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));}
208 in_bestweapon_info[] =
210 {"1", 1, IT_AXE, STAT_SHELLS, 0},
211 {"2", 2, IT_SHOTGUN, STAT_SHELLS, 1},
212 {"3", 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
213 {"4", 4, IT_NAILGUN, STAT_NAILS, 1},
214 {"5", 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
215 {"6", 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
216 {"7", 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
217 {"8", 8, IT_LIGHTNING, STAT_CELLS, 1},
218 {"9", 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
219 {"p", 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
220 {"w", 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
221 {"l", 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
222 {"h", 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
225 void IN_BestWeapon (void)
231 Con_Printf("bestweapon requires 1 or more parameters\n");
234 for (i = 1;i < Cmd_Argc();i++)
237 // figure out which weapon this character refers to
238 for (n = 0;in_bestweapon_info[n].name;n++)
240 if (!strcmp(in_bestweapon_info[n].name, t))
242 // we found out what weapon this character refers to
243 // check if the inventory contains the weapon and enough ammo
244 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
246 // we found one of the weapons the player wanted
247 // send an impulse to switch to it
248 in_impulse = in_bestweapon_info[n].impulse;
254 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
256 // if we couldn't find any of the weapons, there's nothing more we can do...
263 Returns 0.25 if a key was pressed and released during the frame,
264 0.5 if it was pressed and held
265 0 if held then released, and
266 1.0 if held for the entire time
269 float CL_KeyState (kbutton_t *key)
272 qboolean impulsedown, impulseup, down;
274 impulsedown = key->state & 2;
275 impulseup = key->state & 4;
276 down = key->state & 1;
279 if (impulsedown && !impulseup)
282 val = 0.5; // pressed and held this frame
284 val = 0; // I_Error ();
286 if (impulseup && !impulsedown)
289 val = 0; // I_Error ();
291 val = 0; // released this frame
293 if (!impulsedown && !impulseup)
296 val = 1.0; // held the entire frame
298 val = 0; // up the entire frame
300 if (impulsedown && impulseup)
303 val = 0.75; // released and re-pressed this frame
305 val = 0.25; // pressed and released this frame
308 key->state &= 1; // clear impulses
316 //==========================================================================
318 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
319 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
320 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
321 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
323 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
325 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
326 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
328 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
330 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
331 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
332 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
333 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
334 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)"};
335 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
336 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
337 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"};
338 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)"};
339 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
340 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
341 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"};
342 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"};
343 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)"};
344 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)"};
345 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
347 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
348 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
350 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
352 cvar_t cl_netinputpacketsperserverpacket = {CVAR_SAVE, "cl_netinputpacketsperserverpacket", "1.0", "send this many input packets per server packet received"};
353 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)"};
354 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)"};
356 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
358 extern cvar_t v_flipped;
364 Moves the local angle positions
367 void CL_AdjustAngles (void)
372 if (in_speed.state & 1)
373 speed = cl.realframetime * cl_anglespeedkey.value;
375 speed = cl.realframetime;
377 if (!(in_strafe.state & 1))
379 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
380 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
382 if (in_klook.state & 1)
385 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
386 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
389 up = CL_KeyState (&in_lookup);
390 down = CL_KeyState(&in_lookdown);
392 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
393 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
398 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
399 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
400 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
401 if (cl.viewangles[YAW] >= 180)
402 cl.viewangles[YAW] -= 360;
403 if (cl.viewangles[PITCH] >= 180)
404 cl.viewangles[PITCH] -= 360;
405 if (cl.viewangles[ROLL] >= 180)
406 cl.viewangles[ROLL] -= 360;
408 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
409 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
412 qboolean cl_ignoremousemove = false;
418 Send the intended movement message to the server
424 static float old_mouse_x = 0, old_mouse_y = 0;
426 // clamp before the move to prevent starting with bad angles
429 if(v_flipped.integer)
430 cl.viewangles[YAW] = -cl.viewangles[YAW];
432 // reset some of the command fields
433 cl.cmd.forwardmove = 0;
437 // get basic movement from keyboard
438 if (in_strafe.state & 1)
440 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
441 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
444 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
445 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
447 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
448 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
