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
30 ===============================================================================
34 Continuous button event tracking is complicated by the fact that two different
35 input sources (say, mouse button 1 and the control key) can both press the
36 same button, but the button should only be released when both of the
37 pressing key have been released.
39 When a key event issues a button command (+forward, +attack, etc), it appends
40 its key number as a parameter to the command so it can be matched up with
43 state bit 0 is the current state of the key
44 state bit 1 is edge triggered on the up to down transition
45 state bit 2 is edge triggered on the down to up transition
47 ===============================================================================
51 kbutton_t in_mlook, in_klook;
52 kbutton_t in_left, in_right, in_forward, in_back;
53 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
54 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
55 kbutton_t in_up, in_down;
56 // LordHavoc: added 6 new buttons
57 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
59 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
65 static void KeyDown (kbutton_t *b)
74 k = -1; // typed manually at the console for continuous down
76 if (k == b->down[0] || k == b->down[1])
77 return; // repeating key
85 Con_Print("Three keys down for a button!\n");
91 b->state |= 1 + 2; // down + impulse down
94 static void KeyUp (kbutton_t *b)
103 { // typed manually at the console, assume for unsticking, so clear all
104 b->down[0] = b->down[1] = 0;
105 b->state = 4; // impulse up
111 else if (b->down[1] == k)
114 return; // key up without coresponding down (menu pass through)
115 if (b->down[0] || b->down[1])
116 return; // some other key is still holding it down
119 return; // still up (this should not happen)
120 b->state &= ~1; // now up
121 b->state |= 4; // impulse up
124 static void IN_KLookDown (void) {KeyDown(&in_klook);}
125 static void IN_KLookUp (void) {KeyUp(&in_klook);}
126 static void IN_MLookDown (void) {KeyDown(&in_mlook);}
127 static void IN_MLookUp (void)
130 if ( !(in_mlook.state&1) && lookspring.value)
133 static void IN_UpDown(void) {KeyDown(&in_up);}
134 static void IN_UpUp(void) {KeyUp(&in_up);}
135 static void IN_DownDown(void) {KeyDown(&in_down);}
136 static void IN_DownUp(void) {KeyUp(&in_down);}
137 static void IN_LeftDown(void) {KeyDown(&in_left);}
138 static void IN_LeftUp(void) {KeyUp(&in_left);}
139 static void IN_RightDown(void) {KeyDown(&in_right);}
140 static void IN_RightUp(void) {KeyUp(&in_right);}
141 static void IN_ForwardDown(void) {KeyDown(&in_forward);}
142 static void IN_ForwardUp(void) {KeyUp(&in_forward);}
143 static void IN_BackDown(void) {KeyDown(&in_back);}
144 static void IN_BackUp(void) {KeyUp(&in_back);}
145 static void IN_LookupDown(void) {KeyDown(&in_lookup);}
146 static void IN_LookupUp(void) {KeyUp(&in_lookup);}
147 static void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
148 static void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
149 static void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
150 static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
151 static void IN_MoverightDown(void) {KeyDown(&in_moveright);}
152 static void IN_MoverightUp(void) {KeyUp(&in_moveright);}
154 static void IN_SpeedDown(void) {KeyDown(&in_speed);}
155 static void IN_SpeedUp(void) {KeyUp(&in_speed);}
156 static void IN_StrafeDown(void) {KeyDown(&in_strafe);}
157 static void IN_StrafeUp(void) {KeyUp(&in_strafe);}
159 static void IN_AttackDown(void) {KeyDown(&in_attack);}
160 static void IN_AttackUp(void) {KeyUp(&in_attack);}
162 static void IN_UseDown(void) {KeyDown(&in_use);}
163 static void IN_UseUp(void) {KeyUp(&in_use);}
165 // LordHavoc: added 6 new buttons
166 static void IN_Button3Down(void) {KeyDown(&in_button3);}
167 static void IN_Button3Up(void) {KeyUp(&in_button3);}
168 static void IN_Button4Down(void) {KeyDown(&in_button4);}
169 static void IN_Button4Up(void) {KeyUp(&in_button4);}
170 static void IN_Button5Down(void) {KeyDown(&in_button5);}
171 static void IN_Button5Up(void) {KeyUp(&in_button5);}
172 static void IN_Button6Down(void) {KeyDown(&in_button6);}
173 static void IN_Button6Up(void) {KeyUp(&in_button6);}
174 static void IN_Button7Down(void) {KeyDown(&in_button7);}
175 static void IN_Button7Up(void) {KeyUp(&in_button7);}
176 static void IN_Button8Down(void) {KeyDown(&in_button8);}
177 static void IN_Button8Up(void) {KeyUp(&in_button8);}
179 static void IN_Button9Down(void) {KeyDown(&in_button9);}
180 static void IN_Button9Up(void) {KeyUp(&in_button9);}
181 static void IN_Button10Down(void) {KeyDown(&in_button10);}
182 static void IN_Button10Up(void) {KeyUp(&in_button10);}
183 static void IN_Button11Down(void) {KeyDown(&in_button11);}
184 static void IN_Button11Up(void) {KeyUp(&in_button11);}
185 static void IN_Button12Down(void) {KeyDown(&in_button12);}
186 static void IN_Button12Up(void) {KeyUp(&in_button12);}
187 static void IN_Button13Down(void) {KeyDown(&in_button13);}
188 static void IN_Button13Up(void) {KeyUp(&in_button13);}
189 static void IN_Button14Down(void) {KeyDown(&in_button14);}
190 static void IN_Button14Up(void) {KeyUp(&in_button14);}
191 static void IN_Button15Down(void) {KeyDown(&in_button15);}
192 static void IN_Button15Up(void) {KeyUp(&in_button15);}
193 static void IN_Button16Down(void) {KeyDown(&in_button16);}
194 static void IN_Button16Up(void) {KeyUp(&in_button16);}
196 static void IN_JumpDown (void) {KeyDown(&in_jump);}
197 static void IN_JumpUp (void) {KeyUp(&in_jump);}
199 static void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
201 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
203 static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
206 for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
207 if(in_bestweapon_info[i].impulse == impulse)
209 if(i >= IN_BESTWEAPON_MAX)
211 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
214 strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
215 in_bestweapon_info[i].impulse = impulse;
217 in_bestweapon_info[i].weaponbit = weaponbit;
218 if(activeweaponcode != -1)
219 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
221 in_bestweapon_info[i].ammostat = ammostat;
223 in_bestweapon_info[i].ammomin = ammomin;
226 void IN_BestWeapon_ResetData (void)
228 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
229 IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
230 IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
231 IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
232 IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
233 IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
234 IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
235 IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
236 IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
237 IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
238 IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
239 IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
240 IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
241 IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
244 static void IN_BestWeapon_Register_f (void)
248 IN_BestWeapon_Register(
257 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
259 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
261 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
263 IN_BestWeapon_ResetData();
267 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
271 static void IN_BestWeapon (void)
277 Con_Printf("bestweapon requires 1 or more parameters\n");
280 for (i = 1;i < Cmd_Argc();i++)
283 // figure out which weapon this character refers to
284 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
286 if (!strcmp(in_bestweapon_info[n].name, t))
288 // we found out what weapon this character refers to
289 // check if the inventory contains the weapon and enough ammo
290 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
292 // we found one of the weapons the player wanted
293 // send an impulse to switch to it
294 in_impulse = in_bestweapon_info[n].impulse;
300 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
302 // if we couldn't find any of the weapons, there's nothing more we can do...
