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_Walk(cl_clientmovement_state_t *s)
1313 // jump if on ground with jump button pressed but only if it has been
1314 // released at least once since the last jump
1317 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1319 s->velocity[2] += cl.movevars_jumpvelocity;
1320 s->onground = false;
1321 s->cmd.canjump = false;
1325 s->cmd.canjump = true;
1327 // calculate movement vector
1328 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1329 AngleVectors(yawangles, forward, right, up);
1330 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1332 // split wishvel into wishspeed and wishdir
1333 VectorCopy(wishvel, wishdir);
1334 wishspeed = VectorNormalizeLength(wishdir);
1336 // check if onground
1339 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1343 // apply edge friction
1344 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1347 friction = cl.movevars_friction;
1348 if (cl.movevars_edgefriction != 1)
1352 // note: QW uses the full player box for the trace, and yet still
1353 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1354 // this mimics it for compatibility
1355 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1356 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1357 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1358 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);
1360 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);
1361 if (trace.fraction == 1 && !trace.startsolid)
1362 friction *= cl.movevars_edgefriction;
1364 // apply ground friction
1365 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1367 VectorScale(s->velocity, f, s->velocity);
1369 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1372 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1373 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1375 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1376 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1378 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1379 s->velocity[2] -= gravity * 0.5f;
1381 s->velocity[2] -= gravity;
1383 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1385 if (VectorLength2(s->velocity))
1386 CL_ClientMovement_Move(s);
1387 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1389 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1390 s->velocity[2] -= gravity * 0.5f;
1395 if (s->waterjumptime <= 0)
1397 // apply air speed limit
1398 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1401 accelqw = cl.movevars_airaccel_qw;
1402 wishspeed0 = wishspeed;
1403 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1406 accel = cl.movevars_airaccelerate;
1408 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1409 wishspeed2 = wishspeed;
1412 if(cl.movevars_airstopaccelerate != 0)
1415 curdir[0] = s->velocity[0];
1416 curdir[1] = s->velocity[1];
1418 VectorNormalize(curdir);
1419 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1421 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
1422 if(cl.movevars_maxairstrafespeed)
1423 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1424 if(cl.movevars_airstrafeaccelerate)
1425 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1426 if(cl.movevars_airstrafeaccel_qw)
1428 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1430 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1433 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1434 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1436 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);
1438 if(cl.movevars_aircontrol)
1439 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1441 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1442 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1443 s->velocity[2] -= gravity * 0.5f;
1445 s->velocity[2] -= gravity;
1446 CL_ClientMovement_Move(s);
1447 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1449 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1450 s->velocity[2] -= gravity * 0.5f;
1455 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1457 //Con_Printf(" %f", frametime);
1459 s->cmd.canjump = true;
1460 s->waterjumptime -= s->cmd.frametime;
1461 CL_ClientMovement_UpdateStatus(s);
1462 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1463 CL_ClientMovement_Physics_Swim(s);
1465 CL_ClientMovement_Physics_Walk(s);
1468 extern cvar_t host_timescale;
1469 void CL_UpdateMoveVars(void)
1471 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1475 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1477 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1478 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1479 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1480 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1481 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1482 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1483 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1484 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1485 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1486 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1487 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1488 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1489 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1490 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1491 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1492 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1493 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1494 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1495 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1496 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1497 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1498 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1499 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1500 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1501 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1502 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1503 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1504 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1505 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1506 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1507 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1508 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1509 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1510 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1515 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : host_timescale.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1516 cl.movevars_timescale = (cls.demoplayback ? 1.0f : host_timescale.value);
1517 cl.movevars_gravity = sv_gravity.value;
1518 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1519 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1520 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1521 cl.movevars_accelerate = cl_movement_accelerate.value;
1522 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1523 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1524 cl.movevars_friction = cl_movement_friction.value;
1525 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1526 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1527 cl.movevars_entgravity = 1;
1528 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1529 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1530 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1531 cl.movevars_stepheight = cl_movement_stepheight.value;
1532 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1533 cl.movevars_airaccel_qw_stretchfactor = 0;
1534 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1535 cl.movevars_airstopaccelerate = 0;
1536 cl.movevars_airstrafeaccelerate = 0;
1537 cl.movevars_maxairstrafespeed = 0;
1538 cl.movevars_airstrafeaccel_qw = 0;
1539 cl.movevars_aircontrol = 0;
1540 cl.movevars_aircontrol_power = 2;
1541 cl.movevars_aircontrol_penalty = 0;
1542 cl.movevars_warsowbunny_airforwardaccel = 0;
1543 cl.movevars_warsowbunny_accel = 0;
1544 cl.movevars_warsowbunny_topspeed = 0;
1545 cl.movevars_warsowbunny_turnaccel = 0;
1546 cl.movevars_warsowbunny_backtosideratio = 0;
1547 cl.movevars_airspeedlimit_nonqw = 0;
1550 if(!(cl.moveflags & MOVEFLAG_VALID))
1552 if(gamemode == GAME_NEXUIZ) // Legacy hack to work with old servers of Nexuiz.