450 if (! (in_klook.state & 1) )
452 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
453 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
456 // adjust for speed key
457 if (in_speed.state & 1)
459 cl.cmd.forwardmove *= cl_movespeedkey.value;
460 cl.cmd.sidemove *= cl_movespeedkey.value;
461 cl.cmd.upmove *= cl_movespeedkey.value;
467 // allow mice or other external controllers to add to the move
470 // ignore a mouse move if mouse was activated/deactivated this frame
471 if (cl_ignoremousemove)
473 cl_ignoremousemove = false;
478 // apply m_filter if it is on
481 if (m_filter.integer)
483 in_mouse_x = (mx + old_mouse_x) * 0.5;
484 in_mouse_y = (my + old_mouse_y) * 0.5;
489 // if not in menu, apply mouse move to viewangles/movement
490 if (!cl.csqc_wantsmousemove && in_client_mouse)
492 if (cl_prydoncursor.integer)
494 // mouse interacting with the scene, mostly stationary view
496 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
497 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
499 else if (in_strafe.state & 1)
501 // strafing mode, all looking is movement
503 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
504 if (noclip_anglehack)
505 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
507 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
509 else if ((in_mlook.state & 1) || freelook.integer)
511 // mouselook, lookstrafe causes turning to become strafing
513 if (lookstrafe.integer)
514 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
516 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
517 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
521 // non-mouselook, yaw turning and forward/back movement
522 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
523 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
527 if(v_flipped.integer)
529 cl.viewangles[YAW] = -cl.viewangles[YAW];
530 cl.cmd.sidemove = -cl.cmd.sidemove;
533 // clamp after the move to prevent rendering with bad angles
537 #include "cl_collision.h"
539 void CL_UpdatePrydonCursor(void)
543 if (!cl_prydoncursor.integer)
544 VectorClear(cl.cmd.cursor_screen);
547 if (cl.cmd.cursor_screen[0] < -1)
549 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
550 cl.cmd.cursor_screen[0] = -1;
552 if (cl.cmd.cursor_screen[0] > 1)
554 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
555 cl.cmd.cursor_screen[0] = 1;
557 if (cl.cmd.cursor_screen[1] < -1)
559 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
560 cl.cmd.cursor_screen[1] = -1;
562 if (cl.cmd.cursor_screen[1] > 1)
564 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
565 cl.cmd.cursor_screen[1] = 1;
568 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
569 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
570 cl.cmd.cursor_screen[2] = 1;
572 // calculate current view matrix
573 Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
574 // calculate direction vector of cursor in viewspace by using frustum slopes
575 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);
576 Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
577 // trace from view origin to the cursor
578 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);
581 void CL_ClientMovement_ExpireOldMoves(void)
585 // remove stale queue items
586 n = cl.movement_numqueue;
587 cl.movement_numqueue = 0;
588 if (cls.servermovesequence)
590 for (i = 0;i < n;i++)
592 if (cl.movement_queue[i].sequence > cls.servermovesequence)
593 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
595 cl.movement_replay_canjump = cl.movement_queue[i].canjump;
600 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
602 // if time has not advanced, do nothing
603 if (cl.movecmd[0].msec <= 0)
605 // add to input queue if there is room
606 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
608 // add to input queue
609 cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence;
610 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
611 cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001;
612 VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
613 cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove;
614 cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove;
615 cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove;
616 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
617 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
618 cl.movement_numqueue++;
621 cl.movement_replay = true;
624 typedef enum waterlevel_e
633 typedef struct cl_clientmovement_state_s
638 // current bounding box (different if crouched vs standing)
641 // currently on the ground
643 // currently crouching
645 // what kind of water (SUPERCONTENTS_LAVA for instance)
648 waterlevel_t waterlevel;
649 // weird hacks when jumping out of water
650 // (this is in seconds and counts down to 0)
654 client_movementqueue_t q;
656 cl_clientmovement_state_t;
658 #define NUMOFFSETS 27
659 static vec3_t offsets[NUMOFFSETS] =
661 // 1 no nudge (just return the original if this test passes)
662 { 0.000, 0.000, 0.000},
664 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
665 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
666 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
667 // 4 diagonal flat nudges
668 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
669 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
670 // 8 diagonal upward nudges
671 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
672 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
673 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
674 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
675 // 8 diagonal downward nudges
676 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
677 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
678 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
679 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
682 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
686 for (i = 0;i < NUMOFFSETS;i++)
688 VectorAdd(offsets[i], s->origin, neworigin);
689 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
691 VectorCopy(neworigin, s->origin);
695 // if all offsets failed, give up
699 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
701 vec3_t origin1, origin2;
704 // make sure player is not stuck
705 CL_ClientMovement_Unstick(s);
710 // wants to crouch, this always works..
