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
29 ===============================================================================
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
46 ===============================================================================
50 kbutton_t in_mlook, in_klook;
51 kbutton_t in_left, in_right, in_forward, in_back;
52 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
64 void KeyDown (kbutton_t *b)
73 k = -1; // typed manually at the console for continuous down
75 if (k == b->down[0] || k == b->down[1])
76 return; // repeating key
84 Con_Print("Three keys down for a button!\n");
90 b->state |= 1 + 2; // down + impulse down
93 void KeyUp (kbutton_t *b)
102 { // typed manually at the console, assume for unsticking, so clear all
103 b->down[0] = b->down[1] = 0;
104 b->state = 4; // impulse up
110 else if (b->down[1] == k)
113 return; // key up without coresponding down (menu pass through)
114 if (b->down[0] || b->down[1])
115 return; // some other key is still holding it down
118 return; // still up (this should not happen)
119 b->state &= ~1; // now up
120 b->state |= 4; // impulse up
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
129 if ( !(in_mlook.state&1) && lookspring.value)
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
205 for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206 if(in_bestweapon_info[i].impulse == impulse)
208 if(i >= IN_BESTWEAPON_MAX)
210 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
213 strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214 in_bestweapon_info[i].impulse = impulse;
216 in_bestweapon_info[i].weaponbit = weaponbit;
217 if(activeweaponcode != -1)
218 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220 in_bestweapon_info[i].ammostat = ammostat;
222 in_bestweapon_info[i].ammomin = ammomin;
225 void IN_BestWeapon_ResetData (void)
227 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228 IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229 IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230 IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231 IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232 IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233 IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234 IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235 IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236 IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237 IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238 IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239 IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240 IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
243 void IN_BestWeapon_Register_f (void)
247 IN_BestWeapon_Register(
256 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262 IN_BestWeapon_ResetData();
266 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
270 void IN_BestWeapon (void)
276 Con_Printf("bestweapon requires 1 or more parameters\n");
279 for (i = 1;i < Cmd_Argc();i++)
282 // figure out which weapon this character refers to
283 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285 if (!strcmp(in_bestweapon_info[n].name, t))
287 // we found out what weapon this character refers to
288 // check if the inventory contains the weapon and enough ammo
289 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291 // we found one of the weapons the player wanted
292 // send an impulse to switch to it
293 in_impulse = in_bestweapon_info[n].impulse;
299 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301 // if we couldn't find any of the weapons, there's nothing more we can do...
304 void IN_CycleWeapon (void)
308 qboolean found = false;
312 Con_Printf("bestweapon requires 1 or more parameters\n");
315 for (i = 1;i < Cmd_Argc();i++)
318 // figure out which weapon this character refers to
319 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
321 if (!strcmp(in_bestweapon_info[n].name, t))
323 // we found out what weapon this character refers to
324 // check if the inventory contains the weapon and enough ammo
325 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
327 // we found one of the weapons the player wanted
332 in_impulse = in_bestweapon_info[n].impulse;
335 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
341 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
345 in_impulse = in_bestweapon_info[first].impulse;
348 // if we couldn't find any of the weapons, there's nothing more we can do...