1553 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1556 if(cl.movevars_aircontrol_power <= 0)
1557 cl.movevars_aircontrol_power = 2; // CPMA default
1560 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1562 // if a move is more than 50ms, do it as two moves (matching qwsv)
1563 //Con_Printf("%i ", s.cmd.msec);
1564 if(s->cmd.frametime > 0.0005)
1566 if (s->cmd.frametime > 0.05)
1568 s->cmd.frametime /= 2;
1569 CL_ClientMovement_PlayerMove(s);
1571 CL_ClientMovement_PlayerMove(s);
1575 // we REALLY need this handling to happen, even if the move is not executed
1577 s->cmd.canjump = true;
1581 void CL_ClientMovement_Replay(void)
1584 double totalmovemsec;
1585 cl_clientmovement_state_t s;
1587 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1589 if (cl.movement_predicted && !cl.movement_replay)
1592 if (!cl_movement_replay.integer)
1595 // set up starting state for the series of moves
1596 memset(&s, 0, sizeof(s));
1597 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1598 VectorCopy(cl.mvelocity[0], s.velocity);
1599 s.crouched = true; // will be updated on first move
1600 //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]);
1603 for (i = 0;i < CL_MAX_USERCMDS;i++)
1604 if (cl.movecmd[i].sequence > cls.servermovesequence)
1605 totalmovemsec += cl.movecmd[i].msec;
1606 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);
1607 //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);
1608 if (cl.movement_predicted)
1610 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1612 // replay the input queue to predict current location
1613 // note: this relies on the fact there's always one queue item at the end
1615 // find how many are still valid
1616 for (i = 0;i < CL_MAX_USERCMDS;i++)
1617 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1619 // now walk them in oldest to newest order
1620 for (i--;i >= 0;i--)
1622 s.cmd = cl.movecmd[i];
1623 if (i < CL_MAX_USERCMDS - 1)
1624 s.cmd.canjump = cl.movecmd[i+1].canjump;
1626 CL_ClientMovement_PlayerMove_Frame(&s);
1628 cl.movecmd[i].canjump = s.cmd.canjump;
1631 CL_ClientMovement_UpdateStatus(&s);
1635 // get the first movement queue entry to know whether to crouch and such
1636 s.cmd = cl.movecmd[0];
1639 if (!cls.demoplayback) // for bob, speedometer
1641 cl.movement_replay = false;
1642 // update the interpolation target position and velocity
1643 VectorCopy(s.origin, cl.movement_origin);
1644 VectorCopy(s.velocity, cl.movement_velocity);
1647 // update the onground flag if appropriate
1648 if (cl.movement_predicted)
1650 // when predicted we simply set the flag according to the UpdateStatus
1651 cl.onground = s.onground;
1655 // when not predicted, cl.onground is cleared by cl_parse.c each time
1656 // an update packet is received, but can be forced on here to hide
1657 // server inconsistencies in the onground flag
1658 // (which mostly occur when stepping up stairs at very high framerates
1659 // where after the step up the move continues forward and not
1660 // downward so the ground is not detected)
1662 // such onground inconsistencies can cause jittery gun bobbing and
1663 // stair smoothing, so we set onground if UpdateStatus says so
1669 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1674 if (to->viewangles[0] != from->viewangles[0])
1675 bits |= QW_CM_ANGLE1;
1676 if (to->viewangles[1] != from->viewangles[1])
1677 bits |= QW_CM_ANGLE2;
1678 if (to->viewangles[2] != from->viewangles[2])
1679 bits |= QW_CM_ANGLE3;
1680 if (to->forwardmove != from->forwardmove)
1681 bits |= QW_CM_FORWARD;
1682 if (to->sidemove != from->sidemove)
1684 if (to->upmove != from->upmove)
1686 if (to->buttons != from->buttons)
1687 bits |= QW_CM_BUTTONS;
1688 if (to->impulse != from->impulse)
1689 bits |= QW_CM_IMPULSE;
1691 MSG_WriteByte(buf, bits);
1692 if (bits & QW_CM_ANGLE1)
1693 MSG_WriteAngle16i(buf, to->viewangles[0]);
1694 if (bits & QW_CM_ANGLE2)
1695 MSG_WriteAngle16i(buf, to->viewangles[1]);
1696 if (bits & QW_CM_ANGLE3)
1697 MSG_WriteAngle16i(buf, to->viewangles[2]);
1698 if (bits & QW_CM_FORWARD)
1699 MSG_WriteShort(buf, (short) to->forwardmove);
1700 if (bits & QW_CM_SIDE)
1701 MSG_WriteShort(buf, (short) to->sidemove);
1702 if (bits & QW_CM_UP)
1703 MSG_WriteShort(buf, (short) to->upmove);
1704 if (bits & QW_CM_BUTTONS)