716 // wants to stand, if currently crouching we need to check for a
720 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
721 if (!trace.startsolid)
727 VectorCopy(cl.playercrouchmins, s->mins);
728 VectorCopy(cl.playercrouchmaxs, s->maxs);
732 VectorCopy(cl.playerstandmins, s->mins);
733 VectorCopy(cl.playerstandmaxs, s->maxs);
737 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
738 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
739 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
740 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
742 // set watertype/waterlevel
743 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
744 s->waterlevel = WATERLEVEL_NONE;
745 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
748 s->waterlevel = WATERLEVEL_WETFEET;
749 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
750 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
752 s->waterlevel = WATERLEVEL_SWIMMING;
753 origin1[2] = s->origin[2] + 22;
754 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
755 s->waterlevel = WATERLEVEL_SUBMERGED;
759 // water jump prediction
760 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
761 s->waterjumptime = 0;
764 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
770 vec3_t currentorigin2;
772 vec3_t primalvelocity;
776 CL_ClientMovement_UpdateStatus(s);
777 VectorCopy(s->velocity, primalvelocity);
778 for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
780 VectorMA(s->origin, t, s->velocity, neworigin);
781 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
782 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
784 // may be a step or wall, try stepping up
785 // first move forward at a higher level
786 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
787 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
788 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
789 if (!trace2.startsolid)
791 // then move down from there
792 VectorCopy(trace2.endpos, currentorigin2);
793 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
794 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
795 //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]);
796 // accept the new trace if it made some progress
797 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
800 VectorCopy(trace3.endpos, trace.endpos);
805 // check if it moved at all
806 if (trace.fraction >= 0.001)
807 VectorCopy(trace.endpos, s->origin);
809 // check if it moved all the way
810 if (trace.fraction == 1)
813 //if (trace.plane.normal[2] > 0.7)
814 // s->onground = true;
816 t -= t * trace.fraction;
818 f = DotProduct(s->velocity, trace.plane.normal);
819 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
821 if (s->waterjumptime > 0)
822 VectorCopy(primalvelocity, s->velocity);
826 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
833 // water jump only in certain situations
834 // this mimics quakeworld code
835 if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
840 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
841 AngleVectors(yawangles, forward, NULL, NULL);
842 VectorMA(s->origin, 24, forward, spot);
844 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
847 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
849 VectorScale(forward, 50, s->velocity);
850 s->velocity[2] = 310;
851 s->waterjumptime = 2;
853 s->q.canjump = false;
858 if (!VectorLength2(s->q.move))
860 // drift towards bottom
861 VectorSet(wishvel, 0, 0, -60);
869 // calculate movement vector
870 AngleVectors(s->q.viewangles, forward, right, up);
871 VectorSet(up, 0, 0, 1);
872 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
875 // split wishvel into wishspeed and wishdir
876 wishspeed = VectorLength(wishvel);
878 VectorScale(wishvel, 1 / wishspeed, wishdir);
880 VectorSet( wishdir, 0.0, 0.0, 0.0 );
881 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
886 if (s->waterjumptime <= 0)
889 f = 1 - s->q.frametime * cl.movevars_waterfriction * s->waterlevel;
891 VectorScale(s->velocity, f, s->velocity);
893 // water acceleration
894 f = wishspeed - DotProduct(s->velocity, wishdir);
897 f = min(cl.movevars_wateraccelerate * s->q.frametime * wishspeed, f);
898 VectorMA(s->velocity, f, wishdir, s->velocity);
901 // holding jump button swims upward slowly
904 if (s->watertype & SUPERCONTENTS_LAVA)
906 else if (s->watertype & SUPERCONTENTS_SLIME)
910 if (gamemode == GAME_NEXUIZ)
911 s->velocity[2] = 200;
913 s->velocity[2] = 100;
918 CL_ClientMovement_Move(s);
921 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
936 // jump if on ground with jump button pressed but only if it has been
937 // released at least once since the last jump
940 if (s->onground && s->q.canjump)
942 s->velocity[2] += cl.movevars_jumpvelocity;
944 s->q.canjump = false;
950 // calculate movement vector
951 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
952 AngleVectors(yawangles, forward, right, up);
953 VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
955 // split wishvel into wishspeed and wishdir
956 wishspeed = VectorLength(wishvel);
958 VectorScale(wishvel, 1 / wishspeed, wishdir);
960 VectorSet( wishdir, 0.0, 0.0, 0.0 );
961 wishspeed = min(wishspeed, cl.movevars_maxspeed);
968 // apply edge friction
969 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
970 friction = cl.movevars_friction;
971 if (f > 0 && cl.movevars_edgefriction != 1)
975 // note: QW uses the full player box for the trace, and yet still
976 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
977 // this mimics it for compatibility
978 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
979 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
980 if (cls.protocol == PROTOCOL_QUAKEWORLD)
981 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