355 Returns 0.25 if a key was pressed and released during the frame,
356 0.5 if it was pressed and held
357 0 if held then released, and
358 1.0 if held for the entire time
361 float CL_KeyState (kbutton_t *key)
364 qboolean impulsedown, impulseup, down;
366 impulsedown = key->state & 2;
367 impulseup = key->state & 4;
368 down = key->state & 1;
371 if (impulsedown && !impulseup)
374 val = 0.5; // pressed and held this frame
376 val = 0; // I_Error ();
378 if (impulseup && !impulsedown)
381 val = 0; // I_Error ();
383 val = 0; // released this frame
385 if (!impulsedown && !impulseup)
388 val = 1.0; // held the entire frame
390 val = 0; // up the entire frame
392 if (impulsedown && impulseup)
395 val = 0.75; // released and re-pressed this frame
397 val = 0.25; // pressed and released this frame
400 key->state &= 1; // clear impulses
408 //==========================================================================
410 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
411 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
412 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
413 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
415 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
417 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
418 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
420 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
422 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
423 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
424 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
425 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
426 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
427 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
428 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
429 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
430 cvar_t cl_movement_waterfriction = {0, "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"};
431 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
432 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
433 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
434 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
435 cvar_t cl_movement_wateraccelerate = {0, "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"};
436 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
437 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
438 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
440 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
441 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
443 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
445 cvar_t cl_netinputpacketsperserverpacket = {CVAR_SAVE, "cl_netinputpacketsperserverpacket", "1.0", "send this many input packets per server packet received"};
446 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","20", "how many input packets to send to server each second (only used on old servers, and note this is multiplied by cl_netinputpacketsperserverpacket)"};
447 cvar_t cl_netinputpacketspersecond_qw = {CVAR_SAVE, "cl_netinputpacketspersecond_qw","72", "how many input packets to send to a qw server each second (only used on qw servers)"};
448 cvar_t cl_netinputpacketlosstolerance = {CVAR_SAVE, "cl_netinputpacketlosstolerance", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
450 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
452 extern cvar_t v_flipped;
458 Moves the local angle positions
461 void CL_AdjustAngles (void)
466 if (in_speed.state & 1)
467 speed = cl.realframetime * cl_anglespeedkey.value;
469 speed = cl.realframetime;
471 if (!(in_strafe.state & 1))
473 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
474 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
476 if (in_klook.state & 1)
479 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
480 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
483 up = CL_KeyState (&in_lookup);
484 down = CL_KeyState(&in_lookdown);
486 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
487 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
492 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
493 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
494 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
495 if (cl.viewangles[YAW] >= 180)
496 cl.viewangles[YAW] -= 360;
497 if (cl.viewangles[PITCH] >= 180)
498 cl.viewangles[PITCH] -= 360;
499 if (cl.viewangles[ROLL] >= 180)
500 cl.viewangles[ROLL] -= 360;
502 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
503 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
506 qboolean cl_ignoremousemove = false;
512 Send the intended movement message to the server
518 static float old_mouse_x = 0, old_mouse_y = 0;
520 // clamp before the move to prevent starting with bad angles
523 if(v_flipped.integer)
524 cl.viewangles[YAW] = -cl.viewangles[YAW];
526 // reset some of the command fields
527 cl.cmd.forwardmove = 0;
531 // get basic movement from keyboard
532 if (in_strafe.state & 1)
534 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
535 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
538 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
539 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
541 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
542 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
544 if (! (in_klook.state & 1) )
546 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
547 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
550 // adjust for speed key
551 if (in_speed.state & 1)
553 cl.cmd.forwardmove *= cl_movespeedkey.value;
554 cl.cmd.sidemove *= cl_movespeedkey.value;
555 cl.cmd.upmove *= cl_movespeedkey.value;
561 // allow mice or other external controllers to add to the move
564 // ignore a mouse move if mouse was activated/deactivated this frame
565 if (cl_ignoremousemove)
567 cl_ignoremousemove = false;
