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...
304 void IN_CycleWeapon (void)
308 qboolean found = false;
312 Con_Printf("bestweapon requires 1 or more parameters\n");
315 for (i = 1;i < Cmd_Argc();i++)
318 // figure out which weapon this character refers to
319 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
321 if (!strcmp(in_bestweapon_info[n].name, t))
323 // we found out what weapon this character refers to
324 // check if the inventory contains the weapon and enough ammo
325 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
327 // we found one of the weapons the player wanted
332 in_impulse = in_bestweapon_info[n].impulse;
335 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
341 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
345 in_impulse = in_bestweapon_info[first].impulse;
348 // if we couldn't find any of the weapons, there's nothing more we can do...
355 Returns 0.25 if a key was pressed and released during the frame,
356 0.5 if it was pressed and held
357 0 if held then released, and
358 1.0 if held for the entire time
361 float CL_KeyState (kbutton_t *key)
364 qboolean impulsedown, impulseup, down;
366 impulsedown = key->state & 2;
367 impulseup = key->state & 4;
368 down = key->state & 1;
371 if (impulsedown && !impulseup)
374 val = 0.5; // pressed and held this frame
376 val = 0; // I_Error ();
378 if (impulseup && !impulsedown)
381 val = 0; // I_Error ();
383 val = 0; // released this frame
385 if (!impulsedown && !impulseup)
388 val = 1.0; // held the entire frame
390 val = 0; // up the entire frame
392 if (impulsedown && impulseup)
395 val = 0.75; // released and re-pressed this frame
397 val = 0.25; // pressed and released this frame
400 key->state &= 1; // clear impulses
408 //==========================================================================
410 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
411 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
412 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
413 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
415 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
417 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
418 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
420 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
422 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
423 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
424 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"};
425 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
426 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
427 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)"};
428 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
429 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
430 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"};
431 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)"};
432 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
433 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
434 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"};
435 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"};
436 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)"};
437 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
438 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
440 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
441 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
443 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
445 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
446 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)"};
447 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)"};
449 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
451 extern cvar_t v_flipped;
457 Moves the local angle positions
460 void CL_AdjustAngles (void)
465 if (in_speed.state & 1)
466 speed = cl.realframetime * cl_anglespeedkey.value;
468 speed = cl.realframetime;
470 if (!(in_strafe.state & 1))
472 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
473 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
475 if (in_klook.state & 1)
478 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
479 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
482 up = CL_KeyState (&in_lookup);
483 down = CL_KeyState(&in_lookdown);
485 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
486 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
491 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
492 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
493 if (cl.viewangles[YAW] >= 180)
494 cl.viewangles[YAW] -= 360;
495 if (cl.viewangles[PITCH] >= 180)
496 cl.viewangles[PITCH] -= 360;
497 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
498 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
501 int cl_ignoremousemoves = 2;
507 Send the intended movement message to the server
513 static float old_mouse_x = 0, old_mouse_y = 0;
515 // clamp before the move to prevent starting with bad angles
518 if(v_flipped.integer)
519 cl.viewangles[YAW] = -cl.viewangles[YAW];
521 // reset some of the command fields
522 cl.cmd.forwardmove = 0;
526 // get basic movement from keyboard
527 if (in_strafe.state & 1)
529 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
530 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
533 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
534 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
536 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
537 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
539 if (! (in_klook.state & 1) )
541 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
542 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
545 // adjust for speed key
