]> git.xonotic.org Git - xonotic/darkplaces.git/blob - cl_input.c
reorganized a lot of renderer variables into r_refdef, and split some things out...
[xonotic/darkplaces.git] / cl_input.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
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.
37
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
40 the release.
41
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
45
46 ===============================================================================
47 */
48
49
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;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
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
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
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
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
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)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
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);}
152
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);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
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);}
177
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);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 /*
201 ===============
202 CL_KeyState
203
204 Returns 0.25 if a key was pressed and released during the frame,
205 0.5 if it was pressed and held
206 0 if held then released, and
207 1.0 if held for the entire time
208 ===============
209 */
210 float CL_KeyState (kbutton_t *key)
211 {
212         float           val;
213         qboolean        impulsedown, impulseup, down;
214
215         impulsedown = key->state & 2;
216         impulseup = key->state & 4;
217         down = key->state & 1;
218         val = 0;
219
220         if (impulsedown && !impulseup)
221         {
222                 if (down)
223                         val = 0.5;      // pressed and held this frame
224                 else
225                         val = 0;        //      I_Error ();
226         }
227         if (impulseup && !impulsedown)
228         {
229                 if (down)
230                         val = 0;        //      I_Error ();
231                 else
232                         val = 0;        // released this frame
233         }
234         if (!impulsedown && !impulseup)
235         {
236                 if (down)
237                         val = 1.0;      // held the entire frame
238                 else
239                         val = 0;        // up the entire frame
240         }
241         if (impulsedown && impulseup)
242         {
243                 if (down)
244                         val = 0.75;     // released and re-pressed this frame
245                 else
246                         val = 0.25;     // pressed and released this frame
247         }
248
249         key->state &= 1;                // clear impulses
250
251         return val;
252 }
253
254
255
256
257 //==========================================================================
258
259 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
260 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
261 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
262 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
263
264 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
265
266 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
267 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
268
269 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
270
271 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
272 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0", "compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers"};
273 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
274 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
275 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)"};
276 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
277 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)"};
278 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
279 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
280 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)"};
281 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
282 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
283
284 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
285 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
286
287 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
288
289 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
290
291 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
292
293
294 /*
295 ================
296 CL_AdjustAngles
297
298 Moves the local angle positions
299 ================
300 */
301 void CL_AdjustAngles (void)
302 {
303         float   speed;
304         float   up, down;
305
306         if (in_speed.state & 1)
307                 speed = cl.realframetime * cl_anglespeedkey.value;
308         else
309                 speed = cl.realframetime;
310
311         if (!(in_strafe.state & 1))
312         {
313                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
314                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
315         }
316         if (in_klook.state & 1)
317         {
318                 V_StopPitchDrift ();
319                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
320                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
321         }
322
323         up = CL_KeyState (&in_lookup);
324         down = CL_KeyState(&in_lookdown);
325
326         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
327         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
328
329         if (up || down)
330                 V_StopPitchDrift ();
331
332         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
333         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
334         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
335         if (cl.viewangles[YAW] >= 180)
336                 cl.viewangles[YAW] -= 360;
337         if (cl.viewangles[PITCH] >= 180)
338                 cl.viewangles[PITCH] -= 360;
339         if (cl.viewangles[ROLL] >= 180)
340                 cl.viewangles[ROLL] -= 360;
341
342         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
343         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
344 }
345
346 qboolean cl_ignoremousemove = false;
347
348 /*
349 ================
350 CL_Move
351
352 Send the intended movement message to the server
353 ================
354 */
355 void CL_Move (void)
356 {
357         float mx, my;
358         static float old_mouse_x = 0, old_mouse_y = 0;
359
360         // clamp before the move to prevent starting with bad angles
361         CL_AdjustAngles ();
362
363         // reset some of the command fields
364         cl.cmd.forwardmove = 0;
365         cl.cmd.sidemove = 0;
366         cl.cmd.upmove = 0;
367
368         // get basic movement from keyboard
369         if (in_strafe.state & 1)
370         {
371                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
372                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
373         }
374
375         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
376         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
377
378         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
379         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
380
381         if (! (in_klook.state & 1) )
382         {
383                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
384                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