572 // apply m_filter if it is on
575 if (m_filter.integer)
577 in_mouse_x = (mx + old_mouse_x) * 0.5;
578 in_mouse_y = (my + old_mouse_y) * 0.5;
583 // if not in menu, apply mouse move to viewangles/movement
584 if (!cl.csqc_wantsmousemove && in_client_mouse)
586 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
587 if (cl_prydoncursor.integer)
589 // mouse interacting with the scene, mostly stationary view
591 cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
592 cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
594 else if (in_strafe.state & 1)
596 // strafing mode, all looking is movement
598 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
599 if (noclip_anglehack)
600 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
602 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
604 else if ((in_mlook.state & 1) || freelook.integer)
606 // mouselook, lookstrafe causes turning to become strafing
608 if (lookstrafe.integer)
609 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
611 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
612 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
616 // non-mouselook, yaw turning and forward/back movement
617 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
618 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
622 if(v_flipped.integer)
624 cl.viewangles[YAW] = -cl.viewangles[YAW];
625 cl.cmd.sidemove = -cl.cmd.sidemove;
628 // clamp after the move to prevent rendering with bad angles
632 #include "cl_collision.h"
634 void CL_UpdatePrydonCursor(void)
638 if (!cl_prydoncursor.integer)
639 VectorClear(cl.cmd.cursor_screen);
642 if (cl.cmd.cursor_screen[0] < -1)
644 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
645 cl.cmd.cursor_screen[0] = -1;
647 if (cl.cmd.cursor_screen[0] > 1)
649 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
650 cl.cmd.cursor_screen[0] = 1;
652 if (cl.cmd.cursor_screen[1] < -1)
654 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
655 cl.cmd.cursor_screen[1] = -1;
657 if (cl.cmd.cursor_screen[1] > 1)
659 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
660 cl.cmd.cursor_screen[1] = 1;
663 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
664 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
665 cl.cmd.cursor_screen[2] = 1;
667 // calculate current view matrix
668 Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
669 // calculate direction vector of cursor in viewspace by using frustum slopes
670 VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
671 Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
672 // trace from view origin to the cursor
673 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);
676 void CL_ClientMovement_ExpireOldMoves(void)
680 // remove stale queue items
681 n = cl.movement_numqueue;
682 cl.movement_numqueue = 0;
683 if (cls.servermovesequence)
685 for (i = 0;i < n;i++)
687 if (cl.movement_queue[i].sequence > cls.servermovesequence)
688 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
690 cl.movement_replay_canjump = cl.movement_queue[i].canjump;
695 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
697 // if time has not advanced, do nothing
698 if (cl.movecmd[0].msec <= 0)
700 // add to input queue if there is room
701 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
703 // add to input queue
704 cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence;
705 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
706 cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001;
707 VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
708 cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove;
709 cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove;
710 cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove;
711 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
712 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
713 cl.movement_numqueue++;
716 cl.movement_replay = true;
719 typedef enum waterlevel_e
728 typedef struct cl_clientmovement_state_s
733 // current bounding box (different if crouched vs standing)
736 // currently on the ground
738 // currently crouching
740 // what kind of water (SUPERCONTENTS_LAVA for instance)
743 waterlevel_t waterlevel;
744 // weird hacks when jumping out of water
745 // (this is in seconds and counts down to 0)
749 client_movementqueue_t q;
751 cl_clientmovement_state_t;
753 #define NUMOFFSETS 27
754 static vec3_t offsets[NUMOFFSETS] =
756 // 1 no nudge (just return the original if this test passes)
757 { 0.000, 0.000, 0.000},
759 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
760 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
761 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
762 // 4 diagonal flat nudges
763 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
764 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
765 // 8 diagonal upward nudges
766 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
767 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
768 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
769 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
770 // 8 diagonal downward nudges
771 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
772 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
773 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
774 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
777 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
781 for (i = 0;i < NUMOFFSETS;i++)
783 VectorAdd(offsets[i], s->origin, neworigin);
784 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
786 VectorCopy(neworigin, s->origin);
790 // if all offsets failed, give up
794 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
796 vec3_t origin1, origin2;
799 // make sure player is not stuck
800 CL_ClientMovement_Unstick(s);
805 // wants to crouch, this always works..
