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 // LadyHavoc: 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 (cmd_state_t *cmd, 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 (cmd_state_t *cmd, 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(cmd_state_t *cmd) {KeyDown(cmd, &in_klook);}
125 static void IN_KLookUp(cmd_state_t *cmd) {KeyUp(cmd, &in_klook);}
126 static void IN_MLookDown(cmd_state_t *cmd) {KeyDown(cmd, &in_mlook);}
127 static void IN_MLookUp(cmd_state_t *cmd)
129 KeyUp(cmd, &in_mlook);
130 if ( !(in_mlook.state&1) && lookspring.value)
131 V_StartPitchDrift_f(cmd);
133 static void IN_UpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_up);}
134 static void IN_UpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_up);}
135 static void IN_DownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_down);}
136 static void IN_DownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_down);}
137 static void IN_LeftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_left);}
138 static void IN_LeftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_left);}
139 static void IN_RightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_right);}
140 static void IN_RightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_right);}
141 static void IN_ForwardDown(cmd_state_t *cmd) {KeyDown(cmd, &in_forward);}
142 static void IN_ForwardUp(cmd_state_t *cmd) {KeyUp(cmd, &in_forward);}
143 static void IN_BackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_back);}
144 static void IN_BackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_back);}
145 static void IN_LookupDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookup);}
146 static void IN_LookupUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookup);}
147 static void IN_LookdownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookdown);}
148 static void IN_LookdownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookdown);}
149 static void IN_MoveleftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveleft);}
150 static void IN_MoveleftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveleft);}
151 static void IN_MoverightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveright);}
152 static void IN_MoverightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveright);}
154 static void IN_SpeedDown(cmd_state_t *cmd) {KeyDown(cmd, &in_speed);}
155 static void IN_SpeedUp(cmd_state_t *cmd) {KeyUp(cmd, &in_speed);}
156 static void IN_StrafeDown(cmd_state_t *cmd) {KeyDown(cmd, &in_strafe);}
157 static void IN_StrafeUp(cmd_state_t *cmd) {KeyUp(cmd, &in_strafe);}
159 static void IN_AttackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_attack);}
160 static void IN_AttackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_attack);}
162 static void IN_UseDown(cmd_state_t *cmd) {KeyDown(cmd, &in_use);}
163 static void IN_UseUp(cmd_state_t *cmd) {KeyUp(cmd, &in_use);}
165 // LadyHavoc: added 6 new buttons
166 static void IN_Button3Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button3);}
167 static void IN_Button3Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button3);}
168 static void IN_Button4Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button4);}
169 static void IN_Button4Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button4);}
170 static void IN_Button5Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button5);}
171 static void IN_Button5Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button5);}
172 static void IN_Button6Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button6);}
173 static void IN_Button6Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button6);}
174 static void IN_Button7Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button7);}
175 static void IN_Button7Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button7);}
176 static void IN_Button8Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button8);}
177 static void IN_Button8Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button8);}
179 static void IN_Button9Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button9);}
180 static void IN_Button9Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button9);}
181 static void IN_Button10Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button10);}
182 static void IN_Button10Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button10);}
183 static void IN_Button11Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button11);}
184 static void IN_Button11Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button11);}
185 static void IN_Button12Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button12);}
186 static void IN_Button12Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button12);}
187 static void IN_Button13Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button13);}
188 static void IN_Button13Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button13);}
189 static void IN_Button14Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button14);}
190 static void IN_Button14Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button14);}
191 static void IN_Button15Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button15);}
192 static void IN_Button15Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button15);}
193 static void IN_Button16Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button16);}
194 static void IN_Button16Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button16);}
196 static void IN_JumpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_jump);}
197 static void IN_JumpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_jump);}
199 static void IN_Impulse(cmd_state_t *cmd) {in_impulse=atoi(Cmd_Argv(cmd, 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(cmd_state_t *cmd)
246 if(Cmd_Argc(cmd) == 7)
248 IN_BestWeapon_Register(
250 atoi(Cmd_Argv(cmd, 2)),
251 atoi(Cmd_Argv(cmd, 3)),
252 atoi(Cmd_Argv(cmd, 4)),
253 atoi(Cmd_Argv(cmd, 5)),
254 atoi(Cmd_Argv(cmd, 6))
257 else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "clear"))
259 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
261 else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "quake"))
263 IN_BestWeapon_ResetData();
267 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(cmd, 0), Cmd_Argv(cmd, 0), Cmd_Argv(cmd, 0));
271 static void IN_BestWeapon_f(cmd_state_t *cmd)
275 if (Cmd_Argc(cmd) < 2)
277 Con_Printf("bestweapon requires 1 or more parameters\n");
280 for (i = 1;i < Cmd_Argc(cmd);i++)
282 t = Cmd_Argv(cmd, 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...
309 Returns 0.25 if a key was pressed and released during the frame,
310 0.5 if it was pressed and held
311 0 if held then released, and
312 1.0 if held for the entire time
315 float CL_KeyState (kbutton_t *key)
318 qbool impulsedown, impulseup, down;
320 impulsedown = (key->state & 2) != 0;
321 impulseup = (key->state & 4) != 0;
322 down = (key->state & 1) != 0;
325 if (impulsedown && !impulseup)
328 val = 0.5; // pressed and held this frame
330 val = 0; // I_Error ();
332 if (impulseup && !impulsedown)
335 val = 0; // I_Error ();
337 val = 0; // released this frame
339 if (!impulsedown && !impulseup)
342 val = 1.0; // held the entire frame
344 val = 0; // up the entire frame
346 if (impulsedown && impulseup)
349 val = 0.75; // released and re-pressed this frame
351 val = 0.25; // pressed and released this frame
354 key->state &= 1; // clear impulses
362 //==========================================================================
364 cvar_t cl_upspeed = {CF_CLIENT | CF_ARCHIVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
365 cvar_t cl_forwardspeed = {CF_CLIENT | CF_ARCHIVE, "cl_forwardspeed","400","forward movement speed"};
366 cvar_t cl_backspeed = {CF_CLIENT | CF_ARCHIVE, "cl_backspeed","400","backward movement speed"};
367 cvar_t cl_sidespeed = {CF_CLIENT | CF_ARCHIVE, "cl_sidespeed","350","strafe movement speed"};
369 cvar_t cl_movespeedkey = {CF_CLIENT | CF_ARCHIVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
370 cvar_t cl_movecliptokeyboard = {CF_CLIENT, "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"};
372 cvar_t cl_yawspeed = {CF_CLIENT | CF_ARCHIVE, "cl_yawspeed","140","keyboard yaw turning speed"};
373 cvar_t cl_pitchspeed = {CF_CLIENT | CF_ARCHIVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
375 cvar_t cl_anglespeedkey = {CF_CLIENT | CF_ARCHIVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
377 cvar_t cl_movement = {CF_CLIENT | CF_ARCHIVE, "cl_movement", "0", "enables clientside prediction of your player movement on DP servers (use cl_nopred for QWSV servers)"};
378 cvar_t cl_movement_replay = {CF_CLIENT, "cl_movement_replay", "1", "use engine prediction"};
379 cvar_t cl_movement_nettimeout = {CF_CLIENT | CF_ARCHIVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
380 cvar_t cl_movement_minping = {CF_CLIENT | CF_ARCHIVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
381 cvar_t cl_movement_track_canjump = {CF_CLIENT | CF_ARCHIVE, "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"};
