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 // LordHavoc: added 6 new buttons
57 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
59 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
65 static void KeyDown (kbutton_t *b)
74 k = -1; // typed manually at the console for continuous down
76 if (k == b->down[0] || k == b->down[1])
77 return; // repeating key
85 Con_Print("Three keys down for a button!\n");
91 b->state |= 1 + 2; // down + impulse down
94 static void KeyUp (kbutton_t *b)
103 { // typed manually at the console, assume for unsticking, so clear all
104 b->down[0] = b->down[1] = 0;
105 b->state = 4; // impulse up
111 else if (b->down[1] == k)
114 return; // key up without coresponding down (menu pass through)
115 if (b->down[0] || b->down[1])
116 return; // some other key is still holding it down
119 return; // still up (this should not happen)
120 b->state &= ~1; // now up
121 b->state |= 4; // impulse up
124 static void IN_KLookDown (void) {KeyDown(&in_klook);}
125 static void IN_KLookUp (void) {KeyUp(&in_klook);}
126 static void IN_MLookDown (void) {KeyDown(&in_mlook);}
127 static void IN_MLookUp (void)
130 if ( !(in_mlook.state&1) && lookspring.value)
133 static void IN_UpDown(void) {KeyDown(&in_up);}
134 static void IN_UpUp(void) {KeyUp(&in_up);}
135 static void IN_DownDown(void) {KeyDown(&in_down);}
136 static void IN_DownUp(void) {KeyUp(&in_down);}
137 static void IN_LeftDown(void) {KeyDown(&in_left);}
138 static void IN_LeftUp(void) {KeyUp(&in_left);}
139 static void IN_RightDown(void) {KeyDown(&in_right);}
140 static void IN_RightUp(void) {KeyUp(&in_right);}
141 static void IN_ForwardDown(void) {KeyDown(&in_forward);}
142 static void IN_ForwardUp(void) {KeyUp(&in_forward);}
143 static void IN_BackDown(void) {KeyDown(&in_back);}
144 static void IN_BackUp(void) {KeyUp(&in_back);}
145 static void IN_LookupDown(void) {KeyDown(&in_lookup);}
146 static void IN_LookupUp(void) {KeyUp(&in_lookup);}
147 static void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
148 static void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
149 static void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
150 static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
151 static void IN_MoverightDown(void) {KeyDown(&in_moveright);}
152 static void IN_MoverightUp(void) {KeyUp(&in_moveright);}
154 static void IN_SpeedDown(void) {KeyDown(&in_speed);}
155 static void IN_SpeedUp(void) {KeyUp(&in_speed);}
156 static void IN_StrafeDown(void) {KeyDown(&in_strafe);}
157 static void IN_StrafeUp(void) {KeyUp(&in_strafe);}
159 static void IN_AttackDown(void) {KeyDown(&in_attack);}
160 static void IN_AttackUp(void) {KeyUp(&in_attack);}
162 static void IN_UseDown(void) {KeyDown(&in_use);}
163 static void IN_UseUp(void) {KeyUp(&in_use);}
165 // LordHavoc: added 6 new buttons
166 static void IN_Button3Down(void) {KeyDown(&in_button3);}
167 static void IN_Button3Up(void) {KeyUp(&in_button3);}
168 static void IN_Button4Down(void) {KeyDown(&in_button4);}
169 static void IN_Button4Up(void) {KeyUp(&in_button4);}
170 static void IN_Button5Down(void) {KeyDown(&in_button5);}
171 static void IN_Button5Up(void) {KeyUp(&in_button5);}
172 static void IN_Button6Down(void) {KeyDown(&in_button6);}
173 static void IN_Button6Up(void) {KeyUp(&in_button6);}
174 static void IN_Button7Down(void) {KeyDown(&in_button7);}
175 static void IN_Button7Up(void) {KeyUp(&in_button7);}
176 static void IN_Button8Down(void) {KeyDown(&in_button8);}
177 static void IN_Button8Up(void) {KeyUp(&in_button8);}
179 static void IN_Button9Down(void) {KeyDown(&in_button9);}
180 static void IN_Button9Up(void) {KeyUp(&in_button9);}
181 static void IN_Button10Down(void) {KeyDown(&in_button10);}
182 static void IN_Button10Up(void) {KeyUp(&in_button10);}
183 static void IN_Button11Down(void) {KeyDown(&in_button11);}
184 static void IN_Button11Up(void) {KeyUp(&in_button11);}
185 static void IN_Button12Down(void) {KeyDown(&in_button12);}
186 static void IN_Button12Up(void) {KeyUp(&in_button12);}
187 static void IN_Button13Down(void) {KeyDown(&in_button13);}
188 static void IN_Button13Up(void) {KeyUp(&in_button13);}
189 static void IN_Button14Down(void) {KeyDown(&in_button14);}
190 static void IN_Button14Up(void) {KeyUp(&in_button14);}
191 static void IN_Button15Down(void) {KeyDown(&in_button15);}
192 static void IN_Button15Up(void) {KeyUp(&in_button15);}
193 static void IN_Button16Down(void) {KeyDown(&in_button16);}
194 static void IN_Button16Up(void) {KeyUp(&in_button16);}
196 static void IN_JumpDown (void) {KeyDown(&in_jump);}
197 static void IN_JumpUp (void) {KeyUp(&in_jump);}
199 static void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
201 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
203 static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
206 for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
207 if(in_bestweapon_info[i].impulse == impulse)
209 if(i >= IN_BESTWEAPON_MAX)
211 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
214 strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
215 in_bestweapon_info[i].impulse = impulse;
217 in_bestweapon_info[i].weaponbit = weaponbit;
218 if(activeweaponcode != -1)
219 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
221 in_bestweapon_info[i].ammostat = ammostat;
223 in_bestweapon_info[i].ammomin = ammomin;
226 void IN_BestWeapon_ResetData (void)
228 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
229 IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
230 IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
231 IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
232 IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
233 IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
234 IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
235 IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
236 IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
237 IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
238 IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
239 IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
240 IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
241 IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
244 static void IN_BestWeapon_Register_f (void)
248 IN_BestWeapon_Register(
257 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
259 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
261 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
263 IN_BestWeapon_ResetData();
267 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
271 static void IN_BestWeapon (void)
277 Con_Printf("bestweapon requires 1 or more parameters\n");
280 for (i = 1;i < Cmd_Argc();i++)
283 // figure out which weapon this character refers to
284 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
286 if (!strcmp(in_bestweapon_info[n].name, t))
288 // we found out what weapon this character refers to
289 // check if the inventory contains the weapon and enough ammo
290 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
292 // we found one of the weapons the player wanted
293 // send an impulse to switch to it
294 in_impulse = in_bestweapon_info[n].impulse;
300 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
302 // if we couldn't find any of the weapons, there's nothing more we can do...