306 void IN_CycleWeapon (void)
310 qboolean found = false;
314 Con_Printf("bestweapon requires 1 or more parameters\n");
317 for (i = 1;i < Cmd_Argc();i++)
320 // figure out which weapon this character refers to
321 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
323 if (!strcmp(in_bestweapon_info[n].name, t))
325 // we found out what weapon this character refers to
326 // check if the inventory contains the weapon and enough ammo
327 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
329 // we found one of the weapons the player wanted
334 in_impulse = in_bestweapon_info[n].impulse;
337 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
343 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
347 in_impulse = in_bestweapon_info[first].impulse;
350 // if we couldn't find any of the weapons, there's nothing more we can do...
358 Returns 0.25 if a key was pressed and released during the frame,
359 0.5 if it was pressed and held
360 0 if held then released, and
361 1.0 if held for the entire time
364 float CL_KeyState (kbutton_t *key)
367 qboolean impulsedown, impulseup, down;
369 impulsedown = (key->state & 2) != 0;
370 impulseup = (key->state & 4) != 0;
371 down = (key->state & 1) != 0;
374 if (impulsedown && !impulseup)
377 val = 0.5; // pressed and held this frame
379 val = 0; // I_Error ();
381 if (impulseup && !impulsedown)
384 val = 0; // I_Error ();
386 val = 0; // released this frame
388 if (!impulsedown && !impulseup)
391 val = 1.0; // held the entire frame
393 val = 0; // up the entire frame
395 if (impulsedown && impulseup)
398 val = 0.75; // released and re-pressed this frame
400 val = 0.25; // pressed and released this frame
403 key->state &= 1; // clear impulses
411 //==========================================================================
413 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
414 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
415 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
416 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
418 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
419 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"};
421 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
422 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
424 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
426 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
427 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
428 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"};
429 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
430 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"};
431 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
432 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
433 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)"};
434 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
435 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
436 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"};
437 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)"};
438 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
439 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
440 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"};
441 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"};
442 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)"};
443 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"};
444 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"};
446 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
447 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
449 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
450 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
451 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
452 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
453 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
455 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
456 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)"};
457 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)"};
459 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
461 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
463 extern cvar_t v_flipped;
469 Moves the local angle positions
472 static void CL_AdjustAngles (void)
477 if (in_speed.state & 1)
478 speed = cl.realframetime * cl_anglespeedkey.value;
480 speed = cl.realframetime;
482 if (!(in_strafe.state & 1))
484 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
485 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
487 if (in_klook.state & 1)
490 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
491 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
494 up = CL_KeyState (&in_lookup);
495 down = CL_KeyState(&in_lookdown);
497 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
498 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
503 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
504 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
505 if (cl.viewangles[YAW] >= 180)
506 cl.viewangles[YAW] -= 360;
507 if (cl.viewangles[PITCH] >= 180)
508 cl.viewangles[PITCH] -= 360;
509 // TODO: honor serverinfo minpitch and maxpitch values in PROTOCOL_QUAKEWORLD
510 // TODO: honor proquake pq_fullpitch cvar when playing on proquake server (server stuffcmd's this to 0 usually)
511 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
512 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
515 int cl_ignoremousemoves = 2;
521 Send the intended movement message to the server
527 static float old_mouse_x = 0, old_mouse_y = 0;
529 // clamp before the move to prevent starting with bad angles
532 if(v_flipped.integer)
533 cl.viewangles[YAW] = -cl.viewangles[YAW];
535 // reset some of the command fields
536 cl.cmd.forwardmove = 0;
540 // get basic movement from keyboard
541 if (in_strafe.state & 1)
543 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
544 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
547 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
548 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
550 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
551 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
553 if (! (in_klook.state & 1) )
555 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
556 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
559 // adjust for speed key
560 if (in_speed.state & 1)
562 cl.cmd.forwardmove *= cl_movespeedkey.value;
563 cl.cmd.sidemove *= cl_movespeedkey.value;
564 cl.cmd.upmove *= cl_movespeedkey.value;
567 // allow mice or other external controllers to add to the move
570 // send mouse move to csqc
571 if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
573 if (cl.csqc_wantsmousemove)
575 // event type 3 is a DP_CSQC thing
576 static int oldwindowmouse[2];
577 if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
579 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
580 oldwindowmouse[0] = in_windowmouse_x;