382 cvar_t cl_movement_maxspeed = {CF_CLIENT, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
383 cvar_t cl_movement_maxairspeed = {CF_CLIENT, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
384 cvar_t cl_movement_stopspeed = {CF_CLIENT, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
385 cvar_t cl_movement_friction = {CF_CLIENT, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
386 cvar_t cl_movement_wallfriction = {CF_CLIENT, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
387 cvar_t cl_movement_waterfriction = {CF_CLIENT, "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"};
388 cvar_t cl_movement_edgefriction = {CF_CLIENT, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
389 cvar_t cl_movement_stepheight = {CF_CLIENT, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
390 cvar_t cl_movement_accelerate = {CF_CLIENT, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
391 cvar_t cl_movement_airaccelerate = {CF_CLIENT, "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"};
392 cvar_t cl_movement_wateraccelerate = {CF_CLIENT, "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"};
393 cvar_t cl_movement_jumpvelocity = {CF_CLIENT, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
394 cvar_t cl_movement_airaccel_qw = {CF_CLIENT, "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"};
395 cvar_t cl_movement_airaccel_sideways_friction = {CF_CLIENT, "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"};
396 cvar_t cl_nopred = {CF_CLIENT | CF_ARCHIVE, "cl_nopred", "0", "(QWSV only) disables player movement prediction when playing on QWSV servers (this setting is separate from cl_movement because player expectations are different when playing on DP vs QW servers)"};
398 cvar_t in_pitch_min = {CF_CLIENT, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
399 cvar_t in_pitch_max = {CF_CLIENT, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
401 cvar_t m_filter = {CF_CLIENT | CF_ARCHIVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
402 cvar_t m_accelerate = {CF_CLIENT | CF_ARCHIVE, "m_accelerate","1", "linear mouse acceleration factor (set to 1 to disable the linear acceleration and use only the power acceleration; set to 0 to disable all acceleration)"};
403 cvar_t m_accelerate_minspeed = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_minspeed","5000", "below this speed in px/s, no acceleration is done, with a linear slope between (applied only on linear acceleration)"};
404 cvar_t m_accelerate_maxspeed = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_maxspeed","10000", "above this speed in px/s, full acceleration is done, with a linear slope between (applied only on linear acceleration)"};
405 cvar_t m_accelerate_filter = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_filter","0", "linear mouse acceleration factor filtering lowpass constant in seconds (set to 0 for no filtering)"};
406 cvar_t m_accelerate_power_offset = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_offset","0", "below this speed in px/ms, no power acceleration is done"};
407 cvar_t m_accelerate_power = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power","2", "acceleration power (must be above 1 to be useful)"};
408 cvar_t m_accelerate_power_senscap = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_senscap", "0", "maximum acceleration factor generated by power acceleration; use 0 for unbounded"};
409 cvar_t m_accelerate_power_strength = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_strength", "0", "strength of the power mouse acceleration effect"};
411 cvar_t cl_netfps = {CF_CLIENT | CF_ARCHIVE, "cl_netfps","72", "how many input packets to send to server each second"};
412 cvar_t cl_netrepeatinput = {CF_CLIENT | CF_ARCHIVE, "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)"};
413 cvar_t cl_netimmediatebuttons = {CF_CLIENT | CF_ARCHIVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
415 cvar_t cl_nodelta = {CF_CLIENT, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
417 cvar_t cl_csqc_generatemousemoveevents = {CF_CLIENT, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
419 extern cvar_t v_flipped;
425 Moves the local angle positions
428 static void CL_AdjustAngles (void)
433 if (in_speed.state & 1)
434 speed = cl.realframetime * cl_anglespeedkey.value;
436 speed = cl.realframetime;
438 if (!(in_strafe.state & 1))
440 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
441 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
443 if (in_klook.state & 1)
446 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
447 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
450 up = CL_KeyState (&in_lookup);
451 down = CL_KeyState(&in_lookdown);
453 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
454 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
459 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
460 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
461 if (cl.viewangles[YAW] >= 180)
462 cl.viewangles[YAW] -= 360;
463 if (cl.viewangles[PITCH] >= 180)
464 cl.viewangles[PITCH] -= 360;
465 // TODO: honor serverinfo minpitch and maxpitch values in PROTOCOL_QUAKEWORLD
466 // TODO: honor proquake pq_fullpitch cvar when playing on proquake server (server stuffcmd's this to 0 usually)
467 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
468 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
471 int cl_ignoremousemoves = 2;
477 Send the intended movement message to the server
483 static float old_mouse_x = 0, old_mouse_y = 0;
485 // clamp before the move to prevent starting with bad angles
488 if(v_flipped.integer)
489 cl.viewangles[YAW] = -cl.viewangles[YAW];
491 // reset some of the command fields
492 cl.cmd.forwardmove = 0;
496 // get basic movement from keyboard
497 if (in_strafe.state & 1)
499 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
500 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
503 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
504 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
506 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
507 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
509 if (! (in_klook.state & 1) )
511 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
512 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
515 // adjust for speed key
516 if (in_speed.state & 1)
518 cl.cmd.forwardmove *= cl_movespeedkey.value;
519 cl.cmd.sidemove *= cl_movespeedkey.value;
520 cl.cmd.upmove *= cl_movespeedkey.value;
523 // allow mice or other external controllers to add to the move
526 // send mouse move to csqc
527 if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
529 if (cl.csqc_wantsmousemove)
531 // event type 3 is a DP_CSQC thing
532 static int oldwindowmouse[2];
533 if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
535 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
536 oldwindowmouse[0] = in_windowmouse_x;
537 oldwindowmouse[1] = in_windowmouse_y;
542 if (in_mouse_x || in_mouse_y)
543 CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
547 // apply m_accelerate if it is on
548 if(m_accelerate.value > 0)
550 float mouse_deltadist = sqrtf(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y);
551 float speed = mouse_deltadist / cl.realframetime;
552 static float averagespeed = 0;
554 if(m_accelerate_filter.value > 0)
555 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
558 averagespeed = speed * f + averagespeed * (1 - f);
560 // Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
561 if (m_accelerate.value != 1.0f)
563 // First do linear slope acceleration which was ripped "in
564 // spirit" from many classic mouse driver implementations.
565 // If m_accelerate.value == 1, this code does nothing at all.
567 mi = max(1, m_accelerate_minspeed.value);
568 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
570 if(averagespeed <= mi)
574 else if(averagespeed >= ma)
576 f = m_accelerate.value;
581 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
587 // Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
588 if (m_accelerate_power_strength.value != 0.0f)
590 // Then do Quake Live-style power acceleration.
591 // Note that this behavior REPLACES the usual
592 // sensitivity, so we apply it but then dividie by
593 // sensitivity.value so that the later multiplication
594 // restores it again.
595 float accelsens = 1.0f;
596 float adjusted_speed_pxms = (averagespeed * 0.001f - m_accelerate_power_offset.value) * m_accelerate_power_strength.value;
597 float inv_sensitivity = 1.0f / sensitivity.value;
598 if (adjusted_speed_pxms > 0)
600 if (m_accelerate_power.value > 1.0f)
602 // TODO: How does this interact with sensitivity changes? Is this intended?
603 // Currently: more sensitivity = less acceleration at same pixel speed.
604 accelsens += expf((m_accelerate_power.value - 1.0f) * logf(adjusted_speed_pxms)) * inv_sensitivity;
608 // The limit of the then-branch for m_accelerate_power -> 1.
609 accelsens += inv_sensitivity;
610 // Note: QL had just accelsens = 1.0f.
611 // This is mathematically wrong though.
616 // The limit of the then-branch for adjusted_speed -> 0.