306 void IN_CycleWeapon (void)
310 qboolean found = false;
314 Con_Printf("bestweapon requires 1 or more parameters\n");
317 for (i = 1;i < Cmd_Argc();i++)
320 // figure out which weapon this character refers to
321 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
323 if (!strcmp(in_bestweapon_info[n].name, t))
325 // we found out what weapon this character refers to
326 // check if the inventory contains the weapon and enough ammo
327 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
329 // we found one of the weapons the player wanted
334 in_impulse = in_bestweapon_info[n].impulse;
337 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
343 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
347 in_impulse = in_bestweapon_info[first].impulse;
350 // if we couldn't find any of the weapons, there's nothing more we can do...
358 Returns 0.25 if a key was pressed and released during the frame,
359 0.5 if it was pressed and held
360 0 if held then released, and
361 1.0 if held for the entire time
364 float CL_KeyState (kbutton_t *key)
367 qboolean impulsedown, impulseup, down;
369 impulsedown = (key->state & 2) != 0;
370 impulseup = (key->state & 4) != 0;
371 down = (key->state & 1) != 0;
374 if (impulsedown && !impulseup)
377 val = 0.5; // pressed and held this frame
379 val = 0; // I_Error ();
381 if (impulseup && !impulsedown)
384 val = 0; // I_Error ();
386 val = 0; // released this frame
388 if (!impulsedown && !impulseup)
391 val = 1.0; // held the entire frame
393 val = 0; // up the entire frame
395 if (impulsedown && impulseup)
398 val = 0.75; // released and re-pressed this frame
400 val = 0.25; // pressed and released this frame
403 key->state &= 1; // clear impulses
411 //==========================================================================
413 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
414 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
415 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
416 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
418 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
419 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
421 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
422 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
424 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
426 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
427 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
428 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
429 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
430 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
431 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
432 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
433 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
434 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
435 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
436 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
437 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
438 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
439 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
440 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
441 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
442 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
443 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
444 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
446 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
447 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
449 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
450 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
451 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
452 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
453 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
455 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
456 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
457 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
459 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
461 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
463 extern cvar_t v_flipped;
464 extern cvar_t v_yshearing;
466 static void IN_AddToPitch(float angle)
468 // In Duke3D mode, aiming up/down looks like scrolling - so let input
469 // modify the pitch slope instead of the pitch angle to compensate.
470 // This can be turned off by v_yshearing 2.
471 if (v_yshearing.integer == 1)
473 float tp = tanf(cl.viewangles[PITCH] * M_PI / 180);
474 tp += angle * M_PI / 180;
475 cl.viewangles[PITCH] = atanf(tp) * 180 / M_PI;
479 cl.viewangles[PITCH] += angle;
487 Moves the local angle positions
490 static void CL_AdjustAngles (void)
495 if (in_speed.state & 1)
496 speed = cl.realframetime * cl_anglespeedkey.value;
498 speed = cl.realframetime;
500 if (!(in_strafe.state & 1))
502 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
503 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
505 if (in_klook.state & 1)
508 IN_AddToPitch(-speed*cl_pitchspeed.value * CL_KeyState (&in_forward));
509 IN_AddToPitch(speed*cl_pitchspeed.value * CL_KeyState (&in_back));
512 up = CL_KeyState (&in_lookup);
513 down = CL_KeyState(&in_lookdown);
515 IN_AddToPitch(-speed*cl_pitchspeed.value * up);
516 IN_AddToPitch(-speed*cl_pitchspeed.value * down);
521 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
522 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
523 if (cl.viewangles[YAW] >= 180)
524 cl.viewangles[YAW] -= 360;
525 if (cl.viewangles[PITCH] >= 180)
526 cl.viewangles[PITCH] -= 360;
527 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
528 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
531 int cl_ignoremousemoves = 2;
537 Send the intended movement message to the server
543 static float old_mouse_x = 0, old_mouse_y = 0;
545 // clamp before the move to prevent starting with bad angles
548 if(v_flipped.integer)
549 cl.viewangles[YAW] = -cl.viewangles[YAW];
551 // reset some of the command fields
552 cl.cmd.forwardmove = 0;
556 // get basic movement from keyboard
557 if (in_strafe.state & 1)
559 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
560 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
563 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
564 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
566 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
567 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
569 if (! (in_klook.state & 1) )
571 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
572 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
575 // adjust for speed key
576 if (in_speed.state & 1)
578 cl.cmd.forwardmove *= cl_movespeedkey.value;
579 cl.cmd.sidemove *= cl_movespeedkey.value;
580 cl.cmd.upmove *= cl_movespeedkey.value;
583 // allow mice or other external controllers to add to the move
586 // send mouse move to csqc
587 if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
589 if (cl.csqc_wantsmousemove)
591 // event type 3 is a DP_CSQC thing
592 static int oldwindowmouse[2];
593 if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
