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_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
425 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
426 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)"};
427 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
428 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
429 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"};
430 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)"};
431 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
432 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
433 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"};
434 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"};
435 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)"};
436 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)"};
437 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
439 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
440 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
442 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
444 cvar_t cl_netinputpacketsperserverpacket = {CVAR_SAVE, "cl_netinputpacketsperserverpacket", "1.0", "send this many input packets per server packet received"};
445 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)"};
446 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)"};
447 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)"};
449 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
451 extern cvar_t v_flipped;
457 Moves the local angle positions
460 void CL_AdjustAngles (void)
465 if (in_speed.state & 1)
466 speed = cl.realframetime * cl_anglespeedkey.value;
468 speed = cl.realframetime;
470 if (!(in_strafe.state & 1))
472 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
473 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
475 if (in_klook.state & 1)
478 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
479 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
482 up = CL_KeyState (&in_lookup);
483 down = CL_KeyState(&in_lookdown);
485 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
486 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
491 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
492 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
493 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
494 if (cl.viewangles[YAW] >= 180)
495 cl.viewangles[YAW] -= 360;
496 if (cl.viewangles[PITCH] >= 180)
497 cl.viewangles[PITCH] -= 360;
498 if (cl.viewangles[ROLL] >= 180)
499 cl.viewangles[ROLL] -= 360;
501 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
502 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
505 qboolean cl_ignoremousemove = false;
511 Send the intended movement message to the server
517 static float old_mouse_x = 0, old_mouse_y = 0;
519 // clamp before the move to prevent starting with bad angles
522 if(v_flipped.integer)
523 cl.viewangles[YAW] = -cl.viewangles[YAW];
525 // reset some of the command fields
526 cl.cmd.forwardmove = 0;
530 // get basic movement from keyboard
531 if (in_strafe.state & 1)
533 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
534 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
537 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
538 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
540 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
541 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
543 if (! (in_klook.state & 1) )
545 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
546 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
549 // adjust for speed key
550 if (in_speed.state & 1)
552 cl.cmd.forwardmove *= cl_movespeedkey.value;
553 cl.cmd.sidemove *= cl_movespeedkey.value;
554 cl.cmd.upmove *= cl_movespeedkey.value;
560 // allow mice or other external controllers to add to the move
563 // ignore a mouse move if mouse was activated/deactivated this frame
564 if (cl_ignoremousemove)
566 cl_ignoremousemove = false;
571 // apply m_filter if it is on
574 if (m_filter.integer)
576 in_mouse_x = (mx + old_mouse_x) * 0.5;
577 in_mouse_y = (my + old_mouse_y) * 0.5;
582 // if not in menu, apply mouse move to viewangles/movement
583 if (!cl.csqc_wantsmousemove && in_client_mouse)
585 if (cl_prydoncursor.integer)
587 // mouse interacting with the scene, mostly stationary view
589 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
590 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
592 else if (in_strafe.state & 1)
594 // strafing mode, all looking is movement
596 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
597 if (noclip_anglehack)
598 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
600 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
602 else if ((in_mlook.state & 1) || freelook.integer)
604 // mouselook, lookstrafe causes turning to become strafing
606 if (lookstrafe.integer)
