void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
+int in_bestweapon_info[][5] =
+{
+ {'1', 1, IT_AXE, STAT_SHELLS, 0},
+ {'2', 2, IT_SHOTGUN, STAT_SHELLS, 1},
+ {'3', 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
+ {'4', 4, IT_NAILGUN, STAT_NAILS, 1},
+ {'5', 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
+ {'6', 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
+ {'7', 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
+ {'8', 8, IT_LIGHTNING, STAT_CELLS, 1},
+ {'9', 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
+ {'p', 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
+ {'w', 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
+ {'l', 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
+ {'h', 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
+ {-1, 0, 0, 0, 0}
+};
+void IN_BestWeapon (void)
+{
+ int i, n;
+ const char *s;
+ if (Cmd_Argc() != 2)
+ {
+ Con_Printf("bestweapon requires 1 parameter\n");
+ return;
+ }
+ s = Cmd_Argv(1);
+ for (i = 0;s[i];i++)
+ {
+ // figure out which weapon this character refers to
+ for (n = 0;in_bestweapon_info[n][0] >= 0;n++)
+ {
+ if (in_bestweapon_info[n][0] == s[i])
+ {
+ // we found out what weapon this character refers to
+ // check if the inventory contains the weapon and enough ammo
+ if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n][2]) && (cl.stats[in_bestweapon_info[n][3]] >= in_bestweapon_info[n][4]))
+ {
+ // we found one of the weapons the player wanted
+ // send an impulse to switch to it
+ in_impulse = in_bestweapon_info[n][1];
+ return;
+ }
+ break;
+ }
+ }
+ // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
+ }
+ // if we couldn't find any of the weapons, there's nothing more we can do...
+}
+
/*
===============
CL_KeyState
{
if (s->waterjumptime <= 0)
{
+ vec_t f;
vec_t vel_straight;
vec_t vel_z;
vec3_t vel_perpend;
VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
vel_perpend[2] -= vel_z;
- vec_t f = wishspeed - vel_straight;
+ f = wishspeed - vel_straight;
if(f > 0)
vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
if(wishspeed > 0)
extern cvar_t cl_netinputpacketspersecond;
void CL_SendMove(void)
{
- int i;
+ int i, j, packetloss;
int bits;
int impulse;
sizebuf_t buf;
}
else
{
- if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
+ double packettime = 1.0 / bound(10, cl_netinputpacketspersecond.value, 100);
+ // don't send too often or else network connections can get clogged by a high renderer framerate
+ if (realtime < lastsendtime + packettime)
return;
// don't let it fall behind if CL_SendMove hasn't been called recently
// (such is the case when framerate is too low for instance)
- lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
+ lastsendtime = max(lastsendtime + packettime, realtime);
}
#if MOVEAVERAGING
// average the accumulated changes
checksumindex = buf.cursize;
MSG_WriteByte(&buf, 0);
// packet loss percentage
- // FIXME: netgraph stuff
- MSG_WriteByte(&buf, 0);
+ for (j = 0, packetloss = 0;j < 100;j++)
+ packetloss += cls.netcon->packetlost[j];
+ MSG_WriteByte(&buf, packetloss);
// write most recent 3 moves
i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
cmd = &cl.qw_moves[i];
Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
+ // LordHavoc: added bestweapon command
+ Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 87654321)");
+
Cvar_RegisterVariable(&cl_movement);
Cvar_RegisterVariable(&cl_movement_latency);
Cvar_RegisterVariable(&cl_movement_maxspeed);