595 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
596 oldwindowmouse[0] = in_windowmouse_x;
597 oldwindowmouse[1] = in_windowmouse_y;
602 if (in_mouse_x || in_mouse_y)
603 CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
607 // apply m_accelerate if it is on
608 if(m_accelerate.value > 1)
610 static float averagespeed = 0;
611 float speed, f, mi, ma;
613 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
614 if(m_accelerate_filter.value > 0)
615 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
618 averagespeed = speed * f + averagespeed * (1 - f);
620 mi = max(1, m_accelerate_minspeed.value);
621 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
623 if(averagespeed <= mi)
627 else if(averagespeed >= ma)
629 f = m_accelerate.value;
634 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
641 // apply m_filter if it is on
644 if (m_filter.integer)
646 in_mouse_x = (mx + old_mouse_x) * 0.5;
647 in_mouse_y = (my + old_mouse_y) * 0.5;
652 // ignore a mouse move if mouse was activated/deactivated this frame
653 if (cl_ignoremousemoves)
655 cl_ignoremousemoves--;
656 in_mouse_x = old_mouse_x = 0;
657 in_mouse_y = old_mouse_y = 0;
660 // if not in menu, apply mouse move to viewangles/movement
661 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
663 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
664 if (in_strafe.state & 1)
666 // strafing mode, all looking is movement
668 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
669 if (noclip_anglehack)
670 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
672 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
674 else if ((in_mlook.state & 1) || freelook.integer)
676 // mouselook, lookstrafe causes turning to become strafing
678 if (lookstrafe.integer)
679 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
681 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
682 IN_AddToPitch(m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom);
686 // non-mouselook, yaw turning and forward/back movement
687 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
688 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
691 else // don't pitch drift when csqc is controlling the mouse
693 // mouse interacting with the scene, mostly stationary view
695 // update prydon cursor
696 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
697 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
700 if(v_flipped.integer)
702 cl.viewangles[YAW] = -cl.viewangles[YAW];
703 cl.cmd.sidemove = -cl.cmd.sidemove;
706 // clamp after the move to prevent rendering with bad angles
709 if(cl_movecliptokeyboard.integer)
712 if (in_speed.state & 1)
713 f *= cl_movespeedkey.value;
714 if(cl_movecliptokeyboard.integer == 2)
716 // digital direction, analog amount
717 vec_t wishvel_x, wishvel_y;
718 wishvel_x = fabs(cl.cmd.forwardmove);
719 wishvel_y = fabs(cl.cmd.sidemove);
720 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
722 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
723 if(wishvel_x >= 2 * wishvel_y)
726 if(cl.cmd.forwardmove > 0)
727 cl.cmd.forwardmove = wishspeed;
729 cl.cmd.forwardmove = -wishspeed;
732 else if(wishvel_y >= 2 * wishvel_x)
735 cl.cmd.forwardmove = 0;
736 if(cl.cmd.sidemove > 0)
737 cl.cmd.sidemove = wishspeed;
739 cl.cmd.sidemove = -wishspeed;
744 if(cl.cmd.forwardmove > 0)
745 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
747 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
748 if(cl.cmd.sidemove > 0)
749 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
751 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
755 else if(cl_movecliptokeyboard.integer)
757 // digital direction, digital amount
758 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
759 cl.cmd.sidemove = cl_sidespeed.value * f;
760 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
761 cl.cmd.sidemove = -cl_sidespeed.value * f;
764 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
765 cl.cmd.forwardmove = cl_forwardspeed.value * f;
766 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
767 cl.cmd.forwardmove = -cl_backspeed.value * f;
769 cl.cmd.forwardmove = 0;
774 #include "cl_collision.h"
776 static void CL_UpdatePrydonCursor(void)
780 if (cl_prydoncursor.integer <= 0)
781 VectorClear(cl.cmd.cursor_screen);
784 if (cl.cmd.cursor_screen[0] < -1)
786 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
787 cl.cmd.cursor_screen[0] = -1;
789 if (cl.cmd.cursor_screen[0] > 1)
791 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
792 cl.cmd.cursor_screen[0] = 1;
794 if (cl.cmd.cursor_screen[1] < -1)
796 IN_AddToPitch(m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom);
797 cl.cmd.cursor_screen[1] = -1;
799 if (cl.cmd.cursor_screen[1] > 1)
801 IN_AddToPitch(m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom);
802 cl.cmd.cursor_screen[1] = 1;
805 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
806 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
807 cl.cmd.cursor_screen[2] = 1;
809 // calculate current view matrix
810 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
811 // calculate direction vector of cursor in viewspace by using frustum slopes
812 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);
813 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
814 // trace from view origin to the cursor
815 if (cl_prydoncursor_notrace.integer)
817 cl.cmd.cursor_fraction = 1.0f;
818 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
819 VectorClear(cl.cmd.cursor_normal);
820 cl.cmd.cursor_entitynumber = 0;
823 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);
826 #define NUMOFFSETS 27
827 static vec3_t offsets[NUMOFFSETS] =
829 // 1 no nudge (just return the original if this test passes)
830 { 0.000, 0.000, 0.000},
832 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
833 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
834 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
835 // 4 diagonal flat nudges
836 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
837 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
838 // 8 diagonal upward nudges
839 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
840 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
841 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
842 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
843 // 8 diagonal downward nudges
844 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
845 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
846 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
847 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
850 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
854 for (i = 0;i < NUMOFFSETS;i++)
856 VectorAdd(offsets[i], s->origin, neworigin);
857 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true).startsolid)
859 VectorCopy(neworigin, s->origin);
863 // if all offsets failed, give up
867 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
870 vec3_t origin1, origin2;
873 // make sure player is not stuck
874 CL_ClientMovement_Unstick(s);
879 // wants to crouch, this always works..
