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 // LadyHavoc: 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 // LadyHavoc: 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 on DP servers (use cl_nopred for QWSV servers)"};
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"};
445 cvar_t cl_nopred = {CVAR_SAVE, "cl_nopred", "0", "(QWSV only) disables player movement prediction when playing on QWSV servers (this setting is separate from cl_movement because player expectations are different when playing on DP vs QW servers)"};
447 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
448 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
450 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
451 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
452 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
453 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
454 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
456 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
457 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)"};
458 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)"};
460 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
462 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
464 extern cvar_t v_flipped;
470 Moves the local angle positions
473 static void CL_AdjustAngles (void)
478 if (in_speed.state & 1)
479 speed = cl.realframetime * cl_anglespeedkey.value;
481 speed = cl.realframetime;
483 if (!(in_strafe.state & 1))
485 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
486 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
488 if (in_klook.state & 1)
491 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
492 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
495 up = CL_KeyState (&in_lookup);
496 down = CL_KeyState(&in_lookdown);
498 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
499 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
504 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
505 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
506 if (cl.viewangles[YAW] >= 180)
507 cl.viewangles[YAW] -= 360;
508 if (cl.viewangles[PITCH] >= 180)
509 cl.viewangles[PITCH] -= 360;
510 // TODO: honor serverinfo minpitch and maxpitch values in PROTOCOL_QUAKEWORLD
511 // TODO: honor proquake pq_fullpitch cvar when playing on proquake server (server stuffcmd's this to 0 usually)
512 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
513 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
516 int cl_ignoremousemoves = 2;
522 Send the intended movement message to the server
528 static float old_mouse_x = 0, old_mouse_y = 0;
530 // clamp before the move to prevent starting with bad angles
533 if(v_flipped.integer)
534 cl.viewangles[YAW] = -cl.viewangles[YAW];
536 // reset some of the command fields
537 cl.cmd.forwardmove = 0;
541 // get basic movement from keyboard
542 if (in_strafe.state & 1)
544 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
545 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
548 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
549 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
551 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
552 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
554 if (! (in_klook.state & 1) )
556 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
557 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
560 // adjust for speed key
561 if (in_speed.state & 1)
563 cl.cmd.forwardmove *= cl_movespeedkey.value;
564 cl.cmd.sidemove *= cl_movespeedkey.value;
565 cl.cmd.upmove *= cl_movespeedkey.value;
568 // allow mice or other external controllers to add to the move
571 // send mouse move to csqc
572 if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
574 if (cl.csqc_wantsmousemove)
576 // event type 3 is a DP_CSQC thing
577 static int oldwindowmouse[2];
578 if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
580 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
581 oldwindowmouse[0] = in_windowmouse_x;
582 oldwindowmouse[1] = in_windowmouse_y;
587 if (in_mouse_x || in_mouse_y)
588 CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
592 // apply m_accelerate if it is on
593 if(m_accelerate.value > 1)
595 static float averagespeed = 0;
596 float speed, f, mi, ma;
598 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
599 if(m_accelerate_filter.value > 0)
600 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
603 averagespeed = speed * f + averagespeed * (1 - f);
605 mi = max(1, m_accelerate_minspeed.value);
606 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
608 if(averagespeed <= mi)
612 else if(averagespeed >= ma)
614 f = m_accelerate.value;
619 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
626 // apply m_filter if it is on
629 if (m_filter.integer)
631 in_mouse_x = (mx + old_mouse_x) * 0.5;
632 in_mouse_y = (my + old_mouse_y) * 0.5;
637 // ignore a mouse move if mouse was activated/deactivated this frame
638 if (cl_ignoremousemoves)
640 cl_ignoremousemoves--;
641 in_mouse_x = old_mouse_x = 0;
642 in_mouse_y = old_mouse_y = 0;
645 // if not in menu, apply mouse move to viewangles/movement
646 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
648 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
649 if (in_strafe.state & 1)
651 // strafing mode, all looking is movement
653 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
654 if (noclip_anglehack)
655 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
657 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
659 else if ((in_mlook.state & 1) || freelook.integer)
661 // mouselook, lookstrafe causes turning to become strafing
663 if (lookstrafe.integer)
664 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
666 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
667 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
671 // non-mouselook, yaw turning and forward/back movement
672 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
673 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
676 else // don't pitch drift when csqc is controlling the mouse
678 // mouse interacting with the scene, mostly stationary view
680 // update prydon cursor
681 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
682 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
685 if(v_flipped.integer)
687 cl.viewangles[YAW] = -cl.viewangles[YAW];
688 cl.cmd.sidemove = -cl.cmd.sidemove;
691 // clamp after the move to prevent rendering with bad angles
694 if(cl_movecliptokeyboard.integer)
697 if (in_speed.state & 1)
698 f *= cl_movespeedkey.value;
699 if(cl_movecliptokeyboard.integer == 2)
701 // digital direction, analog amount
702 vec_t wishvel_x, wishvel_y;
703 wishvel_x = fabs(cl.cmd.forwardmove);
704 wishvel_y = fabs(cl.cmd.sidemove);
705 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
707 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
708 if(wishvel_x >= 2 * wishvel_y)
711 if(cl.cmd.forwardmove > 0)
712 cl.cmd.forwardmove = wishspeed;
714 cl.cmd.forwardmove = -wishspeed;
717 else if(wishvel_y >= 2 * wishvel_x)
720 cl.cmd.forwardmove = 0;
721 if(cl.cmd.sidemove > 0)
722 cl.cmd.sidemove = wishspeed;
724 cl.cmd.sidemove = -wishspeed;
729 if(cl.cmd.forwardmove > 0)