811 // wants to stand, if currently crouching we need to check for a
815 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
816 if (!trace.startsolid)
822 VectorCopy(cl.playercrouchmins, s->mins);
823 VectorCopy(cl.playercrouchmaxs, s->maxs);
827 VectorCopy(cl.playerstandmins, s->mins);
828 VectorCopy(cl.playerstandmaxs, s->maxs);
832 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
833 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
834 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
835 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
837 // set watertype/waterlevel
838 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
839 s->waterlevel = WATERLEVEL_NONE;
840 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
843 s->waterlevel = WATERLEVEL_WETFEET;
844 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
845 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
847 s->waterlevel = WATERLEVEL_SWIMMING;
848 origin1[2] = s->origin[2] + 22;
849 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
850 s->waterlevel = WATERLEVEL_SUBMERGED;
854 // water jump prediction
855 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
856 s->waterjumptime = 0;
859 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
865 vec3_t currentorigin2;
867 vec3_t primalvelocity;
871 CL_ClientMovement_UpdateStatus(s);
872 VectorCopy(s->velocity, primalvelocity);
873 for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
875 VectorMA(s->origin, t, s->velocity, neworigin);
876 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
877 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
879 // may be a step or wall, try stepping up
880 // first move forward at a higher level
881 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
882 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
883 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
884 if (!trace2.startsolid)
886 // then move down from there
887 VectorCopy(trace2.endpos, currentorigin2);
888 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
889 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
890 //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]);
891 // accept the new trace if it made some progress
892 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
895 VectorCopy(trace3.endpos, trace.endpos);
900 // check if it moved at all
901 if (trace.fraction >= 0.001)
902 VectorCopy(trace.endpos, s->origin);
904 // check if it moved all the way
905 if (trace.fraction == 1)
908 //if (trace.plane.normal[2] > 0.7)
909 // s->onground = true;
911 t -= t * trace.fraction;
913 f = DotProduct(s->velocity, trace.plane.normal);
914 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
916 if (s->waterjumptime > 0)
917 VectorCopy(primalvelocity, s->velocity);
921 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
928 // water jump only in certain situations
929 // this mimics quakeworld code
930 if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
935 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
936 AngleVectors(yawangles, forward, NULL, NULL);
937 VectorMA(s->origin, 24, forward, spot);
939 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
942 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
944 VectorScale(forward, 50, s->velocity);
945 s->velocity[2] = 310;
946 s->waterjumptime = 2;
948 s->q.canjump = false;
953 if (!VectorLength2(s->q.move))
955 // drift towards bottom
956 VectorSet(wishvel, 0, 0, -60);
964 // calculate movement vector
965 AngleVectors(s->q.viewangles, forward, right, up);
966 VectorSet(up, 0, 0, 1);
967 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
970 // split wishvel into wishspeed and wishdir
971 wishspeed = VectorLength(wishvel);
973 VectorScale(wishvel, 1 / wishspeed, wishdir);
975 VectorSet( wishdir, 0.0, 0.0, 0.0 );
976 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
981 if (s->waterjumptime <= 0)
984 f = 1 - s->q.frametime * cl.movevars_waterfriction * s->waterlevel;
986 VectorScale(s->velocity, f, s->velocity);
988 // water acceleration
989 f = wishspeed - DotProduct(s->velocity, wishdir);
992 f = min(cl.movevars_wateraccelerate * s->q.frametime * wishspeed, f);
993 VectorMA(s->velocity, f, wishdir, s->velocity);
996 // holding jump button swims upward slowly
999 if (s->watertype & SUPERCONTENTS_LAVA)
1000 s->velocity[2] = 50;
1001 else if (s->watertype & SUPERCONTENTS_SLIME)
1002 s->velocity[2] = 80;
1005 if (gamemode == GAME_NEXUIZ)
1006 s->velocity[2] = 200;
1008 s->velocity[2] = 100;
1013 CL_ClientMovement_Move(s);
1016 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1031 // jump if on ground with jump button pressed but only if it has been
1032 // released at least once since the last jump
1035 if (s->onground && (s->q.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1037 s->velocity[2] += cl.movevars_jumpvelocity;
1038 s->onground = false;
1039 s->q.canjump = false;
1043 s->q.canjump = true;
1045 // calculate movement vector
1046 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
1047 AngleVectors(yawangles, forward, right, up);
1048 VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
1050 // split wishvel into wishspeed and wishdir
1051 wishspeed = VectorLength(wishvel);
1053 VectorScale(wishvel, 1 / wishspeed, wishdir);
1055 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1056 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1060 // check if onground
1063 // apply edge friction
1064 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1065 friction = cl.movevars_friction;
1066 if (f > 0 && cl.movevars_edgefriction != 1)
1070 // note: QW uses the full player box for the trace, and yet still
1071 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1072 // this mimics it for compatibility
