0)
990 VectorCopy(primalvelocity, s->velocity);
994 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1001 // water jump only in certain situations
1002 // this mimics quakeworld code
1003 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1008 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1009 AngleVectors(yawangles, forward, NULL, NULL);
1010 VectorMA(s->origin, 24, forward, spot);
1012 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1015 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1017 VectorScale(forward, 50, s->velocity);
1018 s->velocity[2] = 310;
1019 s->waterjumptime = 2;
1020 s->onground = false;
1021 s->cmd.canjump = false;
1026 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1028 // drift towards bottom
1029 VectorSet(wishvel, 0, 0, -60);
1037 // calculate movement vector
1038 AngleVectors(s->cmd.viewangles, forward, right, up);
1039 VectorSet(up, 0, 0, 1);
1040 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1043 // split wishvel into wishspeed and wishdir
1044 wishspeed = VectorLength(wishvel);
1046 VectorScale(wishvel, 1 / wishspeed, wishdir);
1048 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1049 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1054 if (s->waterjumptime <= 0)
1057 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1059 VectorScale(s->velocity, f, s->velocity);
1061 // water acceleration
1062 f = wishspeed - DotProduct(s->velocity, wishdir);
1065 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1066 VectorMA(s->velocity, f, wishdir, s->velocity);
1069 // holding jump button swims upward slowly
1072 if (s->watertype & SUPERCONTENTS_LAVA)
1073 s->velocity[2] = 50;
1074 else if (s->watertype & SUPERCONTENTS_SLIME)
1075 s->velocity[2] = 80;
1078 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1079 s->velocity[2] = 200;
1081 s->velocity[2] = 100;
1086 CL_ClientMovement_Move(s);
1089 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1091 if(forward == 0 && side == 0)
1092 return 0; // avoid division by zero
1093 angle -= RAD2DEG(atan2(side, forward));
1094 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1099 return 1 - fabs(angle);
1102 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1118 return a * pow(fabs(b / a), lerp);
1121 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1123 vec_t zspeed, speed, dot, k;
1126 // this doesn't play well with analog input
1127 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1131 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1136 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1138 zspeed = s->velocity[2];
1140 speed = VectorNormalizeLength(s->velocity);
1142 dot = DotProduct(s->velocity, wishdir);
1144 if(dot > 0) { // we can't change direction while slowing down
1145 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1146 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1147 k *= cl.movevars_aircontrol;
1148 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1149 VectorNormalize(s->velocity);
1152 VectorScale(s->velocity, speed, s->velocity);
1153 s->velocity[2] = zspeed;
1156 float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1159 (accelqw < 0 ? -1 : +1)
1161 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1164 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t stretchfactor, vec_t sidefric, vec_t speedlimit)
1171 vec_t vel_xy_current;
1172 vec_t vel_xy_backward, vel_xy_forward;
1175 if(stretchfactor > 0)
1176 speedclamp = stretchfactor;
1177 else if(accelqw < 0)
1180 speedclamp = -1; // no clamping
1185 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1186 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1188 vel_straight = DotProduct(s->velocity, wishdir);
1189 vel_z = s->velocity[2];
1190 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1191 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1193 step = accel * s->cmd.frametime * wishspeed0;
1195 vel_xy_current = VectorLength(vel_xy);
1197 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1198 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1199 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1200 if(vel_xy_backward < 0)
1201 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1203 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1205 if(sidefric < 0 && VectorLength2(vel_perpend))
1206 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1209 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1210 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1212 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1213 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1214 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1215 // obviously, this cannot be
1217 VectorScale(vel_perpend, f, vel_perpend);
1221 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1225 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1227 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1231 vec_t vel_xy_preclamp;