385         }
386
387         // adjust for speed key
388         if (in_speed.state & 1)
389         {
390                 cl.cmd.forwardmove *= cl_movespeedkey.value;
391                 cl.cmd.sidemove *= cl_movespeedkey.value;
392                 cl.cmd.upmove *= cl_movespeedkey.value;
393         }
394
395         in_mouse_x = 0;
396         in_mouse_y = 0;
397
398         // allow mice or other external controllers to add to the move
399         IN_Move ();
400
401         // ignore a mouse move if mouse was activated/deactivated this frame
402         if (cl_ignoremousemove)
403         {
404                 cl_ignoremousemove = false;
405                 in_mouse_x = 0;
406                 in_mouse_y = 0;
407         }
408
409         // apply m_filter if it is on
410         mx = in_mouse_x;
411         my = in_mouse_y;
412         if (m_filter.integer)
413         {
414                 in_mouse_x = (mx + old_mouse_x) * 0.5;
415                 in_mouse_y = (my + old_mouse_y) * 0.5;
416         }
417         old_mouse_x = mx;
418         old_mouse_y = my;
419
420         // if not in menu, apply mouse move to viewangles/movement
421         if (!cl.csqc_wantsmousemove && in_client_mouse)
422         {
423                 if (cl_prydoncursor.integer)
424                 {
425                         // mouse interacting with the scene, mostly stationary view
426                         V_StopPitchDrift();
427                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
428                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
429                 }
430                 else if (in_strafe.state & 1)
431                 {
432                         // strafing mode, all looking is movement
433                         V_StopPitchDrift();
434                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
435                         if (noclip_anglehack)
436                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
437                         else
438                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
439                 }
440                 else if ((in_mlook.state & 1) || freelook.integer)
441                 {
442                         // mouselook, lookstrafe causes turning to become strafing
443                         V_StopPitchDrift();
444                         if (lookstrafe.integer)
445                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
446                         else
447                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
448                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
449                 }
450                 else
451                 {
452                         // non-mouselook, yaw turning and forward/back movement
453                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
454                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
455                 }
456         }
457
458         // clamp after the move to prevent rendering with bad angles
459         CL_AdjustAngles ();
460 }
461
462 #include "cl_collision.h"
463
464 extern void V_CalcRefdef(void);
465 void CL_UpdatePrydonCursor(void)
466 {
467         vec3_t temp, scale;
468
469         if (!cl_prydoncursor.integer)
470                 VectorClear(cl.cmd.cursor_screen);
471
472         /*
473         if (cl.cmd.cursor_screen[0] < -1)
474         {
475                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
476                 cl.cmd.cursor_screen[0] = -1;
477         }
478         if (cl.cmd.cursor_screen[0] > 1)
479         {
480                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
481                 cl.cmd.cursor_screen[0] = 1;
482         }
483         if (cl.cmd.cursor_screen[1] < -1)
484         {
485                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
486                 cl.cmd.cursor_screen[1] = -1;
487         }
488         if (cl.cmd.cursor_screen[1] > 1)
489         {
490                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
491                 cl.cmd.cursor_screen[1] = 1;
492         }
493         */
494         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
495         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
496         cl.cmd.cursor_screen[2] = 1;
497
498         scale[0] = -r_view.frustum_x;
499         scale[1] = -r_view.frustum_y;
500         scale[2] = 1;
501
502         // trace distance
503         VectorScale(scale, 1000000, scale);
504
505         // calculate current view matrix
506         V_CalcRefdef();
507         VectorClear(temp);
508         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_start);
509         VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
510         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
511         // trace from view origin to the cursor
512         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, false);
513 }
514
515 void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
516 {
517         int i;
518         int n;
519         // remove stale queue items
520         n = cl.movement_numqueue;
521         cl.movement_numqueue = 0;
522         for (i = 0;i < n;i++)
523                 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
524                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
525         // add to input queue if there is room
526         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
527         {
528                 // add to input queue
529                 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
530                 cl.movement_queue[cl.movement_numqueue].time = realtime;
531                 cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec / 1000.0;
532                 VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
533                 cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
534                 cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
535                 cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
536                 cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
537                 cl.movement_queue[cl.movement_numqueue].crouch = false;
538                 cl.movement_numqueue++;
539         }
540         cl.movement_replay = true;
541 }
542
543 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
544 {
545         int i;
546         int n;
547         double lasttime = cl.movement_numqueue >= 0 ? cl.movement_queue[cl.movement_numqueue - 1].time : 0;
548         // remove stale queue items
549         n = cl.movement_numqueue;
550         cl.movement_numqueue = 0;
551         if (cl.servermovesequence)
552         {
553                 for (i = 0;i < n;i++)
554                         if (cl.movement_queue[i].sequence > cl.servermovesequence)
555                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
556         }
557         else
558         {
559                 for (i = 0;i < n;i++)
560                         if (cl.movement_queue[i].time >= cl.mtime[0] - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.mtime[0])
561                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
562         }
563         // add to input queue if there is room
564         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
565         {
566                 // add to input queue
567                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
568                 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0];
569                 cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.mtime[0] - lasttime, 0.1);
