if (k == b->down[0] || k == b->down[1])
return; // repeating key
-
+
if (!b->down[0])
b->down[0] = k;
else if (!b->down[1])
val = 0;
if (impulsedown && !impulseup)
+ {
if (down)
val = 0.5; // pressed and held this frame
else
val = 0; // I_Error ();
+ }
if (impulseup && !impulsedown)
+ {
if (down)
val = 0; // I_Error ();
else
val = 0; // released this frame
+ }
if (!impulsedown && !impulseup)
+ {
if (down)
val = 1.0; // held the entire frame
else
val = 0; // up the entire frame
+ }
if (impulsedown && impulseup)
+ {
if (down)
val = 0.75; // released and re-pressed this frame
else
val = 0.25; // pressed and released this frame
+ }
key->state &= 1; // clear impulses
//==========================================================================
-cvar_t cl_upspeed = {"cl_upspeed","200"};
-cvar_t cl_forwardspeed = {"cl_forwardspeed","200", true};
-cvar_t cl_backspeed = {"cl_backspeed","200", true};
-cvar_t cl_sidespeed = {"cl_sidespeed","350"};
+cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400"};
+cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400"};
+cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400"};
+cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350"};
-cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0"};
+cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"};
-cvar_t cl_yawspeed = {"cl_yawspeed","140"};
-cvar_t cl_pitchspeed = {"cl_pitchspeed","150"};
+cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"};
+cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
-cvar_t cl_anglespeedkey = {"cl_anglespeedkey","1.5"};
+cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
/*
{
float speed;
float up, down;
-
+
if (in_speed.state & 1)
- speed = host_frametime * cl_anglespeedkey.value;
+ speed = cl.frametime * cl_anglespeedkey.value;
else
- speed = host_frametime;
+ speed = cl.frametime;
if (!(in_strafe.state & 1))
{
cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
- cl.viewangles[YAW] = anglemod(cl.viewangles[YAW]);
+ cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
}
if (in_klook.state & 1)
{
cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
}
-
+
up = CL_KeyState (&in_lookup);
down = CL_KeyState(&in_lookdown);
-
+
cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
int i;
int bits;
sizebuf_t buf;
- byte data[128];
+ qbyte data[128];
static double lastmovetime;
static float forwardmove, sidemove, upmove, total; // accumulation
upmove += cmd->upmove;
total++;
// LordHavoc: cap outgoing movement messages to sys_ticrate
- if (cl.maxclients > 1 && realtime - lastmovetime < sys_ticrate.value)
+ if ((cl.maxclients > 1) && (realtime - lastmovetime < sys_ticrate.value))
return;
lastmovetime = realtime;
// average what has happened during this time
buf.maxsize = 128;
buf.cursize = 0;
buf.data = data;
-
+
cl.cmd = *cmd;
//
MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
- for (i=0 ; i<3 ; i++)
- MSG_WriteAngle (&buf, cl.viewangles[i]);
-
+ if (dpprotocol == DPPROTOCOL_VERSION2)
+ {
+ for (i = 0;i < 3;i++)
+ MSG_WriteFloat (&buf, cl.viewangles[i]);
+ }
+ else if (dpprotocol == DPPROTOCOL_VERSION1)
+ {
+ for (i=0 ; i<3 ; i++)
+ MSG_WritePreciseAngle (&buf, cl.viewangles[i]);
+ }
+ else
+ {
+ for (i=0 ; i<3 ; i++)
+ MSG_WriteAngle (&buf, cl.viewangles[i]);
+ }
+
MSG_WriteShort (&buf, forwardmove);
MSG_WriteShort (&buf, sidemove);
MSG_WriteShort (&buf, upmove);
+ forwardmove = sidemove = upmove = 0;
//
// send button bits
//
bits = 0;
-
+
if ( in_attack.state & 3 )
bits |= 1;
in_attack.state &= ~2;
-
+
if (in_jump.state & 3)
bits |= 2;
in_jump.state &= ~2;
if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
-
+
MSG_WriteByte (&buf, bits);
MSG_WriteByte (&buf, in_impulse);
in_impulse = 0;
+ // LordHavoc: should we ack this on receipt instead? would waste net bandwidth though
+ i = EntityFrame_MostRecentlyRecievedFrameNum(&cl.entitydatabase);
+ if (i > 0)
+ {
+ MSG_WriteByte (&buf, clc_ackentities);
+ MSG_WriteLong (&buf, i);
+ }
+
//
// deliver the message
//
return;
//
-// allways dump the first two message, because it may contain leftover inputs
-// from the last level
+// always dump the first two messages, because they may contain leftover inputs from the last level
//
if (++cl.movemessages <= 2)
return;