730 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
732 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
733 if(cl.cmd.sidemove > 0)
734 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
736 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
740 else if(cl_movecliptokeyboard.integer)
742 // digital direction, digital amount
743 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
744 cl.cmd.sidemove = cl_sidespeed.value * f;
745 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
746 cl.cmd.sidemove = -cl_sidespeed.value * f;
749 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
750 cl.cmd.forwardmove = cl_forwardspeed.value * f;
751 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
752 cl.cmd.forwardmove = -cl_backspeed.value * f;
754 cl.cmd.forwardmove = 0;
759 #include "cl_collision.h"
761 static void CL_UpdatePrydonCursor(void)
765 if (cl_prydoncursor.integer <= 0)
766 VectorClear(cl.cmd.cursor_screen);
769 if (cl.cmd.cursor_screen[0] < -1)
771 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
772 cl.cmd.cursor_screen[0] = -1;
774 if (cl.cmd.cursor_screen[0] > 1)
776 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
777 cl.cmd.cursor_screen[0] = 1;
779 if (cl.cmd.cursor_screen[1] < -1)
781 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
782 cl.cmd.cursor_screen[1] = -1;
784 if (cl.cmd.cursor_screen[1] > 1)
786 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
787 cl.cmd.cursor_screen[1] = 1;
790 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
791 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
792 cl.cmd.cursor_screen[2] = 1;
794 // calculate current view matrix
795 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
796 // calculate direction vector of cursor in viewspace by using frustum slopes
797 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);
798 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
799 // trace from view origin to the cursor
800 if (cl_prydoncursor_notrace.integer)
802 cl.cmd.cursor_fraction = 1.0f;
803 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
804 VectorClear(cl.cmd.cursor_normal);
805 cl.cmd.cursor_entitynumber = 0;
808 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);
811 #define NUMOFFSETS 27
812 static vec3_t offsets[NUMOFFSETS] =
814 // 1 no nudge (just return the original if this test passes)
815 { 0.000, 0.000, 0.000},
817 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
818 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
819 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
820 // 4 diagonal flat nudges
821 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
822 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
823 // 8 diagonal upward nudges
824 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
825 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
826 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
827 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
828 // 8 diagonal downward nudges
829 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
830 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
831 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
832 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
835 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
839 for (i = 0;i < NUMOFFSETS;i++)
841 VectorAdd(offsets[i], s->origin, neworigin);
842 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true).startsolid)
844 VectorCopy(neworigin, s->origin);
848 // if all offsets failed, give up
852 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
855 vec3_t origin1, origin2;
858 // make sure player is not stuck
859 CL_ClientMovement_Unstick(s);
864 // wants to crouch, this always works..
870 // wants to stand, if currently crouching we need to check for a
874 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
875 if (!trace.startsolid)
881 VectorCopy(cl.playercrouchmins, s->mins);
882 VectorCopy(cl.playercrouchmaxs, s->maxs);
886 VectorCopy(cl.playerstandmins, s->mins);
887 VectorCopy(cl.playerstandmaxs, s->maxs);
891 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
892 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
893 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
894 if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
898 // this code actually "predicts" an impact; so let's clip velocity first
899 f = DotProduct(s->velocity, trace.plane.normal);
900 if(f < 0) // only if moving downwards actually
901 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
906 // set watertype/waterlevel
907 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
908 s->waterlevel = WATERLEVEL_NONE;
909 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
912 s->waterlevel = WATERLEVEL_WETFEET;
913 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
914 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
916 s->waterlevel = WATERLEVEL_SWIMMING;
917 origin1[2] = s->origin[2] + 22;
918 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
919 s->waterlevel = WATERLEVEL_SUBMERGED;
923 // water jump prediction
924 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
925 s->waterjumptime = 0;
928 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
934 vec3_t currentorigin2;
936 vec3_t primalvelocity;
940 CL_ClientMovement_UpdateStatus(s);
941 VectorCopy(s->velocity, primalvelocity);
942 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
944 VectorMA(s->origin, t, s->velocity, neworigin);
945 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
946 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
948 // may be a step or wall, try stepping up
949 // first move forward at a higher level
950 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
951 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
952 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
953 if (!trace2.startsolid)
955 // then move down from there
956 VectorCopy(trace2.endpos, currentorigin2);
957 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
958 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
959 //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]);
960 // accept the new trace if it made some progress
961 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
964 VectorCopy(trace3.endpos, trace.endpos);
969 // check if it moved at all
970 if (trace.fraction >= 0.001)
971 VectorCopy(trace.endpos, s->origin);
973 // check if it moved all the way
974 if (trace.fraction == 1)
977 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
978 // <LadyHavoc> I'm pretty sure I commented it out solely because it seemed redundant
979 // this got commented out in a change that supposedly makes the code match QW better
980 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
981 if (trace.plane.normal[2] > 0.7)
984 t -= t * trace.fraction;
986 f = DotProduct(s->velocity, trace.plane.normal);
987 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
989 if (s->waterjumptime > 0)
990 VectorCopy(primalvelocity, s->velocity);
994 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1001 // water jump only in certain situations
1002 // this mimics quakeworld code
1003 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1008 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1009 AngleVectors(yawangles, forward, NULL, NULL);