617 // accelsens += 0.0f;
619 if (m_accelerate_power_senscap.value > 0.0f && accelsens > m_accelerate_power_senscap.value * inv_sensitivity)
621 // TODO: How does this interact with sensitivity changes? Is this intended?
622 // Currently: senscap is in absolute sensitivity units, so if senscap < sensitivity, it overrides.
623 accelsens = m_accelerate_power_senscap.value * inv_sensitivity;
626 in_mouse_x *= accelsens;
627 in_mouse_y *= accelsens;
631 // apply m_filter if it is on
634 if (m_filter.integer)
636 in_mouse_x = (mx + old_mouse_x) * 0.5;
637 in_mouse_y = (my + old_mouse_y) * 0.5;
642 // ignore a mouse move if mouse was activated/deactivated this frame
643 if (cl_ignoremousemoves)
645 cl_ignoremousemoves--;
646 in_mouse_x = old_mouse_x = 0;
647 in_mouse_y = old_mouse_y = 0;
650 // if not in menu, apply mouse move to viewangles/movement
651 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
653 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
654 if (in_strafe.state & 1)
656 // strafing mode, all looking is movement
658 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
659 if (noclip_anglehack)
660 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
662 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
664 else if ((in_mlook.state & 1) || freelook.integer)
666 // mouselook, lookstrafe causes turning to become strafing
668 if (lookstrafe.integer)
669 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
671 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
672 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
676 // non-mouselook, yaw turning and forward/back movement
677 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
678 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
681 else // don't pitch drift when csqc is controlling the mouse
683 // mouse interacting with the scene, mostly stationary view
685 // update prydon cursor
686 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
687 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
690 if(v_flipped.integer)
692 cl.viewangles[YAW] = -cl.viewangles[YAW];
693 cl.cmd.sidemove = -cl.cmd.sidemove;
696 // clamp after the move to prevent rendering with bad angles
699 if(cl_movecliptokeyboard.integer)
702 if (in_speed.state & 1)
703 f *= cl_movespeedkey.value;
704 if(cl_movecliptokeyboard.integer == 2)
706 // digital direction, analog amount
707 vec_t wishvel_x, wishvel_y;
708 wishvel_x = fabs(cl.cmd.forwardmove);
709 wishvel_y = fabs(cl.cmd.sidemove);
710 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
712 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
713 if(wishvel_x >= 2 * wishvel_y)
716 if(cl.cmd.forwardmove > 0)
717 cl.cmd.forwardmove = wishspeed;
719 cl.cmd.forwardmove = -wishspeed;
722 else if(wishvel_y >= 2 * wishvel_x)
725 cl.cmd.forwardmove = 0;
726 if(cl.cmd.sidemove > 0)
727 cl.cmd.sidemove = wishspeed;
729 cl.cmd.sidemove = -wishspeed;
734 if(cl.cmd.forwardmove > 0)
735 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
737 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
738 if(cl.cmd.sidemove > 0)
739 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
741 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
745 else if(cl_movecliptokeyboard.integer)
747 // digital direction, digital amount
748 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
749 cl.cmd.sidemove = cl_sidespeed.value * f;
750 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
751 cl.cmd.sidemove = -cl_sidespeed.value * f;
754 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
755 cl.cmd.forwardmove = cl_forwardspeed.value * f;
756 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
757 cl.cmd.forwardmove = -cl_backspeed.value * f;
759 cl.cmd.forwardmove = 0;
764 #include "cl_collision.h"
766 static void CL_UpdatePrydonCursor(void)
770 if (cl_prydoncursor.integer <= 0)
771 VectorClear(cl.cmd.cursor_screen);
774 if (cl.cmd.cursor_screen[0] < -1)
776 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
777 cl.cmd.cursor_screen[0] = -1;
779 if (cl.cmd.cursor_screen[0] > 1)
781 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
782 cl.cmd.cursor_screen[0] = 1;
784 if (cl.cmd.cursor_screen[1] < -1)
786 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
787 cl.cmd.cursor_screen[1] = -1;
789 if (cl.cmd.cursor_screen[1] > 1)
791 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
792 cl.cmd.cursor_screen[1] = 1;
795 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
796 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
797 cl.cmd.cursor_screen[2] = 1;
799 // calculate current view matrix
800 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
801 // calculate direction vector of cursor in viewspace by using frustum slopes
802 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);
803 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
804 // trace from view origin to the cursor
805 if (cl_prydoncursor_notrace.integer)
807 cl.cmd.cursor_fraction = 1.0f;
808 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
809 VectorClear(cl.cmd.cursor_normal);
810 cl.cmd.cursor_entitynumber = 0;
813 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);
816 #define NUMOFFSETS 27
817 static vec3_t offsets[NUMOFFSETS] =
819 // 1 no nudge (just return the original if this test passes)
820 { 0.000, 0.000, 0.000},
822 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
823 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
824 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
825 // 4 diagonal flat nudges
826 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
827 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
828 // 8 diagonal upward nudges
829 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
830 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
831 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
832 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
833 // 8 diagonal downward nudges
834 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
835 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
836 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
837 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
840 static qbool CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
844 for (i = 0;i < NUMOFFSETS;i++)
846 VectorAdd(offsets[i], s->origin, neworigin);
847 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true).startsolid)
849 VectorCopy(neworigin, s->origin);
853 // if all offsets failed, give up
857 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
860 vec3_t origin1, origin2;
863 // make sure player is not stuck
864 CL_ClientMovement_Unstick(s);
869 // wants to crouch, this always works..