607 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
609 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
610 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
614 // non-mouselook, yaw turning and forward/back movement
615 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
616 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
620 if(v_flipped.integer)
622 cl.viewangles[YAW] = -cl.viewangles[YAW];
623 cl.cmd.sidemove = -cl.cmd.sidemove;
626 // clamp after the move to prevent rendering with bad angles
630 #include "cl_collision.h"
632 void CL_UpdatePrydonCursor(void)
636 if (!cl_prydoncursor.integer)
637 VectorClear(cl.cmd.cursor_screen);
640 if (cl.cmd.cursor_screen[0] < -1)
642 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
643 cl.cmd.cursor_screen[0] = -1;
645 if (cl.cmd.cursor_screen[0] > 1)
647 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
648 cl.cmd.cursor_screen[0] = 1;
650 if (cl.cmd.cursor_screen[1] < -1)
652 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
653 cl.cmd.cursor_screen[1] = -1;
655 if (cl.cmd.cursor_screen[1] > 1)
657 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
658 cl.cmd.cursor_screen[1] = 1;
661 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
662 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
663 cl.cmd.cursor_screen[2] = 1;
665 // calculate current view matrix
666 Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
667 // calculate direction vector of cursor in viewspace by using frustum slopes
668 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);
669 Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
670 // trace from view origin to the cursor
671 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);
674 void CL_ClientMovement_ExpireOldMoves(void)
678 // remove stale queue items
679 n = cl.movement_numqueue;
680 cl.movement_numqueue = 0;
681 if (cls.servermovesequence)
683 for (i = 0;i < n;i++)
685 if (cl.movement_queue[i].sequence > cls.servermovesequence)
686 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
688 cl.movement_replay_canjump = cl.movement_queue[i].canjump;
693 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
695 // if time has not advanced, do nothing
696 if (cl.movecmd[0].msec <= 0)
698 // add to input queue if there is room
699 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
701 // add to input queue
702 cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence;
703 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
704 cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001;
705 VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
706 cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove;
707 cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove;
708 cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove;
709 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
710 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
711 cl.movement_numqueue++;
714 cl.movement_replay = true;
717 typedef enum waterlevel_e
726 typedef struct cl_clientmovement_state_s
731 // current bounding box (different if crouched vs standing)
734 // currently on the ground
736 // currently crouching
738 // what kind of water (SUPERCONTENTS_LAVA for instance)
741 waterlevel_t waterlevel;
742 // weird hacks when jumping out of water
743 // (this is in seconds and counts down to 0)
747 client_movementqueue_t q;
749 cl_clientmovement_state_t;
751 #define NUMOFFSETS 27
752 static vec3_t offsets[NUMOFFSETS] =
754 // 1 no nudge (just return the original if this test passes)
755 { 0.000, 0.000, 0.000},
757 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
758 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
759 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
760 // 4 diagonal flat nudges
761 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
762 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
763 // 8 diagonal upward nudges
764 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
765 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
766 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
767 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
768 // 8 diagonal downward nudges
769 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
770 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
771 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
772 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
775 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
779 for (i = 0;i < NUMOFFSETS;i++)
781 VectorAdd(offsets[i], s->origin, neworigin);
782 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
784 VectorCopy(neworigin, s->origin);
788 // if all offsets failed, give up
792 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
794 vec3_t origin1, origin2;
797 // make sure player is not stuck
798 CL_ClientMovement_Unstick(s);
803 // wants to crouch, this always works..