570                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
571                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
572                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
573                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
574                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
575                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
576                 cl.movement_numqueue++;
577         }
578         cl.movement_replay = true;
579 }
580
581 typedef enum waterlevel_e
582 {
583         WATERLEVEL_NONE,
584         WATERLEVEL_WETFEET,
585         WATERLEVEL_SWIMMING,
586         WATERLEVEL_SUBMERGED
587 }
588 waterlevel_t;
589
590 typedef struct cl_clientmovement_state_s
591 {
592         // position
593         vec3_t origin;
594         vec3_t velocity;
595         // current bounding box (different if crouched vs standing)
596         vec3_t mins;
597         vec3_t maxs;
598         // currently on the ground
599         qboolean onground;
600         // currently crouching
601         qboolean crouched;
602         // whether jump button has been released since last jump
603         qboolean canjump;
604         // what kind of water (SUPERCONTENTS_LAVA for instance)
605         int watertype;
606         // how deep
607         waterlevel_t waterlevel;
608         // weird hacks when jumping out of water
609         // (this is in seconds and counts down to 0)
610         float waterjumptime;
611
612         // movement parameters for physics code
613         float movevars_gravity;
614         float movevars_stopspeed;
615         float movevars_maxspeed;
616         float movevars_spectatormaxspeed;
617         float movevars_accelerate;
618         float movevars_airaccelerate;
619         float movevars_wateraccelerate;
620         float movevars_friction;
621         float movevars_waterfriction;
622         float movevars_entgravity;
623         float movevars_jumpvelocity;
624         float movevars_edgefriction;
625         float movevars_maxairspeed;
626         float movevars_stepheight;
627
628         // user command
629         client_movementqueue_t q;
630 }
631 cl_clientmovement_state_t;
632
633 #define NUMOFFSETS 27
634 static vec3_t offsets[NUMOFFSETS] =
635 {
636 // 1 no nudge (just return the original if this test passes)
637         { 0.000,  0.000,  0.000},
638 // 6 simple nudges
639         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
640         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
641         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
642 // 4 diagonal flat nudges
643         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
644         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
645 // 8 diagonal upward nudges
646         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
647         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
648         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
649         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
650 // 8 diagonal downward nudges
651         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
652         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
653         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
654         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
655 };
656
657 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
658 {
659         int i;
660         vec3_t neworigin;
661         for (i = 0;i < NUMOFFSETS;i++)
662         {
663                 VectorAdd(offsets[i], s->origin, neworigin);
664                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true).startsolid)
665                 {
666                         VectorCopy(neworigin, s->origin);
667                         return true;
668                 }
669         }
670         // if all offsets failed, give up
671         return false;
672 }
673
674 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
675 {
676         vec3_t origin1, origin2;
677         trace_t trace;
678
679         // make sure player is not stuck
680         CL_ClientMovement_Unstick(s);
681
682         // set crouched
683         if (s->q.crouch)
684         {
685                 // wants to crouch, this always works..
686                 if (!s->crouched)
687                         s->crouched = true;
688         }
689         else
690         {
691                 // wants to stand, if currently crouching we need to check for a
692                 // low ceiling first
693                 if (s->crouched)
694                 {
695                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
696                         if (!trace.startsolid)
697                                 s->crouched = false;
698                 }
699         }
700         if (s->crouched)
701         {
702                 VectorCopy(cl.playercrouchmins, s->mins);
703                 VectorCopy(cl.playercrouchmaxs, s->maxs);
704         }
705         else
706         {
707                 VectorCopy(cl.playerstandmins, s->mins);
708                 VectorCopy(cl.playerstandmaxs, s->maxs);
709         }
710
711         // set onground
712         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
713         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
714         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
715         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
716
717         // set watertype/waterlevel
718         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
719         s->waterlevel = WATERLEVEL_NONE;
720         s->watertype = CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
721         if (s->watertype)
722         {
723                 s->waterlevel = WATERLEVEL_WETFEET;
724                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
725                 if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
726                 {
727                         s->waterlevel = WATERLEVEL_SWIMMING;
728                         origin1[2] = s->origin[2] + 22;
729                         if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
730                                 s->waterlevel = WATERLEVEL_SUBMERGED;
731                 }
732         }
733
734         // water jump prediction
735         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
736                 s->waterjumptime = 0;
737 }
738
739 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
740 {
741         int bump;
742         double t;
743         vec_t f;
744         vec3_t neworigin;
745         vec3_t currentorigin2;
746         vec3_t neworigin2;
747         vec3_t primalvelocity;
748         trace_t trace;
749         trace_t trace2;
750         trace_t trace3;
751         CL_ClientMovement_UpdateStatus(s);
752         VectorCopy(s->velocity, primalvelocity);
753         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
754         {
755                 VectorMA(s->origin, t, s->velocity, neworigin);
756                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
757                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
758                 {
759                         // may be a step or wall, try stepping up
760                         // first move forward at a higher level
761                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
762                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
763                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
764                         if (!trace2.startsolid)
765                         {