581 oldwindowmouse[1] = in_windowmouse_y;
586 if (in_mouse_x || in_mouse_y)
587 CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
591 // apply m_accelerate if it is on
592 if(m_accelerate.value > 1)
594 static float averagespeed = 0;
595 float speed, f, mi, ma;
597 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
598 if(m_accelerate_filter.value > 0)
599 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
602 averagespeed = speed * f + averagespeed * (1 - f);
604 mi = max(1, m_accelerate_minspeed.value);
605 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
607 if(averagespeed <= mi)
611 else if(averagespeed >= ma)
613 f = m_accelerate.value;
618 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
625 // apply m_filter if it is on
628 if (m_filter.integer)
630 in_mouse_x = (mx + old_mouse_x) * 0.5;
631 in_mouse_y = (my + old_mouse_y) * 0.5;
636 // ignore a mouse move if mouse was activated/deactivated this frame
637 if (cl_ignoremousemoves)
639 cl_ignoremousemoves--;
640 in_mouse_x = old_mouse_x = 0;
641 in_mouse_y = old_mouse_y = 0;
644 // if not in menu, apply mouse move to viewangles/movement
645 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
647 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
648 if (in_strafe.state & 1)
650 // strafing mode, all looking is movement
652 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
653 if (noclip_anglehack)
654 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
656 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
658 else if ((in_mlook.state & 1) || freelook.integer)
660 // mouselook, lookstrafe causes turning to become strafing
662 if (lookstrafe.integer)
663 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
665 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
666 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
670 // non-mouselook, yaw turning and forward/back movement
671 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
672 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
675 else // don't pitch drift when csqc is controlling the mouse
677 // mouse interacting with the scene, mostly stationary view
679 // update prydon cursor
680 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
681 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
684 if(v_flipped.integer)
686 cl.viewangles[YAW] = -cl.viewangles[YAW];
687 cl.cmd.sidemove = -cl.cmd.sidemove;
690 // clamp after the move to prevent rendering with bad angles
693 if(cl_movecliptokeyboard.integer)
696 if (in_speed.state & 1)
697 f *= cl_movespeedkey.value;
698 if(cl_movecliptokeyboard.integer == 2)
700 // digital direction, analog amount
701 vec_t wishvel_x, wishvel_y;
702 wishvel_x = fabs(cl.cmd.forwardmove);
703 wishvel_y = fabs(cl.cmd.sidemove);
704 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
706 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
707 if(wishvel_x >= 2 * wishvel_y)
710 if(cl.cmd.forwardmove > 0)
711 cl.cmd.forwardmove = wishspeed;
713 cl.cmd.forwardmove = -wishspeed;
716 else if(wishvel_y >= 2 * wishvel_x)
719 cl.cmd.forwardmove = 0;
720 if(cl.cmd.sidemove > 0)
721 cl.cmd.sidemove = wishspeed;
723 cl.cmd.sidemove = -wishspeed;
728 if(cl.cmd.forwardmove > 0)
729 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
731 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
732 if(cl.cmd.sidemove > 0)
733 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
735 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
739 else if(cl_movecliptokeyboard.integer)
741 // digital direction, digital amount
742 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
743 cl.cmd.sidemove = cl_sidespeed.value * f;
744 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
745 cl.cmd.sidemove = -cl_sidespeed.value * f;
748 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
749 cl.cmd.forwardmove = cl_forwardspeed.value * f;
750 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
751 cl.cmd.forwardmove = -cl_backspeed.value * f;
753 cl.cmd.forwardmove = 0;
758 #include "cl_collision.h"
760 static void CL_UpdatePrydonCursor(void)
764 if (cl_prydoncursor.integer <= 0)
765 VectorClear(cl.cmd.cursor_screen);
768 if (cl.cmd.cursor_screen[0] < -1)
770 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
771 cl.cmd.cursor_screen[0] = -1;
773 if (cl.cmd.cursor_screen[0] > 1)
775 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
776 cl.cmd.cursor_screen[0] = 1;
778 if (cl.cmd.cursor_screen[1] < -1)
780 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
781 cl.cmd.cursor_screen[1] = -1;
783 if (cl.cmd.cursor_screen[1] > 1)
785 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
786 cl.cmd.cursor_screen[1] = 1;
789 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
790 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
791 cl.cmd.cursor_screen[2] = 1;
793 // calculate current view matrix
794 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
795 // calculate direction vector of cursor in viewspace by using frustum slopes
796 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);
797 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
798 // trace from view origin to the cursor
799 if (cl_prydoncursor_notrace.integer)
801 cl.cmd.cursor_fraction = 1.0f;
802 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
803 VectorClear(cl.cmd.cursor_normal);
804 cl.cmd.cursor_entitynumber = 0;
807 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);
810 #define NUMOFFSETS 27
811 static vec3_t offsets[NUMOFFSETS] =
813 // 1 no nudge (just return the original if this test passes)
814 { 0.000, 0.000, 0.000},
816 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
817 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
818 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
819 // 4 diagonal flat nudges
820 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
821 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
822 // 8 diagonal upward nudges
823 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
824 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
825 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
826 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
827 // 8 diagonal downward nudges
828 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
829 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
830 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
831 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
834 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
838 for (i = 0;i < NUMOFFSETS;i++)
840 VectorAdd(offsets[i], s->origin, neworigin);
841 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true).startsolid)
843 VectorCopy(neworigin, s->origin);
847 // if all offsets failed, give up
851 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
854 vec3_t origin1, origin2;
857 // make sure player is not stuck
858 CL_ClientMovement_Unstick(s);
863 // wants to crouch, this always works..