546 if (in_speed.state & 1)
548 cl.cmd.forwardmove *= cl_movespeedkey.value;
549 cl.cmd.sidemove *= cl_movespeedkey.value;
550 cl.cmd.upmove *= cl_movespeedkey.value;
553 // allow mice or other external controllers to add to the move
556 // apply m_filter if it is on
559 if (m_filter.integer)
561 in_mouse_x = (mx + old_mouse_x) * 0.5;
562 in_mouse_y = (my + old_mouse_y) * 0.5;
567 // ignore a mouse move if mouse was activated/deactivated this frame
568 if (cl_ignoremousemoves)
570 cl_ignoremousemoves--;
571 in_mouse_x = old_mouse_x = 0;
572 in_mouse_y = old_mouse_y = 0;
575 // if not in menu, apply mouse move to viewangles/movement
576 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
578 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
579 if (cl_prydoncursor.integer)
581 // mouse interacting with the scene, mostly stationary view
583 cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
584 cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
586 else if (in_strafe.state & 1)
588 // strafing mode, all looking is movement
590 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
591 if (noclip_anglehack)
592 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
594 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
596 else if ((in_mlook.state & 1) || freelook.integer)
598 // mouselook, lookstrafe causes turning to become strafing
600 if (lookstrafe.integer)
601 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
603 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
604 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
608 // non-mouselook, yaw turning and forward/back movement
609 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
610 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
613 else // don't pitch drift when csqc is controlling the mouse
616 if(v_flipped.integer)
618 cl.viewangles[YAW] = -cl.viewangles[YAW];
619 cl.cmd.sidemove = -cl.cmd.sidemove;
622 // clamp after the move to prevent rendering with bad angles
626 #include "cl_collision.h"
628 void CL_UpdatePrydonCursor(void)
632 if (!cl_prydoncursor.integer)
633 VectorClear(cl.cmd.cursor_screen);
636 if (cl.cmd.cursor_screen[0] < -1)
638 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
639 cl.cmd.cursor_screen[0] = -1;
641 if (cl.cmd.cursor_screen[0] > 1)
643 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
644 cl.cmd.cursor_screen[0] = 1;
646 if (cl.cmd.cursor_screen[1] < -1)
648 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
649 cl.cmd.cursor_screen[1] = -1;
651 if (cl.cmd.cursor_screen[1] > 1)
653 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
654 cl.cmd.cursor_screen[1] = 1;
657 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
658 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
659 cl.cmd.cursor_screen[2] = 1;
661 // calculate current view matrix
662 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
663 // calculate direction vector of cursor in viewspace by using frustum slopes
664 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);
665 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
666 // trace from view origin to the cursor
667 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);
670 typedef enum waterlevel_e
679 typedef struct cl_clientmovement_state_s
684 // current bounding box (different if crouched vs standing)
687 // currently on the ground
689 // currently crouching
691 // what kind of water (SUPERCONTENTS_LAVA for instance)
694 waterlevel_t waterlevel;
695 // weird hacks when jumping out of water
696 // (this is in seconds and counts down to 0)
702 cl_clientmovement_state_t;
704 #define NUMOFFSETS 27
705 static vec3_t offsets[NUMOFFSETS] =
707 // 1 no nudge (just return the original if this test passes)
708 { 0.000, 0.000, 0.000},
710 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
711 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
712 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
713 // 4 diagonal flat nudges
714 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
715 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
716 // 8 diagonal upward nudges
717 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
718 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
719 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
720 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
721 // 8 diagonal downward nudges
722 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
723 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
724 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
725 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
728 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
732 for (i = 0;i < NUMOFFSETS;i++)
734 VectorAdd(offsets[i], s->origin, neworigin);
735 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
737 VectorCopy(neworigin, s->origin);
741 // if all offsets failed, give up
745 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
747 vec3_t origin1, origin2;
750 // make sure player is not stuck
751 CL_ClientMovement_Unstick(s);
756 // wants to crouch, this always works..
762 // wants to stand, if currently crouching we need to check for a
766 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
767 if (!trace.startsolid)
773 VectorCopy(cl.playercrouchmins, s->mins);
774 VectorCopy(cl.playercrouchmaxs, s->maxs);
778 VectorCopy(cl.playerstandmins, s->mins);
779 VectorCopy(cl.playerstandmaxs, s->maxs);
783 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
784 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
785 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
786 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
788 // set watertype/waterlevel
789 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
