#include "cl_collision.h"
+extern void V_CalcRefdef(void);
void CL_UpdatePrydonCursor(void)
{
vec3_t temp, scale;
// trace distance
VectorScale(scale, 1000000, scale);
- // FIXME: use something other than renderer variables here
- // (but they need to match)
- VectorCopy(r_vieworigin, cl.cmd.cursor_start);
+ // calculate current view matrix
+ V_CalcRefdef();
+ VectorClear(temp);
+ Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
- Matrix4x4_Transform(&r_view_matrix, temp, cl.cmd.cursor_end);
+ Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
+ // trace from view origin to the cursor
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);
// makes sparks where cursor is
//CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
}
-void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
+void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
{
int i;
int n;
- int bump;
- int contents;
- int crouch;
- int onground;
- double edgefriction;
- double frametime;
- double t;
- vec_t wishspeed;
- vec_t addspeed;
- vec_t accelspeed;
- vec_t f;
- vec_t *playermins;
- vec_t *playermaxs;
- vec3_t currentorigin;
- vec3_t currentvelocity;
- vec3_t forward;
- vec3_t right;
- vec3_t up;
- vec3_t wishvel;
- vec3_t wishdir;
- vec3_t neworigin;
- vec3_t currentorigin2;
- vec3_t neworigin2;
- vec3_t yawangles;
- trace_t trace;
- trace_t trace2;
- trace_t trace3;
// remove stale queue items
n = cl.movement_numqueue;
cl.movement_numqueue = 0;
cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
}
// add to input queue if there is room
- if (cl_movement.integer && cl.movement_numqueue < sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0]) && cl.mtime[0] > cl.mtime[1])
+ if (cl_movement.integer && cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
{
// add to input queue
cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
cl.movement_numqueue++;
}
+ cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.intermission;
+ // clear queue if client movement is disabled
+ if (!cl.movement)
+ cl.movement_numqueue = 0;
+ cl.movement_replay = true;
+}
+
+void CL_ClientMovement_Replay(void)
+{
+ int i;
+ int bump;
+ int contents;
+ int crouch;
+ int onground;
+ double edgefriction;
+ double frametime;
+ double t;
+ vec_t wishspeed;
+ vec_t addspeed;
+ vec_t accelspeed;
+ vec_t f;
+ vec_t *playermins;
+ vec_t *playermaxs;
+ vec3_t currentorigin;
+ vec3_t currentvelocity;
+ vec3_t forward;
+ vec3_t right;
+ vec3_t up;
+ vec3_t wishvel;
+ vec3_t wishdir;
+ vec3_t neworigin;
+ vec3_t currentorigin2;
+ vec3_t neworigin2;
+ vec3_t yawangles;
+ trace_t trace;
+ trace_t trace2;
+ trace_t trace3;
+ if (!cl.movement_replay)
+ return;
+ cl.movement_replay = false;
+
// fetch current starting values
VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
VectorCopy(cl.mvelocity[0], currentvelocity);
- // check if onground
- VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
- VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
- trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
- onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
// FIXME: try minor nudges in various directions if startsolid to find a
// safe place to start the walk (due to network compression in some
// protocols this starts in solid)
//currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
crouch = false; // this will be updated on first move
+
+ // check if onground
+ VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
+ VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
+ trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
//Con_Printf("%f: ", cl.mtime[0]);
- // replay input queue, and remove any stale queue items
+
+ // replay the input queue to predict current location
// note: this relies on the fact there's always one queue item at the end
- // abort if client movement is disabled
- cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback;
- if (!cl.movement)
- cl.movement_numqueue = 0;
+
for (i = 0;i < cl.movement_numqueue;i++)
{
client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
wishspeed = VectorLength(wishvel);
if (wishspeed)
VectorScale(wishvel, 1 / wishspeed, wishdir);
+ else
+ VectorSet( wishdir, 0.0, 0.0, 0.0 );
wishspeed = min(wishspeed, cl_movement_maxspeed.value);
if (crouch)
wishspeed *= 0.5;
wishspeed = VectorLength(wishvel);
if (wishspeed)
VectorScale(wishvel, 1 / wishspeed, wishdir);
+ else
+ VectorSet( wishdir, 0.0, 0.0, 0.0 );
wishspeed = min(wishspeed, cl_movement_maxspeed.value);
if (crouch)
wishspeed *= 0.5;
upmove = cl.cmd.upmove;
#endif
+ CL_UpdatePrydonCursor();
+
buf.maxsize = 128;
buf.cursize = 0;
buf.data = data;
if (!buf.cursize)
return;
- // FIXME: bits & 64 is +button5, Nexuiz specific
- CL_ClientMovement((bits & 2) != 0, (bits & 64) != 0);
+ // FIXME: bits & 16 is +button5, Nexuiz specific
+ CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
{