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 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
462 extern cvar_t v_flipped;
468 Moves the local angle positions
471 void CL_AdjustAngles (void)
476 if (in_speed.state & 1)
477 speed = cl.realframetime * cl_anglespeedkey.value;
479 speed = cl.realframetime;
481 if (!(in_strafe.state & 1))
483 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
484 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
486 if (in_klook.state & 1)
489 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
490 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
493 up = CL_KeyState (&in_lookup);
494 down = CL_KeyState(&in_lookdown);
496 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
497 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
502 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
503 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
504 if (cl.viewangles[YAW] >= 180)
505 cl.viewangles[YAW] -= 360;
506 if (cl.viewangles[PITCH] >= 180)
507 cl.viewangles[PITCH] -= 360;
508 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
509 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
512 int cl_ignoremousemoves = 2;
518 Send the intended movement message to the server
521 extern qboolean CL_VM_InputEvent (int eventtype, int x, int y);
525 static float old_mouse_x = 0, old_mouse_y = 0;
527 // clamp before the move to prevent starting with bad angles
530 if(v_flipped.integer)
531 cl.viewangles[YAW] = -cl.viewangles[YAW];
533 // reset some of the command fields
534 cl.cmd.forwardmove = 0;
538 // get basic movement from keyboard
539 if (in_strafe.state & 1)
541 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
542 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
545 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
546 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
548 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
549 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
551 if (! (in_klook.state & 1) )
553 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
554 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
557 // adjust for speed key
558 if (in_speed.state & 1)
560 cl.cmd.forwardmove *= cl_movespeedkey.value;
561 cl.cmd.sidemove *= cl_movespeedkey.value;
562 cl.cmd.upmove *= cl_movespeedkey.value;
565 // allow mice or other external controllers to add to the move
568 // send mouse move to csqc
569 if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
571 if (cl.csqc_wantsmousemove)
573 // event type 3 is a DP_CSQC thing
574 static int oldwindowmouse[2];
575 if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
577 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.integer / vid.width, in_windowmouse_y * vid_conheight.integer / vid.height);
578 oldwindowmouse[0] = in_windowmouse_x;
579 oldwindowmouse[1] = in_windowmouse_y;
584 if (in_mouse_x || in_mouse_y)
585 CL_VM_InputEvent(2, in_mouse_x * vid_conwidth.integer / vid.width, in_mouse_y * vid_conheight.integer / vid.height);
589 // apply m_accelerate if it is on
590 if(m_accelerate.value > 1)
592 static float averagespeed = 0;
593 float speed, f, mi, ma;
595 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
596 if(m_accelerate_filter.value > 0)
597 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
600 averagespeed = speed * f + averagespeed * (1 - f);
602 mi = max(1, m_accelerate_minspeed.value);
603 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
605 if(averagespeed <= mi)
609 else if(averagespeed >= ma)
611 f = m_accelerate.value;
616 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
623 // apply m_filter if it is on
626 if (m_filter.integer)
628 in_mouse_x = (mx + old_mouse_x) * 0.5;
629 in_mouse_y = (my + old_mouse_y) * 0.5;
634 // ignore a mouse move if mouse was activated/deactivated this frame
635 if (cl_ignoremousemoves)
637 cl_ignoremousemoves--;
638 in_mouse_x = old_mouse_x = 0;
639 in_mouse_y = old_mouse_y = 0;
642 // if not in menu, apply mouse move to viewangles/movement
643 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
645 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
646 if (in_strafe.state & 1)
648 // strafing mode, all looking is movement
650 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651 if (noclip_anglehack)
652 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
654 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
656 else if ((in_mlook.state & 1) || freelook.integer)
658 // mouselook, lookstrafe causes turning to become strafing
660 if (lookstrafe.integer)
661 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
663 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
664 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
668 // non-mouselook, yaw turning and forward/back movement
669 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
670 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
673 else // don't pitch drift when csqc is controlling the mouse
675 // mouse interacting with the scene, mostly stationary view
677 // update prydon cursor
678 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
679 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
682 if(v_flipped.integer)
684 cl.viewangles[YAW] = -cl.viewangles[YAW];
685 cl.cmd.sidemove = -cl.cmd.sidemove;
688 // clamp after the move to prevent rendering with bad angles
691 if(cl_movecliptokeyboard.integer)
694 if (in_speed.state & 1)
695 f *= cl_movespeedkey.value;
696 if(cl_movecliptokeyboard.integer == 2)
698 // digital direction, analog amount
699 vec_t wishvel_x, wishvel_y;
700 f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
701 wishvel_x = fabs(cl.cmd.forwardmove);
702 wishvel_y = fabs(cl.cmd.sidemove);
703 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
705 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
706 if(wishvel_x >= 2 * wishvel_y)
709 if(cl.cmd.forwardmove > 0)
710 cl.cmd.forwardmove = wishspeed;
712 cl.cmd.forwardmove = -wishspeed;
715 else if(wishvel_y >= 2 * wishvel_x)
718 cl.cmd.forwardmove = 0;
719 if(cl.cmd.sidemove > 0)
720 cl.cmd.sidemove = wishspeed;
722 cl.cmd.sidemove = -wishspeed;
727 if(cl.cmd.forwardmove > 0)
728 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
