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 (cmd_state_t *cmd, 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 (cmd_state_t *cmd, 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(cmd_state_t *cmd) {KeyDown(cmd, &in_klook);}
125 static void IN_KLookUp(cmd_state_t *cmd) {KeyUp(cmd, &in_klook);}
126 static void IN_MLookDown(cmd_state_t *cmd) {KeyDown(cmd, &in_mlook);}
127 static void IN_MLookUp(cmd_state_t *cmd)
129 KeyUp(cmd, &in_mlook);
130 if ( !(in_mlook.state&1) && lookspring.value)
131 V_StartPitchDrift_f(cmd);
133 static void IN_UpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_up);}
134 static void IN_UpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_up);}
135 static void IN_DownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_down);}
136 static void IN_DownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_down);}
137 static void IN_LeftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_left);}
138 static void IN_LeftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_left);}
139 static void IN_RightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_right);}
140 static void IN_RightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_right);}
141 static void IN_ForwardDown(cmd_state_t *cmd) {KeyDown(cmd, &in_forward);}
142 static void IN_ForwardUp(cmd_state_t *cmd) {KeyUp(cmd, &in_forward);}
143 static void IN_BackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_back);}
144 static void IN_BackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_back);}
145 static void IN_LookupDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookup);}
146 static void IN_LookupUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookup);}
147 static void IN_LookdownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookdown);}
148 static void IN_LookdownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookdown);}
149 static void IN_MoveleftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveleft);}
150 static void IN_MoveleftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveleft);}
151 static void IN_MoverightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveright);}
152 static void IN_MoverightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveright);}
154 static void IN_SpeedDown(cmd_state_t *cmd) {KeyDown(cmd, &in_speed);}
155 static void IN_SpeedUp(cmd_state_t *cmd) {KeyUp(cmd, &in_speed);}
156 static void IN_StrafeDown(cmd_state_t *cmd) {KeyDown(cmd, &in_strafe);}
157 static void IN_StrafeUp(cmd_state_t *cmd) {KeyUp(cmd, &in_strafe);}
159 static void IN_AttackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_attack);}
160 static void IN_AttackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_attack);}
162 static void IN_UseDown(cmd_state_t *cmd) {KeyDown(cmd, &in_use);}
163 static void IN_UseUp(cmd_state_t *cmd) {KeyUp(cmd, &in_use);}
165 // LadyHavoc: added 6 new buttons
166 static void IN_Button3Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button3);}
167 static void IN_Button3Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button3);}
168 static void IN_Button4Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button4);}
169 static void IN_Button4Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button4);}
170 static void IN_Button5Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button5);}
171 static void IN_Button5Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button5);}
172 static void IN_Button6Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button6);}
173 static void IN_Button6Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button6);}
174 static void IN_Button7Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button7);}
175 static void IN_Button7Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button7);}
176 static void IN_Button8Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button8);}
177 static void IN_Button8Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button8);}
179 static void IN_Button9Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button9);}
180 static void IN_Button9Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button9);}
181 static void IN_Button10Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button10);}
182 static void IN_Button10Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button10);}
183 static void IN_Button11Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button11);}
184 static void IN_Button11Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button11);}
185 static void IN_Button12Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button12);}
186 static void IN_Button12Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button12);}
187 static void IN_Button13Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button13);}
188 static void IN_Button13Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button13);}
189 static void IN_Button14Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button14);}
190 static void IN_Button14Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button14);}
191 static void IN_Button15Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button15);}
192 static void IN_Button15Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button15);}
193 static void IN_Button16Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button16);}
194 static void IN_Button16Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button16);}
196 static void IN_JumpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_jump);}
197 static void IN_JumpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_jump);}
199 static void IN_Impulse(cmd_state_t *cmd) {in_impulse=atoi(Cmd_Argv(cmd, 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(cmd_state_t *cmd)
246 if(Cmd_Argc(cmd) == 7)
248 IN_BestWeapon_Register(
250 atoi(Cmd_Argv(cmd, 2)),
251 atoi(Cmd_Argv(cmd, 3)),
252 atoi(Cmd_Argv(cmd, 4)),
253 atoi(Cmd_Argv(cmd, 5)),
254 atoi(Cmd_Argv(cmd, 6))
257 else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "clear"))
259 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
261 else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "quake"))
263 IN_BestWeapon_ResetData();
267 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(cmd, 0), Cmd_Argv(cmd, 0), Cmd_Argv(cmd, 0));
271 static void IN_BestWeapon_f(cmd_state_t *cmd)
275 if (Cmd_Argc(cmd) < 2)
277 Con_Printf("bestweapon requires 1 or more parameters\n");
280 for (i = 1;i < Cmd_Argc(cmd);i++)
282 t = Cmd_Argv(cmd, 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...
309 Returns 0.25 if a key was pressed and released during the frame,
310 0.5 if it was pressed and held
311 0 if held then released, and
312 1.0 if held for the entire time
315 float CL_KeyState (kbutton_t *key)
318 qboolean impulsedown, impulseup, down;
320 impulsedown = (key->state & 2) != 0;
321 impulseup = (key->state & 4) != 0;
322 down = (key->state & 1) != 0;
325 if (impulsedown && !impulseup)
328 val = 0.5; // pressed and held this frame
330 val = 0; // I_Error ();
332 if (impulseup && !impulsedown)
335 val = 0; // I_Error ();
337 val = 0; // released this frame
339 if (!impulsedown && !impulseup)
342 val = 1.0; // held the entire frame
344 val = 0; // up the entire frame
346 if (impulsedown && impulseup)
349 val = 0.75; // released and re-pressed this frame
351 val = 0.25; // pressed and released this frame
354 key->state &= 1; // clear impulses
362 //==========================================================================
364 cvar_t cl_upspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
365 cvar_t cl_forwardspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
366 cvar_t cl_backspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
367 cvar_t cl_sidespeed = {CVAR_CLIENT | CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
369 cvar_t cl_movespeedkey = {CVAR_CLIENT | CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
370 cvar_t cl_movecliptokeyboard = {CVAR_CLIENT, "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"};
372 cvar_t cl_yawspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
373 cvar_t cl_pitchspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
375 cvar_t cl_anglespeedkey = {CVAR_CLIENT | CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
377 cvar_t cl_movement = {CVAR_CLIENT | CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement on DP servers (use cl_nopred for QWSV servers)"};
378 cvar_t cl_movement_replay = {CVAR_CLIENT, "cl_movement_replay", "1", "use engine prediction"};