790 s->waterlevel = WATERLEVEL_NONE;
791 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
794 s->waterlevel = WATERLEVEL_WETFEET;
795 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
796 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
798 s->waterlevel = WATERLEVEL_SWIMMING;
799 origin1[2] = s->origin[2] + 22;
800 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
801 s->waterlevel = WATERLEVEL_SUBMERGED;
805 // water jump prediction
806 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
807 s->waterjumptime = 0;
810 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
816 vec3_t currentorigin2;
818 vec3_t primalvelocity;
822 CL_ClientMovement_UpdateStatus(s);
823 VectorCopy(s->velocity, primalvelocity);
824 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
826 VectorMA(s->origin, t, s->velocity, neworigin);
827 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
828 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
830 // may be a step or wall, try stepping up
831 // first move forward at a higher level
832 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
833 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
834 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
835 if (!trace2.startsolid)
837 // then move down from there
838 VectorCopy(trace2.endpos, currentorigin2);
839 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
840 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
841 //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]);
842 // accept the new trace if it made some progress
843 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
846 VectorCopy(trace3.endpos, trace.endpos);
851 // check if it moved at all
852 if (trace.fraction >= 0.001)
853 VectorCopy(trace.endpos, s->origin);
855 // check if it moved all the way
856 if (trace.fraction == 1)
859 //if (trace.plane.normal[2] > 0.7)
860 // s->onground = true;
862 t -= t * trace.fraction;
864 f = DotProduct(s->velocity, trace.plane.normal);
865 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
867 if (s->waterjumptime > 0)
868 VectorCopy(primalvelocity, s->velocity);
872 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
879 // water jump only in certain situations
880 // this mimics quakeworld code
881 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
886 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
887 AngleVectors(yawangles, forward, NULL, NULL);
888 VectorMA(s->origin, 24, forward, spot);
890 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
893 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
895 VectorScale(forward, 50, s->velocity);
896 s->velocity[2] = 310;
897 s->waterjumptime = 2;
899 s->cmd.canjump = false;
904 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
906 // drift towards bottom
907 VectorSet(wishvel, 0, 0, -60);
915 // calculate movement vector
916 AngleVectors(s->cmd.viewangles, forward, right, up);
917 VectorSet(up, 0, 0, 1);
918 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
921 // split wishvel into wishspeed and wishdir
922 wishspeed = VectorLength(wishvel);
924 VectorScale(wishvel, 1 / wishspeed, wishdir);
926 VectorSet( wishdir, 0.0, 0.0, 0.0 );
927 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
932 if (s->waterjumptime <= 0)
935 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
937 VectorScale(s->velocity, f, s->velocity);
939 // water acceleration
940 f = wishspeed - DotProduct(s->velocity, wishdir);
943 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
944 VectorMA(s->velocity, f, wishdir, s->velocity);
947 // holding jump button swims upward slowly
950 if (s->watertype & SUPERCONTENTS_LAVA)
952 else if (s->watertype & SUPERCONTENTS_SLIME)
956 if (gamemode == GAME_NEXUIZ)
957 s->velocity[2] = 200;
959 s->velocity[2] = 100;
964 CL_ClientMovement_Move(s);
967 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
982 // jump if on ground with jump button pressed but only if it has been
983 // released at least once since the last jump
986 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
988 s->velocity[2] += cl.movevars_jumpvelocity;
990 s->cmd.canjump = false;
994 s->cmd.canjump = true;
996 // calculate movement vector
997 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
998 AngleVectors(yawangles, forward, right, up);
999 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1001 // split wishvel into wishspeed and wishdir
1002 wishspeed = VectorLength(wishvel);
1004 VectorScale(wishvel, 1 / wishspeed, wishdir);
1006 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1007 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1011 // check if onground
1014 // apply edge friction
1015 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1018 friction = cl.movevars_friction;
1019 if (cl.movevars_edgefriction != 1)
1023 // note: QW uses the full player box for the trace, and yet still
1024 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1025 // this mimics it for compatibility
1026 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1027 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1028 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1029 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1031 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1032 if (trace.fraction == 1 && !trace.startsolid)
1033 friction *= cl.movevars_edgefriction;
1035 // apply ground friction
1036 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1038 VectorScale(s->velocity, f, s->velocity);
1040 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1043 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1044 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1046 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1047 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1049 if (VectorLength2(s->velocity))