1705 MSG_WriteByte(buf, to->buttons);
1706 if (bits & QW_CM_IMPULSE)
1707 MSG_WriteByte(buf, to->impulse);
1708 MSG_WriteByte(buf, to->msec);
1711 void CL_NewFrameReceived(int num)
1713 if (developer_networkentities.integer >= 10)
1714 Con_Printf("recv: svc_entities %i\n", num);
1715 cl.latestframenums[cl.latestframenumsposition] = num;
1716 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1717 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1720 void CL_RotateMoves(const matrix4x4_t *m)
1722 // rotate viewangles in all previous moves
1726 for (i = 0;i < CL_MAX_USERCMDS;i++)
1728 if (cl.movecmd[i].sequence > cls.servermovesequence)
1730 usercmd_t *c = &cl.movecmd[i];
1731 AngleVectors(c->viewangles, f, r, u);
1732 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1733 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1734 AnglesFromVectors(c->viewangles, f, u, false);
1744 usercmd_t nullcmd; // for delta compression of qw moves
1745 void CL_SendMove(void)
1747 int i, j, packetloss;
1753 unsigned char data[1024];
1759 // if playing a demo, do nothing
1763 // we don't que moves during a lag spike (potential network timeout)
1764 quemove = host.realtime - cl.last_received_message < cl_movement_nettimeout.value;
1766 // we build up cl.cmd and then decide whether to send or not
1767 // we store this into cl.movecmd[0] for prediction each frame even if we
1768 // do not send, to make sure that prediction is instant
1769 cl.cmd.time = cl.time;
1770 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1773 // LadyHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1775 if (in_attack.state & 3) bits |= 1;
1776 if (in_jump.state & 3) bits |= 2;
1777 if (in_button3.state & 3) bits |= 4;
1778 if (in_button4.state & 3) bits |= 8;
1779 if (in_button5.state & 3) bits |= 16;
1780 if (in_button6.state & 3) bits |= 32;
1781 if (in_button7.state & 3) bits |= 64;
1782 if (in_button8.state & 3) bits |= 128;
1783 if (in_use.state & 3) bits |= 256;
1784 if (key_dest != key_game || key_consoleactive) bits |= 512;
1785 if (cl_prydoncursor.integer > 0) bits |= 1024;
1786 if (in_button9.state & 3) bits |= 2048;
1787 if (in_button10.state & 3) bits |= 4096;
1788 if (in_button11.state & 3) bits |= 8192;
1789 if (in_button12.state & 3) bits |= 16384;
1790 if (in_button13.state & 3) bits |= 32768;
1791 if (in_button14.state & 3) bits |= 65536;
1792 if (in_button15.state & 3) bits |= 131072;
1793 if (in_button16.state & 3) bits |= 262144;
1794 // button bits 19-31 unused currently
1795 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1796 if(cl_prydoncursor.integer > 0)
1798 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1799 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1800 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1801 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1804 // set buttons and impulse
1805 cl.cmd.buttons = bits;
1806 cl.cmd.impulse = in_impulse;
1809 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1811 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1812 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1813 // ridiculous value rejection (matches qw)
1814 if (cl.cmd.msec > 250)
1816 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1818 switch(cls.protocol)
1820 case PROTOCOL_QUAKEWORLD:
1821 // quakeworld uses a different cvar with opposite meaning, for compatibility
1822 cl.cmd.predicted = cl_nopred.integer == 0;
1824 case PROTOCOL_DARKPLACES6:
1825 case PROTOCOL_DARKPLACES7:
1826 cl.cmd.predicted = cl_movement.integer != 0;
1829 cl.cmd.predicted = false;
1833 // movement is set by input code (forwardmove/sidemove/upmove)
1834 // always dump the first two moves, because they may contain leftover inputs from the last level
1835 if (cl.cmd.sequence <= 2)
1836 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1838 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1840 switch (cls.protocol)
1842 case PROTOCOL_QUAKEWORLD:
1843 case PROTOCOL_QUAKE:
1844 case PROTOCOL_QUAKEDP:
1845 case PROTOCOL_NEHAHRAMOVIE:
1846 case PROTOCOL_NEHAHRABJP:
1847 case PROTOCOL_NEHAHRABJP2:
1848 case PROTOCOL_NEHAHRABJP3:
1849 case PROTOCOL_DARKPLACES1:
1850 case PROTOCOL_DARKPLACES2:
1851 case PROTOCOL_DARKPLACES3:
1852 case PROTOCOL_DARKPLACES4:
1853 case PROTOCOL_DARKPLACES5:
