void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
+int in_bestweapon_info[][5] =
+{
+ {'1', 1, IT_AXE, STAT_SHELLS, 0},
+ {'2', 2, IT_SHOTGUN, STAT_SHELLS, 1},
+ {'3', 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
+ {'4', 4, IT_NAILGUN, STAT_NAILS, 1},
+ {'5', 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
+ {'6', 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
+ {'7', 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
+ {'8', 8, IT_LIGHTNING, STAT_CELLS, 1},
+ {'9', 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
+ {'p', 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
+ {'w', 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
+ {'l', 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
+ {'h', 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
+ {-1, 0, 0, 0, 0}
+};
+void IN_BestWeapon (void)
+{
+ int i, n;
+ const char *s;
+ if (Cmd_Argc() != 2)
+ {
+ Con_Printf("bestweapon requires 1 parameter\n");
+ return;
+ }
+ s = Cmd_Argv(1);
+ for (i = 0;s[i];i++)
+ {
+ // figure out which weapon this character refers to
+ for (n = 0;in_bestweapon_info[n][0] >= 0;n++)
+ {
+ if (in_bestweapon_info[n][0] == s[i])
+ {
+ // we found out what weapon this character refers to
+ // check if the inventory contains the weapon and enough ammo
+ if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n][2]) && (cl.stats[in_bestweapon_info[n][3]] >= in_bestweapon_info[n][4]))
+ {
+ // we found one of the weapons the player wanted
+ // send an impulse to switch to it
+ in_impulse = in_bestweapon_info[n][1];
+ return;
+ }
+ break;
+ }
+ }
+ // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
+ }
+ // if we couldn't find any of the weapons, there's nothing more we can do...
+}
+
/*
===============
CL_KeyState
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"};
cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-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"};
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)"};
+cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
+cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
float movevars_edgefriction;
float movevars_maxairspeed;
float movevars_stepheight;
+ float movevars_airaccel_qw;
+ float movevars_airaccel_sideways_friction;
// user command
client_movementqueue_t q;
{
if (s->waterjumptime <= 0)
{
+ vec_t f;
+ vec_t vel_straight;
+ vec_t vel_z;
+ vec3_t vel_perpend;
+
// apply air speed limit
wishspeed = min(wishspeed, s->movevars_maxairspeed);
- // Nexuiz has no upper bound on air acceleration, but little control
- if (gamemode == GAME_NEXUIZ)
- addspeed = wishspeed;
- else
- addspeed = wishspeed - DotProduct(s->velocity, wishdir);
+
+ /*
+ addspeed = wishspeed - DotProduct(s->velocity, wishdir);
if (addspeed > 0)
{
accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
}
+ */
+
+ vel_straight = DotProduct(s->velocity, wishdir);
+ vel_z = s->velocity[2];
+ VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
+ vel_perpend[2] -= vel_z;
+
+ f = wishspeed - vel_straight;
+ if(f > 0)
+ vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
+ if(wishspeed > 0)
+ vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
+
+ VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
+
+ VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
+ s->velocity[2] += vel_z;
}
s->velocity[2] -= cl_gravity.value * s->q.frametime;
CL_ClientMovement_Move(s);
s.movevars_edgefriction = cl_movement_edgefriction.value;
s.movevars_maxairspeed = cl_movement_maxairspeed.value;
s.movevars_stepheight = cl_movement_stepheight.value;
+ s.movevars_airaccel_qw = 1.0;
+ s.movevars_airaccel_sideways_friction = 0.0;
}
else
{
s.movevars_edgefriction = cl_movement_edgefriction.value;
s.movevars_maxairspeed = cl_movement_maxairspeed.value;
s.movevars_stepheight = cl_movement_stepheight.value;
+ s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
+ s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
}
cl.movement_predicted = (cl_movement.integer && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission) && ((cls.protocol != PROTOCOL_DARKPLACES6 && cls.protocol != PROTOCOL_DARKPLACES7) || cl.servermovesequence);
extern cvar_t cl_netinputpacketspersecond;
void CL_SendMove(void)
{
- int i;
+ int i, j, packetloss;
int bits;
int impulse;
sizebuf_t buf;
}
else
{
- if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
+ double packettime = 1.0 / bound(10, cl_netinputpacketspersecond.value, 100);
+ // don't send too often or else network connections can get clogged by a high renderer framerate
+ if (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 = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
+ lastsendtime = max(lastsendtime + packettime, realtime);
}
#if MOVEAVERAGING
// average the accumulated changes
checksumindex = buf.cursize;
MSG_WriteByte(&buf, 0);
// packet loss percentage
- // FIXME: netgraph stuff
- MSG_WriteByte(&buf, 0);
+ for (j = 0, packetloss = 0;j < 100;j++)
+ packetloss += cls.netcon->packetlost[j];
+ MSG_WriteByte(&buf, packetloss);
// write most recent 3 moves
i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
cmd = &cl.qw_moves[i];
Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
+ // LordHavoc: added bestweapon command
+ Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 87654321)");
+
Cvar_RegisterVariable(&cl_movement);
Cvar_RegisterVariable(&cl_movement_latency);
Cvar_RegisterVariable(&cl_movement_maxspeed);
Cvar_RegisterVariable(&cl_movement_airaccelerate);
Cvar_RegisterVariable(&cl_movement_accelerate);
Cvar_RegisterVariable(&cl_movement_jumpvelocity);
+ Cvar_RegisterVariable(&cl_movement_airaccel_qw);
+ Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
Cvar_RegisterVariable(&cl_gravity);
Cvar_RegisterVariable(&cl_slowmo);