875 // wants to stand, if currently crouching we need to check for a
879 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
880 if (!trace.startsolid)
886 VectorCopy(cl.playercrouchmins, s->mins);
887 VectorCopy(cl.playercrouchmaxs, s->maxs);
891 VectorCopy(cl.playerstandmins, s->mins);
892 VectorCopy(cl.playerstandmaxs, s->maxs);
896 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
897 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
898 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
899 if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
903 // this code actually "predicts" an impact; so let's clip velocity first
904 f = DotProduct(s->velocity, trace.plane.normal);
905 if(f < 0) // only if moving downwards actually
906 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
911 // set watertype/waterlevel
912 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
913 s->waterlevel = WATERLEVEL_NONE;
914 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
917 s->waterlevel = WATERLEVEL_WETFEET;
918 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
919 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
921 s->waterlevel = WATERLEVEL_SWIMMING;
922 origin1[2] = s->origin[2] + 22;
923 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
924 s->waterlevel = WATERLEVEL_SUBMERGED;
928 // water jump prediction
929 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
930 s->waterjumptime = 0;
933 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
939 vec3_t currentorigin2;
941 vec3_t primalvelocity;
945 CL_ClientMovement_UpdateStatus(s);
946 VectorCopy(s->velocity, primalvelocity);
947 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
949 VectorMA(s->origin, t, s->velocity, neworigin);
950 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
951 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
953 // may be a step or wall, try stepping up
954 // first move forward at a higher level
955 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
956 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
957 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
958 if (!trace2.startsolid)
960 // then move down from there
961 VectorCopy(trace2.endpos, currentorigin2);
962 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
963 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
964 //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]);
965 // accept the new trace if it made some progress
966 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
969 VectorCopy(trace3.endpos, trace.endpos);
974 // check if it moved at all
975 if (trace.fraction >= 0.001)
976 VectorCopy(trace.endpos, s->origin);
978 // check if it moved all the way
979 if (trace.fraction == 1)
982 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
983 // <LadyHavoc> I'm pretty sure I commented it out solely because it seemed redundant
984 // this got commented out in a change that supposedly makes the code match QW better
985 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
986 if (trace.plane.normal[2] > 0.7)
989 t -= t * trace.fraction;
991 f = DotProduct(s->velocity, trace.plane.normal);
992 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
994 if (s->waterjumptime > 0)
995 VectorCopy(primalvelocity, s->velocity);
999 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1006 // water jump only in certain situations
1007 // this mimics quakeworld code
1008 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1013 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1014 AngleVectors(yawangles, forward, NULL, NULL);
1015 VectorMA(s->origin, 24, forward, spot);
1017 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1020 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1022 VectorScale(forward, 50, s->velocity);
1023 s->velocity[2] = 310;
1024 s->waterjumptime = 2;
1025 s->onground = false;
1026 s->cmd.canjump = false;
1031 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1033 // drift towards bottom
1034 VectorSet(wishvel, 0, 0, -60);
1042 // calculate movement vector
1043 AngleVectors(s->cmd.viewangles, forward, right, up);
1044 VectorSet(up, 0, 0, 1);
1045 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1048 // split wishvel into wishspeed and wishdir
1049 VectorCopy(wishvel, wishdir);
1050 wishspeed = VectorNormalizeLength(wishdir);
1051 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1056 if (s->waterjumptime <= 0)
1059 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1061 VectorScale(s->velocity, f, s->velocity);
1063 // water acceleration
1064 f = wishspeed - DotProduct(s->velocity, wishdir);
1067 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1068 VectorMA(s->velocity, f, wishdir, s->velocity);
1071 // holding jump button swims upward slowly
1074 if (s->watertype & SUPERCONTENTS_LAVA)
1075 s->velocity[2] = 50;
1076 else if (s->watertype & SUPERCONTENTS_SLIME)
1077 s->velocity[2] = 80;
1080 if (IS_NEXUIZ_DERIVED(gamemode))
1081 s->velocity[2] = 200;
1083 s->velocity[2] = 100;
1088 CL_ClientMovement_Move(s);
1091 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1093 if(forward == 0 && side == 0)
1094 return 0; // avoid division by zero
1095 angle -= RAD2DEG(atan2(side, forward));
1096 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1101 return 1 - fabs(angle);
1104 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1120 return a * pow(fabs(b / a), lerp);
1123 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1125 vec_t zspeed, speed, dot, k;
1128 // this doesn't play well with analog input
1129 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1133 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1138 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1140 zspeed = s->velocity[2];
1142 speed = VectorNormalizeLength(s->velocity);
1144 dot = DotProduct(s->velocity, wishdir);
1146 if(dot > 0) { // we can't change direction while slowing down
1147 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1148 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1149 k *= cl.movevars_aircontrol;
1150 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1151 VectorNormalize(s->velocity);
1154 VectorScale(s->velocity, speed, s->velocity);
1155 s->velocity[2] = zspeed;
1158 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1161 (accelqw < 0 ? -1 : +1)
1163 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1166 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)
1173 vec_t vel_xy_current;
1174 vec_t vel_xy_backward, vel_xy_forward;
1177 if(stretchfactor > 0)
1178 speedclamp = stretchfactor;
1179 else if(accelqw < 0)
1182 speedclamp = -1; // no clamping
1187 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1188 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1190 vel_straight = DotProduct(s->velocity, wishdir);
1191 vel_z = s->velocity[2];
1192 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1193 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1195 step = accel * s->cmd.frametime * wishspeed0;
1197 vel_xy_current = VectorLength(vel_xy);
1199 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1200 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1201 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1202 if(vel_xy_backward < 0)
1203 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1205 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1207 if(sidefric < 0 && VectorLength2(vel_perpend))
1208 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1211 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1212 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1214 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1215 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1216 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1217 // obviously, this cannot be
1219 VectorScale(vel_perpend, f, vel_perpend);
1223 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1227 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1229 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1233 vec_t vel_xy_preclamp;
1234 vel_xy_preclamp = VectorLength(s->velocity);
1235 if(vel_xy_preclamp > 0) // prevent division by zero
1237 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1238 if(vel_xy_current < vel_xy_preclamp)
1239 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1243 s->velocity[2] += vel_z;
1246 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1248 vec3_t curvel, wishvel, acceldir, curdir;
1249 float addspeed, accelspeed, curspeed;
1252 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1253 float bunnyaccel = cl.movevars_warsowbunny_accel;
1254 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1255 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1256 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1261 VectorCopy( s->velocity, curvel );
1263 curspeed = VectorLength( curvel );
1265 if( wishspeed > curspeed * 1.01f )
1267 float faccelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1268 if( faccelspeed < wishspeed )
1269 wishspeed = faccelspeed;
1273 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1276 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1278 VectorScale( wishdir, wishspeed, wishvel );
1279 VectorSubtract( wishvel, curvel, acceldir );
1280 addspeed = VectorNormalizeLength( acceldir );
1282 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1283 if( accelspeed > addspeed )
1284 accelspeed = addspeed;
1286 if( backtosideratio < 1.0f )
1288 VectorNormalize2( curvel, curdir );
1289 dot = DotProduct( acceldir, curdir );