1855 case PROTOCOL_DARKPLACES6:
1856 case PROTOCOL_DARKPLACES7:
1857 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1858 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1860 case PROTOCOL_UNKNOWN:
1865 cl.movecmd[0] = cl.cmd;
1867 // don't predict more than 200fps
1868 if (host.realtime >= cl.lastpackettime + 0.005)
1869 cl.movement_replay = true; // redo the prediction
1871 // now decide whether to actually send this move
1872 // (otherwise it is only for prediction)
1874 // don't send too often or else network connections can get clogged by a
1875 // high renderer framerate
1876 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1877 if (cl.movevars_timescale && cl.movevars_ticrate)
1879 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1880 packettime = min(packettime, maxtic);
1883 // do not send 0ms packets because they mess up physics
1884 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1886 // always send if buttons changed or an impulse is pending
1887 // even if it violates the rate limit!
1888 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1889 // don't send too often (cl_netfps)
1890 if (!important && host.realtime < cl.lastpackettime + packettime)
1892 // don't choke the connection with packets (obey rate limit)
1893 // it is important that this check be last, because it adds a new
1894 // frame to the shownetgraph output and any cancelation after this
1895 // will produce a nasty spike-like look to the netgraph
1896 // we also still send if it is important
1897 if (!NetConn_CanSend(cls.netcon) && !important)
1899 // try to round off the lastpackettime to a multiple of the packet interval
1900 // (this causes it to emit packets at a steady beat)
1902 cl.lastpackettime = floor(host.realtime / packettime) * packettime;
1904 cl.lastpackettime = host.realtime;
1906 buf.maxsize = sizeof(data);
1910 // send the movement message
1911 // PROTOCOL_QUAKE clc_move = 16 bytes total
1912 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1913 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1914 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1915 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1916 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1917 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1918 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1919 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1920 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1921 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1923 // set prydon cursor info
1924 CL_UpdatePrydonCursor();
1926 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1928 switch (cls.protocol)
1930 case PROTOCOL_QUAKEWORLD:
1931 MSG_WriteByte(&buf, qw_clc_move);
1932 // save the position for a checksum byte
1933 checksumindex = buf.cursize;
1934 MSG_WriteByte(&buf, 0);
1935 // packet loss percentage
1936 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1937 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1939 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1940 MSG_WriteByte(&buf, packetloss);
1941 // write most recent 3 moves
1942 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1943 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1944 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1945 // calculate the checksum
1946 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1947 // if delta compression history overflows, request no delta
1948 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1949 cl.qw_validsequence = 0;
1950 // request delta compression if appropriate
1951 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1953 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1954 MSG_WriteByte(&buf, qw_clc_delta);
1955 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1958 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1960 case PROTOCOL_QUAKE:
1961 case PROTOCOL_QUAKEDP:
1962 case PROTOCOL_NEHAHRAMOVIE:
1963 case PROTOCOL_NEHAHRABJP:
1964 case PROTOCOL_NEHAHRABJP2:
1965 case PROTOCOL_NEHAHRABJP3:
1967 MSG_WriteByte (&buf, clc_move);
1968 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1969 // 3 bytes (6 bytes in proquake)
1970 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1972 for (i = 0;i < 3;i++)