766                                 // then move down from there
767                                 VectorCopy(trace2.endpos, currentorigin2);
768                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
769                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
770                                 //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]);
771                                 // accept the new trace if it made some progress
772                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
773                                 {
774                                         trace = trace2;
775                                         VectorCopy(trace3.endpos, trace.endpos);
776                                 }
777                         }
778                 }
779
780                 // check if it moved at all
781                 if (trace.fraction >= 0.001)
782                         VectorCopy(trace.endpos, s->origin);
783
784                 // check if it moved all the way
785                 if (trace.fraction == 1)
786                         break;
787
788                 //if (trace.plane.normal[2] > 0.7)
789                 //      s->onground = true;
790
791                 t -= t * trace.fraction;
792
793                 f = DotProduct(s->velocity, trace.plane.normal);
794                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
795         }
796         if (s->waterjumptime > 0)
797                 VectorCopy(primalvelocity, s->velocity);
798 }
799
800
801 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
802 {
803         vec_t wishspeed;
804         vec_t f;
805         vec3_t wishvel;
806         vec3_t wishdir;
807
808         // water jump only in certain situations
809         // this mimics quakeworld code
810         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
811         {
812                 vec3_t forward;
813                 vec3_t yawangles;
814                 vec3_t spot;
815                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
816                 AngleVectors(yawangles, forward, NULL, NULL);
817                 VectorMA(s->origin, 24, forward, spot);
818                 spot[2] += 8;
819                 if (CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
820                 {
821                         spot[2] += 24;
822                         if (!CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
823                         {
824                                 VectorScale(forward, 50, s->velocity);
825                                 s->velocity[2] = 310;
826                                 s->waterjumptime = 2;
827                                 s->onground = false;
828                                 s->canjump = false;
829                         }
830                 }
831         }
832
833         if (!VectorLength2(s->q.move))
834         {
835                 // drift towards bottom
836                 VectorSet(wishvel, 0, 0, -60);
837         }
838         else
839         {
840                 // swim
841                 vec3_t forward;
842                 vec3_t right;
843                 vec3_t up;
844                 // calculate movement vector
845                 AngleVectors(s->q.viewangles, forward, right, up);
846                 VectorSet(up, 0, 0, 1);
847                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
848         }
849
850         // split wishvel into wishspeed and wishdir
851         wishspeed = VectorLength(wishvel);
852         if (wishspeed)
853                 VectorScale(wishvel, 1 / wishspeed, wishdir);
854         else
855                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
856         wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
857
858         if (s->crouched)
859                 wishspeed *= 0.5;
860
861         if (s->waterjumptime <= 0)
862         {
863                 // water friction
864                 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
865                 f = bound(0, f, 1);
866                 VectorScale(s->velocity, f, s->velocity);
867
868                 // water acceleration
869                 f = wishspeed - DotProduct(s->velocity, wishdir);
870                 if (f > 0)
871                 {
872                         f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
873                         VectorMA(s->velocity, f, wishdir, s->velocity);
874                 }
875
876                 // holding jump button swims upward slowly
877                 if (s->q.jump)
878                 {
879                         if (s->watertype & SUPERCONTENTS_LAVA)
880                                 s->velocity[2] =  50;
881                         else if (s->watertype & SUPERCONTENTS_SLIME)
882                                 s->velocity[2] =  80;
883                         else
884                         {
885                                 if (gamemode == GAME_NEXUIZ)
886                                         s->velocity[2] = 200;
887                                 else
888                                         s->velocity[2] = 100;
889                         }
890                 }
891         }
892
893         CL_ClientMovement_Move(s);
894 }
895
896 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
897 {
898         vec_t friction;
899         vec_t wishspeed;
900         vec_t addspeed;
901         vec_t accelspeed;
902         vec_t f;
903         vec3_t forward;
904         vec3_t right;
905         vec3_t up;
906         vec3_t wishvel;
907         vec3_t wishdir;
908         vec3_t yawangles;
909         trace_t trace;
910
911         // jump if on ground with jump button pressed but only if it has been
912         // released at least once since the last jump
913         if (s->q.jump && s->canjump && s->onground)
914         {
915                 s->velocity[2] += s->movevars_jumpvelocity;
916                 s->onground = false;
917                 s->canjump = false;
918         }
919
920         // calculate movement vector
921         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
922         AngleVectors(yawangles, forward, right, up);
923         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
924
925         // split wishvel into wishspeed and wishdir
926         wishspeed = VectorLength(wishvel);
927         if (wishspeed)
928                 VectorScale(wishvel, 1 / wishspeed, wishdir);
929         else
930                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
931         wishspeed = min(wishspeed, s->movevars_maxspeed);
932         if (s->crouched)
933                 wishspeed *= 0.5;
934
935         // check if onground
936         if (s->onground)
937         {
938                 // apply edge friction
939                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
940                 friction = s->movevars_friction;
941                 if (f > 0 && s->movevars_edgefriction != 1)
942                 {
943                         vec3_t neworigin2;
944                         vec3_t neworigin3;
945                         // note: QW uses the full player box for the trace, and yet still
946                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
947                         // this mimics it for compatibility
948                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
949                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
950                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
951                                 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
952                         else
