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_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead"};
337 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)"};
338 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
339 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
340 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"};
341 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-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_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
343 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)"};
344 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
345 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
346 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
348 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
349 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
351 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
353 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
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 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"};
363 Moves the local angle positions
366 void CL_AdjustAngles (void)
371 if (in_speed.state & 1)
372 speed = cl.realframetime * cl_anglespeedkey.value;
374 speed = cl.realframetime;
376 if (!(in_strafe.state & 1))
378 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
379 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
381 if (in_klook.state & 1)
384 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
385 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
388 up = CL_KeyState (&in_lookup);
389 down = CL_KeyState(&in_lookdown);
391 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
392 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
397 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
398 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
399 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
400 if (cl.viewangles[YAW] >= 180)
401 cl.viewangles[YAW] -= 360;
402 if (cl.viewangles[PITCH] >= 180)
403 cl.viewangles[PITCH] -= 360;
404 if (cl.viewangles[ROLL] >= 180)
405 cl.viewangles[ROLL] -= 360;
407 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
408 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
411 qboolean cl_ignoremousemove = false;
417 Send the intended movement message to the server
423 static float old_mouse_x = 0, old_mouse_y = 0;
425 // clamp before the move to prevent starting with bad angles
428 // reset some of the command fields
429 cl.cmd.forwardmove = 0;
433 // get basic movement from keyboard
434 if (in_strafe.state & 1)
436 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
437 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
440 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
441 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
443 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
444 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
446 if (! (in_klook.state & 1) )
448 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
449 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
452 // adjust for speed key
453 if (in_speed.state & 1)
455 cl.cmd.forwardmove *= cl_movespeedkey.value;
456 cl.cmd.sidemove *= cl_movespeedkey.value;
457 cl.cmd.upmove *= cl_movespeedkey.value;
463 // allow mice or other external controllers to add to the move
466 // ignore a mouse move if mouse was activated/deactivated this frame
467 if (cl_ignoremousemove)
469 cl_ignoremousemove = false;
474 // apply m_filter if it is on
477 if (m_filter.integer)
479 in_mouse_x = (mx + old_mouse_x) * 0.5;
480 in_mouse_y = (my + old_mouse_y) * 0.5;
485 // if not in menu, apply mouse move to viewangles/movement
486 if (!cl.csqc_wantsmousemove && in_client_mouse)
488 if (cl_prydoncursor.integer)
490 // mouse interacting with the scene, mostly stationary view
492 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
493 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
495 else if (in_strafe.state & 1)
497 // strafing mode, all looking is movement
499 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
500 if (noclip_anglehack)
501 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
503 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
505 else if ((in_mlook.state & 1) || freelook.integer)
507 // mouselook, lookstrafe causes turning to become strafing
509 if (lookstrafe.integer)
510 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
512 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
513 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
517 // non-mouselook, yaw turning and forward/back movement
518 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
519 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
523 // clamp after the move to prevent rendering with bad angles
527 #include "cl_collision.h"
529 void CL_UpdatePrydonCursor(void)
533 if (!cl_prydoncursor.integer)
534 VectorClear(cl.cmd.cursor_screen);
537 if (cl.cmd.cursor_screen[0] < -1)
539 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
540 cl.cmd.cursor_screen[0] = -1;
542 if (cl.cmd.cursor_screen[0] > 1)
544 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
545 cl.cmd.cursor_screen[0] = 1;
547 if (cl.cmd.cursor_screen[1] < -1)
549 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
550 cl.cmd.cursor_screen[1] = -1;
552 if (cl.cmd.cursor_screen[1] > 1)
554 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
555 cl.cmd.cursor_screen[1] = 1;
558 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