869 // wants to stand, if currently crouching we need to check for a
873 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
874 if (!trace.startsolid)
880 VectorCopy(cl.playercrouchmins, s->mins);
881 VectorCopy(cl.playercrouchmaxs, s->maxs);
885 VectorCopy(cl.playerstandmins, s->mins);
886 VectorCopy(cl.playerstandmaxs, s->maxs);
890 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
891 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
892 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
893 if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
897 // this code actually "predicts" an impact; so let's clip velocity first
898 f = DotProduct(s->velocity, trace.plane.normal);
899 if(f < 0) // only if moving downwards actually
900 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
905 // set watertype/waterlevel
906 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
907 s->waterlevel = WATERLEVEL_NONE;
908 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
911 s->waterlevel = WATERLEVEL_WETFEET;
912 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
913 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
915 s->waterlevel = WATERLEVEL_SWIMMING;
916 origin1[2] = s->origin[2] + 22;
917 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
918 s->waterlevel = WATERLEVEL_SUBMERGED;
922 // water jump prediction
923 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
924 s->waterjumptime = 0;
927 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
933 vec3_t currentorigin2;
935 vec3_t primalvelocity;
939 CL_ClientMovement_UpdateStatus(s);
940 VectorCopy(s->velocity, primalvelocity);
941 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
943 VectorMA(s->origin, t, s->velocity, neworigin);
944 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
945 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
947 // may be a step or wall, try stepping up
948 // first move forward at a higher level
949 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
950 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
951 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
952 if (!trace2.startsolid)
954 // then move down from there
955 VectorCopy(trace2.endpos, currentorigin2);
956 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
957 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
958 //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]);
959 // accept the new trace if it made some progress
960 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
963 VectorCopy(trace3.endpos, trace.endpos);
968 // check if it moved at all
969 if (trace.fraction >= 0.001)
970 VectorCopy(trace.endpos, s->origin);
972 // check if it moved all the way
973 if (trace.fraction == 1)
976 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
977 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
978 // this got commented out in a change that supposedly makes the code match QW better
979 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
980 if (trace.plane.normal[2] > 0.7)
983 t -= t * trace.fraction;
985 f = DotProduct(s->velocity, trace.plane.normal);
986 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
988 if (s->waterjumptime > 0)
989 VectorCopy(primalvelocity, s->velocity);
993 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1000 // water jump only in certain situations
1001 // this mimics quakeworld code
1002 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1007 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1008 AngleVectors(yawangles, forward, NULL, NULL);
1009 VectorMA(s->origin, 24, forward, spot);
1011 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsolid)
1014 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsolid)
1016 VectorScale(forward, 50, s->velocity);
1017 s->velocity[2] = 310;
1018 s->waterjumptime = 2;
1019 s->onground = false;
1020 s->cmd.canjump = false;
1025 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1027 // drift towards bottom
1028 VectorSet(wishvel, 0, 0, -60);
1036 // calculate movement vector
1037 AngleVectors(s->cmd.viewangles, forward, right, up);
1038 VectorSet(up, 0, 0, 1);
1039 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1042 // split wishvel into wishspeed and wishdir
1043 wishspeed = VectorLength(wishvel);
1045 VectorScale(wishvel, 1 / wishspeed, wishdir);
1047 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1048 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1053 if (s->waterjumptime <= 0)
1056 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1058 VectorScale(s->velocity, f, s->velocity);
1060 // water acceleration
1061 f = wishspeed - DotProduct(s->velocity, wishdir);
1064 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1065 VectorMA(s->velocity, f, wishdir, s->velocity);
1068 // holding jump button swims upward slowly
1071 if (s->watertype & SUPERCONTENTS_LAVA)
1072 s->velocity[2] = 50;
1073 else if (s->watertype & SUPERCONTENTS_SLIME)
1074 s->velocity[2] = 80;
1077 if (IS_NEXUIZ_DERIVED(gamemode))
1078 s->velocity[2] = 200;
1080 s->velocity[2] = 100;
1085 CL_ClientMovement_Move(s);
1088 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1090 if(forward == 0 && side == 0)
1091 return 0; // avoid division by zero
1092 angle -= RAD2DEG(atan2(side, forward));
1093 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1098 return 1 - fabs(angle);
1101 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1117 return a * pow(fabs(b / a), lerp);
1120 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1122 vec_t zspeed, speed, dot, k;
1125 // this doesn't play well with analog input
1126 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1130 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1135 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1137 zspeed = s->velocity[2];
1139 speed = VectorNormalizeLength(s->velocity);
1141 dot = DotProduct(s->velocity, wishdir);
1143 if(dot > 0) { // we can't change direction while slowing down
1144 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1145 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1146 k *= cl.movevars_aircontrol;
1147 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1148 VectorNormalize(s->velocity);
1151 VectorScale(s->velocity, speed, s->velocity);
1152 s->velocity[2] = zspeed;
1155 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1158 (accelqw < 0 ? -1 : +1)
1160 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1163 static 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)
1170 vec_t vel_xy_current;
1171 vec_t vel_xy_backward, vel_xy_forward;
1174 if(stretchfactor > 0)
1175 speedclamp = stretchfactor;
1176 else if(accelqw < 0)
1179 speedclamp = -1; // no clamping
1184 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1185 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1187 vel_straight = DotProduct(s->velocity, wishdir);
1188 vel_z = s->velocity[2];
1189 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1190 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1192 step = accel * s->cmd.frametime * wishspeed0;
1194 vel_xy_current = VectorLength(vel_xy);
1196 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1197 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1198 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1199 if(vel_xy_backward < 0)
1200 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1202 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1204 if(sidefric < 0 && VectorLength2(vel_perpend))
1205 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1208 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1209 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1211 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*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_xy * vel_xy
1214 // obviously, this cannot be
1216 VectorScale(vel_perpend, f, vel_perpend);
1220 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1224 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1226 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1230 vec_t vel_xy_preclamp;
1231 vel_xy_preclamp = VectorLength(s->velocity);
1232 if(vel_xy_preclamp > 0) // prevent division by zero
1234 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1235 if(vel_xy_current < vel_xy_preclamp)
1236 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1240 s->velocity[2] += vel_z;
1243 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1245 vec3_t curvel, wishvel, acceldir, curdir;
1246 float addspeed, accelspeed, curspeed;
1249 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1250 float bunnyaccel = cl.movevars_warsowbunny_accel;
1251 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1252 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1253 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1258 VectorCopy( s->velocity, curvel );
1260 curspeed = VectorLength( curvel );
1262 if( wishspeed > curspeed * 1.01f )
1264 float faccelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1265 if( faccelspeed < wishspeed )