1073 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1074 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1075 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1076 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1078 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1079 if (trace.fraction == 1 && !trace.startsolid)
1080 friction *= cl.movevars_edgefriction;
1082 // apply ground friction
1083 f = 1 - s->q.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1085 VectorScale(s->velocity, f, s->velocity);
1086 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1089 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1090 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1092 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1093 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1095 if (VectorLength2(s->velocity))
1096 CL_ClientMovement_Move(s);
1100 if (s->waterjumptime <= 0)
1107 // apply air speed limit
1108 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1111 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1114 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1115 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1119 vel_straight = DotProduct(s->velocity, wishdir);
1120 vel_z = s->velocity[2];
1121 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1122 vel_perpend[2] -= vel_z;
1124 f = wishspeed - vel_straight;
1126 vel_straight += min(f, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * cl.movevars_airaccel_qw;
1128 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1130 VectorM(1 - (s->q.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1132 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1133 s->velocity[2] += vel_z;
1135 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1136 CL_ClientMovement_Move(s);
1140 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1142 //Con_Printf(" %f", frametime);
1144 s->q.canjump = true;
1145 s->waterjumptime -= s->q.frametime;
1146 CL_ClientMovement_UpdateStatus(s);
1147 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1148 CL_ClientMovement_Physics_Swim(s);
1150 CL_ClientMovement_Physics_Walk(s);
1153 extern cvar_t slowmo;
1154 void CL_UpdateMoveVars(void)
1156 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1157 cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond_qw.value, 100);
1158 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1160 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1161 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1162 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1163 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1164 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1165 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1166 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1167 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1168 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1169 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1170 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1171 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1172 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1173 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1174 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1175 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1176 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1177 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1178 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1182 cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond.value, 100);
1183 cl.movevars_timescale = slowmo.value;
1184 cl.movevars_gravity = sv_gravity.value;
1185 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1186 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1187 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1188 cl.movevars_accelerate = cl_movement_accelerate.value;
1189 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1190 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1191 cl.movevars_friction = cl_movement_friction.value;
1192 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1193 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1194 cl.movevars_entgravity = 1;
1195 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1196 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1197 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1198 cl.movevars_stepheight = cl_movement_stepheight.value;
1199 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1200 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1204 void CL_ClientMovement_Replay(void)
1208 double totalmovetime;
1209 cl_clientmovement_state_t s;
1211 CL_ClientMovement_ExpireOldMoves();
1213 // set up starting state for the series of moves
1214 memset(&s, 0, sizeof(s));
1215 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1216 VectorCopy(cl.mvelocity[0], s.velocity);
1217 s.crouched = true; // will be updated on first move
1218 //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]);
1221 for (i = 0;i < cl.movement_numqueue - 1;i++)
1222 totalmovetime += cl.movement_queue[i].frametime;
1223 cl.movement_predicted = totalmovetime * 1000.0 >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1224 //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovetime * 1000.0, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1225 if (cl.movement_predicted)
1227 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1229 // replay the input queue to predict current location
1230 // note: this relies on the fact there's always one queue item at the end
1232 canjump = cl.movement_replay_canjump;
1233 for (i = 0;i < cl.movement_numqueue;i++)
1235 s.q = cl.movement_queue[i];
1236 s.q.canjump = canjump;
1237 // if a move is more than 50ms, do it as two moves (matching qwsv)
1238 if (s.q.frametime > 0.05)
1240 s.q.frametime *= 0.5;
1241 CL_ClientMovement_PlayerMove(&s);
1243 CL_ClientMovement_PlayerMove(&s);
1244 canjump = cl.movement_queue[i].canjump = s.q.canjump;