1010 VectorMA(s->origin, 24, forward, spot);
1012 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1015 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1017 VectorScale(forward, 50, s->velocity);
1018 s->velocity[2] = 310;
1019 s->waterjumptime = 2;
1020 s->onground = false;
1021 s->cmd.canjump = false;
1026 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1028 // drift towards bottom
1029 VectorSet(wishvel, 0, 0, -60);
1037 // calculate movement vector
1038 AngleVectors(s->cmd.viewangles, forward, right, up);
1039 VectorSet(up, 0, 0, 1);
1040 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1043 // split wishvel into wishspeed and wishdir
1044 wishspeed = VectorLength(wishvel);
1046 VectorScale(wishvel, 1 / wishspeed, wishdir);
1048 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1049 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1054 if (s->waterjumptime <= 0)
1057 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1059 VectorScale(s->velocity, f, s->velocity);
1061 // water acceleration
1062 f = wishspeed - DotProduct(s->velocity, wishdir);
1065 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1066 VectorMA(s->velocity, f, wishdir, s->velocity);
1069 // holding jump button swims upward slowly
1072 if (s->watertype & SUPERCONTENTS_LAVA)
1073 s->velocity[2] = 50;
1074 else if (s->watertype & SUPERCONTENTS_SLIME)
1075 s->velocity[2] = 80;
1078 if (IS_NEXUIZ_DERIVED(gamemode))
1079 s->velocity[2] = 200;
1081 s->velocity[2] = 100;
1086 CL_ClientMovement_Move(s);
1089 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1091 if(forward == 0 && side == 0)
1092 return 0; // avoid division by zero
1093 angle -= RAD2DEG(atan2(side, forward));
1094 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1099 return 1 - fabs(angle);
1102 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1118 return a * pow(fabs(b / a), lerp);
1121 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1123 vec_t zspeed, speed, dot, k;
1126 // this doesn't play well with analog input
1127 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1131 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1136 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1138 zspeed = s->velocity[2];
1140 speed = VectorNormalizeLength(s->velocity);
1142 dot = DotProduct(s->velocity, wishdir);
1144 if(dot > 0) { // we can't change direction while slowing down
1145 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1146 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1147 k *= cl.movevars_aircontrol;
1148 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1149 VectorNormalize(s->velocity);
1152 VectorScale(s->velocity, speed, s->velocity);
1153 s->velocity[2] = zspeed;
1156 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1159 (accelqw < 0 ? -1 : +1)
1161 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1164 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)
1171 vec_t vel_xy_current;
1172 vec_t vel_xy_backward, vel_xy_forward;
1175 if(stretchfactor > 0)
1176 speedclamp = stretchfactor;
1177 else if(accelqw < 0)
1180 speedclamp = -1; // no clamping
1185 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1186 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1188 vel_straight = DotProduct(s->velocity, wishdir);
1189 vel_z = s->velocity[2];
1190 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1191 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1193 step = accel * s->cmd.frametime * wishspeed0;
1195 vel_xy_current = VectorLength(vel_xy);
1197 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1198 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1199 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1200 if(vel_xy_backward < 0)
1201 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1203 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1205 if(sidefric < 0 && VectorLength2(vel_perpend))
1206 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1209 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1210 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1212 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1213 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1214 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1215 // obviously, this cannot be
1217 VectorScale(vel_perpend, f, vel_perpend);
1221 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1225 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1227 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1231 vec_t vel_xy_preclamp;
1232 vel_xy_preclamp = VectorLength(s->velocity);
1233 if(vel_xy_preclamp > 0) // prevent division by zero
1235 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1236 if(vel_xy_current < vel_xy_preclamp)
1237 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1241 s->velocity[2] += vel_z;
1244 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1246 vec3_t curvel, wishvel, acceldir, curdir;
1247 float addspeed, accelspeed, curspeed;
1250 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1251 float bunnyaccel = cl.movevars_warsowbunny_accel;
1252 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1253 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1254 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1259 VectorCopy( s->velocity, curvel );
1261 curspeed = VectorLength( curvel );
1263 if( wishspeed > curspeed * 1.01f )
1265 float faccelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1266 if( faccelspeed < wishspeed )
1267 wishspeed = faccelspeed;
1271 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1274 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1276 VectorScale( wishdir, wishspeed, wishvel );
1277 VectorSubtract( wishvel, curvel, acceldir );
1278 addspeed = VectorNormalizeLength( acceldir );
1280 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1281 if( accelspeed > addspeed )
1282 accelspeed = addspeed;
1284 if( backtosideratio < 1.0f )
1286 VectorNormalize2( curvel, curdir );
1287 dot = DotProduct( acceldir, curdir );
1289 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1292 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1295 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1311 // jump if on ground with jump button pressed but only if it has been
1312 // released at least once since the last jump
1315 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1317 s->velocity[2] += cl.movevars_jumpvelocity;
1318 s->onground = false;
1319 s->cmd.canjump = false;
1323 s->cmd.canjump = true;
1325 // calculate movement vector
1326 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1327 AngleVectors(yawangles, forward, right, up);
1328 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1330 // split wishvel into wishspeed and wishdir
1331 wishspeed = VectorLength(wishvel);
1333 VectorScale(wishvel, 1 / wishspeed, wishdir);
1335 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1336 // check if onground
1339 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1343 // apply edge friction
1344 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1347 friction = cl.movevars_friction;
1348 if (cl.movevars_edgefriction != 1)
1352 // note: QW uses the full player box for the trace, and yet still