730 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
731 if(cl.cmd.sidemove > 0)
732 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
734 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
738 else if(cl_movecliptokeyboard.integer)
740 // digital direction, digital amount
741 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
742 cl.cmd.sidemove = cl_sidespeed.value * f;
743 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
744 cl.cmd.sidemove = -cl_sidespeed.value * f;
747 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
748 cl.cmd.forwardmove = cl_forwardspeed.value * f;
749 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
750 cl.cmd.forwardmove = -cl_backspeed.value * f;
752 cl.cmd.forwardmove = 0;
757 #include "cl_collision.h"
759 void CL_UpdatePrydonCursor(void)
763 if (cl_prydoncursor.integer <= 0)
764 VectorClear(cl.cmd.cursor_screen);
767 if (cl.cmd.cursor_screen[0] < -1)
769 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
770 cl.cmd.cursor_screen[0] = -1;
772 if (cl.cmd.cursor_screen[0] > 1)
774 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
775 cl.cmd.cursor_screen[0] = 1;
777 if (cl.cmd.cursor_screen[1] < -1)
779 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
780 cl.cmd.cursor_screen[1] = -1;
782 if (cl.cmd.cursor_screen[1] > 1)
784 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
785 cl.cmd.cursor_screen[1] = 1;
788 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
789 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
790 cl.cmd.cursor_screen[2] = 1;
792 // calculate current view matrix
793 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
794 // calculate direction vector of cursor in viewspace by using frustum slopes
795 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);
796 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
797 // trace from view origin to the cursor
798 if (cl_prydoncursor_notrace.integer)
800 cl.cmd.cursor_fraction = 1.0f;
801 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
802 VectorClear(cl.cmd.cursor_normal);
803 cl.cmd.cursor_entitynumber = 0;
806 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);
809 typedef enum waterlevel_e
818 typedef struct cl_clientmovement_state_s
823 // current bounding box (different if crouched vs standing)
826 // currently on the ground
828 // currently crouching
830 // what kind of water (SUPERCONTENTS_LAVA for instance)
833 waterlevel_t waterlevel;
834 // weird hacks when jumping out of water
835 // (this is in seconds and counts down to 0)
841 cl_clientmovement_state_t;
843 #define NUMOFFSETS 27
844 static vec3_t offsets[NUMOFFSETS] =
846 // 1 no nudge (just return the original if this test passes)
847 { 0.000, 0.000, 0.000},
849 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
850 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
851 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
852 // 4 diagonal flat nudges
853 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
854 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
855 // 8 diagonal upward nudges
856 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
857 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
858 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
859 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
860 // 8 diagonal downward nudges
861 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
862 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
863 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
864 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
867 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
871 for (i = 0;i < NUMOFFSETS;i++)
873 VectorAdd(offsets[i], s->origin, neworigin);
874 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true).startsolid)
876 VectorCopy(neworigin, s->origin);
880 // if all offsets failed, give up
884 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
887 vec3_t origin1, origin2;
890 // make sure player is not stuck
891 CL_ClientMovement_Unstick(s);
896 // wants to crouch, this always works..
902 // wants to stand, if currently crouching we need to check for a
906 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
907 if (!trace.startsolid)
913 VectorCopy(cl.playercrouchmins, s->mins);
914 VectorCopy(cl.playercrouchmaxs, s->maxs);
918 VectorCopy(cl.playerstandmins, s->mins);
919 VectorCopy(cl.playerstandmaxs, s->maxs);
923 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
924 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
925 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
926 if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
930 // this code actually "predicts" an impact; so let's clip velocity first
931 f = DotProduct(s->velocity, trace.plane.normal);
932 if(f < 0) // only if moving downwards actually
933 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
938 // set watertype/waterlevel
939 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
940 s->waterlevel = WATERLEVEL_NONE;
941 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
944 s->waterlevel = WATERLEVEL_WETFEET;
945 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
946 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
948 s->waterlevel = WATERLEVEL_SWIMMING;
949 origin1[2] = s->origin[2] + 22;
950 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
951 s->waterlevel = WATERLEVEL_SUBMERGED;
955 // water jump prediction
956 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
957 s->waterjumptime = 0;
960 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
966 vec3_t currentorigin2;
968 vec3_t primalvelocity;
972 CL_ClientMovement_UpdateStatus(s);
973 VectorCopy(s->velocity, primalvelocity);
974 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
976 VectorMA(s->origin, t, s->velocity, neworigin);
977 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
978 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
980 // may be a step or wall, try stepping up
981 // first move forward at a higher level
982 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
983 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
984 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
985 if (!trace2.startsolid)