885 // wants to stand, if currently crouching we need to check for a
889 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
890 if (!trace.startsolid)
896 VectorCopy(cl.playercrouchmins, s->mins);
897 VectorCopy(cl.playercrouchmaxs, s->maxs);
901 VectorCopy(cl.playerstandmins, s->mins);
902 VectorCopy(cl.playerstandmaxs, s->maxs);
906 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
907 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
908 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
909 if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
913 // this code actually "predicts" an impact; so let's clip velocity first
914 f = DotProduct(s->velocity, trace.plane.normal);
915 if(f < 0) // only if moving downwards actually
916 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
921 // set watertype/waterlevel
922 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
923 s->waterlevel = WATERLEVEL_NONE;
924 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
927 s->waterlevel = WATERLEVEL_WETFEET;
928 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
929 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
931 s->waterlevel = WATERLEVEL_SWIMMING;
932 origin1[2] = s->origin[2] + 22;
933 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
934 s->waterlevel = WATERLEVEL_SUBMERGED;
938 // water jump prediction
939 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
940 s->waterjumptime = 0;
943 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
949 vec3_t currentorigin2;
951 vec3_t primalvelocity;
955 CL_ClientMovement_UpdateStatus(s);
956 VectorCopy(s->velocity, primalvelocity);
957 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
959 VectorMA(s->origin, t, s->velocity, neworigin);
960 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
961 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
963 // may be a step or wall, try stepping up
964 // first move forward at a higher level
965 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
966 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
967 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
968 if (!trace2.startsolid)
970 // then move down from there
971 VectorCopy(trace2.endpos, currentorigin2);
972 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
973 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
974 //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]);
975 // accept the new trace if it made some progress
976 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
979 VectorCopy(trace3.endpos, trace.endpos);
984 // check if it moved at all
985 if (trace.fraction >= 0.001)
986 VectorCopy(trace.endpos, s->origin);
988 // check if it moved all the way
989 if (trace.fraction == 1)
992 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
993 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
994 // this got commented out in a change that supposedly makes the code match QW better
995 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
996 if (trace.plane.normal[2] > 0.7)
999 t -= t * trace.fraction;
1001 f = DotProduct(s->velocity, trace.plane.normal);
1002 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
1004 if (s->waterjumptime > 0)
1005 VectorCopy(primalvelocity, s->velocity);
1009 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1016 // water jump only in certain situations
1017 // this mimics quakeworld code
1018 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1023 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1024 AngleVectors(yawangles, forward, NULL, NULL);
1025 VectorMA(s->origin, 24, forward, spot);
1027 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsolid)
1030 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsolid)
1032 VectorScale(forward, 50, s->velocity);
1033 s->velocity[2] = 310;
1034 s->waterjumptime = 2;
1035 s->onground = false;
1036 s->cmd.canjump = false;
1041 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1043 // drift towards bottom
1044 VectorSet(wishvel, 0, 0, -60);
1052 // calculate movement vector
1053 AngleVectors(s->cmd.viewangles, forward, right, up);
1054 VectorSet(up, 0, 0, 1);
1055 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1058 // split wishvel into wishspeed and wishdir
1059 wishspeed = VectorLength(wishvel);
1061 VectorScale(wishvel, 1 / wishspeed, wishdir);
1063 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1064 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1069 if (s->waterjumptime <= 0)
1072 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1074 VectorScale(s->velocity, f, s->velocity);
1076 // water acceleration
1077 f = wishspeed - DotProduct(s->velocity, wishdir);
1080 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1081 VectorMA(s->velocity, f, wishdir, s->velocity);
1084 // holding jump button swims upward slowly
1087 if (s->watertype & SUPERCONTENTS_LAVA)
1088 s->velocity[2] = 50;
1089 else if (s->watertype & SUPERCONTENTS_SLIME)
1090 s->velocity[2] = 80;
1093 if (IS_NEXUIZ_DERIVED(gamemode))
1094 s->velocity[2] = 200;
1096 s->velocity[2] = 100;
1101 CL_ClientMovement_Move(s);
1104 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1106 if(forward == 0 && side == 0)
1107 return 0; // avoid division by zero
1108 angle -= RAD2DEG(atan2(side, forward));
1109 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1114 return 1 - fabs(angle);
1117 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1133 return a * pow(fabs(b / a), lerp);
1136 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1138 vec_t zspeed, speed, dot, k;
1141 // this doesn't play well with analog input
1142 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1146 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1151 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1153 zspeed = s->velocity[2];
1155 speed = VectorNormalizeLength(s->velocity);
1157 dot = DotProduct(s->velocity, wishdir);
1159 if(dot > 0) { // we can't change direction while slowing down
1160 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1161 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1162 k *= cl.movevars_aircontrol;
1163 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1164 VectorNormalize(s->velocity);
1167 VectorScale(s->velocity, speed, s->velocity);
1168 s->velocity[2] = zspeed;
1171 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1174 (accelqw < 0 ? -1 : +1)
1176 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1179 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)
1186 vec_t vel_xy_current;
1187 vec_t vel_xy_backward, vel_xy_forward;
1190 if(stretchfactor > 0)
1191 speedclamp = stretchfactor;
1192 else if(accelqw < 0)
1195 speedclamp = -1; // no clamping
1200 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1201 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1203 vel_straight = DotProduct(s->velocity, wishdir);
1204 vel_z = s->velocity[2];
1205 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1206 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1208 step = accel * s->cmd.frametime * wishspeed0;
1210 vel_xy_current = VectorLength(vel_xy);
1212 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1213 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1214 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1215 if(vel_xy_backward < 0)
1216 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1218 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1220 if(sidefric < 0 && VectorLength2(vel_perpend))
1221 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1224 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1225 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1227 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1228 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1229 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1230 // obviously, this cannot be
1232 VectorScale(vel_perpend, f, vel_perpend);
1236 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1240 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1242 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1246 vec_t vel_xy_preclamp;
1247 vel_xy_preclamp = VectorLength(s->velocity);
1248 if(vel_xy_preclamp > 0) // prevent division by zero
1250 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1251 if(vel_xy_current < vel_xy_preclamp)
1252 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1256 s->velocity[2] += vel_z;
1259 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1261 vec3_t curvel, wishvel, acceldir, curdir;
1262 float addspeed, accelspeed, curspeed;
1265 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1266 float bunnyaccel = cl.movevars_warsowbunny_accel;
1267 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1268 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1269 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1274 VectorCopy( s->velocity, curvel );
1276 curspeed = VectorLength( curvel );
1278 if( wishspeed > curspeed * 1.01f )
1280 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1281 if( accelspeed < wishspeed )