1232 vel_xy_preclamp = VectorLength(s->velocity);
1233 if(vel_xy_preclamp > 0) // prevent division by zero
1235 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1236 if(vel_xy_current < vel_xy_preclamp)
1237 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1241 s->velocity[2] += vel_z;
1244 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1246 vec3_t curvel, wishvel, acceldir, curdir;
1247 float addspeed, accelspeed, curspeed;
1250 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1251 float bunnyaccel = cl.movevars_warsowbunny_accel;
1252 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1253 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1254 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1259 VectorCopy( s->velocity, curvel );
1261 curspeed = VectorLength( curvel );
1263 if( wishspeed > curspeed * 1.01f )
1265 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1266 if( accelspeed < wishspeed )
1267 wishspeed = accelspeed;
1271 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1274 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1276 VectorScale( wishdir, wishspeed, wishvel );
1277 VectorSubtract( wishvel, curvel, acceldir );
1278 addspeed = VectorNormalizeLength( acceldir );
1280 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1281 if( accelspeed > addspeed )
1282 accelspeed = addspeed;
1284 if( backtosideratio < 1.0f )
1286 VectorNormalize2( curvel, curdir );
1287 dot = DotProduct( acceldir, curdir );
1289 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1292 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1295 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1311 // jump if on ground with jump button pressed but only if it has been
1312 // released at least once since the last jump
1315 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1317 s->velocity[2] += cl.movevars_jumpvelocity;
1318 s->onground = false;
1319 s->cmd.canjump = false;
1323 s->cmd.canjump = true;
1325 // calculate movement vector
1326 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1327 AngleVectors(yawangles, forward, right, up);
1328 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1330 // split wishvel into wishspeed and wishdir
1331 wishspeed = VectorLength(wishvel);
1333 VectorScale(wishvel, 1 / wishspeed, wishdir);
1335 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1336 // check if onground
1339 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1343 // apply edge friction
1344 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1347 friction = cl.movevars_friction;
1348 if (cl.movevars_edgefriction != 1)
1352 // note: QW uses the full player box for the trace, and yet still
1353 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1354 // this mimics it for compatibility
1355 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1356 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1357 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1358 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1360 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false, false);
1361 if (trace.fraction == 1 && !trace.startsolid)
1362 friction *= cl.movevars_edgefriction;
1364 // apply ground friction
1365 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1367 VectorScale(s->velocity, f, s->velocity);
1369 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1372 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1373 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1375 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1378 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1379 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1380 s->velocity[2] -= gravity * 0.5f;
1382 s->velocity[2] -= gravity;
1383 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1385 if (VectorLength2(s->velocity))
1386 CL_ClientMovement_Move(s);
1387 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1388 s->velocity[2] -= gravity * 0.5f;
1392 if (s->waterjumptime <= 0)
1394 // apply air speed limit
1395 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1396 qboolean accelerating;
1398 accelqw = cl.movevars_airaccel_qw;
1399 wishspeed0 = wishspeed;
1400 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1403 accel = cl.movevars_airaccelerate;
1405 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1406 wishspeed2 = wishspeed;
1409 if(cl.movevars_airstopaccelerate != 0)
1412 curdir[0] = s->velocity[0];
1413 curdir[1] = s->velocity[1];
1415 VectorNormalize(curdir);
1416 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1418 strafity = CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, -90) + CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, +90); // if one is nonzero, other is always zero