983 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
984 if (trace.fraction == 1 && !trace.startsolid)
985 friction *= cl.movevars_edgefriction;
987 // apply ground friction
988 f = 1 - s->q.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
990 VectorScale(s->velocity, f, s->velocity);
991 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
994 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
995 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
997 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
998 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1000 if (VectorLength2(s->velocity))
1001 CL_ClientMovement_Move(s);
1005 if (s->waterjumptime <= 0)
1012 // apply air speed limit
1013 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1016 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1019 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1020 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1024 vel_straight = DotProduct(s->velocity, wishdir);
1025 vel_z = s->velocity[2];
1026 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1027 vel_perpend[2] -= vel_z;
1029 f = wishspeed - vel_straight;
1031 vel_straight += min(f, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * cl.movevars_airaccel_qw;
1033 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1035 VectorM(1 - (s->q.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1037 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1038 s->velocity[2] += vel_z;
1040 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1041 CL_ClientMovement_Move(s);
1045 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1047 //Con_Printf(" %f", frametime);
1049 s->q.canjump = true;
1050 s->waterjumptime -= s->q.frametime;
1051 CL_ClientMovement_UpdateStatus(s);
1052 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1053 CL_ClientMovement_Physics_Swim(s);
1055 CL_ClientMovement_Physics_Walk(s);
1058 extern cvar_t slowmo;
1059 void CL_UpdateMoveVars(void)
1061 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1062 cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond.value, 100);
1063 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1065 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1066 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1067 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1068 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1069 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1070 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1071 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1072 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1073 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1074 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1075 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1076 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1077 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1078 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1079 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1080 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1081 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1082 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1083 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1087 cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond.value, 100);
1088 cl.movevars_timescale = slowmo.value;
1089 cl.movevars_gravity = sv_gravity.value;
1090 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1091 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1092 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1093 cl.movevars_accelerate = cl_movement_accelerate.value;
1094 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1095 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1096 cl.movevars_friction = cl_movement_friction.value;
1097 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1098 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1099 cl.movevars_entgravity = 1;
1100 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1101 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1102 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1103 cl.movevars_stepheight = cl_movement_stepheight.value;
1104 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1105 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1109 void CL_ClientMovement_Replay(void)
1113 double totalmovetime;
1114 cl_clientmovement_state_t s;
1116 CL_ClientMovement_ExpireOldMoves();
1118 // set up starting state for the series of moves
1119 memset(&s, 0, sizeof(s));
1120 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1121 VectorCopy(cl.mvelocity[0], s.velocity);
1122 s.crouched = true; // will be updated on first move
1123 //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]);
1126 for (i = 0;i < cl.movement_numqueue - 1;i++)
1127 totalmovetime += cl.movement_queue[i].frametime;
1128 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);
1129 //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);
1130 if (cl.movement_predicted)
1132 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1134 // replay the input queue to predict current location
1135 // note: this relies on the fact there's always one queue item at the end
1137 canjump = cl.movement_replay_canjump;
1138 for (i = 0;i < cl.movement_numqueue;i++)
1140 s.q = cl.movement_queue[i];
1141 s.q.canjump = canjump;
1142 // if a move is more than 50ms, do it as two moves (matching qwsv)
1143 if (s.q.frametime > 0.05)
1145 s.q.frametime *= 0.5;
1146 CL_ClientMovement_PlayerMove(&s);
1148 CL_ClientMovement_PlayerMove(&s);
1149 canjump = cl.movement_queue[i].canjump = s.q.canjump;
1154 // get the first movement queue entry to know whether to crouch and such
1155 s.q = cl.movement_queue[0];