1282 wishspeed = accelspeed;
1286 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1289 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1291 VectorScale( wishdir, wishspeed, wishvel );
1292 VectorSubtract( wishvel, curvel, acceldir );
1293 addspeed = VectorNormalizeLength( acceldir );
1295 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1296 if( accelspeed > addspeed )
1297 accelspeed = addspeed;
1299 if( backtosideratio < 1.0f )
1301 VectorNormalize2( curvel, curdir );
1302 dot = DotProduct( acceldir, curdir );
1304 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1307 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1310 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1326 // jump if on ground with jump button pressed but only if it has been
1327 // released at least once since the last jump
1330 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1332 s->velocity[2] += cl.movevars_jumpvelocity;
1333 s->onground = false;
1334 s->cmd.canjump = false;
1338 s->cmd.canjump = true;
1340 // calculate movement vector
1341 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1342 AngleVectors(yawangles, forward, right, up);
1343 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1345 // split wishvel into wishspeed and wishdir
1346 wishspeed = VectorLength(wishvel);
1348 VectorScale(wishvel, 1 / wishspeed, wishdir);
1350 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1351 // check if onground
1354 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1358 // apply edge friction
1359 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1362 friction = cl.movevars_friction;
1363 if (cl.movevars_edgefriction != 1)
1367 // note: QW uses the full player box for the trace, and yet still
1368 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1369 // this mimics it for compatibility
1370 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1371 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1372 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1373 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
1375 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true, false);
1376 if (trace.fraction == 1 && !trace.startsolid)
1377 friction *= cl.movevars_edgefriction;
1379 // apply ground friction
1380 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1382 VectorScale(s->velocity, f, s->velocity);
1384 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1387 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1388 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1390 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1391 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1393 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1394 s->velocity[2] -= gravity * 0.5f;
1396 s->velocity[2] -= gravity;
1398 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1400 if (VectorLength2(s->velocity))
1401 CL_ClientMovement_Move(s);
1402 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1404 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1405 s->velocity[2] -= gravity * 0.5f;
1410 if (s->waterjumptime <= 0)
1412 // apply air speed limit
1413 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1414 qboolean accelerating;
1416 accelqw = cl.movevars_airaccel_qw;
1417 wishspeed0 = wishspeed;
1418 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1421 accel = cl.movevars_airaccelerate;
1423 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1424 wishspeed2 = wishspeed;
1427 if(cl.movevars_airstopaccelerate != 0)
1430 curdir[0] = s->velocity[0];
1431 curdir[1] = s->velocity[1];
1433 VectorNormalize(curdir);
1434 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1436 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
1437 if(cl.movevars_maxairstrafespeed)
1438 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1439 if(cl.movevars_airstrafeaccelerate)
1440 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1441 if(cl.movevars_airstrafeaccel_qw)
1443 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1445 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1448 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1449 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1451 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);
1453 if(cl.movevars_aircontrol)
1454 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1456 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1457 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1458 s->velocity[2] -= gravity * 0.5f;
1460 s->velocity[2] -= gravity;
1461 CL_ClientMovement_Move(s);
1462 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1464 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1465 s->velocity[2] -= gravity * 0.5f;
1470 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1472 //Con_Printf(" %f", frametime);
1474 s->cmd.canjump = true;
1475 s->waterjumptime -= s->cmd.frametime;
1476 CL_ClientMovement_UpdateStatus(s);
1477 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1478 CL_ClientMovement_Physics_Swim(s);
1480 CL_ClientMovement_Physics_Walk(s);
1483 extern cvar_t slowmo;
1484 void CL_UpdateMoveVars(void)
1486 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1490 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1492 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1493 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1494 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1495 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1496 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1497 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1498 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1499 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1500 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1501 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1502 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1503 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1504 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1505 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1506 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1507 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1508 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1509 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1510 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1511 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1512 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1513 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1514 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1515 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1516 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1517 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1518 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1519 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1520 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1521 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1522 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1523 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1524 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1525 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1530 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1531 cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
1532 cl.movevars_gravity = sv_gravity.value;
1533 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1534 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1535 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1536 cl.movevars_accelerate = cl_movement_accelerate.value;
1537 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1538 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1539 cl.movevars_friction = cl_movement_friction.value;
1540 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1541 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1542 cl.movevars_entgravity = 1;
1543 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1544 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1545 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1546 cl.movevars_stepheight = cl_movement_stepheight.value;
1547 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1548 cl.movevars_airaccel_qw_stretchfactor = 0;
1549 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1550 cl.movevars_airstopaccelerate = 0;
1551 cl.movevars_airstrafeaccelerate = 0;
1552 cl.movevars_maxairstrafespeed = 0;
1553 cl.movevars_airstrafeaccel_qw = 0;
1554 cl.movevars_aircontrol = 0;
1555 cl.movevars_aircontrol_power = 2;
1556 cl.movevars_aircontrol_penalty = 0;
1557 cl.movevars_warsowbunny_airforwardaccel = 0;
1558 cl.movevars_warsowbunny_accel = 0;
1559 cl.movevars_warsowbunny_topspeed = 0;
1560 cl.movevars_warsowbunny_turnaccel = 0;
1561 cl.movevars_warsowbunny_backtosideratio = 0;
1562 cl.movevars_airspeedlimit_nonqw = 0;
1565 if(!(cl.moveflags & MOVEFLAG_VALID))
1567 if(gamemode == GAME_NEXUIZ) // Legacy hack to work with old servers of Nexuiz.
