+ cl.cmd.forwardmove *= cl_movespeedkey.value;
+ cl.cmd.sidemove *= cl_movespeedkey.value;
+ cl.cmd.upmove *= cl_movespeedkey.value;
+ }
+
+ in_mouse_x = 0;
+ in_mouse_y = 0;
+
+ // allow mice or other external controllers to add to the move
+ IN_Move ();
+
+ // ignore a mouse move if mouse was activated/deactivated this frame
+ if (cl_ignoremousemove)
+ {
+ cl_ignoremousemove = false;
+ in_mouse_x = 0;
+ in_mouse_y = 0;
+ }
+
+ // apply m_filter if it is on
+ mx = in_mouse_x;
+ my = in_mouse_y;
+ if (m_filter.integer)
+ {
+ in_mouse_x = (mx + old_mouse_x) * 0.5;
+ in_mouse_y = (my + old_mouse_y) * 0.5;
+ }
+ old_mouse_x = mx;
+ old_mouse_y = my;
+
+ // if not in menu, apply mouse move to viewangles/movement
+ if (!cl.csqc_wantsmousemove && in_client_mouse)
+ {
+ if (cl_prydoncursor.integer)
+ {
+ // mouse interacting with the scene, mostly stationary view
+ V_StopPitchDrift();
+ cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
+ cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
+ }
+ else if (in_strafe.state & 1)
+ {
+ // strafing mode, all looking is movement
+ V_StopPitchDrift();
+ cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
+ if (noclip_anglehack)
+ cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
+ else
+ cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
+ }
+ else if ((in_mlook.state & 1) || freelook.integer)
+ {
+ // mouselook, lookstrafe causes turning to become strafing
+ V_StopPitchDrift();
+ if (lookstrafe.integer)
+ cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
+ else
+ cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
+ cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
+ }
+ else
+ {
+ // non-mouselook, yaw turning and forward/back movement
+ cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
+ cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
+ }
+ }
+
+ // clamp after the move to prevent rendering with bad angles
+ CL_AdjustAngles ();
+}
+
+#include "cl_collision.h"
+
+extern void V_CalcRefdef(void);
+void CL_UpdatePrydonCursor(void)
+{
+ vec3_t temp, scale;
+
+ if (!cl_prydoncursor.integer)
+ VectorClear(cl.cmd.cursor_screen);
+
+ /*
+ if (cl.cmd.cursor_screen[0] < -1)
+ {
+ cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
+ cl.cmd.cursor_screen[0] = -1;
+ }
+ if (cl.cmd.cursor_screen[0] > 1)
+ {
+ cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
+ cl.cmd.cursor_screen[0] = 1;
+ }
+ if (cl.cmd.cursor_screen[1] < -1)
+ {
+ cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
+ cl.cmd.cursor_screen[1] = -1;
+ }
+ if (cl.cmd.cursor_screen[1] > 1)
+ {
+ cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
+ cl.cmd.cursor_screen[1] = 1;
+ }
+ */
+ cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
+ cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
+ cl.cmd.cursor_screen[2] = 1;
+
+ scale[0] = -r_refdef.frustum_x;
+ scale[1] = -r_refdef.frustum_y;
+ scale[2] = 1;
+
+ // trace distance
+ VectorScale(scale, 1000000, scale);
+
+ // calculate current view matrix
+ V_CalcRefdef();
+ VectorClear(temp);
+ Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
+ VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
+ Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
+ // trace from view origin to the cursor
+ 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);
+ // makes sparks where cursor is
+ //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
+}
+
+void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
+{
+ int i;
+ int n;
+ // remove stale queue items
+ n = cl.movement_numqueue;
+ cl.movement_numqueue = 0;
+ for (i = 0;i < n;i++)
+ if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
+ cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+ // add to input queue if there is room
+ if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
+ {
+ // add to input queue
+ cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
+ cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
+ cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec * 0.001;
+ VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
+ cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
+ cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
+ cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
+ cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
+ cl.movement_queue[cl.movement_numqueue].crouch = false;
+ cl.movement_numqueue++;
+ }
+ cl.movement_replay = true;
+}
+
+void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
+{
+ int i;
+ int n;
+ // remove stale queue items
+ n = cl.movement_numqueue;
+ cl.movement_numqueue = 0;
+ if (cl.servermovesequence)
+ {
+ for (i = 0;i < n;i++)
+ if (cl.movement_queue[i].sequence > cl.servermovesequence)
+ cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+ }
+ else
+ {
+ double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
+ for (i = 0;i < n;i++)
+ if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
+ cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+ }
+ // add to input queue if there is room
+ if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
+ {
+ // add to input queue
+ cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
+ cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
+ cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
+ VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
+ cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
+ cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
+ cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
+ cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
+ cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
+ cl.movement_numqueue++;
+ }
+ cl.movement_replay = true;
+}
+
+void CL_ClientMovement_Replay(void)
+{
+ int i;
+ int bump;
+ int contents;
+ int crouch;
+ int onground;
+ double edgefriction;
+ double frametime;
+ double t;
+ vec_t wishspeed;
+ vec_t addspeed;
+ vec_t accelspeed;
+ vec_t f;
+ vec_t *playermins;
+ vec_t *playermaxs;
+ vec3_t currentorigin;
+ vec3_t currentvelocity;
+ vec3_t forward;
+ vec3_t right;
+ vec3_t up;
+ vec3_t wishvel;
+ vec3_t wishdir;
+ vec3_t neworigin;
+ vec3_t currentorigin2;
+ vec3_t neworigin2;
+ vec3_t yawangles;
+ trace_t trace;
+ trace_t trace2;
+ trace_t trace3;
+
+ if (!cl.movement_replay)
+ return;
+ cl.movement_replay = false;
+
+ // fetch current starting values
+ VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
+ VectorCopy(cl.mvelocity[0], currentvelocity);
+ // FIXME: try minor nudges in various directions if startsolid to find a
+ // safe place to start the walk (due to network compression in some
+ // protocols this starts in solid)
+ //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
+ crouch = false; // this will be updated on first move
+
+ // check if onground
+ VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
+ VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
+ trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
+ //Con_Printf("%f: ", cl.mtime[0]);
+
+ // replay the input queue to predict current location
+ // note: this relies on the fact there's always one queue item at the end
+
+ for (i = 0;cl.movement && i < cl.movement_numqueue;i++)
+ {
+ client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
+ frametime = q->frametime;
+ //Con_Printf(" %f", frametime);
+ //if (frametime > 0)
+ {
+ if (q->crouch)
+ {
+ // wants to crouch, this always works...