1973 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1977 for (i = 0;i < 3;i++)
1978 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1981 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1982 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1983 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1985 MSG_WriteByte (&buf, cl.cmd.buttons);
1986 MSG_WriteByte (&buf, cl.cmd.impulse);
1988 case PROTOCOL_DARKPLACES2:
1989 case PROTOCOL_DARKPLACES3:
1991 MSG_WriteByte (&buf, clc_move);
1992 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1994 for (i = 0;i < 3;i++)
1995 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1997 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1998 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1999 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2001 MSG_WriteByte (&buf, cl.cmd.buttons);
2002 MSG_WriteByte (&buf, cl.cmd.impulse);
2004 case PROTOCOL_DARKPLACES1:
2005 case PROTOCOL_DARKPLACES4:
2006 case PROTOCOL_DARKPLACES5:
2008 MSG_WriteByte (&buf, clc_move);
2009 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2011 for (i = 0;i < 3;i++)
2012 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2014 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2015 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2016 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2018 MSG_WriteByte (&buf, cl.cmd.buttons);
2019 MSG_WriteByte (&buf, cl.cmd.impulse);
2020 case PROTOCOL_DARKPLACES6:
2021 case PROTOCOL_DARKPLACES7:
2022 // set the maxusercmds variable to limit how many should be sent
2023 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2024 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2025 if (!cl.cmd.predicted)
2028 // send the latest moves in order, the old ones will be
2029 // ignored by the server harmlessly, however if the previous
2030 // packets were lost these moves will be used
2032 // this reduces packet loss impact on gameplay.
2033 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2035 // don't repeat any stale moves
2036 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2039 MSG_WriteByte (&buf, clc_move);
2040 if (cls.protocol != PROTOCOL_DARKPLACES6)
2041 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2042 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2044 for (i = 0;i < 3;i++)
2045 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2047 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2048 MSG_WriteCoord16i (&buf, cmd->sidemove);
2049 MSG_WriteCoord16i (&buf, cmd->upmove);
2051 MSG_WriteLong (&buf, cmd->buttons);
2052 MSG_WriteByte (&buf, cmd->impulse);
2053 // PRYDON_CLIENTCURSOR
2055 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2056 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2057 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2058 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2059 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2060 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2061 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2062 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2063 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2066 case PROTOCOL_UNKNOWN:
2071 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2073 // ack entity frame numbers received since the last input was sent
2074 // (redundent to improve handling of client->server packet loss)
2075 // if cl_netrepeatinput is 1 and client framerate matches server
2076 // framerate, this is 10 bytes, if client framerate is lower this
2078 unsigned int oldsequence = cl.cmd.sequence;
2079 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2080 if (oldsequence > delta)
2081 oldsequence = oldsequence - delta;
2084 for (i = 0;i < LATESTFRAMENUMS;i++)
2086 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2087 if (cl.latestsendnums[j] >= oldsequence)
2089 if (developer_networkentities.integer >= 10)
2090 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2091 MSG_WriteByte(&buf, clc_ackframe);
2092 MSG_WriteLong(&buf, cl.latestframenums[j]);
2097 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2098 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2100 // acknowledge any recently received data blocks
2101 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2103 MSG_WriteByte(&buf, clc_ackdownloaddata);