1568 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1571 if(cl.movevars_aircontrol_power <= 0)
1572 cl.movevars_aircontrol_power = 2; // CPMA default
1575 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1577 // if a move is more than 50ms, do it as two moves (matching qwsv)
1578 //Con_Printf("%i ", s.cmd.msec);
1579 if(s->cmd.frametime > 0.0005)
1581 if (s->cmd.frametime > 0.05)
1583 s->cmd.frametime /= 2;
1584 CL_ClientMovement_PlayerMove(s);
1586 CL_ClientMovement_PlayerMove(s);
1590 // we REALLY need this handling to happen, even if the move is not executed
1592 s->cmd.canjump = true;
1596 void CL_ClientMovement_Replay(void)
1599 double totalmovemsec;
1600 cl_clientmovement_state_t s;
1602 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1604 if (cl.movement_predicted && !cl.movement_replay)
1607 if (!cl_movement_replay.integer)
1610 // set up starting state for the series of moves
1611 memset(&s, 0, sizeof(s));
1612 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1613 VectorCopy(cl.mvelocity[0], s.velocity);
1614 s.crouched = true; // will be updated on first move
1615 //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]);
1618 for (i = 0;i < CL_MAX_USERCMDS;i++)
1619 if (cl.movecmd[i].sequence > cls.servermovesequence)
1620 totalmovemsec += cl.movecmd[i].msec;
1621 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);
1622 //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);
1623 if (cl.movement_predicted)
1625 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1627 // replay the input queue to predict current location
1628 // note: this relies on the fact there's always one queue item at the end
1630 // find how many are still valid
1631 for (i = 0;i < CL_MAX_USERCMDS;i++)
1632 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1634 // now walk them in oldest to newest order
1635 for (i--;i >= 0;i--)
1637 s.cmd = cl.movecmd[i];
1638 if (i < CL_MAX_USERCMDS - 1)
1639 s.cmd.canjump = cl.movecmd[i+1].canjump;
1641 CL_ClientMovement_PlayerMove_Frame(&s);
1643 cl.movecmd[i].canjump = s.cmd.canjump;
1646 CL_ClientMovement_UpdateStatus(&s);
1650 // get the first movement queue entry to know whether to crouch and such
1651 s.cmd = cl.movecmd[0];
1654 if (!cls.demoplayback) // for bob, speedometer
1656 cl.movement_replay = false;
1657 // update the interpolation target position and velocity
1658 VectorCopy(s.origin, cl.movement_origin);
1659 VectorCopy(s.velocity, cl.movement_velocity);
1662 // update the onground flag if appropriate
1663 if (cl.movement_predicted)
1665 // when predicted we simply set the flag according to the UpdateStatus
1666 cl.onground = s.onground;
1670 // when not predicted, cl.onground is cleared by cl_parse.c each time
1671 // an update packet is received, but can be forced on here to hide
1672 // server inconsistencies in the onground flag
1673 // (which mostly occur when stepping up stairs at very high framerates
1674 // where after the step up the move continues forward and not
1675 // downward so the ground is not detected)
1677 // such onground inconsistencies can cause jittery gun bobbing and
1678 // stair smoothing, so we set onground if UpdateStatus says so
1684 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1689 if (to->viewangles[0] != from->viewangles[0])
1690 bits |= QW_CM_ANGLE1;
1691 if (to->viewangles[1] != from->viewangles[1])
1692 bits |= QW_CM_ANGLE2;
1693 if (to->viewangles[2] != from->viewangles[2])
1694 bits |= QW_CM_ANGLE3;
1695 if (to->forwardmove != from->forwardmove)
1696 bits |= QW_CM_FORWARD;
1697 if (to->sidemove != from->sidemove)
1699 if (to->upmove != from->upmove)
1701 if (to->buttons != from->buttons)
1702 bits |= QW_CM_BUTTONS;
1703 if (to->impulse != from->impulse)
1704 bits |= QW_CM_IMPULSE;
1706 MSG_WriteByte(buf, bits);
1707 if (bits & QW_CM_ANGLE1)
1708 MSG_WriteAngle16i(buf, to->viewangles[0]);
1709 if (bits & QW_CM_ANGLE2)
1710 MSG_WriteAngle16i(buf, to->viewangles[1]);
1711 if (bits & QW_CM_ANGLE3)
1712 MSG_WriteAngle16i(buf, to->viewangles[2]);
1713 if (bits & QW_CM_FORWARD)
1714 MSG_WriteShort(buf, (short) to->forwardmove);
1715 if (bits & QW_CM_SIDE)
1716 MSG_WriteShort(buf, (short) to->sidemove);
1717 if (bits & QW_CM_UP)
1718 MSG_WriteShort(buf, (short) to->upmove);
1719 if (bits & QW_CM_BUTTONS)
1720 MSG_WriteByte(buf, to->buttons);
1721 if (bits & QW_CM_IMPULSE)
1722 MSG_WriteByte(buf, to->impulse);
1723 MSG_WriteByte(buf, to->msec);
1726 void CL_NewFrameReceived(int num)
1728 if (developer_networkentities.integer >= 10)
1729 Con_Printf("recv: svc_entities %i\n", num);
1730 cl.latestframenums[cl.latestframenumsposition] = num;
1731 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1732 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1735 void CL_RotateMoves(const matrix4x4_t *m)
1737 // rotate viewangles in all previous moves
1741 for (i = 0;i < CL_MAX_USERCMDS;i++)
1743 if (cl.movecmd[i].sequence > cls.servermovesequence)
1745 usercmd_t *c = &cl.movecmd[i];
1746 AngleVectors(c->viewangles, f, r, u);
1747 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1748 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1749 AnglesFromVectors(c->viewangles, f, u, false);
1759 usercmd_t nullcmd; // for delta compression of qw moves
1760 void CL_SendMove(void)
1762 int i, j, packetloss;
1768 unsigned char data[1024];
1774 // if playing a demo, do nothing
1778 // we don't que moves during a lag spike (potential network timeout)
1779 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1781 // we build up cl.cmd and then decide whether to send or not
1782 // we store this into cl.movecmd[0] for prediction each frame even if we
1783 // do not send, to make sure that prediction is instant
1784 cl.cmd.time = cl.time;
1785 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1788 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1790 if (in_attack.state & 3) bits |= 1;
1791 if (in_jump.state & 3) bits |= 2;
1792 if (in_button3.state & 3) bits |= 4;
1793 if (in_button4.state & 3) bits |= 8;
1794 if (in_button5.state & 3) bits |= 16;
1795 if (in_button6.state & 3) bits |= 32;
1796 if (in_button7.state & 3) bits |= 64;
1797 if (in_button8.state & 3) bits |= 128;
1798 if (in_use.state & 3) bits |= 256;
1799 if (key_dest != key_game || key_consoleactive) bits |= 512;
1800 if (cl_prydoncursor.integer > 0) bits |= 1024;
1801 if (in_button9.state & 3) bits |= 2048;
1802 if (in_button10.state & 3) bits |= 4096;
1803 if (in_button11.state & 3) bits |= 8192;
1804 if (in_button12.state & 3) bits |= 16384;
1805 if (in_button13.state & 3) bits |= 32768;
1806 if (in_button14.state & 3) bits |= 65536;
1807 if (in_button15.state & 3) bits |= 131072;
1808 if (in_button16.state & 3) bits |= 262144;
1809 // button bits 19-31 unused currently
1810 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1811 if(cl_prydoncursor.integer > 0)
1813 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1814 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1815 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1816 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1819 // set buttons and impulse
1820 cl.cmd.buttons = bits;
1821 cl.cmd.impulse = in_impulse;