953                                 trace = CL_TraceBox(neworigin2, vec3_origin, vec3_origin, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
954                         if (trace.fraction == 1 && !trace.startsolid)
955                                 friction *= s->movevars_edgefriction;
956                 }
957                 // apply ground friction
958                 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
959                 f = max(f, 0);
960                 VectorScale(s->velocity, f, s->velocity);
961                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
962                 if (addspeed > 0)
963                 {
964                         accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
965                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
966                 }
967                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
968                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
969                         s->velocity[2] = 0;
970                 if (VectorLength2(s->velocity))
971                         CL_ClientMovement_Move(s);
972         }
973         else
974         {
975                 if (s->waterjumptime <= 0)
976                 {
977                         // apply air speed limit
978                         wishspeed = min(wishspeed, s->movevars_maxairspeed);
979                         // Nexuiz has no upper bound on air acceleration, but little control
980                         if (gamemode == GAME_NEXUIZ)
981                                 addspeed = wishspeed;
982                         else
983                                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
984                         if (addspeed > 0)
985                         {
986                                 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
987                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
988                         }
989                 }
990                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
991                 CL_ClientMovement_Move(s);
992         }
993 }
994
995 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
996 {
997         //Con_Printf(" %f", frametime);
998         if (!s->q.jump)
999                 s->canjump = true;
1000         s->waterjumptime -= s->q.frametime;
1001         CL_ClientMovement_UpdateStatus(s);
1002         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1003                 CL_ClientMovement_Physics_Swim(s);
1004         else
1005                 CL_ClientMovement_Physics_Walk(s);
1006 }
1007
1008 void CL_ClientMovement_Replay(void)
1009 {
1010         int i;
1011         cl_clientmovement_state_t s;
1012
1013         if (!cl.movement_replay)
1014                 return;
1015         cl.movement_replay = false;
1016
1017         // set up starting state for the series of moves
1018         memset(&s, 0, sizeof(s));
1019         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1020         VectorCopy(cl.mvelocity[0], s.velocity);
1021         s.crouched = true; // will be updated on first move
1022         s.canjump = true;
1023
1024         // set up movement variables
1025         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1026         {
1027                 s.movevars_gravity = cl.qw_movevars_gravity;
1028                 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1029                 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1030                 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1031                 s.movevars_accelerate = cl.qw_movevars_accelerate;
1032                 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1033                 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1034                 s.movevars_friction = cl.qw_movevars_friction;
1035                 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1036                 s.movevars_entgravity = cl.qw_movevars_entgravity;
1037                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1038                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1039                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1040                 s.movevars_stepheight = cl_movement_stepheight.value;
1041         }
1042         else
1043         {
1044                 s.movevars_gravity = sv_gravity.value;
1045                 s.movevars_stopspeed = cl_movement_stopspeed.value;
1046                 s.movevars_maxspeed = cl_movement_maxspeed.value;
1047                 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1048                 s.movevars_accelerate = cl_movement_accelerate.value;
1049                 s.movevars_airaccelerate = cl_movement_accelerate.value;
1050                 s.movevars_wateraccelerate = cl_movement_accelerate.value;
1051                 s.movevars_friction = cl_movement_friction.value;
1052                 s.movevars_waterfriction = cl_movement_friction.value;
1053                 s.movevars_entgravity = 1;
1054                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1055                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1056                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1057                 s.movevars_stepheight = cl_movement_stepheight.value;
1058         }
1059
1060         if (cl.movement)
1061         {
1062                 //Con_Printf("%f: ", cl.mtime[0]);
1063
1064                 // replay the input queue to predict current location
1065                 // note: this relies on the fact there's always one queue item at the end
1066
1067                 for (i = 0;i < cl.movement_numqueue;i++)
1068                 {
1069                         s.q = cl.movement_queue[i];
1070                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1071                         if (s.q.frametime > 0.05)
1072                         {
1073                                 s.q.frametime *= 0.5;
1074                                 CL_ClientMovement_PlayerMove(&s);
1075                         }
1076                         CL_ClientMovement_PlayerMove(&s);
1077                 }
1078         }
1079         else
1080         {
1081                 // get the first movement queue entry to know whether to crouch and such
1082                 s.q = cl.movement_queue[0];
1083         }
1084         // store replay location
1085         CL_ClientMovement_UpdateStatus(&s);
1086         cl.onground = s.onground;
1087         cl.movement_time[1] = cl.movement_time[0];
1088         cl.movement_time[0] = cl.movement_queue[cl.movement_numqueue-1].time;
1089         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1090         VectorCopy(s.origin, cl.movement_origin);
1091         VectorCopy(s.velocity, cl.movement_velocity);
1092         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1093         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1094 }
1095
1096 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
1097 {
1098         int bits;
1099
1100         bits = 0;
1101         if (to->angles[0] != from->angles[0])
1102                 bits |= QW_CM_ANGLE1;
1103         if (to->angles[1] != from->angles[1])
1104                 bits |= QW_CM_ANGLE2;
1105         if (to->angles[2] != from->angles[2])
1106                 bits |= QW_CM_ANGLE3;
1107         if (to->forwardmove != from->forwardmove)
1108                 bits |= QW_CM_FORWARD;
1109         if (to->sidemove != from->sidemove)
1110                 bits |= QW_CM_SIDE;
1111         if (to->upmove != from->upmove)
1112                 bits |= QW_CM_UP;