379 cvar_t cl_movement_nettimeout = {CVAR_CLIENT | CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
380 cvar_t cl_movement_minping = {CVAR_CLIENT | CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
381 cvar_t cl_movement_track_canjump = {CVAR_CLIENT | 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"};
382 cvar_t cl_movement_maxspeed = {CVAR_CLIENT, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
383 cvar_t cl_movement_maxairspeed = {CVAR_CLIENT, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
384 cvar_t cl_movement_stopspeed = {CVAR_CLIENT, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
385 cvar_t cl_movement_friction = {CVAR_CLIENT, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
386 cvar_t cl_movement_wallfriction = {CVAR_CLIENT, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
387 cvar_t cl_movement_waterfriction = {CVAR_CLIENT, "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"};
388 cvar_t cl_movement_edgefriction = {CVAR_CLIENT, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
389 cvar_t cl_movement_stepheight = {CVAR_CLIENT, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
390 cvar_t cl_movement_accelerate = {CVAR_CLIENT, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
391 cvar_t cl_movement_airaccelerate = {CVAR_CLIENT, "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"};
392 cvar_t cl_movement_wateraccelerate = {CVAR_CLIENT, "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"};
393 cvar_t cl_movement_jumpvelocity = {CVAR_CLIENT, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
394 cvar_t cl_movement_airaccel_qw = {CVAR_CLIENT, "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"};
395 cvar_t cl_movement_airaccel_sideways_friction = {CVAR_CLIENT, "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"};
396 cvar_t cl_nopred = {CVAR_CLIENT | 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)"};
398 cvar_t in_pitch_min = {CVAR_CLIENT, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
399 cvar_t in_pitch_max = {CVAR_CLIENT, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
401 cvar_t m_filter = {CVAR_CLIENT | CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
402 cvar_t m_accelerate = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2 when m_accelerate_type is 0 and 0.01 when m_accelerate_type is 1)"};
403 cvar_t m_accelerate_minspeed = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_minspeed","5000", "(when m_accelerate is 0) below this speed, no acceleration is done"};
404 cvar_t m_accelerate_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_maxspeed","10000", "(when m_accelerate is 0) above this speed, full acceleration is done"};
405 cvar_t m_accelerate_filter = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_filter","0.1", "(when m_accelerate is 0) mouse acceleration factor filtering"};
406 // Quake live implementation of mouse acceleration
407 cvar_t m_accelerate_type = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_type","0", "0 for the darkplaces default implementation of mouse acceleration, 1 for the quakelive implementation"};
408 cvar_t m_accelerate_offset = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_offset","0", "(when m_accelerate_type is 1) below this speed, no acceleration is done"};
409 cvar_t m_accelerate_power = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power","2", "(when m_accelerate_type is 1) 2 means linear dependence with the speed, higher values means exponential dependency"};
410 cvar_t m_accelerate_senscap = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_senscap", "0", "(when m_accelerate_type is 1) the sensitivity won't go above this value, 0 means no cap"};
412 cvar_t cl_netfps = {CVAR_CLIENT | CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
413 cvar_t cl_netrepeatinput = {CVAR_CLIENT | 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)"};
414 cvar_t cl_netimmediatebuttons = {CVAR_CLIENT | 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)"};
416 cvar_t cl_nodelta = {CVAR_CLIENT, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
418 cvar_t cl_csqc_generatemousemoveevents = {CVAR_CLIENT, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
420 extern cvar_t v_flipped;
426 Moves the local angle positions
429 static void CL_AdjustAngles (void)
434 if (in_speed.state & 1)
435 speed = cl.realframetime * cl_anglespeedkey.value;
437 speed = cl.realframetime;
439 if (!(in_strafe.state & 1))
441 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
442 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
444 if (in_klook.state & 1)
447 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
448 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
451 up = CL_KeyState (&in_lookup);
452 down = CL_KeyState(&in_lookdown);
454 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
455 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
460 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
461 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
462 if (cl.viewangles[YAW] >= 180)
463 cl.viewangles[YAW] -= 360;
464 if (cl.viewangles[PITCH] >= 180)
465 cl.viewangles[PITCH] -= 360;
466 // TODO: honor serverinfo minpitch and maxpitch values in PROTOCOL_QUAKEWORLD
467 // TODO: honor proquake pq_fullpitch cvar when playing on proquake server (server stuffcmd's this to 0 usually)
468 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
469 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
472 int cl_ignoremousemoves = 2;
478 Send the intended movement message to the server
484 static float old_mouse_x = 0, old_mouse_y = 0;
486 // clamp before the move to prevent starting with bad angles
489 if(v_flipped.integer)
490 cl.viewangles[YAW] = -cl.viewangles[YAW];
492 // reset some of the command fields
493 cl.cmd.forwardmove = 0;
497 // get basic movement from keyboard
498 if (in_strafe.state & 1)
500 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
501 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
504 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
505 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
507 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
508 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
510 if (! (in_klook.state & 1) )
512 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
513 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
516 // adjust for speed key
517 if (in_speed.state & 1)
519 cl.cmd.forwardmove *= cl_movespeedkey.value;
520 cl.cmd.sidemove *= cl_movespeedkey.value;
521 cl.cmd.upmove *= cl_movespeedkey.value;
524 // allow mice or other external controllers to add to the move
527 // send mouse move to csqc
528 if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
530 if (cl.csqc_wantsmousemove)
532 // event type 3 is a DP_CSQC thing
533 static int oldwindowmouse[2];
534 if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
536 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
537 oldwindowmouse[0] = in_windowmouse_x;
538 oldwindowmouse[1] = in_windowmouse_y;
543 if (in_mouse_x || in_mouse_y)
544 CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
548 // apply m_accelerate if it is on
549 if(m_accelerate.value > 0)
552 if (! m_accelerate_type.value) // Default Darkplaces acceleration
556 static float averagespeed = 0;
557 float speed, f, mi, ma;
559 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
560 if(m_accelerate_filter.value > 0)
561 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
564 averagespeed = speed * f + averagespeed * (1 - f);
566 mi = max(1, m_accelerate_minspeed.value);
567 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
569 if(averagespeed <= mi)
573 else if(averagespeed >= ma)
575 f = m_accelerate.value;
580 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
587 else if (m_accelerate_type.value == 1) // quakelive acceleration
591 if (cl.realframetime)
593 float accelsens = sensitivity.value;
594 float speed = (sqrt (in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y)) /
595 (cl.realframetime * 1000);
596 speed -= m_accelerate_offset.value;
600 speed *= m_accelerate.value;
602 if (m_accelerate_power.value > 1)
604 accelsens += exp((m_accelerate_power.value - 1) * log(speed));
612 if (m_accelerate_senscap.value > 0 && accelsens > m_accelerate_senscap.value)
614 accelsens = m_accelerate_senscap.value;
617 in_mouse_x *= accelsens;
618 in_mouse_y *= accelsens;
623 float mouse_deltadist = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y);