987 // then move down from there
988 VectorCopy(trace2.endpos, currentorigin2);
989 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
990 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
991 //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]);
992 // accept the new trace if it made some progress
993 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
996 VectorCopy(trace3.endpos, trace.endpos);
1001 // check if it moved at all
1002 if (trace.fraction >= 0.001)
1003 VectorCopy(trace.endpos, s->origin);
1005 // check if it moved all the way
1006 if (trace.fraction == 1)
1009 //if (trace.plane.normal[2] > 0.7)
1010 // s->onground = true;
1012 t -= t * trace.fraction;
1014 f = DotProduct(s->velocity, trace.plane.normal);
1015 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
1017 if (s->waterjumptime > 0)
1018 VectorCopy(primalvelocity, s->velocity);
1022 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1029 // water jump only in certain situations
1030 // this mimics quakeworld code
1031 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1036 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1037 AngleVectors(yawangles, forward, NULL, NULL);
1038 VectorMA(s->origin, 24, forward, spot);
1040 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1043 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1045 VectorScale(forward, 50, s->velocity);
1046 s->velocity[2] = 310;
1047 s->waterjumptime = 2;
1048 s->onground = false;
1049 s->cmd.canjump = false;
1054 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1056 // drift towards bottom
1057 VectorSet(wishvel, 0, 0, -60);
1065 // calculate movement vector
1066 AngleVectors(s->cmd.viewangles, forward, right, up);
1067 VectorSet(up, 0, 0, 1);
1068 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1071 // split wishvel into wishspeed and wishdir
1072 wishspeed = VectorLength(wishvel);
1074 VectorScale(wishvel, 1 / wishspeed, wishdir);
1076 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1077 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1082 if (s->waterjumptime <= 0)
1085 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1087 VectorScale(s->velocity, f, s->velocity);
1089 // water acceleration
1090 f = wishspeed - DotProduct(s->velocity, wishdir);
1093 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1094 VectorMA(s->velocity, f, wishdir, s->velocity);
1097 // holding jump button swims upward slowly
1100 if (s->watertype & SUPERCONTENTS_LAVA)
1101 s->velocity[2] = 50;
1102 else if (s->watertype & SUPERCONTENTS_SLIME)
1103 s->velocity[2] = 80;
1106 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1107 s->velocity[2] = 200;
1109 s->velocity[2] = 100;
1114 CL_ClientMovement_Move(s);
1117 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1119 if(forward == 0 && side == 0)
1120 return 0; // avoid division by zero
1121 angle -= RAD2DEG(atan2(side, forward));
1122 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1127 return 1 - fabs(angle);
1130 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1146 return a * pow(fabs(b / a), lerp);
1149 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1151 vec_t zspeed, speed, dot, k;
1154 // this doesn't play well with analog input
1155 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1159 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1164 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1166 zspeed = s->velocity[2];
1168 speed = VectorNormalizeLength(s->velocity);
1170 dot = DotProduct(s->velocity, wishdir);
1172 if(dot > 0) { // we can't change direction while slowing down
1173 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1174 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1175 k *= cl.movevars_aircontrol;
1176 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1177 VectorNormalize(s->velocity);
1180 VectorScale(s->velocity, speed, s->velocity);
1181 s->velocity[2] = zspeed;
1184 float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1187 (accelqw < 0 ? -1 : +1)
1189 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1192 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)
1199 vec_t vel_xy_current;
1200 vec_t vel_xy_backward, vel_xy_forward;
1203 if(stretchfactor > 0)
1204 speedclamp = stretchfactor;
1205 else if(accelqw < 0)
1208 speedclamp = -1; // no clamping
1213 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1214 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1216 vel_straight = DotProduct(s->velocity, wishdir);
1217 vel_z = s->velocity[2];
1218 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1219 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1221 step = accel * s->cmd.frametime * wishspeed0;
1223 vel_xy_current = VectorLength(vel_xy);
1225 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1226 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1227 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1228 if(vel_xy_backward < 0)
1229 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1231 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1233 if(sidefric < 0 && VectorLength2(vel_perpend))
1234 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1237 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1238 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1240 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1241 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1242 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1243 // obviously, this cannot be
1245 VectorScale(vel_perpend, f, vel_perpend);
1249 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1253 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1255 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1259 vec_t vel_xy_preclamp;
1260 vel_xy_preclamp = VectorLength(s->velocity);
1261 if(vel_xy_preclamp > 0) // prevent division by zero
1263 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1264 if(vel_xy_current < vel_xy_preclamp)
1265 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1269 s->velocity[2] += vel_z;
1272 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1274 vec3_t curvel, wishvel, acceldir, curdir;
1275 float addspeed, accelspeed, curspeed;