559 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
560 cl.cmd.cursor_screen[2] = 1;
562 // calculate current view matrix
563 Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
564 // calculate direction vector of cursor in viewspace by using frustum slopes
565 VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
566 Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
567 // trace from view origin to the cursor
568 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);
571 void CL_ClientMovement_InputQW(void)
575 // if time has not advanced, do nothing
576 if (cl.movecmd[0].time <= cl.movecmd[1].time)
578 // remove stale queue items
579 n = cl.movement_numqueue;
580 cl.movement_numqueue = 0;
581 for (i = 0;i < n;i++)
583 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
584 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
586 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
588 // add to input queue if there is room
589 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
591 // add to input queue
592 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
593 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
594 cl.movement_queue[cl.movement_numqueue].frametime = cl.cmd.msec / 1000.0;
595 VectorCopy(cl.cmd.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
596 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
597 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
598 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
599 cl.movement_queue[cl.movement_numqueue].jump = (cl.cmd.buttons & 2) != 0;
600 cl.movement_queue[cl.movement_numqueue].crouch = false;
601 cl.movement_numqueue++;
604 cl.movement_replay = true;
607 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
611 // if time has not advanced, do nothing
612 if (cl.movecmd[0].time <= cl.movecmd[1].time)
614 // remove stale queue items
615 n = cl.movement_numqueue;
616 cl.movement_numqueue = 0;
617 if (cls.servermovesequence)
619 for (i = 0;i < n;i++)
621 if (cl.movement_queue[i].sequence > cls.servermovesequence)
622 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
624 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
627 // add to input queue if there is room
628 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
630 // add to input queue
631 cl.movement_queue[cl.movement_numqueue].sequence = cls.movesequence;
632 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
633 cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.movecmd[0].time - cl.movecmd[1].time, 0.1);
634 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
635 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
636 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
637 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
638 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
639 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
640 cl.movement_numqueue++;
643 cl.movement_replay = true;
646 typedef enum waterlevel_e
655 typedef struct cl_clientmovement_state_s
660 // current bounding box (different if crouched vs standing)
663 // currently on the ground
665 // currently crouching
667 // whether jump button has been released since last jump
669 // what kind of water (SUPERCONTENTS_LAVA for instance)
672 waterlevel_t waterlevel;
673 // weird hacks when jumping out of water
674 // (this is in seconds and counts down to 0)
677 // movement parameters for physics code
678 float movevars_gravity;
679 float movevars_stopspeed;
680 float movevars_maxspeed;
681 float movevars_spectatormaxspeed;
682 float movevars_accelerate;
683 float movevars_airaccelerate;
684 float movevars_wateraccelerate;
685 float movevars_friction;
686 float movevars_waterfriction;
687 float movevars_entgravity;
688 float movevars_jumpvelocity;
689 float movevars_edgefriction;
690 float movevars_maxairspeed;
691 float movevars_stepheight;
692 float movevars_airaccel_qw;
693 float movevars_airaccel_sideways_friction;
696 client_movementqueue_t q;
698 cl_clientmovement_state_t;
700 #define NUMOFFSETS 27
701 static vec3_t offsets[NUMOFFSETS] =
703 // 1 no nudge (just return the original if this test passes)
704 { 0.000, 0.000, 0.000},
706 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
707 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
708 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
709 // 4 diagonal flat nudges
710 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
711 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
712 // 8 diagonal upward nudges
713 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
714 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
715 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
716 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
717 // 8 diagonal downward nudges
718 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
719 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
720 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
721 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
724 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
728 for (i = 0;i < NUMOFFSETS;i++)
730 VectorAdd(offsets[i], s->origin, neworigin);
731 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
733 VectorCopy(neworigin, s->origin);
737 // if all offsets failed, give up
741 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
743 vec3_t origin1, origin2;
746 // make sure player is not stuck
747 CL_ClientMovement_Unstick(s);
752 // wants to crouch, this always works..