1266 wishspeed = faccelspeed;
1270 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1273 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1275 VectorScale( wishdir, wishspeed, wishvel );
1276 VectorSubtract( wishvel, curvel, acceldir );
1277 addspeed = VectorNormalizeLength( acceldir );
1279 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1280 if( accelspeed > addspeed )
1281 accelspeed = addspeed;
1283 if( backtosideratio < 1.0f )
1285 VectorNormalize2( curvel, curdir );
1286 dot = DotProduct( acceldir, curdir );
1288 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1291 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1294 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1310 // jump if on ground with jump button pressed but only if it has been
1311 // released at least once since the last jump
1314 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1316 s->velocity[2] += cl.movevars_jumpvelocity;
1317 s->onground = false;
1318 s->cmd.canjump = false;
1322 s->cmd.canjump = true;
1324 // calculate movement vector
1325 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1326 AngleVectors(yawangles, forward, right, up);
1327 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1329 // split wishvel into wishspeed and wishdir
1330 wishspeed = VectorLength(wishvel);
1332 VectorScale(wishvel, 1 / wishspeed, wishdir);
1334 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1335 // check if onground
1338 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1342 // apply edge friction
1343 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1346 friction = cl.movevars_friction;
1347 if (cl.movevars_edgefriction != 1)
1351 // note: QW uses the full player box for the trace, and yet still
1352 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1353 // this mimics it for compatibility
1354 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1355 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1356 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1357 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
1359 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true, false);
1360 if (trace.fraction == 1 && !trace.startsolid)
1361 friction *= cl.movevars_edgefriction;
1363 // apply ground friction
1364 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1366 VectorScale(s->velocity, f, s->velocity);
1368 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1371 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1372 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1374 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1375 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1377 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1378 s->velocity[2] -= gravity * 0.5f;
1380 s->velocity[2] -= gravity;
1382 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1384 if (VectorLength2(s->velocity))
1385 CL_ClientMovement_Move(s);
1386 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1388 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1389 s->velocity[2] -= gravity * 0.5f;
1394 if (s->waterjumptime <= 0)
1396 // apply air speed limit
1397 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1398 qboolean accelerating;
1400 accelqw = cl.movevars_airaccel_qw;
1401 wishspeed0 = wishspeed;
1402 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1405 accel = cl.movevars_airaccelerate;
1407 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1408 wishspeed2 = wishspeed;
1411 if(cl.movevars_airstopaccelerate != 0)
1414 curdir[0] = s->velocity[0];
1415 curdir[1] = s->velocity[1];
1417 VectorNormalize(curdir);
1418 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1420 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
1421 if(cl.movevars_maxairstrafespeed)
1422 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1423 if(cl.movevars_airstrafeaccelerate)
1424 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1425 if(cl.movevars_airstrafeaccel_qw)
1427 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1429 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1432 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1433 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1435 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);
1437 if(cl.movevars_aircontrol)
1438 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1440 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1441 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1442 s->velocity[2] -= gravity * 0.5f;
1444 s->velocity[2] -= gravity;
1445 CL_ClientMovement_Move(s);
1446 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1448 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1449 s->velocity[2] -= gravity * 0.5f;
1454 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1456 //Con_Printf(" %f", frametime);
1458 s->cmd.canjump = true;
1459 s->waterjumptime -= s->cmd.frametime;
1460 CL_ClientMovement_UpdateStatus(s);
1461 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1462 CL_ClientMovement_Physics_Swim(s);
1464 CL_ClientMovement_Physics_Walk(s);
1467 extern cvar_t slowmo;
1468 void CL_UpdateMoveVars(void)
1470 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1474 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1476 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1477 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1478 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1479 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1480 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1481 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1482 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1483 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1484 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1485 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1486 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1487 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1488 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1489 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1490 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1491 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1492 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1493 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1494 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1495 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1496 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1497 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1498 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1499 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1500 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1501 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1502 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1503 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1504 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1505 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1506 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1507 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1508 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1509 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1514 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1515 cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
1516 cl.movevars_gravity = sv_gravity.value;
1517 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1518 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1519 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1520 cl.movevars_accelerate = cl_movement_accelerate.value;
1521 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1522 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1523 cl.movevars_friction = cl_movement_friction.value;
1524 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1525 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1526 cl.movevars_entgravity = 1;
1527 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1528 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1529 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1530 cl.movevars_stepheight = cl_movement_stepheight.value;
1531 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1532 cl.movevars_airaccel_qw_stretchfactor = 0;
1533 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1534 cl.movevars_airstopaccelerate = 0;
1535 cl.movevars_airstrafeaccelerate = 0;
1536 cl.movevars_maxairstrafespeed = 0;
1537 cl.movevars_airstrafeaccel_qw = 0;
1538 cl.movevars_aircontrol = 0;
1539 cl.movevars_aircontrol_power = 2;
1540 cl.movevars_aircontrol_penalty = 0;
1541 cl.movevars_warsowbunny_airforwardaccel = 0;
1542 cl.movevars_warsowbunny_accel = 0;
1543 cl.movevars_warsowbunny_topspeed = 0;
1544 cl.movevars_warsowbunny_turnaccel = 0;
1545 cl.movevars_warsowbunny_backtosideratio = 0;
1546 cl.movevars_airspeedlimit_nonqw = 0;
1549 if(!(cl.moveflags & MOVEFLAG_VALID))
1551 if(gamemode == GAME_NEXUIZ) // Legacy hack to work with old servers of Nexuiz.