1113         if (to->buttons != from->buttons)
1114                 bits |= QW_CM_BUTTONS;
1115         if (to->impulse != from->impulse)
1116                 bits |= QW_CM_IMPULSE;
1117
1118         MSG_WriteByte(buf, bits);
1119         if (bits & QW_CM_ANGLE1)
1120                 MSG_WriteAngle16i(buf, to->angles[0]);
1121         if (bits & QW_CM_ANGLE2)
1122                 MSG_WriteAngle16i(buf, to->angles[1]);
1123         if (bits & QW_CM_ANGLE3)
1124                 MSG_WriteAngle16i(buf, to->angles[2]);
1125         if (bits & QW_CM_FORWARD)
1126                 MSG_WriteShort(buf, to->forwardmove);
1127         if (bits & QW_CM_SIDE)
1128                 MSG_WriteShort(buf, to->sidemove);
1129         if (bits & QW_CM_UP)
1130                 MSG_WriteShort(buf, to->upmove);
1131         if (bits & QW_CM_BUTTONS)
1132                 MSG_WriteByte(buf, to->buttons);
1133         if (bits & QW_CM_IMPULSE)
1134                 MSG_WriteByte(buf, to->impulse);
1135         MSG_WriteByte(buf, to->msec);
1136 }
1137
1138 /*
1139 ==============
1140 CL_SendMove
1141 ==============
1142 */
1143 extern cvar_t cl_netinputpacketspersecond;
1144 void CL_SendMove(void)
1145 {
1146         int i;
1147         int bits;
1148         int impulse;
1149         sizebuf_t buf;
1150         unsigned char data[128];
1151         static double lastsendtime = 0;
1152 #define MOVEAVERAGING 0
1153 #if MOVEAVERAGING
1154         static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
1155 #endif
1156         float forwardmove, sidemove, upmove;
1157
1158         // if playing a demo, do nothing
1159         if (!cls.netcon)
1160                 return;
1161
1162 #if MOVEAVERAGING
1163         // accumulate changes between messages
1164         accumforwardmove += cl.cmd.forwardmove;
1165         accumsidemove += cl.cmd.sidemove;
1166         accumupmove += cl.cmd.upmove;
1167         accumtotal++;
1168 #endif
1169
1170         cl.movement = cl_movement.integer && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
1171         if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
1172         {
1173                 if (!cl.movement_needupdate)
1174                         return;
1175                 cl.movement_needupdate = false;
1176         }
1177         else
1178         {
1179                 if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
1180                         return;
1181                 // don't let it fall behind if CL_SendMove hasn't been called recently
1182                 // (such is the case when framerate is too low for instance)
1183                 lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
1184         }
1185 #if MOVEAVERAGING
1186         // average the accumulated changes
1187         accumtotal = 1.0f / accumtotal;
1188         forwardmove = accumforwardmove * accumtotal;
1189         sidemove = accumsidemove * accumtotal;
1190         upmove = accumupmove * accumtotal;
1191         accumforwardmove = 0;
1192         accumsidemove = 0;
1193         accumupmove = 0;
1194         accumtotal = 0;
1195 #else
1196         // use the latest values
1197         forwardmove = cl.cmd.forwardmove;
1198         sidemove = cl.cmd.sidemove;
1199         upmove = cl.cmd.upmove;
1200 #endif
1201
1202         if (cls.signon == SIGNONS)
1203                 CL_UpdatePrydonCursor();
1204
1205         buf.maxsize = 128;
1206         buf.cursize = 0;
1207         buf.data = data;
1208
1209         // set button bits
1210         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1211         bits = 0;
1212         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1213         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1214         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1215         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1216         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1217         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1218         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1219         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1220         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1221         if (key_dest != key_game || key_consoleactive) bits |= 512;
1222         if (cl_prydoncursor.integer) bits |= 1024;
1223         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1224         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1225         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1226         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1227         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1228         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1229         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1230         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1231         // button bits 19-31 unused currently
1232         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1233         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1234         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1235         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1236         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1237
1238         impulse = in_impulse;
1239         in_impulse = 0;
1240
1241         csqc_buttons = bits;
1242
1243         if (cls.signon == SIGNONS)
1244         {
1245                 // always dump the first two messages, because they may contain leftover inputs from the last level
1246                 if (++cl.movemessages >= 2)
1247                 {
1248                         // send the movement message
1249                         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1250                         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1251                         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1252                         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1253                         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1254                         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1255                         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1256                         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1257                         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1258                         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
1259                         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1260                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1261                         {
1262                                 int checksumindex;
1263                                 double msectime;
1264                                 static double oldmsectime;
1265                                 qw_usercmd_t *cmd, *oldcmd;
1266                                 qw_usercmd_t nullcmd;
1267
1268                                 //Con_Printf("code qw_clc_move\n");
1269
1270                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1271                                 cmd = &cl.qw_moves[i];
1272                                 memset(&nullcmd, 0, sizeof(nullcmd));
1273                                 memset(cmd, 0, sizeof(*cmd));
1274                                 cmd->buttons = bits;
1275                                 cmd->impulse = impulse;
1276                                 cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
1277                                 cmd->sidemove = (short)bound(-32768, sidemove, 32767);
1278                                 cmd->upmove = (short)bound(-32768, upmove, 32767);