624 in_mouse_x *= (mouse_deltadist*m_accelerate.value + sensitivity.value);
625 in_mouse_y *= (mouse_deltadist*m_accelerate.value + sensitivity.value);
630 // apply m_filter if it is on
633 if (m_filter.integer)
635 in_mouse_x = (mx + old_mouse_x) * 0.5;
636 in_mouse_y = (my + old_mouse_y) * 0.5;
641 // ignore a mouse move if mouse was activated/deactivated this frame
642 if (cl_ignoremousemoves)
644 cl_ignoremousemoves--;
645 in_mouse_x = old_mouse_x = 0;
646 in_mouse_y = old_mouse_y = 0;
649 // if not in menu, apply mouse move to viewangles/movement
650 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
652 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
653 if (in_strafe.state & 1)
655 // strafing mode, all looking is movement
657 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
658 if (noclip_anglehack)
659 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
661 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
663 else if ((in_mlook.state & 1) || freelook.integer)
665 // mouselook, lookstrafe causes turning to become strafing
667 if (lookstrafe.integer)
668 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
670 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
671 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
675 // non-mouselook, yaw turning and forward/back movement
676 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
677 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
680 else // don't pitch drift when csqc is controlling the mouse
682 // mouse interacting with the scene, mostly stationary view
684 // update prydon cursor
685 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
686 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
689 if(v_flipped.integer)
691 cl.viewangles[YAW] = -cl.viewangles[YAW];
692 cl.cmd.sidemove = -cl.cmd.sidemove;
695 // clamp after the move to prevent rendering with bad angles
698 if(cl_movecliptokeyboard.integer)
701 if (in_speed.state & 1)
702 f *= cl_movespeedkey.value;
703 if(cl_movecliptokeyboard.integer == 2)
705 // digital direction, analog amount
706 vec_t wishvel_x, wishvel_y;
707 wishvel_x = fabs(cl.cmd.forwardmove);
708 wishvel_y = fabs(cl.cmd.sidemove);
709 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
711 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
712 if(wishvel_x >= 2 * wishvel_y)
715 if(cl.cmd.forwardmove > 0)
716 cl.cmd.forwardmove = wishspeed;
718 cl.cmd.forwardmove = -wishspeed;
721 else if(wishvel_y >= 2 * wishvel_x)
724 cl.cmd.forwardmove = 0;
725 if(cl.cmd.sidemove > 0)
726 cl.cmd.sidemove = wishspeed;
728 cl.cmd.sidemove = -wishspeed;
733 if(cl.cmd.forwardmove > 0)
734 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
736 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
737 if(cl.cmd.sidemove > 0)
738 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
740 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
744 else if(cl_movecliptokeyboard.integer)
746 // digital direction, digital amount
747 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
748 cl.cmd.sidemove = cl_sidespeed.value * f;
749 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
750 cl.cmd.sidemove = -cl_sidespeed.value * f;
753 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
754 cl.cmd.forwardmove = cl_forwardspeed.value * f;
755 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
756 cl.cmd.forwardmove = -cl_backspeed.value * f;
758 cl.cmd.forwardmove = 0;
763 #include "cl_collision.h"
765 static void CL_UpdatePrydonCursor(void)
769 if (cl_prydoncursor.integer <= 0)
770 VectorClear(cl.cmd.cursor_screen);
773 if (cl.cmd.cursor_screen[0] < -1)
775 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
776 cl.cmd.cursor_screen[0] = -1;
778 if (cl.cmd.cursor_screen[0] > 1)
780 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
781 cl.cmd.cursor_screen[0] = 1;
783 if (cl.cmd.cursor_screen[1] < -1)
785 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
786 cl.cmd.cursor_screen[1] = -1;
788 if (cl.cmd.cursor_screen[1] > 1)
790 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
791 cl.cmd.cursor_screen[1] = 1;
794 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
795 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
796 cl.cmd.cursor_screen[2] = 1;
798 // calculate current view matrix
799 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
800 // calculate direction vector of cursor in viewspace by using frustum slopes
801 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);
802 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
803 // trace from view origin to the cursor
804 if (cl_prydoncursor_notrace.integer)
806 cl.cmd.cursor_fraction = 1.0f;
807 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
808 VectorClear(cl.cmd.cursor_normal);
809 cl.cmd.cursor_entitynumber = 0;
812 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);
815 #define NUMOFFSETS 27
816 static vec3_t offsets[NUMOFFSETS] =
818 // 1 no nudge (just return the original if this test passes)
819 { 0.000, 0.000, 0.000},
821 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
822 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
823 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
824 // 4 diagonal flat nudges
825 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
826 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
827 // 8 diagonal upward nudges
828 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
829 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
830 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
831 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
832 // 8 diagonal downward nudges
833 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
834 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
835 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
836 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
839 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
843 for (i = 0;i < NUMOFFSETS;i++)
845 VectorAdd(offsets[i], s->origin, neworigin);
846 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)
848 VectorCopy(neworigin, s->origin);
852 // if all offsets failed, give up
856 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
859 vec3_t origin1, origin2;
862 // make sure player is not stuck
863 CL_ClientMovement_Unstick(s);
868 // wants to crouch, this always works..
874 // wants to stand, if currently crouching we need to check for a
878 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);
879 if (!trace.startsolid)
885 VectorCopy(cl.playercrouchmins, s->mins);
886 VectorCopy(cl.playercrouchmaxs, s->maxs);
890 VectorCopy(cl.playerstandmins, s->mins);
891 VectorCopy(cl.playerstandmaxs, s->maxs);
895 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
896 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
897 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);
898 if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
902 // this code actually "predicts" an impact; so let's clip velocity first
903 f = DotProduct(s->velocity, trace.plane.normal);
904 if(f < 0) // only if moving downwards actually
905 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
910 // set watertype/waterlevel
911 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
912 s->waterlevel = WATERLEVEL_NONE;
913 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
916 s->waterlevel = WATERLEVEL_WETFEET;
917 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
918 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
920 s->waterlevel = WATERLEVEL_SWIMMING;
921 origin1[2] = s->origin[2] + 22;
922 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
923 s->waterlevel = WATERLEVEL_SUBMERGED;
927 // water jump prediction
928 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
929 s->waterjumptime = 0;
932 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
938 vec3_t currentorigin2;
940 vec3_t primalvelocity;
944 CL_ClientMovement_UpdateStatus(s);
945 VectorCopy(s->velocity, primalvelocity);
946 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
948 VectorMA(s->origin, t, s->velocity, neworigin);
949 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);
950 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
952 // may be a step or wall, try stepping up
953 // first move forward at a higher level
954 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
955 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
956 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);