758 // wants to stand, if currently crouching we need to check for a
762 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
763 if (!trace.startsolid)
769 VectorCopy(cl.playercrouchmins, s->mins);
770 VectorCopy(cl.playercrouchmaxs, s->maxs);
774 VectorCopy(cl.playerstandmins, s->mins);
775 VectorCopy(cl.playerstandmaxs, s->maxs);
779 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
780 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
781 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
782 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
784 // set watertype/waterlevel
785 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
786 s->waterlevel = WATERLEVEL_NONE;
787 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
790 s->waterlevel = WATERLEVEL_WETFEET;
791 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
792 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
794 s->waterlevel = WATERLEVEL_SWIMMING;
795 origin1[2] = s->origin[2] + 22;
796 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
797 s->waterlevel = WATERLEVEL_SUBMERGED;
801 // water jump prediction
802 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
803 s->waterjumptime = 0;
806 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
812 vec3_t currentorigin2;
814 vec3_t primalvelocity;
818 CL_ClientMovement_UpdateStatus(s);
819 VectorCopy(s->velocity, primalvelocity);
820 for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
822 VectorMA(s->origin, t, s->velocity, neworigin);
823 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
824 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
826 // may be a step or wall, try stepping up
827 // first move forward at a higher level
828 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
829 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
830 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
831 if (!trace2.startsolid)
833 // then move down from there
834 VectorCopy(trace2.endpos, currentorigin2);
835 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
836 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
837 //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]);
838 // accept the new trace if it made some progress
839 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
842 VectorCopy(trace3.endpos, trace.endpos);
847 // check if it moved at all
848 if (trace.fraction >= 0.001)
849 VectorCopy(trace.endpos, s->origin);
851 // check if it moved all the way
852 if (trace.fraction == 1)
855 //if (trace.plane.normal[2] > 0.7)
856 // s->onground = true;
858 t -= t * trace.fraction;
860 f = DotProduct(s->velocity, trace.plane.normal);
861 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
863 if (s->waterjumptime > 0)
864 VectorCopy(primalvelocity, s->velocity);
868 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
875 // water jump only in certain situations
876 // this mimics quakeworld code
877 if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
882 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
883 AngleVectors(yawangles, forward, NULL, NULL);
884 VectorMA(s->origin, 24, forward, spot);
886 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
889 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
891 VectorScale(forward, 50, s->velocity);
892 s->velocity[2] = 310;
893 s->waterjumptime = 2;
900 if (!VectorLength2(s->q.move))
902 // drift towards bottom
903 VectorSet(wishvel, 0, 0, -60);
911 // calculate movement vector
912 AngleVectors(s->q.viewangles, forward, right, up);
913 VectorSet(up, 0, 0, 1);
914 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
917 // split wishvel into wishspeed and wishdir
918 wishspeed = VectorLength(wishvel);
920 VectorScale(wishvel, 1 / wishspeed, wishdir);
922 VectorSet( wishdir, 0.0, 0.0, 0.0 );
923 wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
928 if (s->waterjumptime <= 0)
931 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
933 VectorScale(s->velocity, f, s->velocity);
935 // water acceleration
936 f = wishspeed - DotProduct(s->velocity, wishdir);
939 f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
940 VectorMA(s->velocity, f, wishdir, s->velocity);
943 // holding jump button swims upward slowly
946 if (s->watertype & SUPERCONTENTS_LAVA)
948 else if (s->watertype & SUPERCONTENTS_SLIME)
952 if (gamemode == GAME_NEXUIZ)
953 s->velocity[2] = 200;
955 s->velocity[2] = 100;
960 CL_ClientMovement_Move(s);
963 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
978 // jump if on ground with jump button pressed but only if it has been
979 // released at least once since the last jump
980 if (s->q.jump && s->onground)// && s->canjump) // FIXME: canjump doesn't work properly
982 s->velocity[2] += s->movevars_jumpvelocity;
987 // calculate movement vector
988 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
989 AngleVectors(yawangles, forward, right, up);
990 VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
992 // split wishvel into wishspeed and wishdir
993 wishspeed = VectorLength(wishvel);
995 VectorScale(wishvel, 1 / wishspeed, wishdir);
997 VectorSet( wishdir, 0.0, 0.0, 0.0 );
998 wishspeed = min(wishspeed, s->movevars_maxspeed);
1002 // check if onground
1005 // apply edge friction
1006 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1007 friction = s->movevars_friction;
1008 if (f > 0 && s->movevars_edgefriction != 1)
1012 // note: QW uses the full player box for the trace, and yet still
1013 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1014 // this mimics it for compatibility