1824 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1826 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1827 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1828 // ridiculous value rejection (matches qw)
1829 if (cl.cmd.msec > 250)
1831 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1833 cl.cmd.predicted = cl_movement.integer != 0;
1835 // movement is set by input code (forwardmove/sidemove/upmove)
1836 // always dump the first two moves, because they may contain leftover inputs from the last level
1837 if (cl.cmd.sequence <= 2)
1838 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1840 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1842 switch (cls.protocol)
1844 case PROTOCOL_QUAKEWORLD:
1845 case PROTOCOL_QUAKE:
1846 case PROTOCOL_QUAKEDP:
1847 case PROTOCOL_NEHAHRAMOVIE:
1848 case PROTOCOL_NEHAHRABJP:
1849 case PROTOCOL_NEHAHRABJP2:
1850 case PROTOCOL_NEHAHRABJP3:
1851 case PROTOCOL_DARKPLACES1:
1852 case PROTOCOL_DARKPLACES2:
1853 case PROTOCOL_DARKPLACES3:
1854 case PROTOCOL_DARKPLACES4:
1855 case PROTOCOL_DARKPLACES5:
1857 case PROTOCOL_DARKPLACES6:
1858 case PROTOCOL_DARKPLACES7:
1859 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1860 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1862 case PROTOCOL_UNKNOWN:
1867 cl.movecmd[0] = cl.cmd;
1869 // don't predict more than 200fps
1870 if (realtime >= cl.lastpackettime + 0.005)
1871 cl.movement_replay = true; // redo the prediction
1873 // now decide whether to actually send this move
1874 // (otherwise it is only for prediction)
1876 // don't send too often or else network connections can get clogged by a
1877 // high renderer framerate
1878 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1879 if (cl.movevars_timescale && cl.movevars_ticrate)
1881 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1882 packettime = min(packettime, maxtic);
1885 // do not send 0ms packets because they mess up physics
1886 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1888 // always send if buttons changed or an impulse is pending
1889 // even if it violates the rate limit!
1890 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1891 // don't send too often (cl_netfps)
1892 if (!important && realtime < cl.lastpackettime + packettime)
1894 // don't choke the connection with packets (obey rate limit)
1895 // it is important that this check be last, because it adds a new
1896 // frame to the shownetgraph output and any cancelation after this
1897 // will produce a nasty spike-like look to the netgraph
1898 // we also still send if it is important
1899 if (!NetConn_CanSend(cls.netcon) && !important)
1901 // try to round off the lastpackettime to a multiple of the packet interval
1902 // (this causes it to emit packets at a steady beat)
1904 cl.lastpackettime = floor(realtime / packettime) * packettime;
1906 cl.lastpackettime = realtime;
1908 buf.maxsize = sizeof(data);
1912 // send the movement message
1913 // PROTOCOL_QUAKE clc_move = 16 bytes total
1914 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1915 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1916 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1917 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1918 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1919 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1920 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1921 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1922 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1923 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1925 // set prydon cursor info
1926 CL_UpdatePrydonCursor();
1928 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1930 switch (cls.protocol)
1932 case PROTOCOL_QUAKEWORLD:
1933 MSG_WriteByte(&buf, qw_clc_move);
1934 // save the position for a checksum byte
1935 checksumindex = buf.cursize;
1936 MSG_WriteByte(&buf, 0);
1937 // packet loss percentage
1938 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1939 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1941 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1942 MSG_WriteByte(&buf, packetloss);
1943 // write most recent 3 moves
1944 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1945 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1946 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1947 // calculate the checksum
1948 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1949 // if delta compression history overflows, request no delta
1950 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1951 cl.qw_validsequence = 0;
1952 // request delta compression if appropriate
1953 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1955 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1956 MSG_WriteByte(&buf, qw_clc_delta);
1957 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1960 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1962 case PROTOCOL_QUAKE:
1963 case PROTOCOL_QUAKEDP:
1964 case PROTOCOL_NEHAHRAMOVIE:
1965 case PROTOCOL_NEHAHRABJP:
1966 case PROTOCOL_NEHAHRABJP2:
1967 case PROTOCOL_NEHAHRABJP3:
1969 MSG_WriteByte (&buf, clc_move);
1970 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1971 // 3 bytes (6 bytes in proquake)
1972 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1974 for (i = 0;i < 3;i++)
1975 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1979 for (i = 0;i < 3;i++)
1980 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1983 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1984 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1985 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1987 MSG_WriteByte (&buf, cl.cmd.buttons);
1988 MSG_WriteByte (&buf, cl.cmd.impulse);
1990 case PROTOCOL_DARKPLACES2:
1991 case PROTOCOL_DARKPLACES3:
1993 MSG_WriteByte (&buf, clc_move);
1994 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1996 for (i = 0;i < 3;i++)
1997 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1999 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2000 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2001 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2003 MSG_WriteByte (&buf, cl.cmd.buttons);
2004 MSG_WriteByte (&buf, cl.cmd.impulse);
2006 case PROTOCOL_DARKPLACES1:
2007 case PROTOCOL_DARKPLACES4:
2008 case PROTOCOL_DARKPLACES5:
2010 MSG_WriteByte (&buf, clc_move);
2011 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2013 for (i = 0;i < 3;i++)
2014 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2016 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2017 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2018 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2020 MSG_WriteByte (&buf, cl.cmd.buttons);
2021 MSG_WriteByte (&buf, cl.cmd.impulse);
2022 case PROTOCOL_DARKPLACES6:
2023 case PROTOCOL_DARKPLACES7:
2024 // set the maxusercmds variable to limit how many should be sent
2025 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2026 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2027 if (!cl.cmd.predicted)
2030 // send the latest moves in order, the old ones will be
2031 // ignored by the server harmlessly, however if the previous
2032 // packets were lost these moves will be used
2034 // this reduces packet loss impact on gameplay.