809 // wants to stand, if currently crouching we need to check for a
813 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
814 if (!trace.startsolid)
820 VectorCopy(cl.playercrouchmins, s->mins);
821 VectorCopy(cl.playercrouchmaxs, s->maxs);
825 VectorCopy(cl.playerstandmins, s->mins);
826 VectorCopy(cl.playerstandmaxs, s->maxs);
830 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
831 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
832 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
833 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
835 // set watertype/waterlevel
836 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
837 s->waterlevel = WATERLEVEL_NONE;
838 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
841 s->waterlevel = WATERLEVEL_WETFEET;
842 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
843 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
845 s->waterlevel = WATERLEVEL_SWIMMING;
846 origin1[2] = s->origin[2] + 22;
847 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
848 s->waterlevel = WATERLEVEL_SUBMERGED;
852 // water jump prediction
853 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
854 s->waterjumptime = 0;
857 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
863 vec3_t currentorigin2;
865 vec3_t primalvelocity;
869 CL_ClientMovement_UpdateStatus(s);
870 VectorCopy(s->velocity, primalvelocity);
871 for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
873 VectorMA(s->origin, t, s->velocity, neworigin);
874 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
875 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
877 // may be a step or wall, try stepping up
878 // first move forward at a higher level
879 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
880 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
881 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
882 if (!trace2.startsolid)
884 // then move down from there
885 VectorCopy(trace2.endpos, currentorigin2);
886 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
887 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
888 //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]);
889 // accept the new trace if it made some progress
890 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
893 VectorCopy(trace3.endpos, trace.endpos);
898 // check if it moved at all
899 if (trace.fraction >= 0.001)
900 VectorCopy(trace.endpos, s->origin);
902 // check if it moved all the way
903 if (trace.fraction == 1)
906 //if (trace.plane.normal[2] > 0.7)
907 // s->onground = true;
909 t -= t * trace.fraction;
911 f = DotProduct(s->velocity, trace.plane.normal);
912 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
914 if (s->waterjumptime > 0)
915 VectorCopy(primalvelocity, s->velocity);
919 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
926 // water jump only in certain situations
927 // this mimics quakeworld code
928 if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
933 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
934 AngleVectors(yawangles, forward, NULL, NULL);
935 VectorMA(s->origin, 24, forward, spot);
937 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
940 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
942 VectorScale(forward, 50, s->velocity);
943 s->velocity[2] = 310;
944 s->waterjumptime = 2;
946 s->q.canjump = false;
951 if (!VectorLength2(s->q.move))
953 // drift towards bottom
954 VectorSet(wishvel, 0, 0, -60);
962 // calculate movement vector
963 AngleVectors(s->q.viewangles, forward, right, up);
964 VectorSet(up, 0, 0, 1);
965 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
968 // split wishvel into wishspeed and wishdir
969 wishspeed = VectorLength(wishvel);
971 VectorScale(wishvel, 1 / wishspeed, wishdir);
973 VectorSet( wishdir, 0.0, 0.0, 0.0 );
974 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
979 if (s->waterjumptime <= 0)
982 f = 1 - s->q.frametime * cl.movevars_waterfriction * s->waterlevel;
984 VectorScale(s->velocity, f, s->velocity);
986 // water acceleration
987 f = wishspeed - DotProduct(s->velocity, wishdir);
990 f = min(cl.movevars_wateraccelerate * s->q.frametime * wishspeed, f);
991 VectorMA(s->velocity, f, wishdir, s->velocity);
994 // holding jump button swims upward slowly
997 if (s->watertype & SUPERCONTENTS_LAVA)
999 else if (s->watertype & SUPERCONTENTS_SLIME)
1000 s->velocity[2] = 80;
1003 if (gamemode == GAME_NEXUIZ)
1004 s->velocity[2] = 200;
1006 s->velocity[2] = 100;
1011 CL_ClientMovement_Move(s);
1014 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1029 // jump if on ground with jump button pressed but only if it has been
1030 // released at least once since the last jump
1033 if (s->onground && s->q.canjump)
1035 s->velocity[2] += cl.movevars_jumpvelocity;
1036 s->onground = false;
1037 s->q.canjump = false;
1041 s->q.canjump = true;
1043 // calculate movement vector
1044 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
1045 AngleVectors(yawangles, forward, right, up);
1046 VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
1048 // split wishvel into wishspeed and wishdir
1049 wishspeed = VectorLength(wishvel);
1051 VectorScale(wishvel, 1 / wishspeed, wishdir);
1053 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1054 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1058 // check if onground
1061 // apply edge friction
1062 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1063 friction = cl.movevars_friction;
1064 if (f > 0 && cl.movevars_edgefriction != 1)
1068 // note: QW uses the full player box for the trace, and yet still
1069 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1070 // this mimics it for compatibility