1419 if(cl.movevars_maxairstrafespeed)
1420 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1421 if(cl.movevars_airstrafeaccelerate)
1422 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1423 if(cl.movevars_airstrafeaccel_qw)
1425 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1427 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1430 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1431 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1433 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_qw_stretchfactor, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1435 if(cl.movevars_aircontrol)
1436 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1438 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1439 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1440 s->velocity[2] -= gravity * 0.5f;
1442 s->velocity[2] -= gravity;
1443 CL_ClientMovement_Move(s);
1444 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1445 s->velocity[2] -= gravity * 0.5f;
1449 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1451 //Con_Printf(" %f", frametime);
1453 s->cmd.canjump = true;
1454 s->waterjumptime -= s->cmd.frametime;
1455 CL_ClientMovement_UpdateStatus(s);
1456 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1457 CL_ClientMovement_Physics_Swim(s);
1459 CL_ClientMovement_Physics_Walk(s);
1462 extern cvar_t slowmo;
1463 void CL_UpdateMoveVars(void)
1465 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1469 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1471 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1472 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1473 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1474 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1475 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1476 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1477 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1478 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1479 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1480 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1481 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1482 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1483 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1484 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1485 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1486 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1487 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1488 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1489 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1490 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1491 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1492 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1493 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1494 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1495 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1496 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1497 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1498 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1499 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1500 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1501 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1502 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1503 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1504 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1509 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1510 cl.movevars_timescale = slowmo.value;
1511 cl.movevars_gravity = sv_gravity.value;
1512 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1513 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1514 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1515 cl.movevars_accelerate = cl_movement_accelerate.value;
1516 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1517 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1518 cl.movevars_friction = cl_movement_friction.value;
1519 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1520 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1521 cl.movevars_entgravity = 1;
1522 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1523 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1524 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1525 cl.movevars_stepheight = cl_movement_stepheight.value;
1526 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1527 cl.movevars_airaccel_qw_stretchfactor = 0;
1528 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1529 cl.movevars_airstopaccelerate = 0;
1530 cl.movevars_airstrafeaccelerate = 0;
1531 cl.movevars_maxairstrafespeed = 0;
1532 cl.movevars_airstrafeaccel_qw = 0;
1533 cl.movevars_aircontrol = 0;
1534 cl.movevars_aircontrol_power = 2;
1535 cl.movevars_aircontrol_penalty = 0;
