s->velocity[2] = zspeed;
}
-void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t accel, vec_t accelqw, vec_t sidefric)
+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 sidefric)
{
vec_t vel_straight, vel_z;
vec3_t vel_perpend;
vec_t addspeed;
vec_t savespeed;
+ if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
+ wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
+
savespeed = VectorLength2(s->velocity);
vel_straight = DotProduct(s->velocity, wishdir);
addspeed = wishspeed - vel_straight;
if(addspeed > 0)
- vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed) * accelqw;
+ vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed0) * accelqw;
if(wishspeed > 0)
- vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed) * (1 - accelqw);
+ vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed0) * (1 - accelqw);
if(sidefric < 0 && VectorLength2(vel_perpend))
{
if (s->waterjumptime <= 0)
{
// apply air speed limit
- vec_t accel, wishspeed2, accelqw;
+ vec_t accel, wishspeed0, wishspeed2, accelqw;
qboolean accelerating;
accelqw = cl.movevars_airaccel_qw;
+ wishspeed0 = wishspeed;
wishspeed = min(wishspeed, cl.movevars_maxairspeed);
if (s->crouched)
wishspeed *= 0.5;
if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
else
- CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
+ CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
if(cl.movevars_aircontrol)
CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
{
if (cls.protocol == PROTOCOL_QUAKEWORLD)
{
+ cl.moveflags = 0;
}
else if (cl.stats[STAT_MOVEVARS_TICRATE])
{
+ cl.moveflags = cl.stats[STAT_MOVEFLAGS];
cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
}
else
{
+ cl.moveflags = 0;
cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
cl.movevars_timescale = slowmo.value;
cl.movevars_gravity = sv_gravity.value;
cl.movevars_warsowbunny_turnaccel = 0;
cl.movevars_warsowbunny_backtosideratio = 0;
}
+
+ if(!(cl.moveflags & MOVEFLAG_VALID))
+ {
+ if(gamemode == GAME_NEXUIZ)
+ cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
+ }
}
void CL_ClientMovement_Replay(void)
double packettime;
int msecdelta;
qboolean quemove;
+ qboolean important;
// if playing a demo, do nothing
if (!cls.netcon)
float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
packettime = min(packettime, maxtic);
}
- // send input every frame in singleplayer
- if (cl.islocalgame)
- packettime = 0;
- // do not send if we do not have anything useful to send
- if(msecdelta <= 0 && cls.signon == SIGNONS && !cl.paused && cl.movevars_ticrate > 0)
+ // do not send 0ms packets because they mess up physics
+ if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
return;
// always send if buttons changed or an impulse is pending
// even if it violates the rate limit!
- if (!cl.cmd.impulse && (!cl_netimmediatebuttons.integer || cl.cmd.buttons == cl.movecmd[1].buttons))
- {
- // don't choke the connection with packets (obey rate limit)
- if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
- return;
- // don't send too often (cl_netfps)
- if (realtime < cl.lastpackettime + packettime)
- return;
- }
+ important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
+ // don't send too often (cl_netfps)
+ if (!important && realtime < cl.lastpackettime + packettime)
+ return;
+ // don't choke the connection with packets (obey rate limit)
+ // it is important that this check be last, because it adds a new
+ // frame to the shownetgraph output and any cancelation after this
+ // will produce a nasty spike-like look to the netgraph
+ // we also still send if it is important
+ if (!NetConn_CanSend(cls.netcon) && !important)
+ return;
// try to round off the lastpackettime to a multiple of the packet interval
// (this causes it to emit packets at a steady beat)
if (packettime > 0)
MSG_WriteByte(&buf, 0);
// packet loss percentage
for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
- if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
+ if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
packetloss++;
packetloss = packetloss * 100 / NETGRAPH_PACKETS;
MSG_WriteByte(&buf, packetloss);