+ if (!crouch)
+ crouch = true;
+ }
+ else
+ {
+ // wants to stand, if currently crouching we need to check for a
+ // low ceiling first
+ if (crouch)
+ {
+ trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ if (!trace.startsolid)
+ crouch = false;
+ }
+ }
+ if (crouch)
+ {
+ playermins = cl_playercrouchmins;
+ playermaxs = cl_playercrouchmaxs;
+ }
+ else
+ {
+ playermins = cl_playerstandmins;
+ playermaxs = cl_playerstandmaxs;
+ }
+ // change velocity according to q->viewangles and q->move
+ contents = CL_PointSuperContents(currentorigin);
+ if (contents & SUPERCONTENTS_LIQUIDSMASK)
+ {
+ // swim
+ AngleVectors(q->viewangles, forward, right, up);
+ VectorSet(up, 0, 0, 1);
+ VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
+ wishspeed = VectorLength(wishvel);
+ if (wishspeed)
+ VectorScale(wishvel, 1 / wishspeed, wishdir);
+ else
+ VectorSet( wishdir, 0.0, 0.0, 0.0 );
+ wishspeed = min(wishspeed, cl_movement_maxspeed.value);
+ if (crouch)
+ wishspeed *= 0.5;
+ wishspeed *= 0.6;
+ VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
+ f = wishspeed - DotProduct(currentvelocity, wishdir);
+ if (f > 0)
+ {
+ f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
+ VectorMA(currentvelocity, f, wishdir, currentvelocity);
+ }
+ if (q->jump)
+ {
+ if (contents & SUPERCONTENTS_LAVA)
+ currentvelocity[2] = 50;
+ else if (contents & SUPERCONTENTS_SLIME)
+ currentvelocity[2] = 80;
+ else
+ {
+ if (gamemode == GAME_NEXUIZ)
+ currentvelocity[2] = 200;
+ else
+ currentvelocity[2] = 100;
+ }
+ }
+ }
+ else
+ {
+ // walk
+ if (onground && q->jump)
+ {
+ currentvelocity[2] += cl_movement_jumpvelocity.value;
+ onground = false;
+ }
+ VectorSet(yawangles, 0, q->viewangles[1], 0);
+ AngleVectors(yawangles, forward, right, up);
+ VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
+ wishspeed = VectorLength(wishvel);
+ if (wishspeed)
+ VectorScale(wishvel, 1 / wishspeed, wishdir);
+ else
+ VectorSet( wishdir, 0.0, 0.0, 0.0 );
+ wishspeed = min(wishspeed, cl_movement_maxspeed.value);
+ if (crouch)
+ wishspeed *= 0.5;
+ // check if onground
+ if (onground)
+ {
+ // apply ground friction
+ f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
+ edgefriction = 1;
+ if (f > 0)
+ {
+ VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
+ VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
+ trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ if (trace.fraction == 1)
+ edgefriction = cl_movement_edgefriction.value;
+ }
+ // apply friction
+ f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
+ f = max(f, 0);
+ VectorScale(currentvelocity, f, currentvelocity);
+ }
+ else
+ {
+ // apply air speed limit
+ wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
+ }
+ if (gamemode == GAME_NEXUIZ)
+ addspeed = wishspeed;
+ else
+ addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
+ if (addspeed > 0)
+ {
+ accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
+ VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
+ }
+ currentvelocity[2] -= cl_gravity.value * frametime;
+ }
+ }
+ //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
+ {
+ if (crouch)
+ {
+ playermins = cl_playercrouchmins;
+ playermaxs = cl_playercrouchmaxs;
+ }
+ else
+ {
+ playermins = cl_playerstandmins;
+ playermaxs = cl_playerstandmaxs;
+ }
+ onground = false;
+ for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
+ {
+ VectorMA(currentorigin, t, currentvelocity, neworigin);
+ trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ if (trace.fraction < 1 && trace.plane.normal[2] == 0)
+ {
+ // may be a step or wall, try stepping up
+ // first move forward at a higher level
+ VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
+ VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
+ trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ // then move down from there
+ VectorCopy(trace2.endpos, currentorigin2);
+ VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
+ trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ //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]);
+ // accept the new trace if it made some progress
+ if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
+ {
+ trace = trace2;
+ VectorCopy(trace3.endpos, trace.endpos);
+ }
+ }
+ if (trace.fraction == 1)
+ {
+ VectorCopy(trace.endpos, currentorigin);
+ break;
+ }
+ if (trace.plane.normal[2] > 0.7)
+ onground = true;
+ t *= 1 - trace.fraction;
+ if (trace.fraction >= 0.001)
+ VectorCopy(trace.endpos, currentorigin);
+ f = DotProduct(currentvelocity, trace.plane.normal);
+ VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
+ }
+ }