1291 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1294 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1297 static void CL_ClientMovement_Physics_CheckJump(cl_clientmovement_state_t *s)
1299 // jump if on ground with jump button pressed but only if it has been
1300 // released at least once since the last jump
1303 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1305 s->velocity[2] += cl.movevars_jumpvelocity;
1306 s->onground = false;
1307 s->cmd.canjump = false;
1311 s->cmd.canjump = true;
1314 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1330 CL_ClientMovement_Physics_CheckJump(s);
1332 // calculate movement vector
1333 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1334 AngleVectors(yawangles, forward, right, up);
1335 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1337 // split wishvel into wishspeed and wishdir
1338 VectorCopy(wishvel, wishdir);
1339 wishspeed = VectorNormalizeLength(wishdir);
1341 // check if onground
1344 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1348 // apply edge friction
1349 speed = VectorLength2(s->velocity);
1352 friction = cl.movevars_friction;
1353 if (cl.movevars_edgefriction != 1)
1357 // note: QW uses the full player box for the trace, and yet still
1358 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1359 // this mimics it for compatibility
1360 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/speed), s->origin[1] + s->velocity[1]*(16/speed), s->origin[2] + s->mins[2]);
1361 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1362 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1363 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
1365 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true, false);
1366 if (trace.fraction == 1 && !trace.startsolid)
1367 friction *= cl.movevars_edgefriction;
1369 // apply ground friction
1370 speed = 1 - s->cmd.frametime * friction * ((speed < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / speed) : 1);
1371 speed = max(speed, 0);
1372 VectorScale(s->velocity, speed, s->velocity);
1374 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1377 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1378 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1380 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1381 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1383 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1384 s->velocity[2] -= gravity * 0.5f;
1386 s->velocity[2] -= gravity;
1388 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1390 if (VectorLength2(s->velocity))
1391 CL_ClientMovement_Move(s);
1392 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1394 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1395 s->velocity[2] -= gravity * 0.5f;
1400 if (s->waterjumptime <= 0)
1402 // apply air speed limit
1403 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1406 accelqw = cl.movevars_airaccel_qw;
1407 wishspeed0 = wishspeed;
1408 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1411 accel = cl.movevars_airaccelerate;
1413 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1414 wishspeed2 = wishspeed;
1417 if(cl.movevars_airstopaccelerate != 0)
1420 curdir[0] = s->velocity[0];
1421 curdir[1] = s->velocity[1];
1423 VectorNormalize(curdir);
1424 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1426 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
1427 if(cl.movevars_maxairstrafespeed)
1428 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1429 if(cl.movevars_airstrafeaccelerate)
1430 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1431 if(cl.movevars_airstrafeaccel_qw)
1433 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1435 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1438 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1439 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1441 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);
1443 if(cl.movevars_aircontrol)
1444 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1446 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1447 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1448 s->velocity[2] -= gravity * 0.5f;
1450 s->velocity[2] -= gravity;
1451 CL_ClientMovement_Move(s);
1452 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1454 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1455 s->velocity[2] -= gravity * 0.5f;
1460 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1462 //Con_Printf(" %f", frametime);
1464 s->cmd.canjump = true;
1465 s->waterjumptime -= s->cmd.frametime;
1466 CL_ClientMovement_UpdateStatus(s);
1467 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1468 CL_ClientMovement_Physics_Swim(s);
1470 CL_ClientMovement_Physics_Walk(s);
1473 extern cvar_t host_timescale;
1474 void CL_UpdateMoveVars(void)
1476 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1480 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1482 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1483 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1484 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1485 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1486 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1487 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1488 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1489 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1490 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1491 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1492 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1493 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1494 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1495 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1496 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1497 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1498 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1499 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1500 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1501 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1502 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1503 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1504 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1505 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1506 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1507 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1508 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1509 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1510 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1511 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1512 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1513 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1514 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1515 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1520 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : host_timescale.value) / bound(10.0f, cl_netfps.value, 1000.0f);
1521 cl.movevars_timescale = (cls.demoplayback ? 1.0f : host_timescale.value);
1522 cl.movevars_gravity = sv_gravity.value;
1523 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1524 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1525 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1526 cl.movevars_accelerate = cl_movement_accelerate.value;
1527 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1528 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1529 cl.movevars_friction = cl_movement_friction.value;
1530 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1531 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1532 cl.movevars_entgravity = 1;
1533 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1534 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1535 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1536 cl.movevars_stepheight = cl_movement_stepheight.value;
1537 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1538 cl.movevars_airaccel_qw_stretchfactor = 0;
1539 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1540 cl.movevars_airstopaccelerate = 0;
1541 cl.movevars_airstrafeaccelerate = 0;
1542 cl.movevars_maxairstrafespeed = 0;
1543 cl.movevars_airstrafeaccel_qw = 0;
1544 cl.movevars_aircontrol = 0;
1545 cl.movevars_aircontrol_power = 2;
1546 cl.movevars_aircontrol_penalty = 0;
1547 cl.movevars_warsowbunny_airforwardaccel = 0;
1548 cl.movevars_warsowbunny_accel = 0;
1549 cl.movevars_warsowbunny_topspeed = 0;
1550 cl.movevars_warsowbunny_turnaccel = 0;
1551 cl.movevars_warsowbunny_backtosideratio = 0;
1552 cl.movevars_airspeedlimit_nonqw = 0;
1555 if(!(cl.moveflags & MOVEFLAG_VALID))
1557 if(gamemode == GAME_NEXUIZ) // Legacy hack to work with old servers of Nexuiz.
1558 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1561 if(cl.movevars_aircontrol_power <= 0)
1562 cl.movevars_aircontrol_power = 2; // CPMA default
1565 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1567 // if a move is more than 50ms, do it as two moves (matching qwsv)
1568 //Con_Printf("%i ", s.cmd.msec);
1569 if(s->cmd.frametime > 0.0005)
1571 if (s->cmd.frametime > 0.05)
1573 s->cmd.frametime /= 2;
1574 CL_ClientMovement_PlayerMove(s);
1576 CL_ClientMovement_PlayerMove(s);
1580 // we REALLY need this handling to happen, even if the move is not executed
1582 s->cmd.canjump = true;
1586 void CL_ClientMovement_Replay(void)
1589 double totalmovemsec;
1590 cl_clientmovement_state_t s;
1592 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1594 if (cl.movement_predicted && !cl.movement_replay)
1597 if (!cl_movement_replay.integer)
