vec3_t cursor_normal;
vec_t cursor_fraction;
int cursor_entitynumber;
+
+ double time;
+ double receivetime;
+ int buttons;
+ int impulse;
+ int sequence;
} usercmd_t;
typedef struct
typedef struct client_movementqueue_s
{
double time;
+ float frametime;
+ int sequence;
float viewangles[3];
float move[3];
qboolean jump;
// client movement simulation
// these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
qboolean movement;
- // simulated origin
+ // simulated data (this is valid even if cl.movement is false)
vec3_t movement_origin;
vec3_t movement_oldorigin;
+ vec3_t movement_velocity;
// queue of proposed moves
int movement_numqueue;
client_movementqueue_t movement_queue[256];
+ int movesequence;
+ int servermovesequence;
// pitch drifting vars
float idealpitch;
scoreboard_t *scores;
// protocol version of the server we're connected to
- int protocol;
+ protocolversion_t protocol;
// entity database stuff
// latest received entity frame numbers
int CL_ReadFromServer (void);
void CL_WriteToServer (void);
-void CL_BaseMove (void);
+void CL_Move (void);
+extern qboolean cl_ignoremousemove;
float CL_KeyState (kbutton_t *key);