1279                                 VectorCopy(cl.viewangles, cmd->angles);
1280                                 msectime = realtime * 1000;
1281                                 cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1282                                 // ridiculous value rejection (matches qw)
1283                                 if (cmd->msec > 250)
1284                                         cmd->msec = 100;
1285                                 oldmsectime = msectime;
1286
1287                                 CL_ClientMovement_InputQW(cmd);
1288
1289                                 MSG_WriteByte(&buf, qw_clc_move);
1290                                 // save the position for a checksum byte
1291                                 checksumindex = buf.cursize;
1292                                 MSG_WriteByte(&buf, 0);
1293                                 // packet loss percentage
1294                                 // FIXME: netgraph stuff
1295                                 MSG_WriteByte(&buf, 0);
1296                                 // write most recent 3 moves
1297                                 i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
1298                                 cmd = &cl.qw_moves[i];
1299                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
1300                                 oldcmd = cmd;
1301                                 i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
1302                                 cmd = &cl.qw_moves[i];
1303                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1304                                 oldcmd = cmd;
1305                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1306                                 cmd = &cl.qw_moves[i];
1307                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1308                                 // calculate the checksum
1309                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1310                                 // if delta compression history overflows, request no delta
1311                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1312                                         cl.qw_validsequence = 0;
1313                                 // request delta compression if appropriate
1314                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1315                                 {
1316                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1317                                         MSG_WriteByte(&buf, qw_clc_delta);
1318                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1319                                 }
1320                                 else
1321                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1322                         }
1323                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1324                         {
1325                                 // 5 bytes
1326                                 MSG_WriteByte (&buf, clc_move);
1327                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1328                                 // 3 bytes
1329                                 for (i = 0;i < 3;i++)
1330                                         MSG_WriteAngle8i (&buf, cl.viewangles[i]);
1331                                 // 6 bytes
1332                                 MSG_WriteCoord16i (&buf, forwardmove);
1333                                 MSG_WriteCoord16i (&buf, sidemove);
1334                                 MSG_WriteCoord16i (&buf, upmove);
1335                                 // 2 bytes
1336                                 MSG_WriteByte (&buf, bits);
1337                                 MSG_WriteByte (&buf, impulse);
1338
1339                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1340                         }
1341                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1342                         {
1343                                 // 5 bytes
1344                                 MSG_WriteByte (&buf, clc_move);
1345                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1346                                 // 12 bytes
1347                                 for (i = 0;i < 3;i++)
1348                                         MSG_WriteAngle32f (&buf, cl.viewangles[i]);
1349                                 // 6 bytes
1350                                 MSG_WriteCoord16i (&buf, forwardmove);
1351                                 MSG_WriteCoord16i (&buf, sidemove);
1352                                 MSG_WriteCoord16i (&buf, upmove);
1353                                 // 2 bytes
1354                                 MSG_WriteByte (&buf, bits);
1355                                 MSG_WriteByte (&buf, impulse);
1356
1357                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1358                         }
1359                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1360                         {
1361                                 // 5 bytes
1362                                 MSG_WriteByte (&buf, clc_move);
1363                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1364                                 // 6 bytes
1365                                 for (i = 0;i < 3;i++)
1366                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1367                                 // 6 bytes
1368                                 MSG_WriteCoord16i (&buf, forwardmove);
1369                                 MSG_WriteCoord16i (&buf, sidemove);
1370                                 MSG_WriteCoord16i (&buf, upmove);
1371                                 // 2 bytes
1372                                 MSG_WriteByte (&buf, bits);
1373                                 MSG_WriteByte (&buf, impulse);
1374
1375                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1376                         }
1377                         else
1378                         {
1379                                 // 5 bytes
1380                                 MSG_WriteByte (&buf, clc_move);
1381                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1382                                 {
1383                                         if (cl_movement.integer)
1384                                         {
1385                                                 cl.movesequence++;
1386                                                 MSG_WriteLong (&buf, cl.movesequence);
1387                                         }
1388                                         else
1389                                                 MSG_WriteLong (&buf, 0);
1390                                 }
1391                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1392                                 // 6 bytes
1393                                 for (i = 0;i < 3;i++)
1394                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1395                                 // 6 bytes
1396                                 MSG_WriteCoord16i (&buf, forwardmove);
1397                                 MSG_WriteCoord16i (&buf, sidemove);
1398                                 MSG_WriteCoord16i (&buf, upmove);
1399                                 // 5 bytes
1400                                 MSG_WriteLong (&buf, bits);
1401                                 MSG_WriteByte (&buf, impulse);
1402                                 // PRYDON_CLIENTCURSOR
1403                                 // 30 bytes
1404                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[0] * 32767.0f));
1405                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[1] * 32767.0f));