1278 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1279 float bunnyaccel = cl.movevars_warsowbunny_accel;
1280 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1281 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1282 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1287 VectorCopy( s->velocity, curvel );
1289 curspeed = VectorLength( curvel );
1291 if( wishspeed > curspeed * 1.01f )
1293 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1294 if( accelspeed < wishspeed )
1295 wishspeed = accelspeed;
1299 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1302 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1304 VectorScale( wishdir, wishspeed, wishvel );
1305 VectorSubtract( wishvel, curvel, acceldir );
1306 addspeed = VectorNormalizeLength( acceldir );
1308 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1309 if( accelspeed > addspeed )
1310 accelspeed = addspeed;
1312 if( backtosideratio < 1.0f )
1314 VectorNormalize2( curvel, curdir );
1315 dot = DotProduct( acceldir, curdir );
1317 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1320 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1323 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1339 // jump if on ground with jump button pressed but only if it has been
1340 // released at least once since the last jump
1343 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1345 s->velocity[2] += cl.movevars_jumpvelocity;
1346 s->onground = false;
1347 s->cmd.canjump = false;
1351 s->cmd.canjump = true;
1353 // calculate movement vector
1354 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1355 AngleVectors(yawangles, forward, right, up);
1356 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1358 // split wishvel into wishspeed and wishdir
1359 wishspeed = VectorLength(wishvel);
1361 VectorScale(wishvel, 1 / wishspeed, wishdir);
1363 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1364 // check if onground
1367 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1371 // apply edge friction
1372 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1375 friction = cl.movevars_friction;
1376 if (cl.movevars_edgefriction != 1)
1380 // note: QW uses the full player box for the trace, and yet still
1381 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1382 // this mimics it for compatibility
1383 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1384 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1385 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1386 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
1388 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true, false);
1389 if (trace.fraction == 1 && !trace.startsolid)
1390 friction *= cl.movevars_edgefriction;
1392 // apply ground friction
1393 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1395 VectorScale(s->velocity, f, s->velocity);
1397 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1400 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1401 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1403 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1406 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1407 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1408 s->velocity[2] -= gravity * 0.5f;
1410 s->velocity[2] -= gravity;
1411 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1413 if (VectorLength2(s->velocity))
1414 CL_ClientMovement_Move(s);
1415 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1416 s->velocity[2] -= gravity * 0.5f;
1420 if (s->waterjumptime <= 0)
1422 // apply air speed limit
1423 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1424 qboolean accelerating;
1426 accelqw = cl.movevars_airaccel_qw;
1427 wishspeed0 = wishspeed;
1428 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1431 accel = cl.movevars_airaccelerate;
1433 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1434 wishspeed2 = wishspeed;
1437 if(cl.movevars_airstopaccelerate != 0)
1440 curdir[0] = s->velocity[0];
1441 curdir[1] = s->velocity[1];
1443 VectorNormalize(curdir);
1444 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1446 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
1447 if(cl.movevars_maxairstrafespeed)
1448 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1449 if(cl.movevars_airstrafeaccelerate)
1450 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1451 if(cl.movevars_airstrafeaccel_qw)
1453 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1455 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1458 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1459 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1461 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);
1463 if(cl.movevars_aircontrol)
1464 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1466 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1467 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1468 s->velocity[2] -= gravity * 0.5f;
1470 s->velocity[2] -= gravity;
1471 CL_ClientMovement_Move(s);
1472 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1473 s->velocity[2] -= gravity * 0.5f;
1477 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1479 //Con_Printf(" %f", frametime);
1481 s->cmd.canjump = true;
1482 s->waterjumptime -= s->cmd.frametime;
1483 CL_ClientMovement_UpdateStatus(s);
1484 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1485 CL_ClientMovement_Physics_Swim(s);
1487 CL_ClientMovement_Physics_Walk(s);
1490 extern cvar_t slowmo;
1491 void CL_UpdateMoveVars(void)