2035 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2037 // don't repeat any stale moves
2038 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2041 MSG_WriteByte (&buf, clc_move);
2042 if (cls.protocol != PROTOCOL_DARKPLACES6)
2043 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2044 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2046 for (i = 0;i < 3;i++)
2047 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2049 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2050 MSG_WriteCoord16i (&buf, cmd->sidemove);
2051 MSG_WriteCoord16i (&buf, cmd->upmove);
2053 MSG_WriteLong (&buf, cmd->buttons);
2054 MSG_WriteByte (&buf, cmd->impulse);
2055 // PRYDON_CLIENTCURSOR
2057 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2058 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2059 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2060 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2061 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2062 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2063 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2064 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2065 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2068 case PROTOCOL_UNKNOWN:
2073 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2075 // ack entity frame numbers received since the last input was sent
2076 // (redundent to improve handling of client->server packet loss)
2077 // if cl_netrepeatinput is 1 and client framerate matches server
2078 // framerate, this is 10 bytes, if client framerate is lower this
2081 unsigned int oldsequence = cl.cmd.sequence;
2082 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2083 if (oldsequence > delta)
2084 oldsequence = oldsequence - delta;
2087 for (i = 0;i < LATESTFRAMENUMS;i++)
2089 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2090 if (cl.latestsendnums[j] >= oldsequence)
2092 if (developer_networkentities.integer >= 10)
2093 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2094 MSG_WriteByte(&buf, clc_ackframe);
2095 MSG_WriteLong(&buf, cl.latestframenums[j]);
2100 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2101 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2103 // acknowledge any recently received data blocks
2104 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2106 MSG_WriteByte(&buf, clc_ackdownloaddata);
2107 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2108 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2109 cls.dp_downloadack[i].start = 0;
2110 cls.dp_downloadack[i].size = 0;
2113 // send the reliable message (forwarded commands) if there is one
2114 if (buf.cursize || cls.netcon->message.cursize)
2115 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2119 // update the cl.movecmd array which holds the most recent moves,
2120 // because we now need a new slot for the next input
2121 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2122 cl.movecmd[i] = cl.movecmd[i-1];
2123 cl.movecmd[0].msec = 0;
2124 cl.movecmd[0].frametime = 0;
2127 // clear button 'click' states
2128 in_attack.state &= ~2;
2129 in_jump.state &= ~2;
2130 in_button3.state &= ~2;
2131 in_button4.state &= ~2;
2132 in_button5.state &= ~2;
2133 in_button6.state &= ~2;
2134 in_button7.state &= ~2;
2135 in_button8.state &= ~2;
2137 in_button9.state &= ~2;
2138 in_button10.state &= ~2;
2139 in_button11.state &= ~2;
2140 in_button12.state &= ~2;
2141 in_button13.state &= ~2;
2142 in_button14.state &= ~2;
2143 in_button15.state &= ~2;
2144 in_button16.state &= ~2;
2148 if (cls.netcon->message.overflowed)
2150 Con_Print("CL_SendMove: lost server connection\n");
2152 SV_LockThreadMutex();
2153 Host_ShutdownServer();
2154 SV_UnlockThreadMutex();
2163 void CL_InitInput (void)
2165 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2166 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2167 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2168 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2169 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2170 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2171 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2172 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2173 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2174 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2175 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2176 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2177 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2178 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2179 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2180 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2181 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2182 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2183 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2184 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2185 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2186 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2187 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2188 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2189 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2190 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2191 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2192 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2193 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2194 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2195 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2196 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2197 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2199 // LordHavoc: added use button
2200 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2201 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2203 // LordHavoc: added 6 new buttons
2204 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2205 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2206 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2207 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2208 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2209 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2210 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2211 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2212 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2213 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2214 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2215 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2216 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2217 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2218 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2219 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2220 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2221 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2222 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2223 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2224 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2225 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2226 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2227 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2228 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2229 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2230 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2231 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2233 // LordHavoc: added bestweapon command
2234 Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
2236 Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
2238 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2240 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2241 Cvar_RegisterVariable(&cl_movement);
2242 Cvar_RegisterVariable(&cl_movement_replay);
2243 Cvar_RegisterVariable(&cl_movement_nettimeout);
2244 Cvar_RegisterVariable(&cl_movement_minping);
2245 Cvar_RegisterVariable(&cl_movement_track_canjump);
2246 Cvar_RegisterVariable(&cl_movement_maxspeed);
2247 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2248 Cvar_RegisterVariable(&cl_movement_stopspeed);
2249 Cvar_RegisterVariable(&cl_movement_friction);
2250 Cvar_RegisterVariable(&cl_movement_wallfriction);
2251 Cvar_RegisterVariable(&cl_movement_waterfriction);
2252 Cvar_RegisterVariable(&cl_movement_edgefriction);
2253 Cvar_RegisterVariable(&cl_movement_stepheight);
2254 Cvar_RegisterVariable(&cl_movement_accelerate);
2255 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2256 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2257 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2258 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2259 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2261 Cvar_RegisterVariable(&in_pitch_min);
2262 Cvar_RegisterVariable(&in_pitch_max);
2263 Cvar_RegisterVariable(&m_filter);
2264 Cvar_RegisterVariable(&m_accelerate);
2265 Cvar_RegisterVariable(&m_accelerate_minspeed);
2266 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2267 Cvar_RegisterVariable(&m_accelerate_filter);
2269 Cvar_RegisterVariable(&cl_netfps);
2270 Cvar_RegisterVariable(&cl_netrepeatinput);
2271 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2273 Cvar_RegisterVariable(&cl_nodelta);
2275 Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);