1600 // set up starting state for the series of moves
1601 memset(&s, 0, sizeof(s));
1602 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1603 VectorCopy(cl.mvelocity[0], s.velocity);
1604 s.crouched = true; // will be updated on first move
1605 //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]);
1608 for (i = 0;i < CL_MAX_USERCMDS;i++)
1609 if (cl.movecmd[i].sequence > cls.servermovesequence)
1610 totalmovemsec += cl.movecmd[i].msec;
1611 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);
1612 //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);
1613 if (cl.movement_predicted)
1615 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1617 // replay the input queue to predict current location
1618 // note: this relies on the fact there's always one queue item at the end
1620 // find how many are still valid
1621 for (i = 0;i < CL_MAX_USERCMDS;i++)
1622 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1624 // now walk them in oldest to newest order
1625 for (i--;i >= 0;i--)
1627 s.cmd = cl.movecmd[i];
1628 if (i < CL_MAX_USERCMDS - 1)
1629 s.cmd.canjump = cl.movecmd[i+1].canjump;
1631 CL_ClientMovement_PlayerMove_Frame(&s);
1633 cl.movecmd[i].canjump = s.cmd.canjump;
1636 CL_ClientMovement_UpdateStatus(&s);
1640 // get the first movement queue entry to know whether to crouch and such
1641 s.cmd = cl.movecmd[0];
1644 if (!cls.demoplayback) // for bob, speedometer
1646 cl.movement_replay = false;
1647 // update the interpolation target position and velocity
1648 VectorCopy(s.origin, cl.movement_origin);
1649 VectorCopy(s.velocity, cl.movement_velocity);
1652 // update the onground flag if appropriate
1653 if (cl.movement_predicted)
1655 // when predicted we simply set the flag according to the UpdateStatus
1656 cl.onground = s.onground;
1660 // when not predicted, cl.onground is cleared by cl_parse.c each time
1661 // an update packet is received, but can be forced on here to hide
1662 // server inconsistencies in the onground flag
1663 // (which mostly occur when stepping up stairs at very high framerates
1664 // where after the step up the move continues forward and not
1665 // downward so the ground is not detected)
1667 // such onground inconsistencies can cause jittery gun bobbing and
1668 // stair smoothing, so we set onground if UpdateStatus says so
1674 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1679 if (to->viewangles[0] != from->viewangles[0])
1680 bits |= QW_CM_ANGLE1;
1681 if (to->viewangles[1] != from->viewangles[1])
1682 bits |= QW_CM_ANGLE2;
1683 if (to->viewangles[2] != from->viewangles[2])
1684 bits |= QW_CM_ANGLE3;
1685 if (to->forwardmove != from->forwardmove)
1686 bits |= QW_CM_FORWARD;
1687 if (to->sidemove != from->sidemove)
1689 if (to->upmove != from->upmove)
1691 if (to->buttons != from->buttons)
1692 bits |= QW_CM_BUTTONS;
1693 if (to->impulse != from->impulse)
1694 bits |= QW_CM_IMPULSE;
1696 MSG_WriteByte(buf, bits);
1697 if (bits & QW_CM_ANGLE1)
1698 MSG_WriteAngle16i(buf, to->viewangles[0]);
1699 if (bits & QW_CM_ANGLE2)
1700 MSG_WriteAngle16i(buf, to->viewangles[1]);
1701 if (bits & QW_CM_ANGLE3)
1702 MSG_WriteAngle16i(buf, to->viewangles[2]);
1703 if (bits & QW_CM_FORWARD)
1704 MSG_WriteShort(buf, (short) to->forwardmove);
1705 if (bits & QW_CM_SIDE)
1706 MSG_WriteShort(buf, (short) to->sidemove);
1707 if (bits & QW_CM_UP)
1708 MSG_WriteShort(buf, (short) to->upmove);
1709 if (bits & QW_CM_BUTTONS)
1710 MSG_WriteByte(buf, to->buttons);
1711 if (bits & QW_CM_IMPULSE)
1712 MSG_WriteByte(buf, to->impulse);
1713 MSG_WriteByte(buf, to->msec);
1716 void CL_NewFrameReceived(int num)
1718 if (developer_networkentities.integer >= 10)
1719 Con_Printf("recv: svc_entities %i\n", num);
1720 cl.latestframenums[cl.latestframenumsposition] = num;
1721 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1722 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1725 void CL_RotateMoves(const matrix4x4_t *m)
1727 // rotate viewangles in all previous moves
1731 for (i = 0;i < CL_MAX_USERCMDS;i++)
1733 if (cl.movecmd[i].sequence > cls.servermovesequence)
1735 usercmd_t *c = &cl.movecmd[i];
1736 AngleVectors(c->viewangles, f, r, u);
1737 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1738 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1739 AnglesFromVectors(c->viewangles, f, u, false);
1749 usercmd_t nullcmd; // for delta compression of qw moves
1750 void CL_SendMove(void)
1752 int i, j, packetloss;
1758 unsigned char data[1024];
1763 // if playing a demo, do nothing
1767 // we don't que moves during a lag spike (potential network timeout)
1768 quemove = host.realtime - cl.last_received_message < cl_movement_nettimeout.value;
1770 // we build up cl.cmd and then decide whether to send or not
1771 // we store this into cl.movecmd[0] for prediction each frame even if we
1772 // do not send, to make sure that prediction is instant
1773 cl.cmd.time = cl.time;
1774 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1777 // LadyHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1779 if (in_attack.state & 3) bits |= 1;
1780 if (in_jump.state & 3) bits |= 2;
1781 if (in_button3.state & 3) bits |= 4;
1782 if (in_button4.state & 3) bits |= 8;
1783 if (in_button5.state & 3) bits |= 16;
1784 if (in_button6.state & 3) bits |= 32;
1785 if (in_button7.state & 3) bits |= 64;
1786 if (in_button8.state & 3) bits |= 128;
1787 if (in_use.state & 3) bits |= 256;
1788 if (key_dest != key_game || key_consoleactive) bits |= 512;
1789 if (cl_prydoncursor.integer > 0) bits |= 1024;
1790 if (in_button9.state & 3) bits |= 2048;
1791 if (in_button10.state & 3) bits |= 4096;
1792 if (in_button11.state & 3) bits |= 8192;
1793 if (in_button12.state & 3) bits |= 16384;
1794 if (in_button13.state & 3) bits |= 32768;
1795 if (in_button14.state & 3) bits |= 65536;
1796 if (in_button15.state & 3) bits |= 131072;
1797 if (in_button16.state & 3) bits |= 262144;
1798 // button bits 19-31 unused currently
1799 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1800 if(cl_prydoncursor.integer > 0)
1802 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1803 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1804 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1805 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1808 // set buttons and impulse
1809 cl.cmd.buttons = bits;
1810 cl.cmd.impulse = in_impulse;
1813 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1815 // bones_was_here: previously cl.cmd.frametime was floored to nearest millisec
1816 // this meant the smoothest async movement required integer millisec
1817 // client and server frame times (eg 125fps)
1818 cl.cmd.frametime = bound(0.0, cl.cmd.time - cl.movecmd[1].time, 0.255);
1819 // ridiculous value rejection (matches qw)
1820 if (cl.cmd.frametime > 0.25)
1821 cl.cmd.frametime = 0.1;
1822 cl.cmd.msec = (unsigned char)floor(cl.cmd.frametime * 1000);
1824 switch(cls.protocol)
1826 case PROTOCOL_QUAKEWORLD:
1827 // quakeworld uses a different cvar with opposite meaning, for compatibility
1828 cl.cmd.predicted = cl_nopred.integer == 0;
1830 case PROTOCOL_DARKPLACES6:
1831 case PROTOCOL_DARKPLACES7:
1832 cl.cmd.predicted = cl_movement.integer != 0;
1835 cl.cmd.predicted = false;
1839 // movement is set by input code (forwardmove/sidemove/upmove)
1840 // always dump the first two moves, because they may contain leftover inputs from the last level
1841 if (cl.cmd.sequence <= 2)
1842 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1844 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1846 switch (cls.protocol)
1848 case PROTOCOL_QUAKEWORLD:
1849 case PROTOCOL_QUAKE:
1850 case PROTOCOL_QUAKEDP:
1851 case PROTOCOL_NEHAHRAMOVIE:
1852 case PROTOCOL_NEHAHRABJP:
1853 case PROTOCOL_NEHAHRABJP2:
1854 case PROTOCOL_NEHAHRABJP3:
1855 case PROTOCOL_DARKPLACES1:
1856 case PROTOCOL_DARKPLACES2:
1857 case PROTOCOL_DARKPLACES3:
1858 case PROTOCOL_DARKPLACES4:
1859 case PROTOCOL_DARKPLACES5:
1861 case PROTOCOL_DARKPLACES6:
1862 case PROTOCOL_DARKPLACES7:
1863 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1864 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1866 case PROTOCOL_UNKNOWN:
1871 cl.movecmd[0] = cl.cmd;
1873 // don't predict more than 200fps
1874 if (cl.timesincepacket >= 0.005)
1875 cl.movement_replay = true; // redo the prediction
1877 // now decide whether to actually send this move
1878 // (otherwise it is only for prediction)
1880 // do not send 0ms packets because they mess up physics
1881 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1884 // don't send too often or else network connections can get clogged by a
1885 // high renderer framerate
1886 packettime = 1.0f / bound(10.0f, cl_netfps.value, 1000.0f);
1887 if (cl.movevars_timescale && cl.movevars_ticrate)
1889 // try to ensure at least 1 packet per server frame
1890 // and apply soft limit of 2, hard limit < 4 (packettime reduced further below)
1891 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1892 packettime = bound(maxtic * 0.5f, packettime, maxtic);
1894 // bones_was_here: reduce packettime to (largest multiple of realframetime) <= packettime
1895 // prevents packet rates lower than cl_netfps or server frame rate
1896 // eg: cl_netfps 60 and cl_maxfps 250 would otherwise send only 50 netfps
1897 // with this line that config sends 62.5 netfps
1898 // (this causes it to emit packets at a steady beat)
1899 packettime = floor(packettime / (float)cl.realframetime) * (float)cl.realframetime;
1901 // always send if buttons changed or an impulse is pending
1902 // even if it violates the rate limit!
