cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
+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"};
cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
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)"};
cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
-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_qw","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_netfps = {CVAR_SAVE, "cl_netfps","60", "how many input packets to send to server each second"};
+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)"};
cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
V_StopPitchDrift ();
cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
- cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
- cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
if (cl.viewangles[YAW] >= 180)
cl.viewangles[YAW] -= 360;
- if (cl.viewangles[PITCH] >= 180)
- cl.viewangles[PITCH] -= 360;
- if (cl.viewangles[ROLL] >= 180)
- cl.viewangles[ROLL] -= 360;
-
- cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
- cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
+ cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
+ cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
}
-qboolean cl_ignoremousemove = false;
+int cl_ignoremousemoves = 2;
/*
================
IN_Move ();
// ignore a mouse move if mouse was activated/deactivated this frame
- if (cl_ignoremousemove)
+ if (cl_ignoremousemoves)
{
- cl_ignoremousemove = false;
+ cl_ignoremousemoves--;
in_mouse_x = 0;
in_mouse_y = 0;
}
// if not in menu, apply mouse move to viewangles/movement
if (!cl.csqc_wantsmousemove && in_client_mouse)
{
+ float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
if (cl_prydoncursor.integer)
{
// mouse interacting with the scene, mostly stationary view
V_StopPitchDrift();
- cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
- cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
+ cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
+ cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
}
else if (in_strafe.state & 1)
{
// strafing mode, all looking is movement
V_StopPitchDrift();
- cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
+ cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
if (noclip_anglehack)
- cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
+ cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
else
- cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
+ cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
}
else if ((in_mlook.state & 1) || freelook.integer)
{
// mouselook, lookstrafe causes turning to become strafing
V_StopPitchDrift();
if (lookstrafe.integer)
- cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
+ cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
else
- cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
- cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
+ cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
+ cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
}
else
{
// non-mouselook, yaw turning and forward/back movement
- cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
- cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
+ cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
+ cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
}
}
cl.cmd.cursor_screen[2] = 1;
// calculate current view matrix
- Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
+ Matrix4x4_OriginFromMatrix(&r_refdef.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, (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);
+ 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);
+ Matrix4x4_Transform(&r_refdef.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);
}
// released at least once since the last jump
if (s->q.jump)
{
- if (s->onground && s->q.canjump)
+ if (s->onground && (s->q.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
{
s->velocity[2] += cl.movevars_jumpvelocity;
s->onground = false;
extern cvar_t slowmo;
void CL_UpdateMoveVars(void)
{
+ cl.movevars_packetinterval = 1.0 / bound(1, cl_netfps.value, 1000);
if (cls.protocol == PROTOCOL_QUAKEWORLD)
- 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];
+ cl.movevars_packetinterval *= cl.statsf[STAT_MOVEVARS_TIMESCALE];
cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
}
else
{
- cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond.value, 100);
+ cl.movevars_packetinterval *= slowmo.value;
cl.movevars_timescale = slowmo.value;
cl.movevars_gravity = sv_gravity.value;
cl.movevars_stopspeed = cl_movement_stopspeed.value;
VectorCopy(s.origin, cl.movement_origin);
VectorCopy(s.velocity, cl.movement_velocity);
}
+ else if(cls.demoplayback) // for bob, speedometer
+ VectorCopy(cl.mvelocity[0], cl.movement_velocity);
// update the onground flag if appropriate
if (cl.movement_predicted)
int bits;
sizebuf_t buf;
unsigned char data[1024];
- static double lastsendtime = 0;
double packettime;
int msecdelta;
return;
// don't send too often or else network connections can get clogged by a high renderer framerate
- packettime = cl.movevars_ticrate;
- if (cls.protocol != PROTOCOL_QUAKEWORLD)
- packettime /= (double)bound(1, cl_netinputpacketsperserverpacket.value, 10);
+ packettime = cl.movevars_packetinterval;
// 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
+ // send the current interpolation time
cl.cmd.time = cl.time;
- cl.cmd.sequence = cls.movesequence;
- if (cls.protocol == PROTOCOL_QUAKEWORLD)
- {
- if (realtime < lastsendtime + packettime)
- return;
- cl.cmd.sequence = cls.netcon->qw.outgoing_sequence;
- }
+ cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
+ if (cl.cmd.time < cl.lastpackettime + packettime && (cl.mtime[0] != cl.mtime[1] || !cl.movement_needupdate))
+ return;
+ // try to round off the lastpackettime to a multiple of the packet interval
+ // (this causes it to emit packets at a steady beat, and takes advantage
+ // of the time drift compensation in the cl.time code)
+ if (packettime > 0)
+ cl.lastpackettime = floor(cl.cmd.time / packettime) * packettime;
else
- {
- // movement should be sent immediately whenever a server
- // packet is received, to minimize ping times
- if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
- return;
- }
-
- // don't let it fall behind if CL_SendMove hasn't been called recently
- // (such is the case when framerate is too low for instance)
- lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
+ cl.lastpackettime = cl.cmd.time;
// set the flag indicating that we sent a packet recently
cl.movement_needupdate = false;
if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
return;
- // increase the move counter since we intend to send a move
- cls.movesequence++;
-
// send the movement message
// PROTOCOL_QUAKE clc_move = 16 bytes total
// PROTOCOL_QUAKEDP clc_move = 16 bytes total
QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
// calculate the checksum
- buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
+ buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
// if delta compression history overflows, request no delta
- if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
+ if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
cl.qw_validsequence = 0;
// request delta compression if appropriate
if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
{
- cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
+ cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
MSG_WriteByte(&buf, qw_clc_delta);
MSG_WriteByte(&buf, cl.qw_validsequence & 255);
}
else
- cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
+ cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
}
else if (cls.signon == SIGNONS)
{
CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
// set the maxusercmds variable to limit how many should be sent
- maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
+ maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
// when movement prediction is off, there's not much point in repeating old input as it will just be ignored
if (!cl.cmd.predicted)
maxusercmds = 1;
Cvar_RegisterVariable(&cl_movement);
Cvar_RegisterVariable(&cl_movement_minping);
+ Cvar_RegisterVariable(&cl_movement_track_canjump);
Cvar_RegisterVariable(&cl_movement_maxspeed);
Cvar_RegisterVariable(&cl_movement_maxairspeed);
Cvar_RegisterVariable(&cl_movement_stopspeed);
Cvar_RegisterVariable(&in_pitch_max);
Cvar_RegisterVariable(&m_filter);
- Cvar_RegisterVariable(&cl_netinputpacketsperserverpacket);
- Cvar_RegisterVariable(&cl_netinputpacketspersecond);
- Cvar_RegisterVariable(&cl_netinputpacketspersecond_qw);
- Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
+ Cvar_RegisterVariable(&cl_netfps);
+ Cvar_RegisterVariable(&cl_netrepeatinput);
Cvar_RegisterVariable(&cl_nodelta);
}