1249 // get the first movement queue entry to know whether to crouch and such
1250 s.q = cl.movement_queue[0];
1252 CL_ClientMovement_UpdateStatus(&s);
1254 if (cl.movement_replay)
1256 cl.movement_replay = false;
1257 // update interpolation timestamps if time has passed
1258 if (cl.movement_time[0] != cl.movecmd[0].time)
1260 cl.movement_time[1] = cl.movement_time[0];
1261 cl.movement_time[0] = cl.movecmd[0].time;
1262 cl.movement_time[2] = cl.time;
1263 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1264 //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1265 //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1268 // update the interpolation target position and velocity
1269 VectorCopy(s.origin, cl.movement_origin);
1270 VectorCopy(s.velocity, cl.movement_velocity);
1273 // update the onground flag if appropriate
1274 if (cl.movement_predicted)
1276 // when predicted we simply set the flag according to the UpdateStatus
1277 cl.onground = s.onground;
1281 // when not predicted, cl.onground is cleared by cl_parse.c each time
1282 // an update packet is received, but can be forced on here to hide
1283 // server inconsistencies in the onground flag
1284 // (which mostly occur when stepping up stairs at very high framerates
1285 // where after the step up the move continues forward and not
1286 // downward so the ground is not detected)
1288 // such onground inconsistencies can cause jittery gun bobbing and
1289 // stair smoothing, so we set onground if UpdateStatus says so
1294 // react to onground state changes (for gun bob)
1297 if (!cl.oldonground)
1298 cl.hitgroundtime = cl.movecmd[0].time;
1299 cl.lastongroundtime = cl.movecmd[0].time;
1301 cl.oldonground = cl.onground;
1304 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1309 if (to->viewangles[0] != from->viewangles[0])
1310 bits |= QW_CM_ANGLE1;
1311 if (to->viewangles[1] != from->viewangles[1])
1312 bits |= QW_CM_ANGLE2;
1313 if (to->viewangles[2] != from->viewangles[2])
1314 bits |= QW_CM_ANGLE3;
1315 if (to->forwardmove != from->forwardmove)
1316 bits |= QW_CM_FORWARD;
1317 if (to->sidemove != from->sidemove)
1319 if (to->upmove != from->upmove)
1321 if (to->buttons != from->buttons)
1322 bits |= QW_CM_BUTTONS;
1323 if (to->impulse != from->impulse)
1324 bits |= QW_CM_IMPULSE;
1326 MSG_WriteByte(buf, bits);
1327 if (bits & QW_CM_ANGLE1)
1328 MSG_WriteAngle16i(buf, to->viewangles[0]);
1329 if (bits & QW_CM_ANGLE2)
1330 MSG_WriteAngle16i(buf, to->viewangles[1]);
1331 if (bits & QW_CM_ANGLE3)
1332 MSG_WriteAngle16i(buf, to->viewangles[2]);
1333 if (bits & QW_CM_FORWARD)
1334 MSG_WriteShort(buf, to->forwardmove);
1335 if (bits & QW_CM_SIDE)
1336 MSG_WriteShort(buf, to->sidemove);
1337 if (bits & QW_CM_UP)
1338 MSG_WriteShort(buf, to->upmove);
1339 if (bits & QW_CM_BUTTONS)
1340 MSG_WriteByte(buf, to->buttons);
1341 if (bits & QW_CM_IMPULSE)
1342 MSG_WriteByte(buf, to->impulse);
1343 MSG_WriteByte(buf, to->msec);
1351 usercmd_t nullcmd; // for delta compression of qw moves
1352 void CL_SendMove(void)
1354 int i, j, packetloss;
1357 unsigned char data[1024];
1358 static double lastsendtime = 0;
1362 CL_ClientMovement_ExpireOldMoves();
1364 // if playing a demo, do nothing
1368 // don't send too often or else network connections can get clogged by a high renderer framerate
1369 packettime = cl.movevars_ticrate;
1370 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1371 packettime /= (double)bound(1, cl_netinputpacketsperserverpacket.value, 10);
1372 // send input every frame in singleplayer
1375 // quakeworld servers take only frametimes
1376 // predicted dp7 servers take current interpolation time
1377 // unpredicted servers take an echo of the latest server timestamp
1378 cl.cmd.time = cl.time;
1379 cl.cmd.sequence = cls.movesequence;
1380 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1382 if (realtime < lastsendtime + packettime)
1384 cl.cmd.sequence = cls.netcon->qw.outgoing_sequence;
1388 // movement should be sent immediately whenever a server
1389 // packet is received, to minimize ping times
1390 if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
1394 // don't let it fall behind if CL_SendMove hasn't been called recently
1395 // (such is the case when framerate is too low for instance)
1396 lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
1397 // set the flag indicating that we sent a packet recently
1398 cl.movement_needupdate = false;
1400 buf.maxsize = sizeof(data);
1404 // conditions for sending a move:
1405 // if the move advances time or if the game is paused (in which case time
1406 // is not advancing)
1407 // don't send a new input packet if the connection is still saturated from
1408 // the last one (or chat messages, etc)
1409 // note: this behavior comes from QW
1410 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1413 // increase the move counter since we intend to send a move
1416 // send the movement message
1417 // PROTOCOL_QUAKE clc_move = 16 bytes total
1418 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1419 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1420 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1421 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1422 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1423 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1424 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1425 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1426 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1427 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1429 // set prydon cursor info
1430 CL_UpdatePrydonCursor();
1433 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1435 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
1436 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
1437 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