1157 CL_ClientMovement_UpdateStatus(&s);
1159 if (cl.movement_replay)
1161 cl.movement_replay = false;
1162 // update interpolation timestamps if time has passed
1163 if (cl.movement_time[0] != cl.movecmd[0].time)
1165 cl.movement_time[1] = cl.movement_time[0];
1166 cl.movement_time[0] = cl.movecmd[0].time;
1167 cl.movement_time[2] = cl.time;
1168 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1169 //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1170 //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1173 // update the interpolation target position and velocity
1174 VectorCopy(s.origin, cl.movement_origin);
1175 VectorCopy(s.velocity, cl.movement_velocity);
1178 // update the onground flag if appropriate
1179 if (cl.movement_predicted)
1181 // when predicted we simply set the flag according to the UpdateStatus
1182 cl.onground = s.onground;
1186 // when not predicted, cl.onground is cleared by cl_parse.c each time
1187 // an update packet is received, but can be forced on here to hide
1188 // server inconsistencies in the onground flag
1189 // (which mostly occur when stepping up stairs at very high framerates
1190 // where after the step up the move continues forward and not
1191 // downward so the ground is not detected)
1193 // such onground inconsistencies can cause jittery gun bobbing and
1194 // stair smoothing, so we set onground if UpdateStatus says so
1199 // react to onground state changes (for gun bob)
1202 if (!cl.oldonground)
1203 cl.hitgroundtime = cl.movecmd[0].time;
1204 cl.lastongroundtime = cl.movecmd[0].time;
1206 cl.oldonground = cl.onground;
1209 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1214 if (to->viewangles[0] != from->viewangles[0])
1215 bits |= QW_CM_ANGLE1;
1216 if (to->viewangles[1] != from->viewangles[1])
1217 bits |= QW_CM_ANGLE2;
1218 if (to->viewangles[2] != from->viewangles[2])
1219 bits |= QW_CM_ANGLE3;
1220 if (to->forwardmove != from->forwardmove)
1221 bits |= QW_CM_FORWARD;
1222 if (to->sidemove != from->sidemove)
1224 if (to->upmove != from->upmove)
1226 if (to->buttons != from->buttons)
1227 bits |= QW_CM_BUTTONS;
1228 if (to->impulse != from->impulse)
1229 bits |= QW_CM_IMPULSE;
1231 MSG_WriteByte(buf, bits);
1232 if (bits & QW_CM_ANGLE1)
1233 MSG_WriteAngle16i(buf, to->viewangles[0]);
1234 if (bits & QW_CM_ANGLE2)
1235 MSG_WriteAngle16i(buf, to->viewangles[1]);
1236 if (bits & QW_CM_ANGLE3)
1237 MSG_WriteAngle16i(buf, to->viewangles[2]);
1238 if (bits & QW_CM_FORWARD)
1239 MSG_WriteShort(buf, to->forwardmove);
1240 if (bits & QW_CM_SIDE)
1241 MSG_WriteShort(buf, to->sidemove);
1242 if (bits & QW_CM_UP)
1243 MSG_WriteShort(buf, to->upmove);
1244 if (bits & QW_CM_BUTTONS)
1245 MSG_WriteByte(buf, to->buttons);
1246 if (bits & QW_CM_IMPULSE)
1247 MSG_WriteByte(buf, to->impulse);
1248 MSG_WriteByte(buf, to->msec);
1256 usercmd_t nullcmd; // for delta compression of qw moves
1257 void CL_SendMove(void)
1259 int i, j, packetloss;
1262 unsigned char data[1024];
1263 static double lastsendtime = 0;
1267 CL_ClientMovement_ExpireOldMoves();
1269 // if playing a demo, do nothing
1273 // don't send too often or else network connections can get clogged by a high renderer framerate
1274 packettime = cl.movevars_ticrate / (double)bound(1, cl_netinputpacketsperserverpacket.value, 10);
1275 // send input every frame in singleplayer
1278 // quakeworld servers take only frametimes
1279 // predicted dp7 servers take current interpolation time
1280 // unpredicted servers take an echo of the latest server timestamp
1281 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1283 if (realtime < lastsendtime + packettime)
1285 cl.cmd.time = realtime;
1286 cl.cmd.sequence = cls.netcon->qw.outgoing_sequence;
1288 else if (cl.movement_predicted)
1290 if (realtime < lastsendtime + packettime)
1292 cl.cmd.time = cl.time;
1293 cl.cmd.sequence = cls.movesequence;
1297 // unpredicted movement should be sent immediately whenever a server
1298 // packet is received, to minimize ping times
1299 if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
1301 if (cl.mtime[0] == cl.movecmd[0].time && cl.mtime[1] != cl.mtime[0])
1303 cl.cmd.time = cl.mtime[0];
1304 cl.cmd.sequence = cls.movesequence;
1307 // don't let it fall behind if CL_SendMove hasn't been called recently
1308 // (such is the case when framerate is too low for instance)
1309 lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
1310 // set the flag indicating that we sent a packet recently
1311 cl.movement_needupdate = false;
1313 buf.maxsize = sizeof(data);
1317 // conditions for sending a move:
1318 // if the move advances time or if the game is paused (in which case time
1319 // is not advancing)
1320 // don't send a new input packet if the connection is still saturated from
1321 // the last one (or chat messages, etc)
1322 // note: this behavior comes from QW
1323 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1326 // increase the move counter since we intend to send a move
1329 // send the movement message
1330 // PROTOCOL_QUAKE clc_move = 16 bytes total
1331 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1332 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1333 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1334 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1335 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1336 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1337 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1338 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1339 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1340 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1342 // set prydon cursor info
1343 CL_UpdatePrydonCursor();
1346 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1348 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