1493 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1497 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1499 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1500 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1501 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1502 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1503 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1504 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1505 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1506 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1507 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1508 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1509 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1510 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1511 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1512 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1513 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1514 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1515 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1516 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1517 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1518 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1519 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1520 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1521 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1522 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1523 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1524 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1525 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1526 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1527 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1528 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1529 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1530 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1531 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1532 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1537 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1538 cl.movevars_timescale = slowmo.value;
1539 cl.movevars_gravity = sv_gravity.value;
1540 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1541 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1542 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1543 cl.movevars_accelerate = cl_movement_accelerate.value;
1544 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1545 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1546 cl.movevars_friction = cl_movement_friction.value;
1547 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1548 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1549 cl.movevars_entgravity = 1;
1550 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1551 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1552 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1553 cl.movevars_stepheight = cl_movement_stepheight.value;
1554 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1555 cl.movevars_airaccel_qw_stretchfactor = 0;
1556 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1557 cl.movevars_airstopaccelerate = 0;
1558 cl.movevars_airstrafeaccelerate = 0;
1559 cl.movevars_maxairstrafespeed = 0;
1560 cl.movevars_airstrafeaccel_qw = 0;
1561 cl.movevars_aircontrol = 0;
1562 cl.movevars_aircontrol_power = 2;
1563 cl.movevars_aircontrol_penalty = 0;
1564 cl.movevars_warsowbunny_airforwardaccel = 0;
1565 cl.movevars_warsowbunny_accel = 0;
1566 cl.movevars_warsowbunny_topspeed = 0;
1567 cl.movevars_warsowbunny_turnaccel = 0;
1568 cl.movevars_warsowbunny_backtosideratio = 0;
1569 cl.movevars_airspeedlimit_nonqw = 0;
1572 if(!(cl.moveflags & MOVEFLAG_VALID))
1574 if(gamemode == GAME_NEXUIZ)
1575 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1578 if(cl.movevars_aircontrol_power <= 0)
1579 cl.movevars_aircontrol_power = 2; // CPMA default
1582 void CL_ClientMovement_Replay(void)
1585 double totalmovemsec;
1586 cl_clientmovement_state_t s;
1588 if (cl.movement_predicted && !cl.movement_replay)
1591 if (!cl_movement_replay.integer)
1594 // set up starting state for the series of moves
1595 memset(&s, 0, sizeof(s));
1596 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1597 VectorCopy(cl.mvelocity[0], s.velocity);
1598 s.crouched = true; // will be updated on first move
1599 //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]);
1602 for (i = 0;i < CL_MAX_USERCMDS;i++)
1603 if (cl.movecmd[i].sequence > cls.servermovesequence)
1604 totalmovemsec += cl.movecmd[i].msec;
1605 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);
1606 //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);
1607 if (cl.movement_predicted)
1609 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1611 // replay the input queue to predict current location
1612 // note: this relies on the fact there's always one queue item at the end
1614 // find how many are still valid
1615 for (i = 0;i < CL_MAX_USERCMDS;i++)
1616 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1618 // now walk them in oldest to newest order
1619 for (i--;i >= 0;i--)
1621 s.cmd = cl.movecmd[i];
1622 if (i < CL_MAX_USERCMDS - 1)
1623 s.cmd.canjump = cl.movecmd[i+1].canjump;
1625 // if a move is more than 50ms, do it as two moves (matching qwsv)
1626 //Con_Printf("%i ", s.cmd.msec);
1627 if(s.cmd.frametime > 0.0005)
1629 if (s.cmd.frametime > 0.05)
1631 s.cmd.frametime /= 2;
1632 CL_ClientMovement_PlayerMove(&s);
1634 CL_ClientMovement_PlayerMove(&s);
1638 // we REALLY need this handling to happen, even if the move is not executed
1640 s.cmd.canjump = true;
1642 cl.movecmd[i].canjump = s.cmd.canjump;
1645 CL_ClientMovement_UpdateStatus(&s);
1649 // get the first movement queue entry to know whether to crouch and such
1650 s.cmd = cl.movecmd[0];
1653 if (cls.demoplayback) // for bob, speedometer
1654 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1657 cl.movement_replay = false;
1658 // update the interpolation target position and velocity
1659 VectorCopy(s.origin, cl.movement_origin);
1660 VectorCopy(s.velocity, cl.movement_velocity);
1663 // update the onground flag if appropriate
1664 if (cl.movement_predicted)
1666 // when predicted we simply set the flag according to the UpdateStatus
1667 cl.onground = s.onground;
1671 // when not predicted, cl.onground is cleared by cl_parse.c each time
1672 // an update packet is received, but can be forced on here to hide
1673 // server inconsistencies in the onground flag
1674 // (which mostly occur when stepping up stairs at very high framerates
1675 // where after the step up the move continues forward and not
1676 // downward so the ground is not detected)
1678 // such onground inconsistencies can cause jittery gun bobbing and
1679 // stair smoothing, so we set onground if UpdateStatus says so
1684 // react to onground state changes (for gun bob)
1687 if (!cl.oldonground)