1071 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1072 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1073 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1074 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1076 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1077 if (trace.fraction == 1 && !trace.startsolid)
1078 friction *= cl.movevars_edgefriction;
1080 // apply ground friction
1081 f = 1 - s->q.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1083 VectorScale(s->velocity, f, s->velocity);
1084 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1087 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1088 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1090 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1091 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1093 if (VectorLength2(s->velocity))
1094 CL_ClientMovement_Move(s);
1098 if (s->waterjumptime <= 0)
1105 // apply air speed limit
1106 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1109 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1112 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1113 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1117 vel_straight = DotProduct(s->velocity, wishdir);
1118 vel_z = s->velocity[2];
1119 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1120 vel_perpend[2] -= vel_z;
1122 f = wishspeed - vel_straight;
1124 vel_straight += min(f, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * cl.movevars_airaccel_qw;
1126 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1128 VectorM(1 - (s->q.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1130 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1131 s->velocity[2] += vel_z;
1133 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1134 CL_ClientMovement_Move(s);
1138 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1140 //Con_Printf(" %f", frametime);
1142 s->q.canjump = true;
1143 s->waterjumptime -= s->q.frametime;
1144 CL_ClientMovement_UpdateStatus(s);
1145 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1146 CL_ClientMovement_Physics_Swim(s);
1148 CL_ClientMovement_Physics_Walk(s);
1151 extern cvar_t slowmo;
1152 void CL_UpdateMoveVars(void)
1154 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1155 cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond_qw.value, 100);
1156 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1158 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1159 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1160 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1161 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1162 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1163 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1164 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1165 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1166 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1167 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1168 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1169 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1170 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1171 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1172 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1173 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1174 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1175 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1176 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1180 cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond.value, 100);
1181 cl.movevars_timescale = slowmo.value;
1182 cl.movevars_gravity = sv_gravity.value;
1183 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1184 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1185 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1186 cl.movevars_accelerate = cl_movement_accelerate.value;
1187 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1188 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1189 cl.movevars_friction = cl_movement_friction.value;
1190 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1191 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1192 cl.movevars_entgravity = 1;
1193 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1194 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1195 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1196 cl.movevars_stepheight = cl_movement_stepheight.value;
1197 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1198 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1202 void CL_ClientMovement_Replay(void)
1206 double totalmovetime;
1207 cl_clientmovement_state_t s;
1209 CL_ClientMovement_ExpireOldMoves();
1211 // set up starting state for the series of moves
1212 memset(&s, 0, sizeof(s));
1213 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1214 VectorCopy(cl.mvelocity[0], s.velocity);
1215 s.crouched = true; // will be updated on first move
1216 //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]);
1219 for (i = 0;i < cl.movement_numqueue - 1;i++)
1220 totalmovetime += cl.movement_queue[i].frametime;
1221 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);
1222 //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);
1223 if (cl.movement_predicted)
1225 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1227 // replay the input queue to predict current location
1228 // note: this relies on the fact there's always one queue item at the end
1230 canjump = cl.movement_replay_canjump;
1231 for (i = 0;i < cl.movement_numqueue;i++)
1233 s.q = cl.movement_queue[i];
1234 s.q.canjump = canjump;
1235 // if a move is more than 50ms, do it as two moves (matching qwsv)
1236 if (s.q.frametime > 0.05)
1238 s.q.frametime *= 0.5;
1239 CL_ClientMovement_PlayerMove(&s);
1241 CL_ClientMovement_PlayerMove(&s);