1438 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
1439 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
1440 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
1441 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
1442 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
1443 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
1444 if (key_dest != key_game || key_consoleactive) bits |= 512;
1445 if (cl_prydoncursor.integer) bits |= 1024;
1446 if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
1447 if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
1448 if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
1449 if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
1450 if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
1451 if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
1452 if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
1453 if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
1454 // button bits 19-31 unused currently
1455 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1456 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1457 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1458 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1459 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1460 cl.cmd.buttons = bits;
1463 cl.cmd.impulse = in_impulse;
1466 // movement is set by input code (forwardmove/sidemove/upmove)
1469 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1471 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000));
1472 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1473 // ridiculous value rejection (matches qw)
1474 if (cl.cmd.msec > 250)
1477 cl.cmd.predicted = cl_movement.integer;
1479 // always dump the first two messages, because they may contain leftover inputs from the last level
1480 if (cl.cmd.sequence <= 2)
1481 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1483 // update the cl.movecmd array which holds the most recent moves
1484 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1485 cl.movecmd[i] = cl.movecmd[i-1];
1486 cl.movecmd[0] = cl.cmd;
1488 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1492 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1494 MSG_WriteByte(&buf, qw_clc_move);
1495 // save the position for a checksum byte
1496 checksumindex = buf.cursize;
1497 MSG_WriteByte(&buf, 0);
1498 // packet loss percentage
1499 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1500 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1502 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1503 MSG_WriteByte(&buf, packetloss);
1504 // write most recent 3 moves
1505 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1506 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1507 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1508 // calculate the checksum
1509 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1510 // if delta compression history overflows, request no delta
1511 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1512 cl.qw_validsequence = 0;
1513 // request delta compression if appropriate
1514 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1516 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1517 MSG_WriteByte(&buf, qw_clc_delta);
1518 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1521 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1523 else if (cls.signon == SIGNONS)
1525 if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE || cls.protocol == PROTOCOL_NEHAHRABJP || cls.protocol == PROTOCOL_NEHAHRABJP2 || cls.protocol == PROTOCOL_NEHAHRABJP3)
1527 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1530 MSG_WriteByte (&buf, clc_move);
1531 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1533 for (i = 0;i < 3;i++)
1534 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1536 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1537 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1538 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1540 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1541 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1543 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1545 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1548 MSG_WriteByte (&buf, clc_move);
1549 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1551 for (i = 0;i < 3;i++)
1552 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1554 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1555 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1556 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1558 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1559 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1561 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1563 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1566 MSG_WriteByte (&buf, clc_move);
1567 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1569 for (i = 0;i < 3;i++)
1570 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1572 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1573 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1574 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1576 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1577 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1579 else if (cls.signon == SIGNONS)
1584 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1585 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1587 // set the maxusercmds variable to limit how many should be sent
1588 maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1589 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1590 if (!cl.cmd.predicted)
1593 // send the latest moves in order, the old ones will be
1594 // ignored by the server harmlessly, however if the previous
1595 // packets were lost these moves will be used
1597 // this reduces packet loss impact on gameplay.