1353 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1354 // this mimics it for compatibility
1355 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1356 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1357 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1358 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
1360 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true, false);
1361 if (trace.fraction == 1 && !trace.startsolid)
1362 friction *= cl.movevars_edgefriction;
1364 // apply ground friction
1365 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1367 VectorScale(s->velocity, f, s->velocity);
1369 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1372 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1373 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1375 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1376 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1378 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1379 s->velocity[2] -= gravity * 0.5f;
1381 s->velocity[2] -= gravity;
1383 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1385 if (VectorLength2(s->velocity))
1386 CL_ClientMovement_Move(s);
1387 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1389 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1390 s->velocity[2] -= gravity * 0.5f;
1395 if (s->waterjumptime <= 0)
1397 // apply air speed limit
1398 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1399 qboolean accelerating;
1401 accelqw = cl.movevars_airaccel_qw;
1402 wishspeed0 = wishspeed;
1403 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1406 accel = cl.movevars_airaccelerate;
1408 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1409 wishspeed2 = wishspeed;
1412 if(cl.movevars_airstopaccelerate != 0)
1415 curdir[0] = s->velocity[0];
1416 curdir[1] = s->velocity[1];
1418 VectorNormalize(curdir);
1419 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1421 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
1422 if(cl.movevars_maxairstrafespeed)
1423 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1424 if(cl.movevars_airstrafeaccelerate)
1425 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1426 if(cl.movevars_airstrafeaccel_qw)
1428 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1430 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1433 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1434 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1436 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);
1438 if(cl.movevars_aircontrol)
1439 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1441 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1442 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1443 s->velocity[2] -= gravity * 0.5f;
1445 s->velocity[2] -= gravity;
1446 CL_ClientMovement_Move(s);
1447 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1449 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1450 s->velocity[2] -= gravity * 0.5f;
1455 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1457 //Con_Printf(" %f", frametime);
1459 s->cmd.canjump = true;
1460 s->waterjumptime -= s->cmd.frametime;
1461 CL_ClientMovement_UpdateStatus(s);
1462 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1463 CL_ClientMovement_Physics_Swim(s);
1465 CL_ClientMovement_Physics_Walk(s);
1468 extern cvar_t slowmo;
1469 void CL_UpdateMoveVars(void)
1471 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1475 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1477 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1478 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1479 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1480 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1481 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1482 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1483 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1484 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1485 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1486 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1487 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1488 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1489 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1490 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1491 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1492 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1493 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1494 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1495 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1496 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1497 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1498 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1499 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1500 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1501 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1502 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1503 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1504 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1505 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1506 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1507 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1508 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1509 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1510 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1515 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1516 cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
1517 cl.movevars_gravity = sv_gravity.value;
1518 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1519 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1520 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1521 cl.movevars_accelerate = cl_movement_accelerate.value;
1522 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1523 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1524 cl.movevars_friction = cl_movement_friction.value;
1525 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1526 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1527 cl.movevars_entgravity = 1;
1528 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1529 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1530 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1531 cl.movevars_stepheight = cl_movement_stepheight.value;
1532 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1533 cl.movevars_airaccel_qw_stretchfactor = 0;
1534 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1535 cl.movevars_airstopaccelerate = 0;
1536 cl.movevars_airstrafeaccelerate = 0;
1537 cl.movevars_maxairstrafespeed = 0;
1538 cl.movevars_airstrafeaccel_qw = 0;
1539 cl.movevars_aircontrol = 0;
1540 cl.movevars_aircontrol_power = 2;
1541 cl.movevars_aircontrol_penalty = 0;
1542 cl.movevars_warsowbunny_airforwardaccel = 0;
1543 cl.movevars_warsowbunny_accel = 0;
1544 cl.movevars_warsowbunny_topspeed = 0;
1545 cl.movevars_warsowbunny_turnaccel = 0;
1546 cl.movevars_warsowbunny_backtosideratio = 0;
1547 cl.movevars_airspeedlimit_nonqw = 0;
1550 if(!(cl.moveflags & MOVEFLAG_VALID))
1552 if(gamemode == GAME_NEXUIZ) // Legacy hack to work with old servers of Nexuiz.