1903 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1905 // don't send too often (cl_netfps), allowing a small margin for float error
1906 // bones_was_here: accumulate realframetime to prevent low packet rates
1907 // previously with cl_maxfps == cl_netfps it did not send every frame as
1908 // host.realtime - cl.lastpackettime was often well below (or above) packettime
1909 if (!important && cl.timesincepacket < packettime * 0.99999f)
1911 cl.timesincepacket += cl.realframetime;
1915 // don't choke the connection with packets (obey rate limit)
1916 // it is important that this check be last, because it adds a new
1917 // frame to the shownetgraph output and any cancelation after this
1918 // will produce a nasty spike-like look to the netgraph
1919 // we also still send if it is important
1920 if (!NetConn_CanSend(cls.netcon) && !important)
1923 // reset the packet timing accumulator
1924 cl.timesincepacket = cl.realframetime;
1926 buf.maxsize = sizeof(data);
1930 // send the movement message
1931 // PROTOCOL_QUAKE clc_move = 16 bytes total
1932 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1933 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1934 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1935 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1936 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1937 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1938 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1939 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1940 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1941 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1943 // set prydon cursor info
1944 CL_UpdatePrydonCursor();
1946 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1948 switch (cls.protocol)
1950 case PROTOCOL_QUAKEWORLD:
1951 MSG_WriteByte(&buf, qw_clc_move);
1952 // save the position for a checksum byte
1953 checksumindex = buf.cursize;
1954 MSG_WriteByte(&buf, 0);
1955 // packet loss percentage
1956 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1957 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1959 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1960 MSG_WriteByte(&buf, packetloss);
1961 // write most recent 3 moves
1962 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1963 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1964 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1965 // calculate the checksum
1966 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1967 // if delta compression history overflows, request no delta
1968 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1969 cl.qw_validsequence = 0;
1970 // request delta compression if appropriate
1971 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1973 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1974 MSG_WriteByte(&buf, qw_clc_delta);
1975 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1978 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1980 case PROTOCOL_QUAKE:
1981 case PROTOCOL_QUAKEDP:
1982 case PROTOCOL_NEHAHRAMOVIE:
1983 case PROTOCOL_NEHAHRABJP:
1984 case PROTOCOL_NEHAHRABJP2:
1985 case PROTOCOL_NEHAHRABJP3:
1987 MSG_WriteByte (&buf, clc_move);
1988 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1989 // 3 bytes (6 bytes in proquake)
1990 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1992 for (i = 0;i < 3;i++)
1993 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1997 for (i = 0;i < 3;i++)
1998 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
2001 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2002 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2003 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2005 MSG_WriteByte (&buf, cl.cmd.buttons);
2006 MSG_WriteByte (&buf, cl.cmd.impulse);
2008 case PROTOCOL_DARKPLACES2:
2009 case PROTOCOL_DARKPLACES3:
2011 MSG_WriteByte (&buf, clc_move);
2012 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2014 for (i = 0;i < 3;i++)
2015 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
2017 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2018 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2019 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2021 MSG_WriteByte (&buf, cl.cmd.buttons);
2022 MSG_WriteByte (&buf, cl.cmd.impulse);
2024 case PROTOCOL_DARKPLACES1:
2025 case PROTOCOL_DARKPLACES4:
2026 case PROTOCOL_DARKPLACES5:
2028 MSG_WriteByte (&buf, clc_move);
2029 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2031 for (i = 0;i < 3;i++)
2032 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2034 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2035 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2036 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2038 MSG_WriteByte (&buf, cl.cmd.buttons);
2039 MSG_WriteByte (&buf, cl.cmd.impulse);
2040 case PROTOCOL_DARKPLACES6:
2041 case PROTOCOL_DARKPLACES7:
2042 // set the maxusercmds variable to limit how many should be sent
2043 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2044 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2045 if (!cl.cmd.predicted)
2048 // send the latest moves in order, the old ones will be
2049 // ignored by the server harmlessly, however if the previous
2050 // packets were lost these moves will be used
2052 // this reduces packet loss impact on gameplay.
2053 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2055 // don't repeat any stale moves
2056 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2059 MSG_WriteByte (&buf, clc_move);
2060 if (cls.protocol != PROTOCOL_DARKPLACES6)
2061 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2062 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2064 for (i = 0;i < 3;i++)
2065 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2067 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2068 MSG_WriteCoord16i (&buf, cmd->sidemove);
2069 MSG_WriteCoord16i (&buf, cmd->upmove);
2071 MSG_WriteLong (&buf, cmd->buttons);
2072 MSG_WriteByte (&buf, cmd->impulse);
2073 // PRYDON_CLIENTCURSOR
2075 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2076 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2077 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2078 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2079 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2080 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2081 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2082 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2083 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2086 case PROTOCOL_UNKNOWN:
2091 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2093 // ack entity frame numbers received since the last input was sent
2094 // (redundent to improve handling of client->server packet loss)
2095 // if cl_netrepeatinput is 1 and client framerate matches server
2096 // framerate, this is 10 bytes, if client framerate is lower this
2098 unsigned int oldsequence = cl.cmd.sequence;
2099 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2100 if (oldsequence > delta)
2101 oldsequence = oldsequence - delta;
2104 for (i = 0;i < LATESTFRAMENUMS;i++)
2106 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2107 if (cl.latestsendnums[j] >= oldsequence)
2109 if (developer_networkentities.integer >= 10)
2110 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2111 MSG_WriteByte(&buf, clc_ackframe);
2112 MSG_WriteLong(&buf, cl.latestframenums[j]);
2117 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2118 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2120 // acknowledge any recently received data blocks
2121 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2123 MSG_WriteByte(&buf, clc_ackdownloaddata);
2124 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2125 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2126 cls.dp_downloadack[i].start = 0;
2127 cls.dp_downloadack[i].size = 0;
2130 // send the reliable message (forwarded commands) if there is one
2131 if (buf.cursize || cls.netcon->message.cursize)
2132 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2136 // update the cl.movecmd array which holds the most recent moves,