1349 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
1350 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
1351 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
1352 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
1353 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
1354 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
1355 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
1356 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
1357 if (key_dest != key_game || key_consoleactive) bits |= 512;
1358 if (cl_prydoncursor.integer) bits |= 1024;
1359 if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
1360 if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
1361 if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
1362 if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
1363 if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
1364 if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
1365 if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
1366 if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
1367 // button bits 19-31 unused currently
1368 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1369 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1370 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1371 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1372 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1373 cl.cmd.buttons = bits;
1376 cl.cmd.impulse = in_impulse;
1379 // movement is set by input code (forwardmove/sidemove/upmove)
1382 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1384 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000));
1385 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1386 // ridiculous value rejection (matches qw)
1387 if (cl.cmd.msec > 250)
1390 cl.cmd.predicted = cl_movement.integer;
1392 // always dump the first two messages, because they may contain leftover inputs from the last level
1393 if (cl.cmd.sequence <= 2)
1394 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1396 // update the cl.movecmd array which holds the most recent moves
1397 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1398 cl.movecmd[i] = cl.movecmd[i-1];
1399 cl.movecmd[0] = cl.cmd;
1401 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1405 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1407 MSG_WriteByte(&buf, qw_clc_move);
1408 // save the position for a checksum byte
1409 checksumindex = buf.cursize;
1410 MSG_WriteByte(&buf, 0);
1411 // packet loss percentage
1412 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1413 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1415 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1416 MSG_WriteByte(&buf, packetloss);
1417 // write most recent 3 moves
1418 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1419 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1420 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1421 // calculate the checksum
1422 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1423 // if delta compression history overflows, request no delta
1424 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1425 cl.qw_validsequence = 0;
1426 // request delta compression if appropriate
1427 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1429 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1430 MSG_WriteByte(&buf, qw_clc_delta);
1431 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1434 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1436 else if (cls.signon == SIGNONS)
1438 if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1441 MSG_WriteByte (&buf, clc_move);
1442 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1444 for (i = 0;i < 3;i++)
1445 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1447 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1448 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1449 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1451 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1452 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1454 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1457 MSG_WriteByte (&buf, clc_move);
1458 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1460 for (i = 0;i < 3;i++)
1461 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1463 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1464 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1465 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1467 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1468 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1470 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1473 MSG_WriteByte (&buf, clc_move);
1474 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1476 for (i = 0;i < 3;i++)
1477 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1479 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1480 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1481 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1483 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1484 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1486 else if (cls.signon == SIGNONS)
1491 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1492 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1494 // set the maxusercmds variable to limit how many should be sent
1495 maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1496 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1497 if (!cl.cmd.predicted)
1500 // send the latest moves in order, the old ones will be
1501 // ignored by the server harmlessly, however if the previous
1502 // packets were lost these moves will be used
1504 // this reduces packet loss impact on gameplay.