1015 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1016 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1017 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1018 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1020 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1021 if (trace.fraction == 1 && !trace.startsolid)
1022 friction *= s->movevars_edgefriction;
1024 // apply ground friction
1025 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
1027 VectorScale(s->velocity, f, s->velocity);
1028 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1031 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1032 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1034 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1035 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1037 if (VectorLength2(s->velocity))
1038 CL_ClientMovement_Move(s);
1042 if (s->waterjumptime <= 0)
1049 // apply air speed limit
1050 wishspeed = min(wishspeed, s->movevars_maxairspeed);
1053 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1056 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1057 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1061 vel_straight = DotProduct(s->velocity, wishdir);
1062 vel_z = s->velocity[2];
1063 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1064 vel_perpend[2] -= vel_z;
1066 f = wishspeed - vel_straight;
1068 vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
1070 vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
1072 VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1074 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1075 s->velocity[2] += vel_z;
1077 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1078 CL_ClientMovement_Move(s);
1082 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1084 //Con_Printf(" %f", frametime);
1087 s->waterjumptime -= s->q.frametime;
1088 CL_ClientMovement_UpdateStatus(s);
1089 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1090 CL_ClientMovement_Physics_Swim(s);
1092 CL_ClientMovement_Physics_Walk(s);
1095 void CL_ClientMovement_Replay(void)
1098 double totalmovetime;
1099 cl_clientmovement_state_t s;
1101 // set up starting state for the series of moves
1102 memset(&s, 0, sizeof(s));
1103 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1104 VectorCopy(cl.mvelocity[0], s.velocity);
1105 s.crouched = true; // will be updated on first move
1106 s.canjump = cl.movement_replay_canjump;
1107 //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]);
1109 // set up movement variables
1110 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1112 s.movevars_gravity = cl.qw_movevars_gravity;
1113 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1114 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1115 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1116 s.movevars_accelerate = cl.qw_movevars_accelerate;
1117 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1118 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1119 s.movevars_friction = cl.qw_movevars_friction;
1120 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1121 s.movevars_entgravity = cl.qw_movevars_entgravity;
1122 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1123 s.movevars_edgefriction = cl_movement_edgefriction.value;
1124 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1125 s.movevars_stepheight = cl_movement_stepheight.value;
1126 s.movevars_airaccel_qw = 1.0;
1127 s.movevars_airaccel_sideways_friction = 0.0;
1131 s.movevars_gravity = sv_gravity.value;
1132 s.movevars_stopspeed = cl_movement_stopspeed.value;
1133 s.movevars_maxspeed = cl_movement_maxspeed.value;
1134 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1135 s.movevars_accelerate = cl_movement_accelerate.value;
1136 s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1137 s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1138 s.movevars_friction = cl_movement_friction.value;
1139 s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1140 s.movevars_entgravity = 1;
1141 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1142 s.movevars_edgefriction = cl_movement_edgefriction.value;
1143 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1144 s.movevars_stepheight = cl_movement_stepheight.value;
1145 s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1146 s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1150 for (i = 0;i < cl.movement_numqueue - 1;i++)
1151 totalmovetime += cl.movement_queue[i].frametime;
1152 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);
1153 if (cl.movement_predicted)
1155 //Con_Printf("%f: ", cl.movecmd[0].time);
1157 // replay the input queue to predict current location
1158 // note: this relies on the fact there's always one queue item at the end
1160 for (i = 0;i < cl.movement_numqueue;i++)
1162 s.q = cl.movement_queue[i];
1163 // if a move is more than 50ms, do it as two moves (matching qwsv)
1164 if (s.q.frametime > 0.05)
1166 s.q.frametime *= 0.5;
1167 CL_ClientMovement_PlayerMove(&s);
1169 CL_ClientMovement_PlayerMove(&s);
1174 // get the first movement queue entry to know whether to crouch and such
1175 s.q = cl.movement_queue[0];
1177 CL_ClientMovement_UpdateStatus(&s);
1179 if (cl.movement_replay)
1181 cl.movement_replay = false;
1182 // update interpolation timestamps if time has passed
1183 if (cl.movecmd[0].time != cl.movecmd[1].time)
1185 cl.movement_time[1] = cl.movecmd[1].time;
1186 cl.movement_time[0] = cl.movecmd[0].time;
1187 cl.movement_time[2] = cl.time;