1536 cl.movevars_warsowbunny_airforwardaccel = 0;
1537 cl.movevars_warsowbunny_accel = 0;
1538 cl.movevars_warsowbunny_topspeed = 0;
1539 cl.movevars_warsowbunny_turnaccel = 0;
1540 cl.movevars_warsowbunny_backtosideratio = 0;
1541 cl.movevars_airspeedlimit_nonqw = 0;
1544 if(!(cl.moveflags & MOVEFLAG_VALID))
1546 if(gamemode == GAME_NEXUIZ)
1547 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1550 if(cl.movevars_aircontrol_power <= 0)
1551 cl.movevars_aircontrol_power = 2; // CPMA default
1554 void CL_ClientMovement_Replay(void)
1557 double totalmovemsec;
1558 cl_clientmovement_state_t s;
1560 if (cl.movement_predicted && !cl.movement_replay)
1563 if (!cl_movement_replay.integer)
1566 // set up starting state for the series of moves
1567 memset(&s, 0, sizeof(s));
1568 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1569 VectorCopy(cl.mvelocity[0], s.velocity);
1570 s.crouched = true; // will be updated on first move
1571 //Con_Printf("movement replay starting org %f %f %f vel %f %f %f\n", s.origin[0], s.origin[1], s.origin[2], s.velocity[0], s.velocity[1], s.velocity[2]);
1574 for (i = 0;i < CL_MAX_USERCMDS;i++)
1575 if (cl.movecmd[i].sequence > cls.servermovesequence)
1576 totalmovemsec += cl.movecmd[i].msec;
1577 cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1578 //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1579 if (cl.movement_predicted)
1581 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1583 // replay the input queue to predict current location
1584 // note: this relies on the fact there's always one queue item at the end
1586 // find how many are still valid
1587 for (i = 0;i < CL_MAX_USERCMDS;i++)
1588 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1590 // now walk them in oldest to newest order
1591 for (i--;i >= 0;i--)
1593 s.cmd = cl.movecmd[i];
1594 if (i < CL_MAX_USERCMDS - 1)
1595 s.cmd.canjump = cl.movecmd[i+1].canjump;
1596 // if a move is more than 50ms, do it as two moves (matching qwsv)
1597 //Con_Printf("%i ", s.cmd.msec);
1598 if(s.cmd.frametime > 0.0005)
1600 if (s.cmd.frametime > 0.05)
1602 s.cmd.frametime /= 2;
1603 CL_ClientMovement_PlayerMove(&s);
1605 CL_ClientMovement_PlayerMove(&s);
1606 cl.movecmd[i].canjump = s.cmd.canjump;
1610 CL_ClientMovement_UpdateStatus(&s);
1614 // get the first movement queue entry to know whether to crouch and such
1615 s.cmd = cl.movecmd[0];
1618 if (cls.demoplayback) // for bob, speedometer
1619 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1622 cl.movement_replay = false;
1623 // update the interpolation target position and velocity
1624 VectorCopy(s.origin, cl.movement_origin);
1625 VectorCopy(s.velocity, cl.movement_velocity);
1628 // update the onground flag if appropriate
1629 if (cl.movement_predicted)
1631 // when predicted we simply set the flag according to the UpdateStatus
1632 cl.onground = s.onground;
1636 // when not predicted, cl.onground is cleared by cl_parse.c each time
1637 // an update packet is received, but can be forced on here to hide
1638 // server inconsistencies in the onground flag
1639 // (which mostly occur when stepping up stairs at very high framerates
1640 // where after the step up the move continues forward and not
1641 // downward so the ground is not detected)
1643 // such onground inconsistencies can cause jittery gun bobbing and
1644 // stair smoothing, so we set onground if UpdateStatus says so
1649 // react to onground state changes (for gun bob)
1652 if (!cl.oldonground)
1653 cl.hitgroundtime = cl.movecmd[0].time;
1654 cl.lastongroundtime = cl.movecmd[0].time;
1656 cl.oldonground = cl.onground;
1659 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1664 if (to->viewangles[0] != from->viewangles[0])
1665 bits |= QW_CM_ANGLE1;
1666 if (to->viewangles[1] != from->viewangles[1])
1667 bits |= QW_CM_ANGLE2;
1668 if (to->viewangles[2] != from->viewangles[2])
1669 bits |= QW_CM_ANGLE3;
1670 if (to->forwardmove != from->forwardmove)
1671 bits |= QW_CM_FORWARD;
1672 if (to->sidemove != from->sidemove)
1674 if (to->upmove != from->upmove)
1676 if (to->buttons != from->buttons)
1677 bits |= QW_CM_BUTTONS;
1678 if (to->impulse != from->impulse)
1679 bits |= QW_CM_IMPULSE;
1681 MSG_WriteByte(buf, bits);
1682 if (bits & QW_CM_ANGLE1)
1683 MSG_WriteAngle16i(buf, to->viewangles[0]);
1684 if (bits & QW_CM_ANGLE2)
1685 MSG_WriteAngle16i(buf, to->viewangles[1]);
1686 if (bits & QW_CM_ANGLE3)
1687 MSG_WriteAngle16i(buf, to->viewangles[2]);
1688 if (bits & QW_CM_FORWARD)
1689 MSG_WriteShort(buf, (short) to->forwardmove);
1690 if (bits & QW_CM_SIDE)
1691 MSG_WriteShort(buf, (short) to->sidemove);
1692 if (bits & QW_CM_UP)
1693 MSG_WriteShort(buf, (short) to->upmove);
1694 if (bits & QW_CM_BUTTONS)
1695 MSG_WriteByte(buf, to->buttons);
1696 if (bits & QW_CM_IMPULSE)
1697 MSG_WriteByte(buf, to->impulse);
1698 MSG_WriteByte(buf, to->msec);