957 if (!trace2.startsolid)
959 // then move down from there
960 VectorCopy(trace2.endpos, currentorigin2);
961 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
962 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);
963 //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]);
964 // accept the new trace if it made some progress
965 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
968 VectorCopy(trace3.endpos, trace.endpos);
973 // check if it moved at all
974 if (trace.fraction >= 0.001)
975 VectorCopy(trace.endpos, s->origin);
977 // check if it moved all the way
978 if (trace.fraction == 1)
981 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
982 // <LadyHavoc> I'm pretty sure I commented it out solely because it seemed redundant
983 // this got commented out in a change that supposedly makes the code match QW better
984 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
985 if (trace.plane.normal[2] > 0.7)
988 t -= t * trace.fraction;
990 f = DotProduct(s->velocity, trace.plane.normal);
991 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
993 if (s->waterjumptime > 0)
994 VectorCopy(primalvelocity, s->velocity);
998 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1005 // water jump only in certain situations
1006 // this mimics quakeworld code
1007 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1012 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1013 AngleVectors(yawangles, forward, NULL, NULL);
1014 VectorMA(s->origin, 24, forward, spot);
1016 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1019 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1021 VectorScale(forward, 50, s->velocity);
1022 s->velocity[2] = 310;
1023 s->waterjumptime = 2;
1024 s->onground = false;
1025 s->cmd.canjump = false;
1030 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1032 // drift towards bottom
1033 VectorSet(wishvel, 0, 0, -60);
1041 // calculate movement vector
1042 AngleVectors(s->cmd.viewangles, forward, right, up);
1043 VectorSet(up, 0, 0, 1);
1044 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1047 // split wishvel into wishspeed and wishdir
1048 wishspeed = VectorLength(wishvel);
1050 VectorScale(wishvel, 1 / wishspeed, wishdir);
1052 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1053 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1058 if (s->waterjumptime <= 0)
1061 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1063 VectorScale(s->velocity, f, s->velocity);
1065 // water acceleration
1066 f = wishspeed - DotProduct(s->velocity, wishdir);
1069 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1070 VectorMA(s->velocity, f, wishdir, s->velocity);
1073 // holding jump button swims upward slowly
1076 if (s->watertype & SUPERCONTENTS_LAVA)
1077 s->velocity[2] = 50;
1078 else if (s->watertype & SUPERCONTENTS_SLIME)
1079 s->velocity[2] = 80;
1082 if (IS_NEXUIZ_DERIVED(gamemode))
1083 s->velocity[2] = 200;
1085 s->velocity[2] = 100;
1090 CL_ClientMovement_Move(s);
1093 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1095 if(forward == 0 && side == 0)
1096 return 0; // avoid division by zero
1097 angle -= RAD2DEG(atan2(side, forward));
1098 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1103 return 1 - fabs(angle);
1106 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1122 return a * pow(fabs(b / a), lerp);
1125 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1127 vec_t zspeed, speed, dot, k;
1130 // this doesn't play well with analog input
1131 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1135 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1140 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1142 zspeed = s->velocity[2];
1144 speed = VectorNormalizeLength(s->velocity);
1146 dot = DotProduct(s->velocity, wishdir);
1148 if(dot > 0) { // we can't change direction while slowing down
1149 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1150 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1151 k *= cl.movevars_aircontrol;
1152 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1153 VectorNormalize(s->velocity);
1156 VectorScale(s->velocity, speed, s->velocity);
1157 s->velocity[2] = zspeed;
1160 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1163 (accelqw < 0 ? -1 : +1)
1165 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1168 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)
1175 vec_t vel_xy_current;
1176 vec_t vel_xy_backward, vel_xy_forward;
1179 if(stretchfactor > 0)
1180 speedclamp = stretchfactor;
1181 else if(accelqw < 0)
1184 speedclamp = -1; // no clamping
1189 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1190 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1192 vel_straight = DotProduct(s->velocity, wishdir);
1193 vel_z = s->velocity[2];
1194 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1195 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1197 step = accel * s->cmd.frametime * wishspeed0;
1199 vel_xy_current = VectorLength(vel_xy);
1201 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1202 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1203 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1204 if(vel_xy_backward < 0)
1205 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1207 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1209 if(sidefric < 0 && VectorLength2(vel_perpend))
1210 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1213 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1214 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1216 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1217 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1218 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1219 // obviously, this cannot be
1221 VectorScale(vel_perpend, f, vel_perpend);
1225 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1229 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1231 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1235 vec_t vel_xy_preclamp;
1236 vel_xy_preclamp = VectorLength(s->velocity);
1237 if(vel_xy_preclamp > 0) // prevent division by zero
1239 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1240 if(vel_xy_current < vel_xy_preclamp)
1241 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1245 s->velocity[2] += vel_z;
1248 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1250 vec3_t curvel, wishvel, acceldir, curdir;
1251 float addspeed, accelspeed, curspeed;
1254 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1255 float bunnyaccel = cl.movevars_warsowbunny_accel;
1256 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1257 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1258 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1263 VectorCopy( s->velocity, curvel );
1265 curspeed = VectorLength( curvel );
1267 if( wishspeed > curspeed * 1.01f )
1269 float faccelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1270 if( faccelspeed < wishspeed )
1271 wishspeed = faccelspeed;
1275 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1278 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1280 VectorScale( wishdir, wishspeed, wishvel );
1281 VectorSubtract( wishvel, curvel, acceldir );
1282 addspeed = VectorNormalizeLength( acceldir );
1284 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1285 if( accelspeed > addspeed )
1286 accelspeed = addspeed;
1288 if( backtosideratio < 1.0f )
1290 VectorNormalize2( curvel, curdir );
1291 dot = DotProduct( acceldir, curdir );
1293 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1296 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1299 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1315 // jump if on ground with jump button pressed but only if it has been
1316 // released at least once since the last jump
1319 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1321 s->velocity[2] += cl.movevars_jumpvelocity;
1322 s->onground = false;
1323 s->cmd.canjump = false;
1327 s->cmd.canjump = true;
1329 // calculate movement vector
1330 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1331 AngleVectors(yawangles, forward, right, up);
1332 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1334 // split wishvel into wishspeed and wishdir
1335 wishspeed = VectorLength(wishvel);
1337 VectorScale(wishvel, 1 / wishspeed, wishdir);
1339 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1340 // check if onground
1343 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1347 // apply edge friction