1188 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1189 //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1190 //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1193 // update the interpolation target position and velocity
1194 VectorCopy(s.origin, cl.movement_origin);
1195 VectorCopy(s.velocity, cl.movement_velocity);
1198 // update the onground flag if appropriate
1199 if (cl.movement_predicted)
1201 // when predicted we simply set the flag according to the UpdateStatus
1202 cl.onground = s.onground;
1206 // when not predicted, cl.onground is cleared by cl_parse.c each time
1207 // an update packet is received, but can be forced on here to hide
1208 // server inconsistencies in the onground flag
1209 // (which mostly occur when stepping up stairs at very high framerates
1210 // where after the step up the move continues forward and not
1211 // downward so the ground is not detected)
1213 // such onground inconsistencies can cause jittery gun bobbing and
1214 // stair smoothing, so we set onground if UpdateStatus says so
1219 // react to onground state changes (for gun bob)
1222 if (!cl.oldonground)
1223 cl.hitgroundtime = cl.movecmd[0].time;
1224 cl.lastongroundtime = cl.movecmd[0].time;
1226 cl.oldonground = cl.onground;
1229 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1234 if (to->viewangles[0] != from->viewangles[0])
1235 bits |= QW_CM_ANGLE1;
1236 if (to->viewangles[1] != from->viewangles[1])
1237 bits |= QW_CM_ANGLE2;
1238 if (to->viewangles[2] != from->viewangles[2])
1239 bits |= QW_CM_ANGLE3;
1240 if (to->forwardmove != from->forwardmove)
1241 bits |= QW_CM_FORWARD;
1242 if (to->sidemove != from->sidemove)
1244 if (to->upmove != from->upmove)
1246 if (to->buttons != from->buttons)
1247 bits |= QW_CM_BUTTONS;
1248 if (to->impulse != from->impulse)
1249 bits |= QW_CM_IMPULSE;
1251 MSG_WriteByte(buf, bits);
1252 if (bits & QW_CM_ANGLE1)
1253 MSG_WriteAngle16i(buf, to->viewangles[0]);
1254 if (bits & QW_CM_ANGLE2)
1255 MSG_WriteAngle16i(buf, to->viewangles[1]);
1256 if (bits & QW_CM_ANGLE3)
1257 MSG_WriteAngle16i(buf, to->viewangles[2]);
1258 if (bits & QW_CM_FORWARD)
1259 MSG_WriteShort(buf, to->forwardmove);
1260 if (bits & QW_CM_SIDE)
1261 MSG_WriteShort(buf, to->sidemove);
1262 if (bits & QW_CM_UP)
1263 MSG_WriteShort(buf, to->upmove);
1264 if (bits & QW_CM_BUTTONS)
1265 MSG_WriteByte(buf, to->buttons);
1266 if (bits & QW_CM_IMPULSE)
1267 MSG_WriteByte(buf, to->impulse);
1268 MSG_WriteByte(buf, to->msec);
1276 usercmd_t nullcmd; // for delta compression of qw moves
1277 void CL_SendMove(void)
1279 int i, j, packetloss, maxusercmds;
1282 unsigned char data[1024];
1283 static double lastsendtime = 0;
1286 static double oldmsectime;
1288 // if playing a demo, do nothing
1292 // don't send too often or else network connections can get clogged by a high renderer framerate
1293 packettime = 1.0 / bound(10, cl_netinputpacketspersecond.value, 100);
1294 // quakeworld servers take only frametimes
1295 // predicted dp7 servers take current interpolation time
1296 // unpredicted servers take an echo of the latest server timestamp
1297 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1299 if (realtime < lastsendtime + packettime)
1301 cl.cmd.time = realtime;
1303 else if (cl.movement_predicted)
1305 if (realtime < lastsendtime + packettime)
1307 cl.cmd.time = cl.time;
1311 // unpredicted movement should be sent immediately whenever a server
1312 // packet is received, to minimize ping times
1313 if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
1315 cl.cmd.time = cl.mtime[0];
1318 // don't let it fall behind if CL_SendMove hasn't been called recently
1319 // (such is the case when framerate is too low for instance)
1320 lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
1321 // set the flag indicating that we sent a packet recently
1322 cl.movement_needupdate = false;
1324 buf.maxsize = sizeof(data);
1328 // conditions for sending a move:
1329 // if the move advances time or if the game is paused (in which case time
1330 // is not advancing)
1331 if ((cl.cmd.time > cl.movecmd[0].time || cl.mtime[0] <= cl.mtime[1]) && cls.signon == SIGNONS)
1333 // don't send a new input packet if the connection is still saturated from
1334 // the last one (or chat messages, etc)
1335 // note: this behavior comes from QW
1336 if (!NetConn_CanSend(cls.netcon))
1339 // send the movement message
1340 // PROTOCOL_QUAKE clc_move = 16 bytes total
1341 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1342 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1343 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1344 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1345 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1346 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1347 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1348 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1349 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1350 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1353 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1355 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
1356 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
1357 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
1358 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
1359 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
1360 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
1361 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
1362 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
1363 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