1552 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1555 if(cl.movevars_aircontrol_power <= 0)
1556 cl.movevars_aircontrol_power = 2; // CPMA default
1559 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1561 // if a move is more than 50ms, do it as two moves (matching qwsv)
1562 //Con_Printf("%i ", s.cmd.msec);
1563 if(s->cmd.frametime > 0.0005)
1565 if (s->cmd.frametime > 0.05)
1567 s->cmd.frametime /= 2;
1568 CL_ClientMovement_PlayerMove(s);
1570 CL_ClientMovement_PlayerMove(s);
1574 // we REALLY need this handling to happen, even if the move is not executed
1576 s->cmd.canjump = true;
1580 void CL_ClientMovement_Replay(void)
1583 double totalmovemsec;
1584 cl_clientmovement_state_t s;
1586 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
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 && %u && (%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 CL_ClientMovement_PlayerMove_Frame(&s);
1627 cl.movecmd[i].canjump = s.cmd.canjump;
1630 CL_ClientMovement_UpdateStatus(&s);
1634 // get the first movement queue entry to know whether to crouch and such
1635 s.cmd = cl.movecmd[0];
1638 if (!cls.demoplayback) // for bob, speedometer
1640 cl.movement_replay = false;
1641 // update the interpolation target position and velocity
1642 VectorCopy(s.origin, cl.movement_origin);
1643 VectorCopy(s.velocity, cl.movement_velocity);
1646 // update the onground flag if appropriate
1647 if (cl.movement_predicted)
1649 // when predicted we simply set the flag according to the UpdateStatus
1650 cl.onground = s.onground;
1654 // when not predicted, cl.onground is cleared by cl_parse.c each time
1655 // an update packet is received, but can be forced on here to hide
1656 // server inconsistencies in the onground flag
1657 // (which mostly occur when stepping up stairs at very high framerates
1658 // where after the step up the move continues forward and not
1659 // downward so the ground is not detected)
1661 // such onground inconsistencies can cause jittery gun bobbing and
1662 // stair smoothing, so we set onground if UpdateStatus says so
1668 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1673 if (to->viewangles[0] != from->viewangles[0])
1674 bits |= QW_CM_ANGLE1;
1675 if (to->viewangles[1] != from->viewangles[1])
1676 bits |= QW_CM_ANGLE2;
1677 if (to->viewangles[2] != from->viewangles[2])
1678 bits |= QW_CM_ANGLE3;
1679 if (to->forwardmove != from->forwardmove)
1680 bits |= QW_CM_FORWARD;
1681 if (to->sidemove != from->sidemove)
1683 if (to->upmove != from->upmove)
1685 if (to->buttons != from->buttons)
1686 bits |= QW_CM_BUTTONS;
1687 if (to->impulse != from->impulse)
1688 bits |= QW_CM_IMPULSE;
1690 MSG_WriteByte(buf, bits);
1691 if (bits & QW_CM_ANGLE1)
1692 MSG_WriteAngle16i(buf, to->viewangles[0]);
1693 if (bits & QW_CM_ANGLE2)
1694 MSG_WriteAngle16i(buf, to->viewangles[1]);
1695 if (bits & QW_CM_ANGLE3)
1696 MSG_WriteAngle16i(buf, to->viewangles[2]);
1697 if (bits & QW_CM_FORWARD)
1698 MSG_WriteShort(buf, (short) to->forwardmove);
1699 if (bits & QW_CM_SIDE)
1700 MSG_WriteShort(buf, (short) to->sidemove);
1701 if (bits & QW_CM_UP)
1702 MSG_WriteShort(buf, (short) to->upmove);
1703 if (bits & QW_CM_BUTTONS)
1704 MSG_WriteByte(buf, to->buttons);
1705 if (bits & QW_CM_IMPULSE)
1706 MSG_WriteByte(buf, to->impulse);
1707 MSG_WriteByte(buf, to->msec);
1710 void CL_NewFrameReceived(int num)
1712 if (developer_networkentities.integer >= 10)
1713 Con_Printf("recv: svc_entities %i\n", num);
1714 cl.latestframenums[cl.latestframenumsposition] = num;
1715 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1716 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1719 void CL_RotateMoves(const matrix4x4_t *m)
1721 // rotate viewangles in all previous moves
1725 for (i = 0;i < CL_MAX_USERCMDS;i++)
1727 if (cl.movecmd[i].sequence > cls.servermovesequence)
1729 usercmd_t *c = &cl.movecmd[i];
1730 AngleVectors(c->viewangles, f, r, u);
1731 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1732 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1733 AnglesFromVectors(c->viewangles, f, u, false);
1743 usercmd_t nullcmd; // for delta compression of qw moves
1744 void CL_SendMove(void)
1746 int i, j, packetloss;
1752 unsigned char data[1024];
1758 // if playing a demo, do nothing
1762 // we don't que moves during a lag spike (potential network timeout)
1763 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1765 // we build up cl.cmd and then decide whether to send or not
1766 // we store this into cl.movecmd[0] for prediction each frame even if we
1767 // do not send, to make sure that prediction is instant
1768 cl.cmd.time = cl.time;
1769 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1772 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1774 if (in_attack.state & 3) bits |= 1;
1775 if (in_jump.state & 3) bits |= 2;
1776 if (in_button3.state & 3) bits |= 4;
1777 if (in_button4.state & 3) bits |= 8;
1778 if (in_button5.state & 3) bits |= 16;
1779 if (in_button6.state & 3) bits |= 32;
1780 if (in_button7.state & 3) bits |= 64;
1781 if (in_button8.state & 3) bits |= 128;
1782 if (in_use.state & 3) bits |= 256;
1783 if (key_dest != key_game || key_consoleactive) bits |= 512;
1784 if (cl_prydoncursor.integer > 0) bits |= 1024;
1785 if (in_button9.state & 3) bits |= 2048;
1786 if (in_button10.state & 3) bits |= 4096;
1787 if (in_button11.state & 3) bits |= 8192;
1788 if (in_button12.state & 3) bits |= 16384;
1789 if (in_button13.state & 3) bits |= 32768;
1790 if (in_button14.state & 3) bits |= 65536;
1791 if (in_button15.state & 3) bits |= 131072;
1792 if (in_button16.state & 3) bits |= 262144;
1793 // button bits 19-31 unused currently
1794 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1795 if(cl_prydoncursor.integer > 0)
1797 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1798 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1799 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1800 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1803 // set buttons and impulse
1804 cl.cmd.buttons = bits;
1805 cl.cmd.impulse = in_impulse;
1808 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1810 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1811 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1812 // ridiculous value rejection (matches qw)
1813 if (cl.cmd.msec > 250)
1815 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1817 cl.cmd.predicted = cl_movement.integer != 0;
1819 // movement is set by input code (forwardmove/sidemove/upmove)
1820 // always dump the first two moves, because they may contain leftover inputs from the last level
1821 if (cl.cmd.sequence <= 2)