2104 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2105 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2106 cls.dp_downloadack[i].start = 0;
2107 cls.dp_downloadack[i].size = 0;
2110 // send the reliable message (forwarded commands) if there is one
2111 if (buf.cursize || cls.netcon->message.cursize)
2112 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2116 // update the cl.movecmd array which holds the most recent moves,
2117 // because we now need a new slot for the next input
2118 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2119 cl.movecmd[i] = cl.movecmd[i-1];
2120 cl.movecmd[0].msec = 0;
2121 cl.movecmd[0].frametime = 0;
2124 // clear button 'click' states
2125 in_attack.state &= ~2;
2126 in_jump.state &= ~2;
2127 in_button3.state &= ~2;
2128 in_button4.state &= ~2;
2129 in_button5.state &= ~2;
2130 in_button6.state &= ~2;
2131 in_button7.state &= ~2;
2132 in_button8.state &= ~2;
2134 in_button9.state &= ~2;
2135 in_button10.state &= ~2;
2136 in_button11.state &= ~2;
2137 in_button12.state &= ~2;
2138 in_button13.state &= ~2;
2139 in_button14.state &= ~2;
2140 in_button15.state &= ~2;
2141 in_button16.state &= ~2;
2145 if (cls.netcon->message.overflowed)
2147 Con_Print("CL_SendMove: lost server connection\n");
2149 SV_LockThreadMutex();
2151 SV_UnlockThreadMutex();
2160 void CL_InitInput (void)
2162 Cmd_AddCommand(CF_CLIENT, "+moveup",IN_UpDown, "swim upward");
2163 Cmd_AddCommand(CF_CLIENT, "-moveup",IN_UpUp, "stop swimming upward");
2164 Cmd_AddCommand(CF_CLIENT, "+movedown",IN_DownDown, "swim downward");
2165 Cmd_AddCommand(CF_CLIENT, "-movedown",IN_DownUp, "stop swimming downward");
2166 Cmd_AddCommand(CF_CLIENT, "+left",IN_LeftDown, "turn left");
2167 Cmd_AddCommand(CF_CLIENT, "-left",IN_LeftUp, "stop turning left");
2168 Cmd_AddCommand(CF_CLIENT, "+right",IN_RightDown, "turn right");
2169 Cmd_AddCommand(CF_CLIENT, "-right",IN_RightUp, "stop turning right");
2170 Cmd_AddCommand(CF_CLIENT, "+forward",IN_ForwardDown, "move forward");
2171 Cmd_AddCommand(CF_CLIENT, "-forward",IN_ForwardUp, "stop moving forward");
2172 Cmd_AddCommand(CF_CLIENT, "+back",IN_BackDown, "move backward");
2173 Cmd_AddCommand(CF_CLIENT, "-back",IN_BackUp, "stop moving backward");
2174 Cmd_AddCommand(CF_CLIENT, "+lookup", IN_LookupDown, "look upward");
2175 Cmd_AddCommand(CF_CLIENT, "-lookup", IN_LookupUp, "stop looking upward");
2176 Cmd_AddCommand(CF_CLIENT, "+lookdown", IN_LookdownDown, "look downward");
2177 Cmd_AddCommand(CF_CLIENT, "-lookdown", IN_LookdownUp, "stop looking downward");
2178 Cmd_AddCommand(CF_CLIENT, "+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2179 Cmd_AddCommand(CF_CLIENT, "-strafe", IN_StrafeUp, "deactivate strafing mode");
2180 Cmd_AddCommand(CF_CLIENT, "+moveleft", IN_MoveleftDown, "strafe left");
2181 Cmd_AddCommand(CF_CLIENT, "-moveleft", IN_MoveleftUp, "stop strafing left");
2182 Cmd_AddCommand(CF_CLIENT, "+moveright", IN_MoverightDown, "strafe right");
2183 Cmd_AddCommand(CF_CLIENT, "-moveright", IN_MoverightUp, "stop strafing right");
2184 Cmd_AddCommand(CF_CLIENT, "+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2185 Cmd_AddCommand(CF_CLIENT, "-speed", IN_SpeedUp, "deactivate run mode");
2186 Cmd_AddCommand(CF_CLIENT, "+attack", IN_AttackDown, "begin firing");
2187 Cmd_AddCommand(CF_CLIENT, "-attack", IN_AttackUp, "stop firing");
2188 Cmd_AddCommand(CF_CLIENT, "+jump", IN_JumpDown, "jump");
2189 Cmd_AddCommand(CF_CLIENT, "-jump", IN_JumpUp, "end jump (so you can jump again)");
2190 Cmd_AddCommand(CF_CLIENT, "impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2191 Cmd_AddCommand(CF_CLIENT, "+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2192 Cmd_AddCommand(CF_CLIENT, "-klook", IN_KLookUp, "deactivate keyboard looking mode");
2193 Cmd_AddCommand(CF_CLIENT, "+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2194 Cmd_AddCommand(CF_CLIENT, "-mlook", IN_MLookUp, "deactivate mouse looking mode");
2196 // LadyHavoc: added lots of buttons
2197 Cmd_AddCommand(CF_CLIENT, "+use", IN_UseDown, "use something (may be used by some mods)");
2198 Cmd_AddCommand(CF_CLIENT, "-use", IN_UseUp, "stop using something");
2199 Cmd_AddCommand(CF_CLIENT, "+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2200 Cmd_AddCommand(CF_CLIENT, "-button3", IN_Button3Up, "deactivate button3");