1553 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1556 if(cl.movevars_aircontrol_power <= 0)
1557 cl.movevars_aircontrol_power = 2; // CPMA default
1560 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1562 // if a move is more than 50ms, do it as two moves (matching qwsv)
1563 //Con_Printf("%i ", s.cmd.msec);
1564 if(s->cmd.frametime > 0.0005)
1566 if (s->cmd.frametime > 0.05)
1568 s->cmd.frametime /= 2;
1569 CL_ClientMovement_PlayerMove(s);
1571 CL_ClientMovement_PlayerMove(s);
1575 // we REALLY need this handling to happen, even if the move is not executed
1577 s->cmd.canjump = true;
1581 void CL_ClientMovement_Replay(void)
1584 double totalmovemsec;
1585 cl_clientmovement_state_t s;
1587 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1589 if (cl.movement_predicted && !cl.movement_replay)
1592 if (!cl_movement_replay.integer)
1595 // set up starting state for the series of moves
1596 memset(&s, 0, sizeof(s));
1597 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1598 VectorCopy(cl.mvelocity[0], s.velocity);
1599 s.crouched = true; // will be updated on first move
1600 //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]);
1603 for (i = 0;i < CL_MAX_USERCMDS;i++)
1604 if (cl.movecmd[i].sequence > cls.servermovesequence)
1605 totalmovemsec += cl.movecmd[i].msec;
1606 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);
1607 //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);
1608 if (cl.movement_predicted)
1610 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1612 // replay the input queue to predict current location
1613 // note: this relies on the fact there's always one queue item at the end
1615 // find how many are still valid
1616 for (i = 0;i < CL_MAX_USERCMDS;i++)
1617 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1619 // now walk them in oldest to newest order
1620 for (i--;i >= 0;i--)
1622 s.cmd = cl.movecmd[i];
1623 if (i < CL_MAX_USERCMDS - 1)
1624 s.cmd.canjump = cl.movecmd[i+1].canjump;
1626 CL_ClientMovement_PlayerMove_Frame(&s);
1628 cl.movecmd[i].canjump = s.cmd.canjump;
1631 CL_ClientMovement_UpdateStatus(&s);
1635 // get the first movement queue entry to know whether to crouch and such
1636 s.cmd = cl.movecmd[0];
1639 if (!cls.demoplayback) // for bob, speedometer
1641 cl.movement_replay = false;
1642 // update the interpolation target position and velocity
1643 VectorCopy(s.origin, cl.movement_origin);
1644 VectorCopy(s.velocity, cl.movement_velocity);
1647 // update the onground flag if appropriate
1648 if (cl.movement_predicted)
1650 // when predicted we simply set the flag according to the UpdateStatus
1651 cl.onground = s.onground;
1655 // when not predicted, cl.onground is cleared by cl_parse.c each time
1656 // an update packet is received, but can be forced on here to hide
1657 // server inconsistencies in the onground flag
1658 // (which mostly occur when stepping up stairs at very high framerates
1659 // where after the step up the move continues forward and not
1660 // downward so the ground is not detected)
1662 // such onground inconsistencies can cause jittery gun bobbing and
1663 // stair smoothing, so we set onground if UpdateStatus says so
1669 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1674 if (to->viewangles[0] != from->viewangles[0])
1675 bits |= QW_CM_ANGLE1;
1676 if (to->viewangles[1] != from->viewangles[1])
1677 bits |= QW_CM_ANGLE2;
1678 if (to->viewangles[2] != from->viewangles[2])
1679 bits |= QW_CM_ANGLE3;
1680 if (to->forwardmove != from->forwardmove)
1681 bits |= QW_CM_FORWARD;
1682 if (to->sidemove != from->sidemove)
1684 if (to->upmove != from->upmove)
1686 if (to->buttons != from->buttons)
1687 bits |= QW_CM_BUTTONS;
1688 if (to->impulse != from->impulse)
1689 bits |= QW_CM_IMPULSE;
1691 MSG_WriteByte(buf, bits);
1692 if (bits & QW_CM_ANGLE1)
1693 MSG_WriteAngle16i(buf, to->viewangles[0]);
1694 if (bits & QW_CM_ANGLE2)
1695 MSG_WriteAngle16i(buf, to->viewangles[1]);
1696 if (bits & QW_CM_ANGLE3)
1697 MSG_WriteAngle16i(buf, to->viewangles[2]);
1698 if (bits & QW_CM_FORWARD)
1699 MSG_WriteShort(buf, (short) to->forwardmove);
1700 if (bits & QW_CM_SIDE)
1701 MSG_WriteShort(buf, (short) to->sidemove);
1702 if (bits & QW_CM_UP)
1703 MSG_WriteShort(buf, (short) to->upmove);
1704 if (bits & QW_CM_BUTTONS)
1705 MSG_WriteByte(buf, to->buttons);
1706 if (bits & QW_CM_IMPULSE)
1707 MSG_WriteByte(buf, to->impulse);
1708 MSG_WriteByte(buf, to->msec);
1711 void CL_NewFrameReceived(int num)
1713 if (developer_networkentities.integer >= 10)
1714 Con_Printf("recv: svc_entities %i\n", num);
1715 cl.latestframenums[cl.latestframenumsposition] = num;
1716 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1717 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1720 void CL_RotateMoves(const matrix4x4_t *m)