1688 cl.hitgroundtime = cl.movecmd[0].time;
1689 cl.lastongroundtime = cl.movecmd[0].time;
1691 cl.oldonground = cl.onground;
1694 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1699 if (to->viewangles[0] != from->viewangles[0])
1700 bits |= QW_CM_ANGLE1;
1701 if (to->viewangles[1] != from->viewangles[1])
1702 bits |= QW_CM_ANGLE2;
1703 if (to->viewangles[2] != from->viewangles[2])
1704 bits |= QW_CM_ANGLE3;
1705 if (to->forwardmove != from->forwardmove)
1706 bits |= QW_CM_FORWARD;
1707 if (to->sidemove != from->sidemove)
1709 if (to->upmove != from->upmove)
1711 if (to->buttons != from->buttons)
1712 bits |= QW_CM_BUTTONS;
1713 if (to->impulse != from->impulse)
1714 bits |= QW_CM_IMPULSE;
1716 MSG_WriteByte(buf, bits);
1717 if (bits & QW_CM_ANGLE1)
1718 MSG_WriteAngle16i(buf, to->viewangles[0]);
1719 if (bits & QW_CM_ANGLE2)
1720 MSG_WriteAngle16i(buf, to->viewangles[1]);
1721 if (bits & QW_CM_ANGLE3)
1722 MSG_WriteAngle16i(buf, to->viewangles[2]);
1723 if (bits & QW_CM_FORWARD)
1724 MSG_WriteShort(buf, (short) to->forwardmove);
1725 if (bits & QW_CM_SIDE)
1726 MSG_WriteShort(buf, (short) to->sidemove);
1727 if (bits & QW_CM_UP)
1728 MSG_WriteShort(buf, (short) to->upmove);
1729 if (bits & QW_CM_BUTTONS)
1730 MSG_WriteByte(buf, to->buttons);
1731 if (bits & QW_CM_IMPULSE)
1732 MSG_WriteByte(buf, to->impulse);
1733 MSG_WriteByte(buf, to->msec);
1736 void CL_NewFrameReceived(int num)
1738 if (developer_networkentities.integer >= 10)
1739 Con_Printf("recv: svc_entities %i\n", num);
1740 cl.latestframenums[cl.latestframenumsposition] = num;
1741 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1742 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1745 void CL_RotateMoves(const matrix4x4_t *m)
1747 // rotate viewangles in all previous moves
1751 for (i = 0;i < CL_MAX_USERCMDS;i++)
1753 if (cl.movecmd[i].sequence > cls.servermovesequence)
1755 usercmd_t *c = &cl.movecmd[i];
1756 AngleVectors(c->viewangles, f, r, u);
1757 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1758 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1759 AnglesFromVectors(c->viewangles, f, u, false);
1769 usercmd_t nullcmd; // for delta compression of qw moves
1770 void CL_SendMove(void)
1772 int i, j, packetloss;
1778 unsigned char data[1024];
1784 // if playing a demo, do nothing
1788 // we don't que moves during a lag spike (potential network timeout)
1789 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1791 // we build up cl.cmd and then decide whether to send or not
1792 // we store this into cl.movecmd[0] for prediction each frame even if we
1793 // do not send, to make sure that prediction is instant
1794 cl.cmd.time = cl.time;
1795 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1798 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1800 if (in_attack.state & 3) bits |= 1;
1801 if (in_jump.state & 3) bits |= 2;
1802 if (in_button3.state & 3) bits |= 4;
1803 if (in_button4.state & 3) bits |= 8;
1804 if (in_button5.state & 3) bits |= 16;
1805 if (in_button6.state & 3) bits |= 32;
1806 if (in_button7.state & 3) bits |= 64;
1807 if (in_button8.state & 3) bits |= 128;
1808 if (in_use.state & 3) bits |= 256;
1809 if (key_dest != key_game || key_consoleactive) bits |= 512;
1810 if (cl_prydoncursor.integer > 0) bits |= 1024;
1811 if (in_button9.state & 3) bits |= 2048;
1812 if (in_button10.state & 3) bits |= 4096;
1813 if (in_button11.state & 3) bits |= 8192;
1814 if (in_button12.state & 3) bits |= 16384;
1815 if (in_button13.state & 3) bits |= 32768;
1816 if (in_button14.state & 3) bits |= 65536;
1817 if (in_button15.state & 3) bits |= 131072;
1818 if (in_button16.state & 3) bits |= 262144;
1819 // button bits 19-31 unused currently
1820 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1821 if(cl_prydoncursor.integer > 0)
1823 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1824 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1825 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1826 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1829 // set buttons and impulse
1830 cl.cmd.buttons = bits;
1831 cl.cmd.impulse = in_impulse;
1834 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1836 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1837 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1838 // ridiculous value rejection (matches qw)
1839 if (cl.cmd.msec > 250)
1841 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1843 cl.cmd.predicted = cl_movement.integer != 0;
1845 // movement is set by input code (forwardmove/sidemove/upmove)
1846 // always dump the first two moves, because they may contain leftover inputs from the last level
1847 if (cl.cmd.sequence <= 2)
1848 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1850 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1852 switch (cls.protocol)
1854 case PROTOCOL_QUAKEWORLD:
1855 case PROTOCOL_QUAKE:
1856 case PROTOCOL_QUAKEDP:
1857 case PROTOCOL_NEHAHRAMOVIE:
1858 case PROTOCOL_NEHAHRABJP:
1859 case PROTOCOL_NEHAHRABJP2:
1860 case PROTOCOL_NEHAHRABJP3:
1861 case PROTOCOL_DARKPLACES1:
1862 case PROTOCOL_DARKPLACES2:
1863 case PROTOCOL_DARKPLACES3:
1864 case PROTOCOL_DARKPLACES4:
1865 case PROTOCOL_DARKPLACES5:
1867 case PROTOCOL_DARKPLACES6:
1868 case PROTOCOL_DARKPLACES7:
1869 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1870 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1872 case PROTOCOL_UNKNOWN:
1877 cl.movecmd[0] = cl.cmd;
1879 // don't predict more than 200fps
1880 if (realtime >= cl.lastpackettime + 0.005)
1881 cl.movement_replay = true; // redo the prediction
1883 // now decide whether to actually send this move
1884 // (otherwise it is only for prediction)
1886 // don't send too often or else network connections can get clogged by a
1887 // high renderer framerate
1888 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1889 if (cl.movevars_timescale && cl.movevars_ticrate)
1891 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1892 packettime = min(packettime, maxtic);
1895 // do not send 0ms packets because they mess up physics
1896 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1898 // always send if buttons changed or an impulse is pending
1899 // even if it violates the rate limit!