1822 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1824 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1826 switch (cls.protocol)
1828 case PROTOCOL_QUAKEWORLD:
1829 case PROTOCOL_QUAKE:
1830 case PROTOCOL_QUAKEDP:
1831 case PROTOCOL_NEHAHRAMOVIE:
1832 case PROTOCOL_NEHAHRABJP:
1833 case PROTOCOL_NEHAHRABJP2:
1834 case PROTOCOL_NEHAHRABJP3:
1835 case PROTOCOL_DARKPLACES1:
1836 case PROTOCOL_DARKPLACES2:
1837 case PROTOCOL_DARKPLACES3:
1838 case PROTOCOL_DARKPLACES4:
1839 case PROTOCOL_DARKPLACES5:
1841 case PROTOCOL_DARKPLACES6:
1842 case PROTOCOL_DARKPLACES7:
1843 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1844 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1846 case PROTOCOL_UNKNOWN:
1851 cl.movecmd[0] = cl.cmd;
1853 // don't predict more than 200fps
1854 if (realtime >= cl.lastpackettime + 0.005)
1855 cl.movement_replay = true; // redo the prediction
1857 // now decide whether to actually send this move
1858 // (otherwise it is only for prediction)
1860 // don't send too often or else network connections can get clogged by a
1861 // high renderer framerate
1862 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1863 if (cl.movevars_timescale && cl.movevars_ticrate)
1865 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1866 packettime = min(packettime, maxtic);
1869 // do not send 0ms packets because they mess up physics
1870 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1872 // always send if buttons changed or an impulse is pending
1873 // even if it violates the rate limit!
1874 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1875 // don't send too often (cl_netfps)
1876 if (!important && realtime < cl.lastpackettime + packettime)
1878 // don't choke the connection with packets (obey rate limit)
1879 // it is important that this check be last, because it adds a new
1880 // frame to the shownetgraph output and any cancelation after this
1881 // will produce a nasty spike-like look to the netgraph
1882 // we also still send if it is important
1883 if (!NetConn_CanSend(cls.netcon) && !important)
1885 // try to round off the lastpackettime to a multiple of the packet interval
1886 // (this causes it to emit packets at a steady beat)
1888 cl.lastpackettime = floor(realtime / packettime) * packettime;
1890 cl.lastpackettime = realtime;
1892 buf.maxsize = sizeof(data);
1896 // send the movement message
1897 // PROTOCOL_QUAKE clc_move = 16 bytes total
1898 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1899 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1900 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1901 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1902 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1903 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1904 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1905 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1906 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1907 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1909 // set prydon cursor info
1910 CL_UpdatePrydonCursor();
1912 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1914 switch (cls.protocol)
1916 case PROTOCOL_QUAKEWORLD:
1917 MSG_WriteByte(&buf, qw_clc_move);
1918 // save the position for a checksum byte
1919 checksumindex = buf.cursize;
1920 MSG_WriteByte(&buf, 0);
1921 // packet loss percentage
1922 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1923 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1925 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1926 MSG_WriteByte(&buf, packetloss);
1927 // write most recent 3 moves
1928 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1929 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1930 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1931 // calculate the checksum
1932 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1933 // if delta compression history overflows, request no delta
1934 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1935 cl.qw_validsequence = 0;
1936 // request delta compression if appropriate
1937 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1939 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1940 MSG_WriteByte(&buf, qw_clc_delta);
1941 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1944 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1946 case PROTOCOL_QUAKE:
1947 case PROTOCOL_QUAKEDP:
1948 case PROTOCOL_NEHAHRAMOVIE:
1949 case PROTOCOL_NEHAHRABJP:
1950 case PROTOCOL_NEHAHRABJP2:
1951 case PROTOCOL_NEHAHRABJP3:
1953 MSG_WriteByte (&buf, clc_move);
1954 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1955 // 3 bytes (6 bytes in proquake)
1956 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1958 for (i = 0;i < 3;i++)
1959 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1963 for (i = 0;i < 3;i++)
1964 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1967 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1968 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1969 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1971 MSG_WriteByte (&buf, cl.cmd.buttons);
1972 MSG_WriteByte (&buf, cl.cmd.impulse);
1974 case PROTOCOL_DARKPLACES2:
1975 case PROTOCOL_DARKPLACES3:
1977 MSG_WriteByte (&buf, clc_move);
1978 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1980 for (i = 0;i < 3;i++)
1981 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1983 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1984 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1985 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1987 MSG_WriteByte (&buf, cl.cmd.buttons);
1988 MSG_WriteByte (&buf, cl.cmd.impulse);
1990 case PROTOCOL_DARKPLACES1:
1991 case PROTOCOL_DARKPLACES4:
1992 case PROTOCOL_DARKPLACES5:
1994 MSG_WriteByte (&buf, clc_move);
1995 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1997 for (i = 0;i < 3;i++)
1998 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2000 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2001 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2002 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2004 MSG_WriteByte (&buf, cl.cmd.buttons);
2005 MSG_WriteByte (&buf, cl.cmd.impulse);
2006 case PROTOCOL_DARKPLACES6:
2007 case PROTOCOL_DARKPLACES7:
2008 // set the maxusercmds variable to limit how many should be sent
2009 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2010 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2011 if (!cl.cmd.predicted)
2014 // send the latest moves in order, the old ones will be
2015 // ignored by the server harmlessly, however if the previous
2016 // packets were lost these moves will be used
2018 // this reduces packet loss impact on gameplay.