1050 CL_ClientMovement_Move(s);
1054 if (s->waterjumptime <= 0)
1061 // apply air speed limit
1062 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1065 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1068 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1069 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1073 vel_straight = DotProduct(s->velocity, wishdir);
1074 vel_z = s->velocity[2];
1075 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1076 vel_perpend[2] -= vel_z;
1078 f = wishspeed - vel_straight;
1080 vel_straight += min(f, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * cl.movevars_airaccel_qw;
1082 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1084 VectorM(1 - (s->cmd.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1086 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1087 s->velocity[2] += vel_z;
1089 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1090 CL_ClientMovement_Move(s);
1094 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1096 //Con_Printf(" %f", frametime);
1098 s->cmd.canjump = true;
1099 s->waterjumptime -= s->cmd.frametime;
1100 CL_ClientMovement_UpdateStatus(s);
1101 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1102 CL_ClientMovement_Physics_Swim(s);
1104 CL_ClientMovement_Physics_Walk(s);
1107 extern cvar_t slowmo;
1108 void CL_UpdateMoveVars(void)
1110 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1113 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1115 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1116 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1117 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1118 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1119 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1120 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1121 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1122 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1123 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1124 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1125 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1126 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1127 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1128 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1129 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1130 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1131 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1132 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1136 cl.movevars_timescale = slowmo.value;
1137 cl.movevars_gravity = sv_gravity.value;
1138 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1139 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1140 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1141 cl.movevars_accelerate = cl_movement_accelerate.value;
1142 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1143 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1144 cl.movevars_friction = cl_movement_friction.value;
1145 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1146 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1147 cl.movevars_entgravity = 1;
1148 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1149 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1150 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1151 cl.movevars_stepheight = cl_movement_stepheight.value;
1152 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1153 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1157 void CL_ClientMovement_Replay(void)
1160 double totalmovemsec;
1161 cl_clientmovement_state_t s;
1163 if (cl.movement_predicted && !cl.movement_replay)
1166 // set up starting state for the series of moves
1167 memset(&s, 0, sizeof(s));
1168 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1169 VectorCopy(cl.mvelocity[0], s.velocity);
1170 s.crouched = true; // will be updated on first move
1171 //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]);
1174 for (i = 0;i < CL_MAX_USERCMDS;i++)
1175 if (cl.movecmd[i].sequence > cls.servermovesequence)
1176 totalmovemsec += cl.movecmd[i].msec;
1177 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);
1178 //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);
1179 if (cl.movement_predicted)
1181 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1183 // replay the input queue to predict current location
1184 // note: this relies on the fact there's always one queue item at the end
1186 // find how many are still valid
1187 for (i = 0;i < CL_MAX_USERCMDS;i++)
1188 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1190 // now walk them in oldest to newest order
1191 for (i--;i >= 0;i--)
1193 s.cmd = cl.movecmd[i];
1194 if (i < CL_MAX_USERCMDS - 1)
1195 s.cmd.canjump = cl.movecmd[i+1].canjump;
1196 // if a move is more than 50ms, do it as two moves (matching qwsv)
1197 //Con_Printf("%i ", s.cmd.msec);
1198 if (s.cmd.frametime > 0.05)
1200 s.cmd.frametime /= 2;
1201 CL_ClientMovement_PlayerMove(&s);
1203 CL_ClientMovement_PlayerMove(&s);
1204 cl.movecmd[i].canjump = s.cmd.canjump;
1210 // get the first movement queue entry to know whether to crouch and such
1211 s.cmd = cl.movecmd[0];
1213 CL_ClientMovement_UpdateStatus(&s);
1215 if (cls.demoplayback) // for bob, speedometer
1216 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1219 cl.movement_replay = false;
1220 // update the interpolation target position and velocity
1221 VectorCopy(s.origin, cl.movement_origin);
1222 VectorCopy(s.velocity, cl.movement_velocity);
1225 // update the onground flag if appropriate
1226 if (cl.movement_predicted)