1364 if (key_dest != key_game || key_consoleactive) bits |= 512;
1365 if (cl_prydoncursor.integer) bits |= 1024;
1366 if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
1367 if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
1368 if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
1369 if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
1370 if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
1371 if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
1372 if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
1373 if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
1374 // button bits 19-31 unused currently
1375 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1376 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1377 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1378 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1379 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1380 cl.cmd.buttons = bits;
1383 cl.cmd.impulse = in_impulse;
1386 // movement is set by input code (forwardmove/sidemove/upmove)
1389 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1391 msectime = floor(cl.cmd.time * 1000);
1392 cl.cmd.msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1393 // ridiculous value rejection (matches qw)
1394 if (cl.cmd.msec > 250)
1396 oldmsectime = msectime;
1399 if (cl_movement.integer)
1400 cl.cmd.sequence = cls.movesequence;
1402 cl.cmd.sequence = 0;
1404 // set prydon cursor info
1405 CL_UpdatePrydonCursor();
1407 // always dump the first two messages, because they may contain leftover inputs from the last level
1408 if (cls.movesequence > 2)
1410 // update the cl.movecmd array which holds the most recent moves
1411 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1412 cl.movecmd[i] = cl.movecmd[i-1];
1413 cl.movecmd[0] = cl.cmd;
1415 // set the maxusercmds variable to limit how many should be sent
1416 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1418 // qw uses exactly 3 moves
1423 // configurable number of unacknowledged moves
1424 maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1425 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1426 if (!cl.cmd.sequence)
1430 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1434 CL_ClientMovement_InputQW();
1436 MSG_WriteByte(&buf, qw_clc_move);
1437 // save the position for a checksum byte
1438 checksumindex = buf.cursize;
1439 MSG_WriteByte(&buf, 0);
1440 // packet loss percentage
1441 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1442 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1444 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1445 MSG_WriteByte(&buf, packetloss);
1446 // write most recent 3 moves
1447 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1448 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1449 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1450 // calculate the checksum
1451 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1452 // if delta compression history overflows, request no delta
1453 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1454 cl.qw_validsequence = 0;
1455 // request delta compression if appropriate
1456 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1458 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1459 MSG_WriteByte(&buf, qw_clc_delta);
1460 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1463 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1465 else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1467 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1470 MSG_WriteByte (&buf, clc_move);
1471 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1473 for (i = 0;i < 3;i++)
1474 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1476 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1477 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1478 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1480 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1481 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1483 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1485 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1488 MSG_WriteByte (&buf, clc_move);
1489 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1491 for (i = 0;i < 3;i++)
1492 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1494 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1495 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1496 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1498 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1499 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1501 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1503 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1506 MSG_WriteByte (&buf, clc_move);
1507 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1509 for (i = 0;i < 3;i++)
1510 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1512 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1513 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1514 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1516 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1517 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1522 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1523 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1525 // send the latest moves in order, the old ones will be
1526 // ignored by the server harmlessly, however if the previous
1527 // packets were lost these moves will be used
1529 // this reduces packet loss impact on gameplay.