1701 void CL_NewFrameReceived(int num)
1703 if (developer_networkentities.integer >= 10)
1704 Con_Printf("recv: svc_entities %i\n", num);
1705 cl.latestframenums[cl.latestframenumsposition] = num;
1706 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1707 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1710 void CL_RotateMoves(const matrix4x4_t *m)
1712 // rotate viewangles in all previous moves
1716 for (i = 0;i < CL_MAX_USERCMDS;i++)
1718 if (cl.movecmd[i].sequence > cls.servermovesequence)
1720 usercmd_t *c = &cl.movecmd[i];
1721 AngleVectors(c->viewangles, f, r, u);
1722 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1723 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1724 AnglesFromVectors(c->viewangles, f, u, false);
1734 usercmd_t nullcmd; // for delta compression of qw moves
1735 void CL_SendMove(void)
1737 int i, j, packetloss;
1743 unsigned char data[1024];
1749 // if playing a demo, do nothing
1753 // we don't que moves during a lag spike (potential network timeout)
1754 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1756 // we build up cl.cmd and then decide whether to send or not
1757 // we store this into cl.movecmd[0] for prediction each frame even if we
1758 // do not send, to make sure that prediction is instant
1759 cl.cmd.time = cl.time;
1760 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1763 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1765 if (in_attack.state & 3) bits |= 1;
1766 if (in_jump.state & 3) bits |= 2;
1767 if (in_button3.state & 3) bits |= 4;
1768 if (in_button4.state & 3) bits |= 8;
1769 if (in_button5.state & 3) bits |= 16;
1770 if (in_button6.state & 3) bits |= 32;
1771 if (in_button7.state & 3) bits |= 64;
1772 if (in_button8.state & 3) bits |= 128;
1773 if (in_use.state & 3) bits |= 256;
1774 if (key_dest != key_game || key_consoleactive) bits |= 512;
1775 if (cl_prydoncursor.integer > 0) bits |= 1024;
1776 if (in_button9.state & 3) bits |= 2048;
1777 if (in_button10.state & 3) bits |= 4096;
1778 if (in_button11.state & 3) bits |= 8192;
1779 if (in_button12.state & 3) bits |= 16384;
1780 if (in_button13.state & 3) bits |= 32768;
1781 if (in_button14.state & 3) bits |= 65536;
1782 if (in_button15.state & 3) bits |= 131072;
1783 if (in_button16.state & 3) bits |= 262144;
1784 // button bits 19-31 unused currently
1785 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1786 if(cl_prydoncursor.integer > 0)
1788 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1789 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1790 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1791 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1794 // set buttons and impulse
1795 cl.cmd.buttons = bits;
1796 cl.cmd.impulse = in_impulse;
1799 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1801 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1802 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1803 // ridiculous value rejection (matches qw)
1804 if (cl.cmd.msec > 250)
1806 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1808 cl.cmd.predicted = cl_movement.integer != 0;
1810 // movement is set by input code (forwardmove/sidemove/upmove)
1811 // always dump the first two moves, because they may contain leftover inputs from the last level
1812 if (cl.cmd.sequence <= 2)
1813 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1815 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1817 switch (cls.protocol)
1819 case PROTOCOL_QUAKEWORLD:
1820 case PROTOCOL_QUAKE:
1821 case PROTOCOL_QUAKEDP:
1822 case PROTOCOL_NEHAHRAMOVIE:
1823 case PROTOCOL_NEHAHRABJP:
1824 case PROTOCOL_NEHAHRABJP2:
1825 case PROTOCOL_NEHAHRABJP3:
1826 case PROTOCOL_DARKPLACES1:
1827 case PROTOCOL_DARKPLACES2:
1828 case PROTOCOL_DARKPLACES3:
1829 case PROTOCOL_DARKPLACES4:
1830 case PROTOCOL_DARKPLACES5:
1832 case PROTOCOL_DARKPLACES6:
1833 case PROTOCOL_DARKPLACES7:
1834 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1835 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1837 case PROTOCOL_UNKNOWN:
1842 cl.movecmd[0] = cl.cmd;
1844 // don't predict more than 200fps
1845 if (realtime >= cl.lastpackettime + 0.005)
1846 cl.movement_replay = true; // redo the prediction
1848 // now decide whether to actually send this move
1849 // (otherwise it is only for prediction)
1851 // don't send too often or else network connections can get clogged by a
1852 // high renderer framerate
1853 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1854 if (cl.movevars_timescale && cl.movevars_ticrate)
1856 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1857 packettime = min(packettime, maxtic);
1860 // do not send 0ms packets because they mess up physics
1861 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1863 // always send if buttons changed or an impulse is pending
1864 // even if it violates the rate limit!