1242 canjump = cl.movement_queue[i].canjump = s.q.canjump;
1247 // get the first movement queue entry to know whether to crouch and such
1248 s.q = cl.movement_queue[0];
1250 CL_ClientMovement_UpdateStatus(&s);
1252 if (cl.movement_replay)
1254 cl.movement_replay = false;
1255 // update interpolation timestamps if time has passed
1256 if (cl.movement_time[0] != cl.movecmd[0].time)
1258 cl.movement_time[1] = cl.movement_time[0];
1259 cl.movement_time[0] = cl.movecmd[0].time;
1260 cl.movement_time[2] = cl.time;
1261 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1262 //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1263 //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1266 // update the interpolation target position and velocity
1267 VectorCopy(s.origin, cl.movement_origin);
1268 VectorCopy(s.velocity, cl.movement_velocity);
1271 // update the onground flag if appropriate
1272 if (cl.movement_predicted)
1274 // when predicted we simply set the flag according to the UpdateStatus
1275 cl.onground = s.onground;
1279 // when not predicted, cl.onground is cleared by cl_parse.c each time
1280 // an update packet is received, but can be forced on here to hide
1281 // server inconsistencies in the onground flag
1282 // (which mostly occur when stepping up stairs at very high framerates
1283 // where after the step up the move continues forward and not
1284 // downward so the ground is not detected)
1286 // such onground inconsistencies can cause jittery gun bobbing and
1287 // stair smoothing, so we set onground if UpdateStatus says so
1292 // react to onground state changes (for gun bob)
1295 if (!cl.oldonground)
1296 cl.hitgroundtime = cl.movecmd[0].time;
1297 cl.lastongroundtime = cl.movecmd[0].time;
1299 cl.oldonground = cl.onground;
1302 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1307 if (to->viewangles[0] != from->viewangles[0])
1308 bits |= QW_CM_ANGLE1;
1309 if (to->viewangles[1] != from->viewangles[1])
1310 bits |= QW_CM_ANGLE2;
1311 if (to->viewangles[2] != from->viewangles[2])
1312 bits |= QW_CM_ANGLE3;
1313 if (to->forwardmove != from->forwardmove)
1314 bits |= QW_CM_FORWARD;
1315 if (to->sidemove != from->sidemove)
1317 if (to->upmove != from->upmove)
1319 if (to->buttons != from->buttons)
1320 bits |= QW_CM_BUTTONS;
1321 if (to->impulse != from->impulse)
1322 bits |= QW_CM_IMPULSE;
1324 MSG_WriteByte(buf, bits);
1325 if (bits & QW_CM_ANGLE1)
1326 MSG_WriteAngle16i(buf, to->viewangles[0]);
1327 if (bits & QW_CM_ANGLE2)
1328 MSG_WriteAngle16i(buf, to->viewangles[1]);
1329 if (bits & QW_CM_ANGLE3)
1330 MSG_WriteAngle16i(buf, to->viewangles[2]);
1331 if (bits & QW_CM_FORWARD)
1332 MSG_WriteShort(buf, to->forwardmove);
1333 if (bits & QW_CM_SIDE)
1334 MSG_WriteShort(buf, to->sidemove);
1335 if (bits & QW_CM_UP)
1336 MSG_WriteShort(buf, to->upmove);
1337 if (bits & QW_CM_BUTTONS)
1338 MSG_WriteByte(buf, to->buttons);
1339 if (bits & QW_CM_IMPULSE)
1340 MSG_WriteByte(buf, to->impulse);
1341 MSG_WriteByte(buf, to->msec);
1349 usercmd_t nullcmd; // for delta compression of qw moves
1350 void CL_SendMove(void)
1352 int i, j, packetloss;
1355 unsigned char data[1024];
1356 static double lastsendtime = 0;
1360 CL_ClientMovement_ExpireOldMoves();
1362 // if playing a demo, do nothing
1366 // don't send too often or else network connections can get clogged by a high renderer framerate
1367 packettime = cl.movevars_ticrate;
1368 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1369 packettime /= (double)bound(1, cl_netinputpacketsperserverpacket.value, 10);
1370 // send input every frame in singleplayer
1373 // quakeworld servers take only frametimes
1374 // predicted dp7 servers take current interpolation time
1375 // unpredicted servers take an echo of the latest server timestamp
1376 cl.cmd.time = cl.time;
1377 cl.cmd.sequence = cls.movesequence;
1378 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1380 if (realtime < lastsendtime + packettime)
1382 cl.cmd.sequence = cls.netcon->qw.outgoing_sequence;
1386 // movement should be sent immediately whenever a server
1387 // packet is received, to minimize ping times
1388 if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
1392 // don't let it fall behind if CL_SendMove hasn't been called recently
1393 // (such is the case when framerate is too low for instance)
1394 lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
1395 // set the flag indicating that we sent a packet recently
1396 cl.movement_needupdate = false;
1398 buf.maxsize = sizeof(data);
1402 // conditions for sending a move:
1403 // if the move advances time or if the game is paused (in which case time
1404 // is not advancing)
1405 // don't send a new input packet if the connection is still saturated from
1406 // the last one (or chat messages, etc)
1407 // note: this behavior comes from QW
1408 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1411 // increase the move counter since we intend to send a move
1414 // send the movement message
1415 // PROTOCOL_QUAKE clc_move = 16 bytes total
1416 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1417 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1418 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1419 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1420 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1421 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1422 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1423 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1424 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1425 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1427 // set prydon cursor info
1428 CL_UpdatePrydonCursor();
1431 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1433 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