1530 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1532 // don't repeat any stale moves
1533 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1536 MSG_WriteByte (&buf, clc_move);
1537 if (cls.protocol != PROTOCOL_DARKPLACES6)
1538 MSG_WriteLong (&buf, cmd->sequence);
1539 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1541 for (i = 0;i < 3;i++)
1542 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1544 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1545 MSG_WriteCoord16i (&buf, cmd->sidemove);
1546 MSG_WriteCoord16i (&buf, cmd->upmove);
1548 MSG_WriteLong (&buf, cmd->buttons);
1549 MSG_WriteByte (&buf, cmd->impulse);
1550 // PRYDON_CLIENTCURSOR
1552 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1553 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1554 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1555 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1556 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1557 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1558 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1559 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1560 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1566 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1568 // ack the last few frame numbers
1569 // (redundent to improve handling of client->server packet loss)
1570 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1571 for (i = 0;i < LATESTFRAMENUMS;i++)
1573 if (cl.latestframenums[i] > 0)
1575 if (developer_networkentities.integer >= 10)
1576 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1577 MSG_WriteByte(&buf, clc_ackframe);
1578 MSG_WriteLong(&buf, cl.latestframenums[i]);
1583 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1584 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1586 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1588 // acknowledge any recently received data blocks
1589 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1591 MSG_WriteByte(&buf, clc_ackdownloaddata);
1592 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1593 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1594 cls.dp_downloadack[i].start = 0;
1595 cls.dp_downloadack[i].size = 0;
1599 // send the reliable message (forwarded commands) if there is one
1600 if (buf.cursize || cls.netcon->message.cursize)
1601 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer));
1603 if (cls.netcon->message.overflowed)
1605 Con_Print("CL_SendMove: lost server connection\n");
1607 Host_ShutdownServer();
1616 void CL_InitInput (void)
1618 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1619 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1620 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1621 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1622 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1623 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1624 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1625 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1626 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1627 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1628 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1629 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1630 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1631 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1632 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1633 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1634 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1635 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1636 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1637 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1638 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1639 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1640 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1641 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1642 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1643 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1644 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1645 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1646 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1647 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1648 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1649 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1650 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1652 // LordHavoc: added use button
1653 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1654 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1656 // LordHavoc: added 6 new buttons
1657 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1658 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1659 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1660 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1661 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1662 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1663 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1664 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1665 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1666 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1667 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1668 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1669 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1670 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1671 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1672 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1673 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1674 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1675 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1676 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1677 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1678 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1679 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1680 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1681 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1682 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1683 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1684 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1686 // LordHavoc: added bestweapon command
1687 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)");
1689 Cvar_RegisterVariable(&cl_movement);
1690 Cvar_RegisterVariable(&cl_movement_minping);
1691 Cvar_RegisterVariable(&cl_movement_maxspeed);
1692 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1693 Cvar_RegisterVariable(&cl_movement_stopspeed);
1694 Cvar_RegisterVariable(&cl_movement_friction);
1695 Cvar_RegisterVariable(&cl_movement_edgefriction);
1696 Cvar_RegisterVariable(&cl_movement_stepheight);
1697 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1698 Cvar_RegisterVariable(&cl_movement_accelerate);
1699 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1700 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1701 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1702 Cvar_RegisterVariable(&cl_gravity);
1703 Cvar_RegisterVariable(&cl_slowmo);
1705 Cvar_RegisterVariable(&in_pitch_min);
1706 Cvar_RegisterVariable(&in_pitch_max);
1707 Cvar_RegisterVariable(&m_filter);
1709 Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1710 Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1712 Cvar_RegisterVariable(&cl_nodelta);