2201 Cmd_AddCommand(CF_CLIENT, "+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2202 Cmd_AddCommand(CF_CLIENT, "-button4", IN_Button4Up, "deactivate button4");
2203 Cmd_AddCommand(CF_CLIENT, "+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2204 Cmd_AddCommand(CF_CLIENT, "-button5", IN_Button5Up, "deactivate button5");
2205 Cmd_AddCommand(CF_CLIENT, "+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2206 Cmd_AddCommand(CF_CLIENT, "-button6", IN_Button6Up, "deactivate button6");
2207 Cmd_AddCommand(CF_CLIENT, "+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2208 Cmd_AddCommand(CF_CLIENT, "-button7", IN_Button7Up, "deactivate button7");
2209 Cmd_AddCommand(CF_CLIENT, "+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2210 Cmd_AddCommand(CF_CLIENT, "-button8", IN_Button8Up, "deactivate button8");
2211 Cmd_AddCommand(CF_CLIENT, "+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2212 Cmd_AddCommand(CF_CLIENT, "-button9", IN_Button9Up, "deactivate button9");
2213 Cmd_AddCommand(CF_CLIENT, "+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2214 Cmd_AddCommand(CF_CLIENT, "-button10", IN_Button10Up, "deactivate button10");
2215 Cmd_AddCommand(CF_CLIENT, "+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2216 Cmd_AddCommand(CF_CLIENT, "-button11", IN_Button11Up, "deactivate button11");
2217 Cmd_AddCommand(CF_CLIENT, "+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2218 Cmd_AddCommand(CF_CLIENT, "-button12", IN_Button12Up, "deactivate button12");
2219 Cmd_AddCommand(CF_CLIENT, "+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2220 Cmd_AddCommand(CF_CLIENT, "-button13", IN_Button13Up, "deactivate button13");
2221 Cmd_AddCommand(CF_CLIENT, "+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2222 Cmd_AddCommand(CF_CLIENT, "-button14", IN_Button14Up, "deactivate button14");
2223 Cmd_AddCommand(CF_CLIENT, "+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2224 Cmd_AddCommand(CF_CLIENT, "-button15", IN_Button15Up, "deactivate button15");
2225 Cmd_AddCommand(CF_CLIENT, "+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2226 Cmd_AddCommand(CF_CLIENT, "-button16", IN_Button16Up, "deactivate button16");
2228 // LadyHavoc: added bestweapon command
2229 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)");
2230 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");
2232 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2233 Cvar_RegisterVariable(&cl_movement);
2234 Cvar_RegisterVariable(&cl_movement_replay);
2235 Cvar_RegisterVariable(&cl_movement_nettimeout);
2236 Cvar_RegisterVariable(&cl_movement_minping);
2237 Cvar_RegisterVariable(&cl_movement_track_canjump);
2238 Cvar_RegisterVariable(&cl_movement_maxspeed);
2239 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2240 Cvar_RegisterVariable(&cl_movement_stopspeed);
2241 Cvar_RegisterVariable(&cl_movement_friction);
2242 Cvar_RegisterVariable(&cl_movement_wallfriction);
2243 Cvar_RegisterVariable(&cl_movement_waterfriction);
2244 Cvar_RegisterVariable(&cl_movement_edgefriction);
2245 Cvar_RegisterVariable(&cl_movement_stepheight);
2246 Cvar_RegisterVariable(&cl_movement_accelerate);
2247 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2248 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2249 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2250 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2251 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2252 Cvar_RegisterVariable(&cl_nopred);
2254 Cvar_RegisterVariable(&in_pitch_min);
2255 Cvar_RegisterVariable(&in_pitch_max);
2256 Cvar_RegisterVariable(&m_filter);
2257 Cvar_RegisterVariable(&m_accelerate);
2258 Cvar_RegisterVariable(&m_accelerate_minspeed);
2259 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2260 Cvar_RegisterVariable(&m_accelerate_filter);
2261 Cvar_RegisterVariable(&m_accelerate_power);
2262 Cvar_RegisterVariable(&m_accelerate_power_offset);
2263 Cvar_RegisterVariable(&m_accelerate_power_senscap);
2264 Cvar_RegisterVariable(&m_accelerate_power_strength);
2266 Cvar_RegisterVariable(&cl_netfps);
2267 Cvar_RegisterVariable(&cl_netrepeatinput);
2268 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2270 Cvar_RegisterVariable(&cl_nodelta);
2272 Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);