1722 // rotate viewangles in all previous moves
1726 for (i = 0;i < CL_MAX_USERCMDS;i++)
1728 if (cl.movecmd[i].sequence > cls.servermovesequence)
1730 usercmd_t *c = &cl.movecmd[i];
1731 AngleVectors(c->viewangles, f, r, u);
1732 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1733 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1734 AnglesFromVectors(c->viewangles, f, u, false);
1744 usercmd_t nullcmd; // for delta compression of qw moves
1745 void CL_SendMove(void)
1747 int i, j, packetloss;
1753 unsigned char data[1024];
1759 // if playing a demo, do nothing
1763 // we don't que moves during a lag spike (potential network timeout)
1764 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1766 // we build up cl.cmd and then decide whether to send or not
1767 // we store this into cl.movecmd[0] for prediction each frame even if we
1768 // do not send, to make sure that prediction is instant
1769 cl.cmd.time = cl.time;
1770 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1773 // LadyHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1775 if (in_attack.state & 3) bits |= 1;
1776 if (in_jump.state & 3) bits |= 2;
1777 if (in_button3.state & 3) bits |= 4;
1778 if (in_button4.state & 3) bits |= 8;
1779 if (in_button5.state & 3) bits |= 16;
1780 if (in_button6.state & 3) bits |= 32;
1781 if (in_button7.state & 3) bits |= 64;
1782 if (in_button8.state & 3) bits |= 128;
1783 if (in_use.state & 3) bits |= 256;
1784 if (key_dest != key_game || key_consoleactive) bits |= 512;
1785 if (cl_prydoncursor.integer > 0) bits |= 1024;
1786 if (in_button9.state & 3) bits |= 2048;
1787 if (in_button10.state & 3) bits |= 4096;
1788 if (in_button11.state & 3) bits |= 8192;
1789 if (in_button12.state & 3) bits |= 16384;
1790 if (in_button13.state & 3) bits |= 32768;
1791 if (in_button14.state & 3) bits |= 65536;
1792 if (in_button15.state & 3) bits |= 131072;
1793 if (in_button16.state & 3) bits |= 262144;
1794 // button bits 19-31 unused currently
1795 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1796 if(cl_prydoncursor.integer > 0)
1798 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1799 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1800 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1801 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1804 // set buttons and impulse
1805 cl.cmd.buttons = bits;
1806 cl.cmd.impulse = in_impulse;
1809 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1811 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1812 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1813 // ridiculous value rejection (matches qw)
1814 if (cl.cmd.msec > 250)
1816 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1818 switch(cls.protocol)
1820 case PROTOCOL_QUAKEWORLD:
1821 // quakeworld uses a different cvar with opposite meaning, for compatibility
1822 cl.cmd.predicted = cl_nopred.integer == 0;
1824 case PROTOCOL_DARKPLACES6:
1825 case PROTOCOL_DARKPLACES7:
1826 cl.cmd.predicted = cl_movement.integer != 0;
1829 cl.cmd.predicted = false;
1833 // movement is set by input code (forwardmove/sidemove/upmove)
1834 // always dump the first two moves, because they may contain leftover inputs from the last level
1835 if (cl.cmd.sequence <= 2)
1836 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1838 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1840 switch (cls.protocol)
1842 case PROTOCOL_QUAKEWORLD:
1843 case PROTOCOL_QUAKE:
1844 case PROTOCOL_QUAKEDP:
1845 case PROTOCOL_NEHAHRAMOVIE:
1846 case PROTOCOL_NEHAHRABJP:
1847 case PROTOCOL_NEHAHRABJP2:
1848 case PROTOCOL_NEHAHRABJP3:
1849 case PROTOCOL_DARKPLACES1:
1850 case PROTOCOL_DARKPLACES2:
1851 case PROTOCOL_DARKPLACES3:
1852 case PROTOCOL_DARKPLACES4:
1853 case PROTOCOL_DARKPLACES5:
1855 case PROTOCOL_DARKPLACES6:
1856 case PROTOCOL_DARKPLACES7:
1857 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1858 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1860 case PROTOCOL_UNKNOWN:
1865 cl.movecmd[0] = cl.cmd;
1867 // don't predict more than 200fps
1868 if (realtime >= cl.lastpackettime + 0.005)
1869 cl.movement_replay = true; // redo the prediction
1871 // now decide whether to actually send this move
1872 // (otherwise it is only for prediction)
1874 // don't send too often or else network connections can get clogged by a
1875 // high renderer framerate
1876 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1877 if (cl.movevars_timescale && cl.movevars_ticrate)
1879 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1880 packettime = min(packettime, maxtic);
1883 // do not send 0ms packets because they mess up physics
1884 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1886 // always send if buttons changed or an impulse is pending
1887 // even if it violates the rate limit!