1228 // when predicted we simply set the flag according to the UpdateStatus
1229 cl.onground = s.onground;
1233 // when not predicted, cl.onground is cleared by cl_parse.c each time
1234 // an update packet is received, but can be forced on here to hide
1235 // server inconsistencies in the onground flag
1236 // (which mostly occur when stepping up stairs at very high framerates
1237 // where after the step up the move continues forward and not
1238 // downward so the ground is not detected)
1240 // such onground inconsistencies can cause jittery gun bobbing and
1241 // stair smoothing, so we set onground if UpdateStatus says so
1246 // react to onground state changes (for gun bob)
1249 if (!cl.oldonground)
1250 cl.hitgroundtime = cl.movecmd[0].time;
1251 cl.lastongroundtime = cl.movecmd[0].time;
1253 cl.oldonground = cl.onground;
1256 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1261 if (to->viewangles[0] != from->viewangles[0])
1262 bits |= QW_CM_ANGLE1;
1263 if (to->viewangles[1] != from->viewangles[1])
1264 bits |= QW_CM_ANGLE2;
1265 if (to->viewangles[2] != from->viewangles[2])
1266 bits |= QW_CM_ANGLE3;
1267 if (to->forwardmove != from->forwardmove)
1268 bits |= QW_CM_FORWARD;
1269 if (to->sidemove != from->sidemove)
1271 if (to->upmove != from->upmove)
1273 if (to->buttons != from->buttons)
1274 bits |= QW_CM_BUTTONS;
1275 if (to->impulse != from->impulse)
1276 bits |= QW_CM_IMPULSE;
1278 MSG_WriteByte(buf, bits);
1279 if (bits & QW_CM_ANGLE1)
1280 MSG_WriteAngle16i(buf, to->viewangles[0]);
1281 if (bits & QW_CM_ANGLE2)
1282 MSG_WriteAngle16i(buf, to->viewangles[1]);
1283 if (bits & QW_CM_ANGLE3)
1284 MSG_WriteAngle16i(buf, to->viewangles[2]);
1285 if (bits & QW_CM_FORWARD)
1286 MSG_WriteShort(buf, to->forwardmove);
1287 if (bits & QW_CM_SIDE)
1288 MSG_WriteShort(buf, to->sidemove);
1289 if (bits & QW_CM_UP)
1290 MSG_WriteShort(buf, to->upmove);
1291 if (bits & QW_CM_BUTTONS)
1292 MSG_WriteByte(buf, to->buttons);
1293 if (bits & QW_CM_IMPULSE)
1294 MSG_WriteByte(buf, to->impulse);
1295 MSG_WriteByte(buf, to->msec);
1303 usercmd_t nullcmd; // for delta compression of qw moves
1304 void CL_SendMove(void)
1306 int i, j, packetloss;
1312 unsigned char data[1024];
1316 // if playing a demo, do nothing
1320 // we build up cl.movecmd[0] and then decide whether to send or not
1321 // the prediction code will use this command even though it has not been
1323 cl.cmd.time = cl.time;
1324 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1327 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1329 if (in_attack.state & 3) bits |= 1;
1330 if (in_jump.state & 3) bits |= 2;
1331 if (in_button3.state & 3) bits |= 4;
1332 if (in_button4.state & 3) bits |= 8;
1333 if (in_button5.state & 3) bits |= 16;
1334 if (in_button6.state & 3) bits |= 32;
1335 if (in_button7.state & 3) bits |= 64;
1336 if (in_button8.state & 3) bits |= 128;
1337 if (in_use.state & 3) bits |= 256;
1338 if (key_dest != key_game || key_consoleactive) bits |= 512;
1339 if (cl_prydoncursor.integer) bits |= 1024;
1340 if (in_button9.state & 3) bits |= 2048;
1341 if (in_button10.state & 3) bits |= 4096;
1342 if (in_button11.state & 3) bits |= 8192;
1343 if (in_button12.state & 3) bits |= 16384;
1344 if (in_button13.state & 3) bits |= 32768;
1345 if (in_button14.state & 3) bits |= 65536;
1346 if (in_button15.state & 3) bits |= 131072;
1347 if (in_button16.state & 3) bits |= 262144;
1348 // button bits 19-31 unused currently
1349 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1350 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1351 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1352 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1353 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1355 // set buttons and impulse
1356 cl.cmd.buttons = bits;
1357 cl.cmd.impulse = in_impulse;
1360 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1362 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1363 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1364 // ridiculous value rejection (matches qw)
1365 if (cl.cmd.msec > 250)
1367 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1369 cl.cmd.predicted = cl_movement.integer;
1371 // movement is set by input code (forwardmove/sidemove/upmove)
1372 // always dump the first two moves, because they may contain leftover inputs from the last level
1373 if (cl.cmd.sequence <= 2)
1374 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1376 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1378 switch (cls.protocol)
1380 case PROTOCOL_QUAKEWORLD:
1381 case PROTOCOL_QUAKE:
1382 case PROTOCOL_QUAKEDP:
1383 case PROTOCOL_NEHAHRAMOVIE:
1384 case PROTOCOL_NEHAHRABJP:
1385 case PROTOCOL_NEHAHRABJP2:
1386 case PROTOCOL_NEHAHRABJP3:
1387 case PROTOCOL_DARKPLACES1:
1388 case PROTOCOL_DARKPLACES2:
1389 case PROTOCOL_DARKPLACES3:
1390 case PROTOCOL_DARKPLACES4:
1391 case PROTOCOL_DARKPLACES5:
1393 case PROTOCOL_DARKPLACES6:
1394 case PROTOCOL_DARKPLACES7:
1395 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1396 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1398 case PROTOCOL_UNKNOWN:
1402 cl.movecmd[0] = cl.cmd;
1404 // don't predict more than 200fps
1405 if (realtime >= cl.lastpackettime + 0.005)
1406 cl.movement_replay = true; // redo the prediction
1408 // now decide whether to actually send this move
1409 // (otherwise it is only for prediction)
1411 // don't send too often or else network connections can get clogged by a
1412 // high renderer framerate
1413 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1414 // send input every frame in singleplayer
1417 // always send if buttons changed or an impulse is pending
1418 // even if it violates the rate limit!