1865 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1866 // don't send too often (cl_netfps)
1867 if (!important && realtime < cl.lastpackettime + packettime)
1869 // don't choke the connection with packets (obey rate limit)
1870 // it is important that this check be last, because it adds a new
1871 // frame to the shownetgraph output and any cancelation after this
1872 // will produce a nasty spike-like look to the netgraph
1873 // we also still send if it is important
1874 if (!NetConn_CanSend(cls.netcon) && !important)
1876 // try to round off the lastpackettime to a multiple of the packet interval
1877 // (this causes it to emit packets at a steady beat)
1879 cl.lastpackettime = floor(realtime / packettime) * packettime;
1881 cl.lastpackettime = realtime;
1883 buf.maxsize = sizeof(data);
1887 // send the movement message
1888 // PROTOCOL_QUAKE clc_move = 16 bytes total
1889 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1890 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1891 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1892 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1893 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1894 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1895 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1896 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1897 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1898 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1900 // set prydon cursor info
1901 CL_UpdatePrydonCursor();
1903 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1905 switch (cls.protocol)
1907 case PROTOCOL_QUAKEWORLD:
1908 MSG_WriteByte(&buf, qw_clc_move);
1909 // save the position for a checksum byte
1910 checksumindex = buf.cursize;
1911 MSG_WriteByte(&buf, 0);
1912 // packet loss percentage
1913 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1914 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1916 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1917 MSG_WriteByte(&buf, packetloss);
1918 // write most recent 3 moves
1919 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1920 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1921 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1922 // calculate the checksum
1923 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1924 // if delta compression history overflows, request no delta
1925 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1926 cl.qw_validsequence = 0;
1927 // request delta compression if appropriate
1928 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1930 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1931 MSG_WriteByte(&buf, qw_clc_delta);
1932 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1935 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1937 case PROTOCOL_QUAKE:
1938 case PROTOCOL_QUAKEDP:
1939 case PROTOCOL_NEHAHRAMOVIE:
1940 case PROTOCOL_NEHAHRABJP:
1941 case PROTOCOL_NEHAHRABJP2:
1942 case PROTOCOL_NEHAHRABJP3:
1944 MSG_WriteByte (&buf, clc_move);
1945 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1946 // 3 bytes (6 bytes in proquake)
1947 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1949 for (i = 0;i < 3;i++)
1950 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1954 for (i = 0;i < 3;i++)
1955 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1958 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1959 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1960 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1962 MSG_WriteByte (&buf, cl.cmd.buttons);
1963 MSG_WriteByte (&buf, cl.cmd.impulse);
1965 case PROTOCOL_DARKPLACES2:
1966 case PROTOCOL_DARKPLACES3:
1968 MSG_WriteByte (&buf, clc_move);
1969 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1971 for (i = 0;i < 3;i++)
1972 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1974 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1975 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1976 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1978 MSG_WriteByte (&buf, cl.cmd.buttons);
1979 MSG_WriteByte (&buf, cl.cmd.impulse);
1981 case PROTOCOL_DARKPLACES1:
1982 case PROTOCOL_DARKPLACES4:
1983 case PROTOCOL_DARKPLACES5:
1985 MSG_WriteByte (&buf, clc_move);
1986 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1988 for (i = 0;i < 3;i++)
1989 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1991 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1992 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1993 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1995 MSG_WriteByte (&buf, cl.cmd.buttons);
1996 MSG_WriteByte (&buf, cl.cmd.impulse);
1997 case PROTOCOL_DARKPLACES6:
1998 case PROTOCOL_DARKPLACES7:
1999 // set the maxusercmds variable to limit how many should be sent
2000 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2001 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2002 if (!cl.cmd.predicted)
2005 // send the latest moves in order, the old ones will be
2006 // ignored by the server harmlessly, however if the previous
2007 // packets were lost these moves will be used
2009 // this reduces packet loss impact on gameplay.
