cvar_t cl_netinputpacketsperserverpacket = {CVAR_SAVE, "cl_netinputpacketsperserverpacket", "1.0", "send this many input packets per server packet received"};
cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","20", "how many input packets to send to server each second (only used on old servers, and note this is multiplied by cl_netinputpacketsperserverpacket)"};
+cvar_t cl_netinputpacketspersecond_qw = {CVAR_SAVE, "cl_netinputpacketspersecond","72", "how many input packets to send to a qw server each second (only used on qw servers)"};
cvar_t cl_netinputpacketlosstolerance = {CVAR_SAVE, "cl_netinputpacketlosstolerance", "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)"};
cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
+extern cvar_t v_flipped;
/*
================
// clamp before the move to prevent starting with bad angles
CL_AdjustAngles ();
+ if(v_flipped.integer)
+ cl.viewangles[YAW] = -cl.viewangles[YAW];
+
// reset some of the command fields
cl.cmd.forwardmove = 0;
cl.cmd.sidemove = 0;
}
}
+ if(v_flipped.integer)
+ {
+ cl.viewangles[YAW] = -cl.viewangles[YAW];
+ cl.cmd.sidemove = -cl.cmd.sidemove;
+ }
+
// clamp after the move to prevent rendering with bad angles
CL_AdjustAngles ();
}
// calculate current view matrix
Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
// calculate direction vector of cursor in viewspace by using frustum slopes
- VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
+ VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
// trace from view origin to the cursor
cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL);
void CL_UpdateMoveVars(void)
{
if (cls.protocol == PROTOCOL_QUAKEWORLD)
- cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond.value, 100);
+ cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond_qw.value, 100);
else if (cl.stats[STAT_MOVEVARS_TICRATE])
{
cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
return;
// don't send too often or else network connections can get clogged by a high renderer framerate
- packettime = cl.movevars_ticrate / (double)bound(1, cl_netinputpacketsperserverpacket.value, 10);
+ packettime = cl.movevars_ticrate;
+ if (cls.protocol != PROTOCOL_QUAKEWORLD)
+ packettime /= (double)bound(1, cl_netinputpacketsperserverpacket.value, 10);
// send input every frame in singleplayer
if (cl.islocalgame)
packettime = 0;
// quakeworld servers take only frametimes
// predicted dp7 servers take current interpolation time
// unpredicted servers take an echo of the latest server timestamp
+ cl.cmd.time = cl.time;
+ cl.cmd.sequence = cls.movesequence;
if (cls.protocol == PROTOCOL_QUAKEWORLD)
{
if (realtime < lastsendtime + packettime)
return;
- cl.cmd.time = realtime;
cl.cmd.sequence = cls.netcon->qw.outgoing_sequence;
}
- else if (cl.movement_predicted)
- {
- if (realtime < lastsendtime + packettime)
- return;
- cl.cmd.time = cl.time;
- cl.cmd.sequence = cls.movesequence;
- }
else
{
- // unpredicted movement should be sent immediately whenever a server
+ // movement should be sent immediately whenever a server
// packet is received, to minimize ping times
if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
return;
- if (cl.mtime[0] == cl.movecmd[0].time && cl.mtime[1] != cl.mtime[0])
- return;
- cl.cmd.time = cl.mtime[0];
- cl.cmd.sequence = cls.movesequence;
}
// don't let it fall behind if CL_SendMove hasn't been called recently
}
else if (cls.signon == SIGNONS)
{
- if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
+ if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE || cls.protocol == PROTOCOL_NEHAHRABJP || cls.protocol == PROTOCOL_NEHAHRABJP2 || cls.protocol == PROTOCOL_NEHAHRABJP3)
{
// 5 bytes
MSG_WriteByte (&buf, clc_move);
// send the reliable message (forwarded commands) if there is one
if (buf.cursize || cls.netcon->message.cursize)
- NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer));
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
if (cls.netcon->message.overflowed)
{
Cvar_RegisterVariable(&cl_netinputpacketsperserverpacket);
Cvar_RegisterVariable(&cl_netinputpacketspersecond);
+ Cvar_RegisterVariable(&cl_netinputpacketspersecond_qw);
Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
Cvar_RegisterVariable(&cl_nodelta);