1419 if (!cl.movecmd[0].impulse && (!cl_netimmediatebuttons.integer || cl.movecmd[0].buttons == cl.movecmd[1].buttons))
1421 // don't choke the connection with packets (obey rate limit)
1422 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1424 // don't send too often (cl_netfps)
1425 if (realtime < cl.lastpackettime + packettime)
1428 // try to round off the lastpackettime to a multiple of the packet interval
1429 // (this causes it to emit packets at a steady beat)
1431 cl.lastpackettime = floor(realtime / packettime) * packettime;
1433 cl.lastpackettime = realtime;
1435 buf.maxsize = sizeof(data);
1439 // send the movement message
1440 // PROTOCOL_QUAKE clc_move = 16 bytes total
1441 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1442 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1443 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1444 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1445 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1446 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1447 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1448 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1449 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1450 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1452 // set prydon cursor info
1453 CL_UpdatePrydonCursor();
1455 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1457 switch (cls.protocol)
1459 case PROTOCOL_QUAKEWORLD:
1460 MSG_WriteByte(&buf, qw_clc_move);
1461 // save the position for a checksum byte
1462 checksumindex = buf.cursize;
1463 MSG_WriteByte(&buf, 0);
1464 // packet loss percentage
1465 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1466 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1468 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1469 MSG_WriteByte(&buf, packetloss);
1470 // write most recent 3 moves
1471 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1472 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1473 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1474 // calculate the checksum
1475 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1476 // if delta compression history overflows, request no delta
1477 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1478 cl.qw_validsequence = 0;
1479 // request delta compression if appropriate
1480 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1482 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1483 MSG_WriteByte(&buf, qw_clc_delta);
1484 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1487 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1489 case PROTOCOL_QUAKE:
1490 case PROTOCOL_QUAKEDP:
1491 case PROTOCOL_NEHAHRAMOVIE:
1492 case PROTOCOL_NEHAHRABJP:
1493 case PROTOCOL_NEHAHRABJP2:
1494 case PROTOCOL_NEHAHRABJP3:
1496 MSG_WriteByte (&buf, clc_move);
1497 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1499 for (i = 0;i < 3;i++)
1500 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1502 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1503 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1504 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1506 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1507 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1509 case PROTOCOL_DARKPLACES2:
1510 case PROTOCOL_DARKPLACES3:
1512 MSG_WriteByte (&buf, clc_move);
1513 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1515 for (i = 0;i < 3;i++)
1516 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1518 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1519 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1520 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1522 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1523 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1525 case PROTOCOL_DARKPLACES1:
1526 case PROTOCOL_DARKPLACES4:
1527 case PROTOCOL_DARKPLACES5:
1529 MSG_WriteByte (&buf, clc_move);
1530 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1532 for (i = 0;i < 3;i++)
1533 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1535 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1536 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1537 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1539 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1540 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1541 case PROTOCOL_DARKPLACES6:
1542 case PROTOCOL_DARKPLACES7:
1543 // set the maxusercmds variable to limit how many should be sent
1544 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1545 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1546 if (!cl.cmd.predicted)
1549 // send the latest moves in order, the old ones will be
1550 // ignored by the server harmlessly, however if the previous
1551 // packets were lost these moves will be used
1553 // this reduces packet loss impact on gameplay.