1406                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
1407                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
1408                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
1409                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
1410                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
1411                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1412                                 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1413
1414                                 // FIXME: bits & 16 is +button5, Nexuiz specific
1415                                 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1416                         }
1417                 }
1418
1419                 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1420                 {
1421                         // ack the last few frame numbers
1422                         // (redundent to improve handling of client->server packet loss)
1423                         // for LATESTFRAMENUMS == 3 case this is 15 bytes
1424                         for (i = 0;i < LATESTFRAMENUMS;i++)
1425                         {
1426                                 if (cl.latestframenums[i] > 0)
1427                                 {
1428                                         if (developer_networkentities.integer >= 1)
1429                                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1430                                         MSG_WriteByte(&buf, clc_ackframe);
1431                                         MSG_WriteLong(&buf, cl.latestframenums[i]);
1432                                 }
1433                         }
1434                 }
1435
1436                 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1437                 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1438         }
1439
1440         // send the reliable message (forwarded commands) if there is one
1441         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1442
1443         if (cls.netcon->message.overflowed)
1444         {
1445                 Con_Print("CL_SendMove: lost server connection\n");
1446                 CL_Disconnect();
1447                 Host_ShutdownServer();
1448         }
1449 }
1450
1451 /*
1452 ============
1453 CL_InitInput
1454 ============
1455 */
1456 void CL_InitInput (void)
1457 {
1458         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1459         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1460         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1461         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1462         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1463         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1464         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1465         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1466         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1467         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1468         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1469         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1470         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1471         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1472         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1473         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1474         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1475         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1476         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1477         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1478         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1479         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1480         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1481         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1482         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1483         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1484         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1485         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1486         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1487         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1488         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1489         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1490         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1491
1492         // LordHavoc: added use button
1493         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1494         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1495
1496         // LordHavoc: added 6 new buttons
1497         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1498         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1499         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1500         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1501         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1502         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1503         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1504         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1505         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1506         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1507         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1508         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1509         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1510         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1511         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1512         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1513         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1514         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1515         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1516         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1517         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1518         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1519         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1520         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1521         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1522         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1523         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1524         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1525
1526         Cvar_RegisterVariable(&cl_movement);
1527         Cvar_RegisterVariable(&cl_movement_latency);
1528         Cvar_RegisterVariable(&cl_movement_maxspeed);
1529         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1530         Cvar_RegisterVariable(&cl_movement_stopspeed);
1531         Cvar_RegisterVariable(&cl_movement_friction);
1532         Cvar_RegisterVariable(&cl_movement_edgefriction);
1533         Cvar_RegisterVariable(&cl_movement_stepheight);
1534         Cvar_RegisterVariable(&cl_movement_accelerate);
1535         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1536         Cvar_RegisterVariable(&cl_gravity);
1537         Cvar_RegisterVariable(&cl_slowmo);
1538
1539         Cvar_RegisterVariable(&in_pitch_min);
1540         Cvar_RegisterVariable(&in_pitch_max);
1541         Cvar_RegisterVariable(&m_filter);
1542
1543         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1544
1545         Cvar_RegisterVariable(&cl_nodelta);
1546 }
1547