1888 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1889 // don't send too often (cl_netfps)
1890 if (!important && realtime < cl.lastpackettime + packettime)
1892 // don't choke the connection with packets (obey rate limit)
1893 // it is important that this check be last, because it adds a new
1894 // frame to the shownetgraph output and any cancelation after this
1895 // will produce a nasty spike-like look to the netgraph
1896 // we also still send if it is important
1897 if (!NetConn_CanSend(cls.netcon) && !important)
1899 // try to round off the lastpackettime to a multiple of the packet interval
1900 // (this causes it to emit packets at a steady beat)
1902 cl.lastpackettime = floor(realtime / packettime) * packettime;
1904 cl.lastpackettime = realtime;
1906 buf.maxsize = sizeof(data);
1910 // send the movement message
1911 // PROTOCOL_QUAKE clc_move = 16 bytes total
1912 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1913 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1914 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1915 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1916 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1917 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1918 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1919 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1920 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1921 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1923 // set prydon cursor info
1924 CL_UpdatePrydonCursor();
1926 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1928 switch (cls.protocol)
1930 case PROTOCOL_QUAKEWORLD:
1931 MSG_WriteByte(&buf, qw_clc_move);
1932 // save the position for a checksum byte
1933 checksumindex = buf.cursize;
1934 MSG_WriteByte(&buf, 0);
1935 // packet loss percentage
1936 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1937 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1939 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1940 MSG_WriteByte(&buf, packetloss);
1941 // write most recent 3 moves
1942 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1943 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1944 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1945 // calculate the checksum
1946 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1947 // if delta compression history overflows, request no delta
1948 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1949 cl.qw_validsequence = 0;
1950 // request delta compression if appropriate
1951 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1953 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1954 MSG_WriteByte(&buf, qw_clc_delta);
1955 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1958 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1960 case PROTOCOL_QUAKE:
1961 case PROTOCOL_QUAKEDP:
1962 case PROTOCOL_NEHAHRAMOVIE:
1963 case PROTOCOL_NEHAHRABJP:
1964 case PROTOCOL_NEHAHRABJP2:
1965 case PROTOCOL_NEHAHRABJP3:
1967 MSG_WriteByte (&buf, clc_move);
1968 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1969 // 3 bytes (6 bytes in proquake)
1970 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1972 for (i = 0;i < 3;i++)
1973 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1977 for (i = 0;i < 3;i++)
1978 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1981 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1982 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1983 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1985 MSG_WriteByte (&buf, cl.cmd.buttons);
1986 MSG_WriteByte (&buf, cl.cmd.impulse);
1988 case PROTOCOL_DARKPLACES2:
1989 case PROTOCOL_DARKPLACES3:
1991 MSG_WriteByte (&buf, clc_move);
1992 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1994 for (i = 0;i < 3;i++)
1995 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1997 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1998 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1999 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2001 MSG_WriteByte (&buf, cl.cmd.buttons);
2002 MSG_WriteByte (&buf, cl.cmd.impulse);
2004 case PROTOCOL_DARKPLACES1:
2005 case PROTOCOL_DARKPLACES4:
2006 case PROTOCOL_DARKPLACES5:
2008 MSG_WriteByte (&buf, clc_move);
2009 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2011 for (i = 0;i < 3;i++)
2012 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2014 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2015 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2016 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2018 MSG_WriteByte (&buf, cl.cmd.buttons);
2019 MSG_WriteByte (&buf, cl.cmd.impulse);
2020 case PROTOCOL_DARKPLACES6:
2021 case PROTOCOL_DARKPLACES7:
2022 // set the maxusercmds variable to limit how many should be sent
2023 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2024 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2025 if (!cl.cmd.predicted)
2028 // send the latest moves in order, the old ones will be
2029 // ignored by the server harmlessly, however if the previous
2030 // packets were lost these moves will be used
2032 // this reduces packet loss impact on gameplay.