1348 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1351 friction = cl.movevars_friction;
1352 if (cl.movevars_edgefriction != 1)
1356 // note: QW uses the full player box for the trace, and yet still
1357 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1358 // this mimics it for compatibility
1359 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1360 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1361 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1362 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);
1364 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);
1365 if (trace.fraction == 1 && !trace.startsolid)
1366 friction *= cl.movevars_edgefriction;
1368 // apply ground friction
1369 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1371 VectorScale(s->velocity, f, s->velocity);
1373 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1376 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1377 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1379 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1380 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1382 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1383 s->velocity[2] -= gravity * 0.5f;
1385 s->velocity[2] -= gravity;
1387 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1389 if (VectorLength2(s->velocity))
1390 CL_ClientMovement_Move(s);
1391 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1393 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1394 s->velocity[2] -= gravity * 0.5f;
1399 if (s->waterjumptime <= 0)
1401 // apply air speed limit
1402 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1403 qboolean accelerating;
1405 accelqw = cl.movevars_airaccel_qw;
1406 wishspeed0 = wishspeed;
1407 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1410 accel = cl.movevars_airaccelerate;
1412 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1413 wishspeed2 = wishspeed;
1416 if(cl.movevars_airstopaccelerate != 0)
1419 curdir[0] = s->velocity[0];
1420 curdir[1] = s->velocity[1];
1422 VectorNormalize(curdir);
1423 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1425 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
1426 if(cl.movevars_maxairstrafespeed)
1427 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1428 if(cl.movevars_airstrafeaccelerate)
1429 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1430 if(cl.movevars_airstrafeaccel_qw)
1432 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1434 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1437 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1438 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1440 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);
1442 if(cl.movevars_aircontrol)
1443 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1445 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1446 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1447 s->velocity[2] -= gravity * 0.5f;
1449 s->velocity[2] -= gravity;
1450 CL_ClientMovement_Move(s);
1451 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1453 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1454 s->velocity[2] -= gravity * 0.5f;
1459 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1461 //Con_Printf(" %f", frametime);
1463 s->cmd.canjump = true;
1464 s->waterjumptime -= s->cmd.frametime;
1465 CL_ClientMovement_UpdateStatus(s);
1466 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1467 CL_ClientMovement_Physics_Swim(s);
1469 CL_ClientMovement_Physics_Walk(s);
1472 extern cvar_t slowmo;
1473 void CL_UpdateMoveVars(void)
1475 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1479 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1481 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1482 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1483 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1484 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1485 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1486 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1487 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1488 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1489 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1490 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1491 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1492 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1493 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1494 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1495 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1496 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1497 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1498 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1499 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1500 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1501 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1502 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1503 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1504 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1505 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1506 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1507 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1508 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1509 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1510 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1511 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1512 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1513 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1514 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1519 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1520 cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
1521 cl.movevars_gravity = sv_gravity.value;
1522 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1523 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1524 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1525 cl.movevars_accelerate = cl_movement_accelerate.value;
1526 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1527 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1528 cl.movevars_friction = cl_movement_friction.value;
1529 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1530 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1531 cl.movevars_entgravity = 1;
1532 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1533 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1534 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1535 cl.movevars_stepheight = cl_movement_stepheight.value;
1536 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1537 cl.movevars_airaccel_qw_stretchfactor = 0;
1538 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1539 cl.movevars_airstopaccelerate = 0;
1540 cl.movevars_airstrafeaccelerate = 0;
1541 cl.movevars_maxairstrafespeed = 0;
1542 cl.movevars_airstrafeaccel_qw = 0;
1543 cl.movevars_aircontrol = 0;
1544 cl.movevars_aircontrol_power = 2;
1545 cl.movevars_aircontrol_penalty = 0;
1546 cl.movevars_warsowbunny_airforwardaccel = 0;
1547 cl.movevars_warsowbunny_accel = 0;
1548 cl.movevars_warsowbunny_topspeed = 0;
1549 cl.movevars_warsowbunny_turnaccel = 0;
1550 cl.movevars_warsowbunny_backtosideratio = 0;
1551 cl.movevars_airspeedlimit_nonqw = 0;
1554 if(!(cl.moveflags & MOVEFLAG_VALID))
1556 if(gamemode == GAME_NEXUIZ) // Legacy hack to work with old servers of Nexuiz.
1557 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1560 if(cl.movevars_aircontrol_power <= 0)
1561 cl.movevars_aircontrol_power = 2; // CPMA default
1564 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1566 // if a move is more than 50ms, do it as two moves (matching qwsv)
1567 //Con_Printf("%i ", s.cmd.msec);
1568 if(s->cmd.frametime > 0.0005)
1570 if (s->cmd.frametime > 0.05)
1572 s->cmd.frametime /= 2;
1573 CL_ClientMovement_PlayerMove(s);
1575 CL_ClientMovement_PlayerMove(s);
1579 // we REALLY need this handling to happen, even if the move is not executed
1581 s->cmd.canjump = true;
1585 void CL_ClientMovement_Replay(void)
1588 double totalmovemsec;
1589 cl_clientmovement_state_t s;
1591 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1593 if (cl.movement_predicted && !cl.movement_replay)
1596 if (!cl_movement_replay.integer)
1599 // set up starting state for the series of moves
1600 memset(&s, 0, sizeof(s));
1601 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1602 VectorCopy(cl.mvelocity[0], s.velocity);