1554 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1556 // don't repeat any stale moves
1557 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1560 MSG_WriteByte (&buf, clc_move);
1561 if (cls.protocol != PROTOCOL_DARKPLACES6)
1562 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1563 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1565 for (i = 0;i < 3;i++)
1566 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1568 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1569 MSG_WriteCoord16i (&buf, cmd->sidemove);
1570 MSG_WriteCoord16i (&buf, cmd->upmove);
1572 MSG_WriteLong (&buf, cmd->buttons);
1573 MSG_WriteByte (&buf, cmd->impulse);
1574 // PRYDON_CLIENTCURSOR
1576 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1577 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1578 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1579 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1580 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1581 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1582 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1583 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1584 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1587 case PROTOCOL_UNKNOWN:
1592 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1594 // ack the last few frame numbers
1595 // (redundent to improve handling of client->server packet loss)
1596 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1597 for (i = 0;i < LATESTFRAMENUMS;i++)
1599 if (cl.latestframenums[i] > 0)
1601 if (developer_networkentities.integer >= 10)
1602 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1603 MSG_WriteByte(&buf, clc_ackframe);
1604 MSG_WriteLong(&buf, cl.latestframenums[i]);
1609 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1610 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1612 // acknowledge any recently received data blocks
1613 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1615 MSG_WriteByte(&buf, clc_ackdownloaddata);
1616 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1617 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1618 cls.dp_downloadack[i].start = 0;
1619 cls.dp_downloadack[i].size = 0;
1622 // send the reliable message (forwarded commands) if there is one
1623 if (buf.cursize || cls.netcon->message.cursize)
1624 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1626 // update the cl.movecmd array which holds the most recent moves,
1627 // because we now need a new slot for the next input
1628 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1629 cl.movecmd[i] = cl.movecmd[i-1];
1630 cl.movecmd[0].msec = 0;
1631 cl.movecmd[0].frametime = 0;
1633 // clear button 'click' states
1634 in_attack.state &= ~2;
1635 in_jump.state &= ~2;
1636 in_button3.state &= ~2;
1637 in_button4.state &= ~2;
1638 in_button5.state &= ~2;
1639 in_button6.state &= ~2;
1640 in_button7.state &= ~2;
1641 in_button8.state &= ~2;
1643 in_button9.state &= ~2;
1644 in_button10.state &= ~2;
1645 in_button11.state &= ~2;
1646 in_button12.state &= ~2;
1647 in_button13.state &= ~2;
1648 in_button14.state &= ~2;
1649 in_button15.state &= ~2;
1650 in_button16.state &= ~2;
1654 if (cls.netcon->message.overflowed)
1656 Con_Print("CL_SendMove: lost server connection\n");
1658 Host_ShutdownServer();
1667 void CL_InitInput (void)
1669 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1670 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1671 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1672 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1673 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1674 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1675 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1676 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1677 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1678 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1679 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1680 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1681 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1682 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1683 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1684 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1685 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1686 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1687 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1688 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1689 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1690 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1691 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1692 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1693 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1694 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1695 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1696 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1697 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1698 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1699 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1700 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1701 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1703 // LordHavoc: added use button
1704 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1705 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1707 // LordHavoc: added 6 new buttons
1708 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1709 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1710 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1711 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1712 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1713 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1714 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1715 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1716 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1717 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1718 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1719 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1720 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1721 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1722 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1723 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1724 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1725 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1726 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1727 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1728 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1729 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1730 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1731 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1732 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1733 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1734 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1735 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1737 // LordHavoc: added bestweapon command
1738 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)");
1739 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");
1740 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1742 Cvar_RegisterVariable(&cl_movement);
1743 Cvar_RegisterVariable(&cl_movement_minping);
1744 Cvar_RegisterVariable(&cl_movement_track_canjump);
1745 Cvar_RegisterVariable(&cl_movement_maxspeed);
1746 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1747 Cvar_RegisterVariable(&cl_movement_stopspeed);
1748 Cvar_RegisterVariable(&cl_movement_friction);
1749 Cvar_RegisterVariable(&cl_movement_wallfriction);
1750 Cvar_RegisterVariable(&cl_movement_waterfriction);
1751 Cvar_RegisterVariable(&cl_movement_edgefriction);
1752 Cvar_RegisterVariable(&cl_movement_stepheight);
1753 Cvar_RegisterVariable(&cl_movement_accelerate);
1754 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1755 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1756 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1757 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1758 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1760 Cvar_RegisterVariable(&in_pitch_min);
1761 Cvar_RegisterVariable(&in_pitch_max);
1762 Cvar_RegisterVariable(&m_filter);
1764 Cvar_RegisterVariable(&cl_netfps);
1765 Cvar_RegisterVariable(&cl_netrepeatinput);
1766 Cvar_RegisterVariable(&cl_netimmediatebuttons);
1768 Cvar_RegisterVariable(&cl_nodelta);