1900 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1901 // don't send too often (cl_netfps)
1902 if (!important && realtime < cl.lastpackettime + packettime)
1904 // don't choke the connection with packets (obey rate limit)
1905 // it is important that this check be last, because it adds a new
1906 // frame to the shownetgraph output and any cancelation after this
1907 // will produce a nasty spike-like look to the netgraph
1908 // we also still send if it is important
1909 if (!NetConn_CanSend(cls.netcon) && !important)
1911 // try to round off the lastpackettime to a multiple of the packet interval
1912 // (this causes it to emit packets at a steady beat)
1914 cl.lastpackettime = floor(realtime / packettime) * packettime;
1916 cl.lastpackettime = realtime;
1918 buf.maxsize = sizeof(data);
1922 // send the movement message
1923 // PROTOCOL_QUAKE clc_move = 16 bytes total
1924 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1925 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1926 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1927 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1928 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1929 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1930 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1931 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1932 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1933 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1935 // set prydon cursor info
1936 CL_UpdatePrydonCursor();
1938 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1940 switch (cls.protocol)
1942 case PROTOCOL_QUAKEWORLD:
1943 MSG_WriteByte(&buf, qw_clc_move);
1944 // save the position for a checksum byte
1945 checksumindex = buf.cursize;
1946 MSG_WriteByte(&buf, 0);
1947 // packet loss percentage
1948 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1949 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1951 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1952 MSG_WriteByte(&buf, packetloss);
1953 // write most recent 3 moves
1954 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1955 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1956 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1957 // calculate the checksum
1958 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1959 // if delta compression history overflows, request no delta
1960 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1961 cl.qw_validsequence = 0;
1962 // request delta compression if appropriate
1963 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1965 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1966 MSG_WriteByte(&buf, qw_clc_delta);
1967 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1970 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1972 case PROTOCOL_QUAKE:
1973 case PROTOCOL_QUAKEDP:
1974 case PROTOCOL_NEHAHRAMOVIE:
1975 case PROTOCOL_NEHAHRABJP:
1976 case PROTOCOL_NEHAHRABJP2:
1977 case PROTOCOL_NEHAHRABJP3:
1979 MSG_WriteByte (&buf, clc_move);
1980 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1981 // 3 bytes (6 bytes in proquake)
1982 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1984 for (i = 0;i < 3;i++)
1985 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1989 for (i = 0;i < 3;i++)
1990 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1993 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1994 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1995 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1997 MSG_WriteByte (&buf, cl.cmd.buttons);
1998 MSG_WriteByte (&buf, cl.cmd.impulse);
2000 case PROTOCOL_DARKPLACES2:
2001 case PROTOCOL_DARKPLACES3:
2003 MSG_WriteByte (&buf, clc_move);
2004 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2006 for (i = 0;i < 3;i++)
2007 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
2009 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2010 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2011 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2013 MSG_WriteByte (&buf, cl.cmd.buttons);
2014 MSG_WriteByte (&buf, cl.cmd.impulse);
2016 case PROTOCOL_DARKPLACES1:
2017 case PROTOCOL_DARKPLACES4:
2018 case PROTOCOL_DARKPLACES5:
2020 MSG_WriteByte (&buf, clc_move);
2021 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2023 for (i = 0;i < 3;i++)
2024 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2026 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2027 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2028 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2030 MSG_WriteByte (&buf, cl.cmd.buttons);
2031 MSG_WriteByte (&buf, cl.cmd.impulse);
2032 case PROTOCOL_DARKPLACES6:
2033 case PROTOCOL_DARKPLACES7:
2034 // set the maxusercmds variable to limit how many should be sent
2035 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2036 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2037 if (!cl.cmd.predicted)
2040 // send the latest moves in order, the old ones will be
2041 // ignored by the server harmlessly, however if the previous
2042 // packets were lost these moves will be used
2044 // this reduces packet loss impact on gameplay.