1603 s.crouched = true; // will be updated on first move
1604 //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]);
1607 for (i = 0;i < CL_MAX_USERCMDS;i++)
1608 if (cl.movecmd[i].sequence > cls.servermovesequence)
1609 totalmovemsec += cl.movecmd[i].msec;
1610 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);
1611 //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);
1612 if (cl.movement_predicted)
1614 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1616 // replay the input queue to predict current location
1617 // note: this relies on the fact there's always one queue item at the end
1619 // find how many are still valid
1620 for (i = 0;i < CL_MAX_USERCMDS;i++)
1621 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1623 // now walk them in oldest to newest order
1624 for (i--;i >= 0;i--)
1626 s.cmd = cl.movecmd[i];
1627 if (i < CL_MAX_USERCMDS - 1)
1628 s.cmd.canjump = cl.movecmd[i+1].canjump;
1630 CL_ClientMovement_PlayerMove_Frame(&s);
1632 cl.movecmd[i].canjump = s.cmd.canjump;
1635 CL_ClientMovement_UpdateStatus(&s);
1639 // get the first movement queue entry to know whether to crouch and such
1640 s.cmd = cl.movecmd[0];
1643 if (!cls.demoplayback) // for bob, speedometer
1645 cl.movement_replay = false;
1646 // update the interpolation target position and velocity
1647 VectorCopy(s.origin, cl.movement_origin);
1648 VectorCopy(s.velocity, cl.movement_velocity);
1651 // update the onground flag if appropriate
1652 if (cl.movement_predicted)
1654 // when predicted we simply set the flag according to the UpdateStatus
1655 cl.onground = s.onground;
1659 // when not predicted, cl.onground is cleared by cl_parse.c each time
1660 // an update packet is received, but can be forced on here to hide
1661 // server inconsistencies in the onground flag
1662 // (which mostly occur when stepping up stairs at very high framerates
1663 // where after the step up the move continues forward and not
1664 // downward so the ground is not detected)
1666 // such onground inconsistencies can cause jittery gun bobbing and
1667 // stair smoothing, so we set onground if UpdateStatus says so
1673 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1678 if (to->viewangles[0] != from->viewangles[0])
1679 bits |= QW_CM_ANGLE1;
1680 if (to->viewangles[1] != from->viewangles[1])
1681 bits |= QW_CM_ANGLE2;
1682 if (to->viewangles[2] != from->viewangles[2])
1683 bits |= QW_CM_ANGLE3;
1684 if (to->forwardmove != from->forwardmove)
1685 bits |= QW_CM_FORWARD;
1686 if (to->sidemove != from->sidemove)
1688 if (to->upmove != from->upmove)
1690 if (to->buttons != from->buttons)
1691 bits |= QW_CM_BUTTONS;
1692 if (to->impulse != from->impulse)
1693 bits |= QW_CM_IMPULSE;
1695 MSG_WriteByte(buf, bits);
1696 if (bits & QW_CM_ANGLE1)
1697 MSG_WriteAngle16i(buf, to->viewangles[0]);
1698 if (bits & QW_CM_ANGLE2)
1699 MSG_WriteAngle16i(buf, to->viewangles[1]);
1700 if (bits & QW_CM_ANGLE3)
1701 MSG_WriteAngle16i(buf, to->viewangles[2]);
1702 if (bits & QW_CM_FORWARD)
1703 MSG_WriteShort(buf, (short) to->forwardmove);
1704 if (bits & QW_CM_SIDE)
1705 MSG_WriteShort(buf, (short) to->sidemove);
1706 if (bits & QW_CM_UP)
1707 MSG_WriteShort(buf, (short) to->upmove);
1708 if (bits & QW_CM_BUTTONS)
1709 MSG_WriteByte(buf, to->buttons);
1710 if (bits & QW_CM_IMPULSE)
1711 MSG_WriteByte(buf, to->impulse);
1712 MSG_WriteByte(buf, to->msec);
1715 void CL_NewFrameReceived(int num)
1717 if (developer_networkentities.integer >= 10)
1718 Con_Printf("recv: svc_entities %i\n", num);
1719 cl.latestframenums[cl.latestframenumsposition] = num;
1720 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1721 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1724 void CL_RotateMoves(const matrix4x4_t *m)
1726 // rotate viewangles in all previous moves
1730 for (i = 0;i < CL_MAX_USERCMDS;i++)
1732 if (cl.movecmd[i].sequence > cls.servermovesequence)
1734 usercmd_t *c = &cl.movecmd[i];
1735 AngleVectors(c->viewangles, f, r, u);
1736 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1737 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1738 AnglesFromVectors(c->viewangles, f, u, false);
1748 usercmd_t nullcmd; // for delta compression of qw moves
1749 void CL_SendMove(void)
1751 int i, j, packetloss;
1757 unsigned char data[1024];
1763 // if playing a demo, do nothing
1767 // we don't que moves during a lag spike (potential network timeout)
1768 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1770 // we build up cl.cmd and then decide whether to send or not
1771 // we store this into cl.movecmd[0] for prediction each frame even if we
1772 // do not send, to make sure that prediction is instant
1773 cl.cmd.time = cl.time;
1774 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1777 // LadyHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1779 if (in_attack.state & 3) bits |= 1;
1780 if (in_jump.state & 3) bits |= 2;
1781 if (in_button3.state & 3) bits |= 4;
1782 if (in_button4.state & 3) bits |= 8;
1783 if (in_button5.state & 3) bits |= 16;
1784 if (in_button6.state & 3) bits |= 32;
1785 if (in_button7.state & 3) bits |= 64;
1786 if (in_button8.state & 3) bits |= 128;
1787 if (in_use.state & 3) bits |= 256;
1788 if (key_dest != key_game || key_consoleactive) bits |= 512;
1789 if (cl_prydoncursor.integer > 0) bits |= 1024;
1790 if (in_button9.state & 3) bits |= 2048;
1791 if (in_button10.state & 3) bits |= 4096;
1792 if (in_button11.state & 3) bits |= 8192;
1793 if (in_button12.state & 3) bits |= 16384;
1794 if (in_button13.state & 3) bits |= 32768;
1795 if (in_button14.state & 3) bits |= 65536;
1796 if (in_button15.state & 3) bits |= 131072;
1797 if (in_button16.state & 3) bits |= 262144;
1798 // button bits 19-31 unused currently
1799 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1800 if(cl_prydoncursor.integer > 0)
1802 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1803 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1804 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1805 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1808 // set buttons and impulse
1809 cl.cmd.buttons = bits;
1810 cl.cmd.impulse = in_impulse;
1813 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1815 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1816 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1817 // ridiculous value rejection (matches qw)
1818 if (cl.cmd.msec > 250)
1820 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1822 switch(cls.protocol)
1824 case PROTOCOL_QUAKEWORLD:
1825 // quakeworld uses a different cvar with opposite meaning, for compatibility
1826 cl.cmd.predicted = cl_nopred.integer == 0;
1828 case PROTOCOL_DARKPLACES6:
1829 case PROTOCOL_DARKPLACES7:
1830 cl.cmd.predicted = cl_movement.integer != 0;
1833 cl.cmd.predicted = false;
1837 // movement is set by input code (forwardmove/sidemove/upmove)
1838 // always dump the first two moves, because they may contain leftover inputs from the last level
1839 if (cl.cmd.sequence <= 2)
1840 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1842 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1844 switch (cls.protocol)
1846 case PROTOCOL_QUAKEWORLD:
1847 case PROTOCOL_QUAKE:
1848 case PROTOCOL_QUAKEDP:
1849 case PROTOCOL_NEHAHRAMOVIE:
1850 case PROTOCOL_NEHAHRABJP:
1851 case PROTOCOL_NEHAHRABJP2:
1852 case PROTOCOL_NEHAHRABJP3:
1853 case PROTOCOL_DARKPLACES1:
1854 case PROTOCOL_DARKPLACES2:
1855 case PROTOCOL_DARKPLACES3:
1856 case PROTOCOL_DARKPLACES4:
1857 case PROTOCOL_DARKPLACES5:
1859 case PROTOCOL_DARKPLACES6:
1860 case PROTOCOL_DARKPLACES7:
1861 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1862 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1864 case PROTOCOL_UNKNOWN:
1869 cl.movecmd[0] = cl.cmd;
1871 // don't predict more than 200fps
1872 if (realtime >= cl.lastpackettime + 0.005)
1873 cl.movement_replay = true; // redo the prediction
1875 // now decide whether to actually send this move
1876 // (otherwise it is only for prediction)
1878 // don't send too often or else network connections can get clogged by a
1879 // high renderer framerate
1880 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1881 if (cl.movevars_timescale && cl.movevars_ticrate)
1883 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1884 packettime = min(packettime, maxtic);
1887 // do not send 0ms packets because they mess up physics
1888 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1890 // always send if buttons changed or an impulse is pending
1891 // even if it violates the rate limit!