2010 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2012 // don't repeat any stale moves
2013 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2016 MSG_WriteByte (&buf, clc_move);
2017 if (cls.protocol != PROTOCOL_DARKPLACES6)
2018 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2019 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2021 for (i = 0;i < 3;i++)
2022 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2024 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2025 MSG_WriteCoord16i (&buf, cmd->sidemove);
2026 MSG_WriteCoord16i (&buf, cmd->upmove);
2028 MSG_WriteLong (&buf, cmd->buttons);
2029 MSG_WriteByte (&buf, cmd->impulse);
2030 // PRYDON_CLIENTCURSOR
2032 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2033 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2034 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2035 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2036 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2037 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2038 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2039 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2040 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2043 case PROTOCOL_UNKNOWN:
2048 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2050 // ack entity frame numbers received since the last input was sent
2051 // (redundent to improve handling of client->server packet loss)
2052 // if cl_netrepeatinput is 1 and client framerate matches server
2053 // framerate, this is 10 bytes, if client framerate is lower this
2056 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2057 if (oldsequence < 1)
2059 for (i = 0;i < LATESTFRAMENUMS;i++)
2061 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2062 if (cl.latestsendnums[j] >= oldsequence)
2064 if (developer_networkentities.integer >= 10)
2065 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2066 MSG_WriteByte(&buf, clc_ackframe);
2067 MSG_WriteLong(&buf, cl.latestframenums[j]);
2072 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2073 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2075 // acknowledge any recently received data blocks
2076 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2078 MSG_WriteByte(&buf, clc_ackdownloaddata);
2079 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2080 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2081 cls.dp_downloadack[i].start = 0;
2082 cls.dp_downloadack[i].size = 0;
2085 // send the reliable message (forwarded commands) if there is one
2086 if (buf.cursize || cls.netcon->message.cursize)
2087 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2091 // update the cl.movecmd array which holds the most recent moves,
2092 // because we now need a new slot for the next input
2093 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2094 cl.movecmd[i] = cl.movecmd[i-1];
2095 cl.movecmd[0].msec = 0;
2096 cl.movecmd[0].frametime = 0;
2099 // clear button 'click' states
2100 in_attack.state &= ~2;
2101 in_jump.state &= ~2;
2102 in_button3.state &= ~2;
2103 in_button4.state &= ~2;
2104 in_button5.state &= ~2;
2105 in_button6.state &= ~2;
2106 in_button7.state &= ~2;
2107 in_button8.state &= ~2;
2109 in_button9.state &= ~2;
2110 in_button10.state &= ~2;
2111 in_button11.state &= ~2;
2112 in_button12.state &= ~2;
2113 in_button13.state &= ~2;
2114 in_button14.state &= ~2;
2115 in_button15.state &= ~2;
2116 in_button16.state &= ~2;
2120 if (cls.netcon->message.overflowed)
2122 Con_Print("CL_SendMove: lost server connection\n");
2124 Host_ShutdownServer();
2133 void CL_InitInput (void)
2135 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2136 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2137 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2138 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2139 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2140 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2141 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2142 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2143 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2144 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2145 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2146 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2147 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2148 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2149 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2150 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2151 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2152 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2153 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2154 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2155 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2156 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2157 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2158 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2159 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2160 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2161 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2162 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2163 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2164 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2165 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2166 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2167 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2169 // LordHavoc: added use button
2170 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2171 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2173 // LordHavoc: added 6 new buttons
2174 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2175 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2176 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2177 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2178 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2179 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2180 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2181 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2182 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2183 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2184 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2185 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2186 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2187 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2188 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2189 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2190 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2191 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2192 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2193 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2194 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2195 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2196 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2197 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2198 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2199 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2200 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2201 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2203 // LordHavoc: added bestweapon command
2204 Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
2206 Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
2208 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2210 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2211 Cvar_RegisterVariable(&cl_movement);
2212 Cvar_RegisterVariable(&cl_movement_replay);
2213 Cvar_RegisterVariable(&cl_movement_nettimeout);
2214 Cvar_RegisterVariable(&cl_movement_minping);
2215 Cvar_RegisterVariable(&cl_movement_track_canjump);
2216 Cvar_RegisterVariable(&cl_movement_maxspeed);
2217 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2218 Cvar_RegisterVariable(&cl_movement_stopspeed);
2219 Cvar_RegisterVariable(&cl_movement_friction);
2220 Cvar_RegisterVariable(&cl_movement_wallfriction);
2221 Cvar_RegisterVariable(&cl_movement_waterfriction);
2222 Cvar_RegisterVariable(&cl_movement_edgefriction);
2223 Cvar_RegisterVariable(&cl_movement_stepheight);
2224 Cvar_RegisterVariable(&cl_movement_accelerate);
2225 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2226 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2227 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2228 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2229 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2231 Cvar_RegisterVariable(&in_pitch_min);
2232 Cvar_RegisterVariable(&in_pitch_max);
2233 Cvar_RegisterVariable(&m_filter);
2234 Cvar_RegisterVariable(&m_accelerate);
2235 Cvar_RegisterVariable(&m_accelerate_minspeed);
2236 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2237 Cvar_RegisterVariable(&m_accelerate_filter);
2239 Cvar_RegisterVariable(&cl_netfps);
2240 Cvar_RegisterVariable(&cl_netrepeatinput);
2241 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2243 Cvar_RegisterVariable(&cl_nodelta);