1505 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1507 // don't repeat any stale moves
1508 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1511 MSG_WriteByte (&buf, clc_move);
1512 if (cls.protocol != PROTOCOL_DARKPLACES6)
1513 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1514 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1516 for (i = 0;i < 3;i++)
1517 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1519 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1520 MSG_WriteCoord16i (&buf, cmd->sidemove);
1521 MSG_WriteCoord16i (&buf, cmd->upmove);
1523 MSG_WriteLong (&buf, cmd->buttons);
1524 MSG_WriteByte (&buf, cmd->impulse);
1525 // PRYDON_CLIENTCURSOR
1527 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1528 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1529 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1530 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1531 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1532 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1533 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1534 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1535 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1540 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1542 // ack the last few frame numbers
1543 // (redundent to improve handling of client->server packet loss)
1544 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1545 for (i = 0;i < LATESTFRAMENUMS;i++)
1547 if (cl.latestframenums[i] > 0)
1549 if (developer_networkentities.integer >= 10)
1550 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1551 MSG_WriteByte(&buf, clc_ackframe);
1552 MSG_WriteLong(&buf, cl.latestframenums[i]);
1557 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1558 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1560 // acknowledge any recently received data blocks
1561 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1563 MSG_WriteByte(&buf, clc_ackdownloaddata);
1564 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1565 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1566 cls.dp_downloadack[i].start = 0;
1567 cls.dp_downloadack[i].size = 0;
1570 // send the reliable message (forwarded commands) if there is one
1571 if (buf.cursize || cls.netcon->message.cursize)
1572 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer));
1574 if (cls.netcon->message.overflowed)
1576 Con_Print("CL_SendMove: lost server connection\n");
1578 Host_ShutdownServer();
1587 void CL_InitInput (void)
1589 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1590 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1591 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1592 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1593 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1594 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1595 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1596 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1597 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1598 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1599 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1600 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1601 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1602 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1603 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1604 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1605 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1606 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1607 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1608 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1609 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1610 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1611 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1612 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1613 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1614 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1615 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1616 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1617 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1618 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1619 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1620 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1621 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1623 // LordHavoc: added use button
1624 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1625 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1627 // LordHavoc: added 6 new buttons
1628 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1629 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1630 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1631 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1632 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1633 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1634 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1635 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1636 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1637 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1638 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1639 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1640 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1641 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1642 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1643 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1644 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1645 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1646 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1647 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1648 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1649 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1650 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1651 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1652 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1653 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1654 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1655 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1657 // LordHavoc: added bestweapon command
1658 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)");
1660 Cvar_RegisterVariable(&cl_movement);
1661 Cvar_RegisterVariable(&cl_movement_minping);
1662 Cvar_RegisterVariable(&cl_movement_maxspeed);
1663 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1664 Cvar_RegisterVariable(&cl_movement_stopspeed);
1665 Cvar_RegisterVariable(&cl_movement_friction);
1666 Cvar_RegisterVariable(&cl_movement_wallfriction);
1667 Cvar_RegisterVariable(&cl_movement_waterfriction);
1668 Cvar_RegisterVariable(&cl_movement_edgefriction);
1669 Cvar_RegisterVariable(&cl_movement_stepheight);
1670 Cvar_RegisterVariable(&cl_movement_accelerate);
1671 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1672 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1673 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1674 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1675 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1677 Cvar_RegisterVariable(&in_pitch_min);
1678 Cvar_RegisterVariable(&in_pitch_max);
1679 Cvar_RegisterVariable(&m_filter);
1681 Cvar_RegisterVariable(&cl_netinputpacketsperserverpacket);
1682 Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1683 Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1685 Cvar_RegisterVariable(&cl_nodelta);