1892 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1893 // don't send too often (cl_netfps)
1894 if (!important && realtime < cl.lastpackettime + packettime)
1896 // don't choke the connection with packets (obey rate limit)
1897 // it is important that this check be last, because it adds a new
1898 // frame to the shownetgraph output and any cancelation after this
1899 // will produce a nasty spike-like look to the netgraph
1900 // we also still send if it is important
1901 if (!NetConn_CanSend(cls.netcon) && !important)
1903 // try to round off the lastpackettime to a multiple of the packet interval
1904 // (this causes it to emit packets at a steady beat)
1906 cl.lastpackettime = floor(realtime / packettime) * packettime;
1908 cl.lastpackettime = realtime;
1910 buf.maxsize = sizeof(data);
1914 // send the movement message
1915 // PROTOCOL_QUAKE clc_move = 16 bytes total
1916 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1917 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1918 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1919 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1920 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1921 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1922 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1923 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1924 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1925 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1927 // set prydon cursor info
1928 CL_UpdatePrydonCursor();
1930 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1932 switch (cls.protocol)
1934 case PROTOCOL_QUAKEWORLD:
1935 MSG_WriteByte(&buf, qw_clc_move);
1936 // save the position for a checksum byte
1937 checksumindex = buf.cursize;
1938 MSG_WriteByte(&buf, 0);
1939 // packet loss percentage
1940 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1941 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1943 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1944 MSG_WriteByte(&buf, packetloss);
1945 // write most recent 3 moves
1946 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1947 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1948 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1949 // calculate the checksum
1950 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1951 // if delta compression history overflows, request no delta
1952 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1953 cl.qw_validsequence = 0;
1954 // request delta compression if appropriate
1955 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1957 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1958 MSG_WriteByte(&buf, qw_clc_delta);
1959 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1962 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1964 case PROTOCOL_QUAKE:
1965 case PROTOCOL_QUAKEDP:
1966 case PROTOCOL_NEHAHRAMOVIE:
1967 case PROTOCOL_NEHAHRABJP:
1968 case PROTOCOL_NEHAHRABJP2:
1969 case PROTOCOL_NEHAHRABJP3:
1971 MSG_WriteByte (&buf, clc_move);
1972 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1973 // 3 bytes (6 bytes in proquake)
1974 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1976 for (i = 0;i < 3;i++)
1977 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1981 for (i = 0;i < 3;i++)
1982 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1985 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1986 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1987 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1989 MSG_WriteByte (&buf, cl.cmd.buttons);
1990 MSG_WriteByte (&buf, cl.cmd.impulse);
1992 case PROTOCOL_DARKPLACES2:
1993 case PROTOCOL_DARKPLACES3:
1995 MSG_WriteByte (&buf, clc_move);
1996 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1998 for (i = 0;i < 3;i++)
1999 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
2001 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2002 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2003 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2005 MSG_WriteByte (&buf, cl.cmd.buttons);
2006 MSG_WriteByte (&buf, cl.cmd.impulse);
2008 case PROTOCOL_DARKPLACES1:
2009 case PROTOCOL_DARKPLACES4:
2010 case PROTOCOL_DARKPLACES5:
2012 MSG_WriteByte (&buf, clc_move);
2013 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2015 for (i = 0;i < 3;i++)
2016 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2018 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2019 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2020 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2022 MSG_WriteByte (&buf, cl.cmd.buttons);
2023 MSG_WriteByte (&buf, cl.cmd.impulse);
2024 case PROTOCOL_DARKPLACES6:
2025 case PROTOCOL_DARKPLACES7:
2026 // set the maxusercmds variable to limit how many should be sent
2027 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2028 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2029 if (!cl.cmd.predicted)
2032 // send the latest moves in order, the old ones will be
2033 // ignored by the server harmlessly, however if the previous
2034 // packets were lost these moves will be used
2036 // this reduces packet loss impact on gameplay.
2037 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2039 // don't repeat any stale moves
2040 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2043 MSG_WriteByte (&buf, clc_move);
2044 if (cls.protocol != PROTOCOL_DARKPLACES6)
2045 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2046 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2048 for (i = 0;i < 3;i++)
2049 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2051 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2052 MSG_WriteCoord16i (&buf, cmd->sidemove);
2053 MSG_WriteCoord16i (&buf, cmd->upmove);
2055 MSG_WriteLong (&buf, cmd->buttons);
2056 MSG_WriteByte (&buf, cmd->impulse);
2057 // PRYDON_CLIENTCURSOR
2059 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2060 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2061 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2062 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2063 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2064 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2065 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2066 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2067 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2070 case PROTOCOL_UNKNOWN:
2075 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2077 // ack entity frame numbers received since the last input was sent
2078 // (redundent to improve handling of client->server packet loss)
2079 // if cl_netrepeatinput is 1 and client framerate matches server
2080 // framerate, this is 10 bytes, if client framerate is lower this
2082 unsigned int oldsequence = cl.cmd.sequence;
2083 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2084 if (oldsequence > delta)
2085 oldsequence = oldsequence - delta;
2088 for (i = 0;i < LATESTFRAMENUMS;i++)
2090 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2091 if (cl.latestsendnums[j] >= oldsequence)
2093 if (developer_networkentities.integer >= 10)
2094 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2095 MSG_WriteByte(&buf, clc_ackframe);
2096 MSG_WriteLong(&buf, cl.latestframenums[j]);
2101 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2102 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2104 // acknowledge any recently received data blocks
2105 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2107 MSG_WriteByte(&buf, clc_ackdownloaddata);
2108 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2109 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2110 cls.dp_downloadack[i].start = 0;
2111 cls.dp_downloadack[i].size = 0;
2114 // send the reliable message (forwarded commands) if there is one
2115 if (buf.cursize || cls.netcon->message.cursize)
2116 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2120 // update the cl.movecmd array which holds the most recent moves,
2121 // because we now need a new slot for the next input
2122 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2123 cl.movecmd[i] = cl.movecmd[i-1];
2124 cl.movecmd[0].msec = 0;