2137 // because we now need a new slot for the next input
2138 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2139 cl.movecmd[i] = cl.movecmd[i-1];
2140 cl.movecmd[0].msec = 0;
2141 cl.movecmd[0].frametime = 0;
2144 // clear button 'click' states
2145 in_attack.state &= ~2;
2146 in_jump.state &= ~2;
2147 in_button3.state &= ~2;
2148 in_button4.state &= ~2;
2149 in_button5.state &= ~2;
2150 in_button6.state &= ~2;
2151 in_button7.state &= ~2;
2152 in_button8.state &= ~2;
2154 in_button9.state &= ~2;
2155 in_button10.state &= ~2;
2156 in_button11.state &= ~2;
2157 in_button12.state &= ~2;
2158 in_button13.state &= ~2;
2159 in_button14.state &= ~2;
2160 in_button15.state &= ~2;
2161 in_button16.state &= ~2;
2165 if (cls.netcon->message.overflowed)
2167 Con_Print("CL_SendMove: lost server connection\n");
2177 void CL_InitInput (void)
2179 Cmd_AddCommand(CF_CLIENT, "+moveup",IN_UpDown, "swim upward");
2180 Cmd_AddCommand(CF_CLIENT, "-moveup",IN_UpUp, "stop swimming upward");
2181 Cmd_AddCommand(CF_CLIENT, "+movedown",IN_DownDown, "swim downward");
2182 Cmd_AddCommand(CF_CLIENT, "-movedown",IN_DownUp, "stop swimming downward");
2183 Cmd_AddCommand(CF_CLIENT, "+left",IN_LeftDown, "turn left");
2184 Cmd_AddCommand(CF_CLIENT, "-left",IN_LeftUp, "stop turning left");
2185 Cmd_AddCommand(CF_CLIENT, "+right",IN_RightDown, "turn right");
2186 Cmd_AddCommand(CF_CLIENT, "-right",IN_RightUp, "stop turning right");
2187 Cmd_AddCommand(CF_CLIENT, "+forward",IN_ForwardDown, "move forward");
2188 Cmd_AddCommand(CF_CLIENT, "-forward",IN_ForwardUp, "stop moving forward");
2189 Cmd_AddCommand(CF_CLIENT, "+back",IN_BackDown, "move backward");
2190 Cmd_AddCommand(CF_CLIENT, "-back",IN_BackUp, "stop moving backward");
2191 Cmd_AddCommand(CF_CLIENT, "+lookup", IN_LookupDown, "look upward");
2192 Cmd_AddCommand(CF_CLIENT, "-lookup", IN_LookupUp, "stop looking upward");
2193 Cmd_AddCommand(CF_CLIENT, "+lookdown", IN_LookdownDown, "look downward");
2194 Cmd_AddCommand(CF_CLIENT, "-lookdown", IN_LookdownUp, "stop looking downward");
2195 Cmd_AddCommand(CF_CLIENT, "+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2196 Cmd_AddCommand(CF_CLIENT, "-strafe", IN_StrafeUp, "deactivate strafing mode");
2197 Cmd_AddCommand(CF_CLIENT, "+moveleft", IN_MoveleftDown, "strafe left");
2198 Cmd_AddCommand(CF_CLIENT, "-moveleft", IN_MoveleftUp, "stop strafing left");
2199 Cmd_AddCommand(CF_CLIENT, "+moveright", IN_MoverightDown, "strafe right");
2200 Cmd_AddCommand(CF_CLIENT, "-moveright", IN_MoverightUp, "stop strafing right");
2201 Cmd_AddCommand(CF_CLIENT, "+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2202 Cmd_AddCommand(CF_CLIENT, "-speed", IN_SpeedUp, "deactivate run mode");
2203 Cmd_AddCommand(CF_CLIENT, "+attack", IN_AttackDown, "begin firing");
2204 Cmd_AddCommand(CF_CLIENT, "-attack", IN_AttackUp, "stop firing");
2205 Cmd_AddCommand(CF_CLIENT, "+jump", IN_JumpDown, "jump");
2206 Cmd_AddCommand(CF_CLIENT, "-jump", IN_JumpUp, "end jump (so you can jump again)");
2207 Cmd_AddCommand(CF_CLIENT, "impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2208 Cmd_AddCommand(CF_CLIENT, "+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2209 Cmd_AddCommand(CF_CLIENT, "-klook", IN_KLookUp, "deactivate keyboard looking mode");
2210 Cmd_AddCommand(CF_CLIENT, "+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2211 Cmd_AddCommand(CF_CLIENT, "-mlook", IN_MLookUp, "deactivate mouse looking mode");
2213 // LadyHavoc: added lots of buttons
2214 Cmd_AddCommand(CF_CLIENT, "+use", IN_UseDown, "use something (may be used by some mods)");
2215 Cmd_AddCommand(CF_CLIENT, "-use", IN_UseUp, "stop using something");
2216 Cmd_AddCommand(CF_CLIENT, "+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2217 Cmd_AddCommand(CF_CLIENT, "-button3", IN_Button3Up, "deactivate button3");
2218 Cmd_AddCommand(CF_CLIENT, "+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2219 Cmd_AddCommand(CF_CLIENT, "-button4", IN_Button4Up, "deactivate button4");
2220 Cmd_AddCommand(CF_CLIENT, "+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2221 Cmd_AddCommand(CF_CLIENT, "-button5", IN_Button5Up, "deactivate button5");
2222 Cmd_AddCommand(CF_CLIENT, "+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2223 Cmd_AddCommand(CF_CLIENT, "-button6", IN_Button6Up, "deactivate button6");
2224 Cmd_AddCommand(CF_CLIENT, "+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2225 Cmd_AddCommand(CF_CLIENT, "-button7", IN_Button7Up, "deactivate button7");
2226 Cmd_AddCommand(CF_CLIENT, "+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2227 Cmd_AddCommand(CF_CLIENT, "-button8", IN_Button8Up, "deactivate button8");
2228 Cmd_AddCommand(CF_CLIENT, "+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2229 Cmd_AddCommand(CF_CLIENT, "-button9", IN_Button9Up, "deactivate button9");
2230 Cmd_AddCommand(CF_CLIENT, "+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2231 Cmd_AddCommand(CF_CLIENT, "-button10", IN_Button10Up, "deactivate button10");
2232 Cmd_AddCommand(CF_CLIENT, "+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2233 Cmd_AddCommand(CF_CLIENT, "-button11", IN_Button11Up, "deactivate button11");
2234 Cmd_AddCommand(CF_CLIENT, "+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2235 Cmd_AddCommand(CF_CLIENT, "-button12", IN_Button12Up, "deactivate button12");
2236 Cmd_AddCommand(CF_CLIENT, "+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2237 Cmd_AddCommand(CF_CLIENT, "-button13", IN_Button13Up, "deactivate button13");
2238 Cmd_AddCommand(CF_CLIENT, "+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2239 Cmd_AddCommand(CF_CLIENT, "-button14", IN_Button14Up, "deactivate button14");
2240 Cmd_AddCommand(CF_CLIENT, "+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2241 Cmd_AddCommand(CF_CLIENT, "-button15", IN_Button15Up, "deactivate button15");
2242 Cmd_AddCommand(CF_CLIENT, "+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2243 Cmd_AddCommand(CF_CLIENT, "-button16", IN_Button16Up, "deactivate button16");
2245 // LadyHavoc: added bestweapon command
2246 Cmd_AddCommand(CF_CLIENT, "bestweapon", IN_BestWeapon_f, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
2247 Cmd_AddCommand(CF_CLIENT, "register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2249 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2250 Cvar_RegisterVariable(&cl_movement);
2251 Cvar_RegisterVariable(&cl_movement_replay);
2252 Cvar_RegisterVariable(&cl_movement_nettimeout);
2253 Cvar_RegisterVariable(&cl_movement_minping);
2254 Cvar_RegisterVariable(&cl_movement_track_canjump);
2255 Cvar_RegisterVariable(&cl_movement_maxspeed);
2256 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2257 Cvar_RegisterVariable(&cl_movement_stopspeed);
2258 Cvar_RegisterVariable(&cl_movement_friction);
2259 Cvar_RegisterVariable(&cl_movement_wallfriction);
2260 Cvar_RegisterVariable(&cl_movement_waterfriction);
2261 Cvar_RegisterVariable(&cl_movement_edgefriction);
2262 Cvar_RegisterVariable(&cl_movement_stepheight);
2263 Cvar_RegisterVariable(&cl_movement_accelerate);
2264 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2265 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2266 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2267 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2268 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2269 Cvar_RegisterVariable(&cl_nopred);
2271 Cvar_RegisterVariable(&in_pitch_min);
2272 Cvar_RegisterVariable(&in_pitch_max);
2273 Cvar_RegisterVariable(&m_filter);
2274 Cvar_RegisterVariable(&m_accelerate);
2275 Cvar_RegisterVariable(&m_accelerate_minspeed);
2276 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2277 Cvar_RegisterVariable(&m_accelerate_filter);
2278 Cvar_RegisterVariable(&m_accelerate_power);
2279 Cvar_RegisterVariable(&m_accelerate_power_offset);
2280 Cvar_RegisterVariable(&m_accelerate_power_senscap);
2281 Cvar_RegisterVariable(&m_accelerate_power_strength);
2283 Cvar_RegisterVariable(&cl_netfps);
2284 Cvar_RegisterVariable(&cl_netrepeatinput);
2285 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2287 Cvar_RegisterVariable(&cl_nodelta);
2289 Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);