1434 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
1435 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
1436 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
1437 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
1438 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
1439 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
1440 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
1441 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
1442 if (key_dest != key_game || key_consoleactive) bits |= 512;
1443 if (cl_prydoncursor.integer) bits |= 1024;
1444 if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
1445 if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
1446 if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
1447 if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
1448 if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
1449 if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
1450 if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
1451 if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
1452 // button bits 19-31 unused currently
1453 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1454 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1455 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1456 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1457 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1458 cl.cmd.buttons = bits;
1461 cl.cmd.impulse = in_impulse;
1464 // movement is set by input code (forwardmove/sidemove/upmove)
1467 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1469 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000));
1470 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1471 // ridiculous value rejection (matches qw)
1472 if (cl.cmd.msec > 250)
1475 cl.cmd.predicted = cl_movement.integer;
1477 // always dump the first two messages, because they may contain leftover inputs from the last level
1478 if (cl.cmd.sequence <= 2)
1479 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1481 // update the cl.movecmd array which holds the most recent moves
1482 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1483 cl.movecmd[i] = cl.movecmd[i-1];
1484 cl.movecmd[0] = cl.cmd;
1486 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1490 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1492 MSG_WriteByte(&buf, qw_clc_move);
1493 // save the position for a checksum byte
1494 checksumindex = buf.cursize;
1495 MSG_WriteByte(&buf, 0);
1496 // packet loss percentage
1497 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1498 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1500 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1501 MSG_WriteByte(&buf, packetloss);
1502 // write most recent 3 moves
1503 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1504 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1505 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1506 // calculate the checksum
1507 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1508 // if delta compression history overflows, request no delta
1509 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1510 cl.qw_validsequence = 0;
1511 // request delta compression if appropriate
1512 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1514 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1515 MSG_WriteByte(&buf, qw_clc_delta);
1516 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1519 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1521 else if (cls.signon == SIGNONS)
1523 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)
1526 MSG_WriteByte (&buf, clc_move);
1527 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1529 for (i = 0;i < 3;i++)
1530 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1532 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1533 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1534 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1536 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1537 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1539 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1542 MSG_WriteByte (&buf, clc_move);
1543 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1545 for (i = 0;i < 3;i++)
1546 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1548 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1549 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1550 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1552 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1553 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1555 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1558 MSG_WriteByte (&buf, clc_move);
1559 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1561 for (i = 0;i < 3;i++)
1562 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1564 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1565 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1566 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1568 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1569 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1571 else if (cls.signon == SIGNONS)
1576 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1577 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1579 // set the maxusercmds variable to limit how many should be sent
1580 maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1581 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1582 if (!cl.cmd.predicted)
1585 // send the latest moves in order, the old ones will be
1586 // ignored by the server harmlessly, however if the previous
1587 // packets were lost these moves will be used
1589 // this reduces packet loss impact on gameplay.