1598 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1600 // don't repeat any stale moves
1601 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1604 MSG_WriteByte (&buf, clc_move);
1605 if (cls.protocol != PROTOCOL_DARKPLACES6)
1606 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1607 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1609 for (i = 0;i < 3;i++)
1610 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1612 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1613 MSG_WriteCoord16i (&buf, cmd->sidemove);
1614 MSG_WriteCoord16i (&buf, cmd->upmove);
1616 MSG_WriteLong (&buf, cmd->buttons);
1617 MSG_WriteByte (&buf, cmd->impulse);
1618 // PRYDON_CLIENTCURSOR
1620 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1621 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1622 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1623 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1624 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1625 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1626 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1627 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1628 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1633 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1635 // ack the last few frame numbers
1636 // (redundent to improve handling of client->server packet loss)
1637 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1638 for (i = 0;i < LATESTFRAMENUMS;i++)
1640 if (cl.latestframenums[i] > 0)
1642 if (developer_networkentities.integer >= 10)
1643 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1644 MSG_WriteByte(&buf, clc_ackframe);
1645 MSG_WriteLong(&buf, cl.latestframenums[i]);
1650 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1651 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1653 // acknowledge any recently received data blocks
1654 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1656 MSG_WriteByte(&buf, clc_ackdownloaddata);
1657 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1658 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1659 cls.dp_downloadack[i].start = 0;
1660 cls.dp_downloadack[i].size = 0;
1663 // send the reliable message (forwarded commands) if there is one
1664 if (buf.cursize || cls.netcon->message.cursize)
1665 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1667 if (cls.netcon->message.overflowed)
1669 Con_Print("CL_SendMove: lost server connection\n");
1671 Host_ShutdownServer();
1680 void CL_InitInput (void)
1682 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1683 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1684 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1685 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1686 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1687 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1688 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1689 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1690 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1691 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1692 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1693 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1694 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1695 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1696 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1697 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1698 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1699 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1700 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1701 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1702 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1703 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1704 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1705 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1706 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1707 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1708 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1709 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1710 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1711 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1712 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1713 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1714 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1716 // LordHavoc: added use button
1717 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1718 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1720 // LordHavoc: added 6 new buttons
1721 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1722 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1723 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1724 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1725 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1726 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1727 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1728 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1729 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1730 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1731 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1732 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1733 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1734 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1735 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1736 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1737 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1738 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1739 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1740 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1741 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1742 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1743 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1744 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1745 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1746 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1747 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1748 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1750 // LordHavoc: added bestweapon command
1751 Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
1752 Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
1753 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1755 Cvar_RegisterVariable(&cl_movement);
1756 Cvar_RegisterVariable(&cl_movement_minping);
1757 Cvar_RegisterVariable(&cl_movement_track_canjump);
1758 Cvar_RegisterVariable(&cl_movement_maxspeed);
1759 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1760 Cvar_RegisterVariable(&cl_movement_stopspeed);
1761 Cvar_RegisterVariable(&cl_movement_friction);
1762 Cvar_RegisterVariable(&cl_movement_wallfriction);
1763 Cvar_RegisterVariable(&cl_movement_waterfriction);
1764 Cvar_RegisterVariable(&cl_movement_edgefriction);
1765 Cvar_RegisterVariable(&cl_movement_stepheight);
1766 Cvar_RegisterVariable(&cl_movement_accelerate);
1767 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1768 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1769 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1770 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1771 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1773 Cvar_RegisterVariable(&in_pitch_min);
1774 Cvar_RegisterVariable(&in_pitch_max);
1775 Cvar_RegisterVariable(&m_filter);
1777 Cvar_RegisterVariable(&cl_netinputpacketsperserverpacket);
1778 Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1779 Cvar_RegisterVariable(&cl_netinputpacketspersecond_qw);
1780 Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1782 Cvar_RegisterVariable(&cl_nodelta);