2125 cl.movecmd[0].frametime = 0;
2128 // clear button 'click' states
2129 in_attack.state &= ~2;
2130 in_jump.state &= ~2;
2131 in_button3.state &= ~2;
2132 in_button4.state &= ~2;
2133 in_button5.state &= ~2;
2134 in_button6.state &= ~2;
2135 in_button7.state &= ~2;
2136 in_button8.state &= ~2;
2138 in_button9.state &= ~2;
2139 in_button10.state &= ~2;
2140 in_button11.state &= ~2;
2141 in_button12.state &= ~2;
2142 in_button13.state &= ~2;
2143 in_button14.state &= ~2;
2144 in_button15.state &= ~2;
2145 in_button16.state &= ~2;
2149 if (cls.netcon->message.overflowed)
2151 Con_Print("CL_SendMove: lost server connection\n");
2153 SV_LockThreadMutex();
2154 Host_ShutdownServer();
2155 SV_UnlockThreadMutex();
2164 void CL_InitInput (void)
2166 Cmd_AddCommand(&cmd_client, "+moveup",IN_UpDown, "swim upward");
2167 Cmd_AddCommand(&cmd_client, "-moveup",IN_UpUp, "stop swimming upward");
2168 Cmd_AddCommand(&cmd_client, "+movedown",IN_DownDown, "swim downward");
2169 Cmd_AddCommand(&cmd_client, "-movedown",IN_DownUp, "stop swimming downward");
2170 Cmd_AddCommand(&cmd_client, "+left",IN_LeftDown, "turn left");
2171 Cmd_AddCommand(&cmd_client, "-left",IN_LeftUp, "stop turning left");
2172 Cmd_AddCommand(&cmd_client, "+right",IN_RightDown, "turn right");
2173 Cmd_AddCommand(&cmd_client, "-right",IN_RightUp, "stop turning right");
2174 Cmd_AddCommand(&cmd_client, "+forward",IN_ForwardDown, "move forward");
2175 Cmd_AddCommand(&cmd_client, "-forward",IN_ForwardUp, "stop moving forward");
2176 Cmd_AddCommand(&cmd_client, "+back",IN_BackDown, "move backward");
2177 Cmd_AddCommand(&cmd_client, "-back",IN_BackUp, "stop moving backward");
2178 Cmd_AddCommand(&cmd_client, "+lookup", IN_LookupDown, "look upward");
2179 Cmd_AddCommand(&cmd_client, "-lookup", IN_LookupUp, "stop looking upward");
2180 Cmd_AddCommand(&cmd_client, "+lookdown", IN_LookdownDown, "look downward");
2181 Cmd_AddCommand(&cmd_client, "-lookdown", IN_LookdownUp, "stop looking downward");
2182 Cmd_AddCommand(&cmd_client, "+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2183 Cmd_AddCommand(&cmd_client, "-strafe", IN_StrafeUp, "deactivate strafing mode");
2184 Cmd_AddCommand(&cmd_client, "+moveleft", IN_MoveleftDown, "strafe left");
2185 Cmd_AddCommand(&cmd_client, "-moveleft", IN_MoveleftUp, "stop strafing left");
2186 Cmd_AddCommand(&cmd_client, "+moveright", IN_MoverightDown, "strafe right");
2187 Cmd_AddCommand(&cmd_client, "-moveright", IN_MoverightUp, "stop strafing right");
2188 Cmd_AddCommand(&cmd_client, "+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2189 Cmd_AddCommand(&cmd_client, "-speed", IN_SpeedUp, "deactivate run mode");
2190 Cmd_AddCommand(&cmd_client, "+attack", IN_AttackDown, "begin firing");
2191 Cmd_AddCommand(&cmd_client, "-attack", IN_AttackUp, "stop firing");
2192 Cmd_AddCommand(&cmd_client, "+jump", IN_JumpDown, "jump");
2193 Cmd_AddCommand(&cmd_client, "-jump", IN_JumpUp, "end jump (so you can jump again)");
2194 Cmd_AddCommand(&cmd_client, "impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2195 Cmd_AddCommand(&cmd_client, "+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2196 Cmd_AddCommand(&cmd_client, "-klook", IN_KLookUp, "deactivate keyboard looking mode");
2197 Cmd_AddCommand(&cmd_client, "+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2198 Cmd_AddCommand(&cmd_client, "-mlook", IN_MLookUp, "deactivate mouse looking mode");
2200 // LadyHavoc: added lots of buttons
2201 Cmd_AddCommand(&cmd_client, "+use", IN_UseDown, "use something (may be used by some mods)");
2202 Cmd_AddCommand(&cmd_client, "-use", IN_UseUp, "stop using something");
2203 Cmd_AddCommand(&cmd_client, "+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2204 Cmd_AddCommand(&cmd_client, "-button3", IN_Button3Up, "deactivate button3");
2205 Cmd_AddCommand(&cmd_client, "+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2206 Cmd_AddCommand(&cmd_client, "-button4", IN_Button4Up, "deactivate button4");
2207 Cmd_AddCommand(&cmd_client, "+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2208 Cmd_AddCommand(&cmd_client, "-button5", IN_Button5Up, "deactivate button5");
2209 Cmd_AddCommand(&cmd_client, "+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2210 Cmd_AddCommand(&cmd_client, "-button6", IN_Button6Up, "deactivate button6");
2211 Cmd_AddCommand(&cmd_client, "+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2212 Cmd_AddCommand(&cmd_client, "-button7", IN_Button7Up, "deactivate button7");
2213 Cmd_AddCommand(&cmd_client, "+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2214 Cmd_AddCommand(&cmd_client, "-button8", IN_Button8Up, "deactivate button8");
2215 Cmd_AddCommand(&cmd_client, "+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2216 Cmd_AddCommand(&cmd_client, "-button9", IN_Button9Up, "deactivate button9");
2217 Cmd_AddCommand(&cmd_client, "+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2218 Cmd_AddCommand(&cmd_client, "-button10", IN_Button10Up, "deactivate button10");
2219 Cmd_AddCommand(&cmd_client, "+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2220 Cmd_AddCommand(&cmd_client, "-button11", IN_Button11Up, "deactivate button11");
2221 Cmd_AddCommand(&cmd_client, "+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2222 Cmd_AddCommand(&cmd_client, "-button12", IN_Button12Up, "deactivate button12");
2223 Cmd_AddCommand(&cmd_client, "+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2224 Cmd_AddCommand(&cmd_client, "-button13", IN_Button13Up, "deactivate button13");
2225 Cmd_AddCommand(&cmd_client, "+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2226 Cmd_AddCommand(&cmd_client, "-button14", IN_Button14Up, "deactivate button14");
2227 Cmd_AddCommand(&cmd_client, "+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2228 Cmd_AddCommand(&cmd_client, "-button15", IN_Button15Up, "deactivate button15");
2229 Cmd_AddCommand(&cmd_client, "+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2230 Cmd_AddCommand(&cmd_client, "-button16", IN_Button16Up, "deactivate button16");
2232 // LadyHavoc: added bestweapon command
2233 Cmd_AddCommand(&cmd_client, "bestweapon", IN_BestWeapon_f, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
2234 Cmd_AddCommand(&cmd_client, "register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2236 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2237 Cvar_RegisterVariable(&cl_movement);
2238 Cvar_RegisterVariable(&cl_movement_replay);
2239 Cvar_RegisterVariable(&cl_movement_nettimeout);
2240 Cvar_RegisterVariable(&cl_movement_minping);
2241 Cvar_RegisterVariable(&cl_movement_track_canjump);
2242 Cvar_RegisterVariable(&cl_movement_maxspeed);
2243 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2244 Cvar_RegisterVariable(&cl_movement_stopspeed);
2245 Cvar_RegisterVariable(&cl_movement_friction);
2246 Cvar_RegisterVariable(&cl_movement_wallfriction);
2247 Cvar_RegisterVariable(&cl_movement_waterfriction);
2248 Cvar_RegisterVariable(&cl_movement_edgefriction);
2249 Cvar_RegisterVariable(&cl_movement_stepheight);
2250 Cvar_RegisterVariable(&cl_movement_accelerate);
2251 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2252 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2253 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2254 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2255 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2256 Cvar_RegisterVariable(&cl_nopred);
2258 Cvar_RegisterVariable(&in_pitch_min);
2259 Cvar_RegisterVariable(&in_pitch_max);
2260 Cvar_RegisterVariable(&m_filter);
2261 Cvar_RegisterVariable(&m_accelerate);
2262 Cvar_RegisterVariable(&m_accelerate_minspeed);
2263 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2264 Cvar_RegisterVariable(&m_accelerate_filter);
2265 Cvar_RegisterVariable(&m_accelerate_type);
2266 Cvar_RegisterVariable(&m_accelerate_offset);
2267 Cvar_RegisterVariable(&m_accelerate_power);
2268 Cvar_RegisterVariable(&m_accelerate_senscap);
2270 Cvar_RegisterVariable(&cl_netfps);
2271 Cvar_RegisterVariable(&cl_netrepeatinput);
2272 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2274 Cvar_RegisterVariable(&cl_nodelta);
2276 Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);