1590 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1592 // don't repeat any stale moves
1593 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1596 MSG_WriteByte (&buf, clc_move);
1597 if (cls.protocol != PROTOCOL_DARKPLACES6)
1598 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1599 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1601 for (i = 0;i < 3;i++)
1602 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1604 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1605 MSG_WriteCoord16i (&buf, cmd->sidemove);
1606 MSG_WriteCoord16i (&buf, cmd->upmove);
1608 MSG_WriteLong (&buf, cmd->buttons);
1609 MSG_WriteByte (&buf, cmd->impulse);
1610 // PRYDON_CLIENTCURSOR
1612 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1613 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1614 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1615 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1616 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1617 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1618 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1619 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1620 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1625 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1627 // ack the last few frame numbers
1628 // (redundent to improve handling of client->server packet loss)
1629 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1630 for (i = 0;i < LATESTFRAMENUMS;i++)
1632 if (cl.latestframenums[i] > 0)
1634 if (developer_networkentities.integer >= 10)
1635 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1636 MSG_WriteByte(&buf, clc_ackframe);
1637 MSG_WriteLong(&buf, cl.latestframenums[i]);
1642 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1643 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1645 // acknowledge any recently received data blocks
1646 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1648 MSG_WriteByte(&buf, clc_ackdownloaddata);
1649 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1650 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1651 cls.dp_downloadack[i].start = 0;
1652 cls.dp_downloadack[i].size = 0;
1655 // send the reliable message (forwarded commands) if there is one
1656 if (buf.cursize || cls.netcon->message.cursize)
1657 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1659 if (cls.netcon->message.overflowed)
1661 Con_Print("CL_SendMove: lost server connection\n");
1663 Host_ShutdownServer();
1672 void CL_InitInput (void)
1674 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1675 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1676 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1677 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1678 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1679 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1680 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1681 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1682 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1683 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1684 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1685 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1686 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1687 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1688 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1689 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1690 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1691 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1692 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1693 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1694 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1695 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1696 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1697 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1698 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1699 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1700 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1701 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1702 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1703 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1704 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1705 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1706 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1708 // LordHavoc: added use button
1709 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1710 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1712 // LordHavoc: added 6 new buttons
1713 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1714 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1715 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1716 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1717 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1718 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1719 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1720 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1721 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1722 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1723 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1724 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1725 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1726 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1727 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1728 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1729 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1730 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1731 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1732 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1733 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1734 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1735 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1736 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1737 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1738 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1739 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1740 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1742 // LordHavoc: added bestweapon command
1743 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)");
1744 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");
1745 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1747 Cvar_RegisterVariable(&cl_movement);
1748 Cvar_RegisterVariable(&cl_movement_minping);
1749 Cvar_RegisterVariable(&cl_movement_maxspeed);
1750 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1751 Cvar_RegisterVariable(&cl_movement_stopspeed);
1752 Cvar_RegisterVariable(&cl_movement_friction);
1753 Cvar_RegisterVariable(&cl_movement_wallfriction);
1754 Cvar_RegisterVariable(&cl_movement_waterfriction);
1755 Cvar_RegisterVariable(&cl_movement_edgefriction);
1756 Cvar_RegisterVariable(&cl_movement_stepheight);
1757 Cvar_RegisterVariable(&cl_movement_accelerate);
1758 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1759 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1760 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1761 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1762 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1764 Cvar_RegisterVariable(&in_pitch_min);
1765 Cvar_RegisterVariable(&in_pitch_max);
1766 Cvar_RegisterVariable(&m_filter);
1768 Cvar_RegisterVariable(&cl_netinputpacketsperserverpacket);
1769 Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1770 Cvar_RegisterVariable(&cl_netinputpacketspersecond_qw);
1771 Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1773 Cvar_RegisterVariable(&cl_nodelta);