2019 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2021 // don't repeat any stale moves
2022 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2025 MSG_WriteByte (&buf, clc_move);
2026 if (cls.protocol != PROTOCOL_DARKPLACES6)
2027 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2028 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2030 for (i = 0;i < 3;i++)
2031 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2033 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2034 MSG_WriteCoord16i (&buf, cmd->sidemove);
2035 MSG_WriteCoord16i (&buf, cmd->upmove);
2037 MSG_WriteLong (&buf, cmd->buttons);
2038 MSG_WriteByte (&buf, cmd->impulse);
2039 // PRYDON_CLIENTCURSOR
2041 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2042 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2043 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2044 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2045 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2046 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2047 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2048 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2049 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2052 case PROTOCOL_UNKNOWN:
2057 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2059 // ack entity frame numbers received since the last input was sent
2060 // (redundent to improve handling of client->server packet loss)
2061 // if cl_netrepeatinput is 1 and client framerate matches server
2062 // framerate, this is 10 bytes, if client framerate is lower this
2064 unsigned int oldsequence = cl.cmd.sequence;
2065 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2066 if (oldsequence > delta)
2067 oldsequence = oldsequence - delta;
2070 for (i = 0;i < LATESTFRAMENUMS;i++)
2072 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2073 if (cl.latestsendnums[j] >= oldsequence)
2075 if (developer_networkentities.integer >= 10)
2076 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2077 MSG_WriteByte(&buf, clc_ackframe);
2078 MSG_WriteLong(&buf, cl.latestframenums[j]);
2083 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2084 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2086 // acknowledge any recently received data blocks
2087 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2089 MSG_WriteByte(&buf, clc_ackdownloaddata);
2090 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2091 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2092 cls.dp_downloadack[i].start = 0;
2093 cls.dp_downloadack[i].size = 0;
2096 // send the reliable message (forwarded commands) if there is one
2097 if (buf.cursize || cls.netcon->message.cursize)
2098 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2102 // update the cl.movecmd array which holds the most recent moves,
2103 // because we now need a new slot for the next input
2104 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2105 cl.movecmd[i] = cl.movecmd[i-1];
2106 cl.movecmd[0].msec = 0;
2107 cl.movecmd[0].frametime = 0;
2110 // clear button 'click' states
2111 in_attack.state &= ~2;
2112 in_jump.state &= ~2;
2113 in_button3.state &= ~2;
2114 in_button4.state &= ~2;
2115 in_button5.state &= ~2;
2116 in_button6.state &= ~2;
2117 in_button7.state &= ~2;
2118 in_button8.state &= ~2;
2120 in_button9.state &= ~2;
2121 in_button10.state &= ~2;
2122 in_button11.state &= ~2;
2123 in_button12.state &= ~2;
2124 in_button13.state &= ~2;
2125 in_button14.state &= ~2;
2126 in_button15.state &= ~2;
2127 in_button16.state &= ~2;
2131 if (cls.netcon->message.overflowed)
2133 Con_Print("CL_SendMove: lost server connection\n");
2135 SV_LockThreadMutex();
2136 Host_ShutdownServer();
2137 SV_UnlockThreadMutex();
2146 void CL_InitInput (void)
2148 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2149 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2150 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2151 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2152 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2153 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2154 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2155 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2156 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2157 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2158 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2159 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2160 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2161 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2162 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2163 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2164 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2165 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2166 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2167 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2168 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2169 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2170 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2171 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2172 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2173 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2174 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2175 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2176 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2177 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2178 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2179 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2180 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2182 // LordHavoc: added use button
2183 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2184 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2186 // LordHavoc: added 6 new buttons
2187 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2188 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2189 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2190 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2191 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2192 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2193 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2194 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2195 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2196 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2197 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2198 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2199 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2200 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2201 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2202 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2203 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2204 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2205 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2206 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2207 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2208 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2209 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2210 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2211 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2212 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2213 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2214 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2216 // LordHavoc: added bestweapon command
2217 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)");
2219 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");
2221 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2223 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2224 Cvar_RegisterVariable(&cl_movement);
2225 Cvar_RegisterVariable(&cl_movement_replay);
2226 Cvar_RegisterVariable(&cl_movement_nettimeout);
2227 Cvar_RegisterVariable(&cl_movement_minping);
2228 Cvar_RegisterVariable(&cl_movement_track_canjump);
2229 Cvar_RegisterVariable(&cl_movement_maxspeed);
2230 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2231 Cvar_RegisterVariable(&cl_movement_stopspeed);
2232 Cvar_RegisterVariable(&cl_movement_friction);
2233 Cvar_RegisterVariable(&cl_movement_wallfriction);
2234 Cvar_RegisterVariable(&cl_movement_waterfriction);
2235 Cvar_RegisterVariable(&cl_movement_edgefriction);
2236 Cvar_RegisterVariable(&cl_movement_stepheight);
2237 Cvar_RegisterVariable(&cl_movement_accelerate);
2238 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2239 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2240 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2241 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2242 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2244 Cvar_RegisterVariable(&in_pitch_min);
2245 Cvar_RegisterVariable(&in_pitch_max);
2246 Cvar_RegisterVariable(&m_filter);
2247 Cvar_RegisterVariable(&m_accelerate);
2248 Cvar_RegisterVariable(&m_accelerate_minspeed);
2249 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2250 Cvar_RegisterVariable(&m_accelerate_filter);
2252 Cvar_RegisterVariable(&cl_netfps);
2253 Cvar_RegisterVariable(&cl_netrepeatinput);
2254 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2256 Cvar_RegisterVariable(&cl_nodelta);
2258 Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);