2045 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2047 // don't repeat any stale moves
2048 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2051 MSG_WriteByte (&buf, clc_move);
2052 if (cls.protocol != PROTOCOL_DARKPLACES6)
2053 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2054 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2056 for (i = 0;i < 3;i++)
2057 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2059 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2060 MSG_WriteCoord16i (&buf, cmd->sidemove);
2061 MSG_WriteCoord16i (&buf, cmd->upmove);
2063 MSG_WriteLong (&buf, cmd->buttons);
2064 MSG_WriteByte (&buf, cmd->impulse);
2065 // PRYDON_CLIENTCURSOR
2067 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2068 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2069 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2070 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2071 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2072 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2073 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2074 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2075 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2078 case PROTOCOL_UNKNOWN:
2083 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2085 // ack entity frame numbers received since the last input was sent
2086 // (redundent to improve handling of client->server packet loss)
2087 // if cl_netrepeatinput is 1 and client framerate matches server
2088 // framerate, this is 10 bytes, if client framerate is lower this
2091 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2092 if (oldsequence < 1)
2094 for (i = 0;i < LATESTFRAMENUMS;i++)
2096 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2097 if (cl.latestsendnums[j] >= oldsequence)
2099 if (developer_networkentities.integer >= 10)
2100 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2101 MSG_WriteByte(&buf, clc_ackframe);
2102 MSG_WriteLong(&buf, cl.latestframenums[j]);
2107 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2108 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2110 // acknowledge any recently received data blocks
2111 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2113 MSG_WriteByte(&buf, clc_ackdownloaddata);
2114 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2115 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2116 cls.dp_downloadack[i].start = 0;
2117 cls.dp_downloadack[i].size = 0;
2120 // send the reliable message (forwarded commands) if there is one
2121 if (buf.cursize || cls.netcon->message.cursize)
2122 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2126 // update the cl.movecmd array which holds the most recent moves,
2127 // because we now need a new slot for the next input
2128 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2129 cl.movecmd[i] = cl.movecmd[i-1];
2130 cl.movecmd[0].msec = 0;
2131 cl.movecmd[0].frametime = 0;
2134 // clear button 'click' states
2135 in_attack.state &= ~2;
2136 in_jump.state &= ~2;
2137 in_button3.state &= ~2;
2138 in_button4.state &= ~2;
2139 in_button5.state &= ~2;
2140 in_button6.state &= ~2;
2141 in_button7.state &= ~2;
2142 in_button8.state &= ~2;
2144 in_button9.state &= ~2;
2145 in_button10.state &= ~2;
2146 in_button11.state &= ~2;
2147 in_button12.state &= ~2;
2148 in_button13.state &= ~2;
2149 in_button14.state &= ~2;
2150 in_button15.state &= ~2;
2151 in_button16.state &= ~2;
2155 if (cls.netcon->message.overflowed)
2157 Con_Print("CL_SendMove: lost server connection\n");
2159 Host_ShutdownServer();
2168 void CL_InitInput (void)
2170 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2171 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2172 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2173 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2174 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2175 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2176 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2177 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2178 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2179 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2180 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2181 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2182 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2183 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2184 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2185 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2186 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2187 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2188 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2189 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2190 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2191 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2192 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2193 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2194 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2195 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2196 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2197 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2198 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2199 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2200 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2201 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2202 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2204 // LordHavoc: added use button
2205 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2206 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2208 // LordHavoc: added 6 new buttons
2209 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2210 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2211 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2212 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2213 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2214 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2215 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2216 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2217 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2218 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2219 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2220 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2221 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2222 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2223 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2224 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2225 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2226 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2227 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2228 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2229 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2230 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2231 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2232 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2233 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2234 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2235 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2236 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2238 // LordHavoc: added bestweapon command
2239 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)");
2241 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");
2243 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2245 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2246 Cvar_RegisterVariable(&cl_movement);
2247 Cvar_RegisterVariable(&cl_movement_replay);
2248 Cvar_RegisterVariable(&cl_movement_nettimeout);
2249 Cvar_RegisterVariable(&cl_movement_minping);
2250 Cvar_RegisterVariable(&cl_movement_track_canjump);
2251 Cvar_RegisterVariable(&cl_movement_maxspeed);
2252 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2253 Cvar_RegisterVariable(&cl_movement_stopspeed);
2254 Cvar_RegisterVariable(&cl_movement_friction);
2255 Cvar_RegisterVariable(&cl_movement_wallfriction);
2256 Cvar_RegisterVariable(&cl_movement_waterfriction);
2257 Cvar_RegisterVariable(&cl_movement_edgefriction);
2258 Cvar_RegisterVariable(&cl_movement_stepheight);
2259 Cvar_RegisterVariable(&cl_movement_accelerate);
2260 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2261 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2262 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2263 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2264 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2266 Cvar_RegisterVariable(&in_pitch_min);
2267 Cvar_RegisterVariable(&in_pitch_max);
2268 Cvar_RegisterVariable(&m_filter);
2269 Cvar_RegisterVariable(&m_accelerate);
2270 Cvar_RegisterVariable(&m_accelerate_minspeed);
2271 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2272 Cvar_RegisterVariable(&m_accelerate_filter);
2274 Cvar_RegisterVariable(&cl_netfps);
2275 Cvar_RegisterVariable(&cl_netrepeatinput);
2276 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2278 Cvar_RegisterVariable(&cl_nodelta);
2280 Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);