2033 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2035 // don't repeat any stale moves
2036 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2039 MSG_WriteByte (&buf, clc_move);
2040 if (cls.protocol != PROTOCOL_DARKPLACES6)
2041 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2042 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2044 for (i = 0;i < 3;i++)
2045 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2047 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2048 MSG_WriteCoord16i (&buf, cmd->sidemove);
2049 MSG_WriteCoord16i (&buf, cmd->upmove);
2051 MSG_WriteLong (&buf, cmd->buttons);
2052 MSG_WriteByte (&buf, cmd->impulse);
2053 // PRYDON_CLIENTCURSOR
2055 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2056 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2057 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2058 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2059 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2060 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2061 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2062 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2063 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2066 case PROTOCOL_UNKNOWN:
2071 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2073 // ack entity frame numbers received since the last input was sent
2074 // (redundent to improve handling of client->server packet loss)
2075 // if cl_netrepeatinput is 1 and client framerate matches server
2076 // framerate, this is 10 bytes, if client framerate is lower this
2078 unsigned int oldsequence = cl.cmd.sequence;
2079 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2080 if (oldsequence > delta)
2081 oldsequence = oldsequence - delta;
2084 for (i = 0;i < LATESTFRAMENUMS;i++)
2086 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2087 if (cl.latestsendnums[j] >= oldsequence)
2089 if (developer_networkentities.integer >= 10)
2090 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2091 MSG_WriteByte(&buf, clc_ackframe);
2092 MSG_WriteLong(&buf, cl.latestframenums[j]);
2097 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2098 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2100 // acknowledge any recently received data blocks
2101 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2103 MSG_WriteByte(&buf, clc_ackdownloaddata);
2104 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2105 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2106 cls.dp_downloadack[i].start = 0;
2107 cls.dp_downloadack[i].size = 0;
2110 // send the reliable message (forwarded commands) if there is one
2111 if (buf.cursize || cls.netcon->message.cursize)
2112 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2116 // update the cl.movecmd array which holds the most recent moves,
2117 // because we now need a new slot for the next input
2118 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2119 cl.movecmd[i] = cl.movecmd[i-1];
2120 cl.movecmd[0].msec = 0;
2121 cl.movecmd[0].frametime = 0;
2124 // clear button 'click' states
2125 in_attack.state &= ~2;
2126 in_jump.state &= ~2;
2127 in_button3.state &= ~2;
2128 in_button4.state &= ~2;
2129 in_button5.state &= ~2;
2130 in_button6.state &= ~2;
2131 in_button7.state &= ~2;
2132 in_button8.state &= ~2;
2134 in_button9.state &= ~2;
2135 in_button10.state &= ~2;
2136 in_button11.state &= ~2;
2137 in_button12.state &= ~2;
2138 in_button13.state &= ~2;
2139 in_button14.state &= ~2;
2140 in_button15.state &= ~2;
2141 in_button16.state &= ~2;
2145 if (cls.netcon->message.overflowed)
2147 Con_Print("CL_SendMove: lost server connection\n");
2149 SV_LockThreadMutex();
2150 Host_ShutdownServer();
2151 SV_UnlockThreadMutex();
2160 void CL_InitInput (void)
2162 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2163 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2164 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2165 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2166 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2167 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2168 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2169 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2170 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2171 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2172 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2173 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2174 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2175 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2176 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2177 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2178 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2179 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2180 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2181 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2182 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2183 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2184 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2185 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2186 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2187 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2188 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2189 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2190 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2191 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2192 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2193 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2194 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2196 // LadyHavoc: added use button
2197 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2198 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2200 // LadyHavoc: added 6 new buttons
2201 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2202 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2203 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2204 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2205 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2206 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2207 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2208 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2209 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2210 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2211 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2212 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2213 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2214 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2215 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2216 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2217 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2218 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2219 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2220 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2221 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2222 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2223 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2224 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2225 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2226 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2227 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2228 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2230 // LadyHavoc: added bestweapon command
2231 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)");
2233 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");
2235 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2237 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2238 Cvar_RegisterVariable(&cl_movement);
2239 Cvar_RegisterVariable(&cl_movement_replay);
2240 Cvar_RegisterVariable(&cl_movement_nettimeout);
2241 Cvar_RegisterVariable(&cl_movement_minping);
2242 Cvar_RegisterVariable(&cl_movement_track_canjump);
2243 Cvar_RegisterVariable(&cl_movement_maxspeed);
2244 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2245 Cvar_RegisterVariable(&cl_movement_stopspeed);
2246 Cvar_RegisterVariable(&cl_movement_friction);
2247 Cvar_RegisterVariable(&cl_movement_wallfriction);
2248 Cvar_RegisterVariable(&cl_movement_waterfriction);
2249 Cvar_RegisterVariable(&cl_movement_edgefriction);
2250 Cvar_RegisterVariable(&cl_movement_stepheight);
2251 Cvar_RegisterVariable(&cl_movement_accelerate);
2252 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2253 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2254 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2255 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2256 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2257 Cvar_RegisterVariable(&cl_nopred);
2259 Cvar_RegisterVariable(&in_pitch_min);
2260 Cvar_RegisterVariable(&in_pitch_max);
2261 Cvar_RegisterVariable(&m_filter);
2262 Cvar_RegisterVariable(&m_accelerate);
2263 Cvar_RegisterVariable(&m_accelerate_minspeed);
2264 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2265 Cvar_RegisterVariable(&m_accelerate_filter);
2267 Cvar_RegisterVariable(&cl_netfps);
2268 Cvar_RegisterVariable(&cl_netrepeatinput);
2269 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2271 Cvar_RegisterVariable(&cl_nodelta);
2273 Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);