// rights reserved.
#include "quakedef.h"
+#include "csprogs.h"
/*
===============================================================================
kbutton_t in_mlook, in_klook;
kbutton_t in_left, in_right, in_forward, in_back;
kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
-kbutton_t in_strafe, in_speed, in_jump, in_attack;
+kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
kbutton_t in_up, in_down;
// LordHavoc: added 6 new buttons
kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
+//even more
+kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
int in_impulse;
+
void KeyDown (kbutton_t *b)
{
int k;
b->down[1] = k;
else
{
- Con_Printf ("Three keys down for a button!\n");
+ Con_Print("Three keys down for a button!\n");
return;
}
void IN_AttackDown(void) {KeyDown(&in_attack);}
void IN_AttackUp(void) {KeyUp(&in_attack);}
+void IN_UseDown(void) {KeyDown(&in_use);}
+void IN_UseUp(void) {KeyUp(&in_use);}
+
// LordHavoc: added 6 new buttons
void IN_Button3Down(void) {KeyDown(&in_button3);}
void IN_Button3Up(void) {KeyUp(&in_button3);}
void IN_Button8Down(void) {KeyDown(&in_button8);}
void IN_Button8Up(void) {KeyUp(&in_button8);}
+void IN_Button9Down(void) {KeyDown(&in_button9);}
+void IN_Button9Up(void) {KeyUp(&in_button9);}
+void IN_Button10Down(void) {KeyDown(&in_button10);}
+void IN_Button10Up(void) {KeyUp(&in_button10);}
+void IN_Button11Down(void) {KeyDown(&in_button11);}
+void IN_Button11Up(void) {KeyUp(&in_button11);}
+void IN_Button12Down(void) {KeyDown(&in_button12);}
+void IN_Button12Up(void) {KeyUp(&in_button12);}
+void IN_Button13Down(void) {KeyDown(&in_button13);}
+void IN_Button13Up(void) {KeyUp(&in_button13);}
+void IN_Button14Down(void) {KeyDown(&in_button14);}
+void IN_Button14Up(void) {KeyUp(&in_button14);}
+void IN_Button15Down(void) {KeyDown(&in_button15);}
+void IN_Button15Up(void) {KeyUp(&in_button15);}
+void IN_Button16Down(void) {KeyDown(&in_button16);}
+void IN_Button16Up(void) {KeyUp(&in_button16);}
+
void IN_JumpDown (void) {KeyDown(&in_jump);}
void IN_JumpUp (void) {KeyUp(&in_jump);}
void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
+int in_bestweapon_info[][5] =
+{
+ {'1', 1, IT_AXE, STAT_SHELLS, 0},
+ {'2', 2, IT_SHOTGUN, STAT_SHELLS, 1},
+ {'3', 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
+ {'4', 4, IT_NAILGUN, STAT_NAILS, 1},
+ {'5', 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
+ {'6', 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
+ {'7', 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
+ {'8', 8, IT_LIGHTNING, STAT_CELLS, 1},
+ {'9', 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
+ {'p', 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
+ {'w', 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
+ {'l', 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
+ {'h', 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
+ {-1, 0, 0, 0, 0}
+};
+void IN_BestWeapon (void)
+{
+ int i, n;
+ const char *s;
+ if (Cmd_Argc() != 2)
+ {
+ Con_Printf("bestweapon requires 1 parameter\n");
+ return;
+ }
+ s = Cmd_Argv(1);
+ for (i = 0;s[i];i++)
+ {
+ // figure out which weapon this character refers to
+ for (n = 0;in_bestweapon_info[n][0] >= 0;n++)
+ {
+ if (in_bestweapon_info[n][0] == s[i])
+ {
+ // we found out what weapon this character refers to
+ // check if the inventory contains the weapon and enough ammo
+ if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n][2]) && (cl.stats[in_bestweapon_info[n][3]] >= in_bestweapon_info[n][4]))
+ {
+ // we found one of the weapons the player wanted
+ // send an impulse to switch to it
+ in_impulse = in_bestweapon_info[n][1];
+ return;
+ }
+ break;
+ }
+ }
+ // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
+ }
+ // if we couldn't find any of the weapons, there's nothing more we can do...
+}
+
/*
===============
CL_KeyState
//==========================================================================
-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_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
+cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
+cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
+cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
+
+cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
-cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"};
+cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
+cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
-cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"};
-cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
+cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
-cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
+cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
+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 or quakeworld servers"};
+cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
+cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
+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)"};
+cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
+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"};
+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)"};
+cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
+cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
+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"};
+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"};
+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)"};
+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)"};
+cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
+cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
+cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
+
+cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
+cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
+
+cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
+
+cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
+cvar_t cl_netinputpacketlosstolerance = {CVAR_SAVE, "cl_netinputpacketlosstolerance", "4", "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)"};
+
+cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
-cvar_t cl_nodelta = {0, "cl_nodelta", "0"};
/*
================
float up, down;
if (in_speed.state & 1)
- speed = cl.frametime * cl_anglespeedkey.value;
+ speed = cl.realframetime * cl_anglespeedkey.value;
else
- speed = cl.frametime;
+ speed = cl.realframetime;
if (!(in_strafe.state & 1))
{
cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
}
+qboolean cl_ignoremousemove = false;
+
/*
================
-CL_BaseMove
+CL_Input
Send the intended movement message to the server
================
*/
-void CL_BaseMove (usercmd_t *cmd)
+void CL_Input (void)
{
- if (cls.signon != SIGNONS)
- return;
+ float mx, my;
+ static float old_mouse_x = 0, old_mouse_y = 0;
+ // clamp before the move to prevent starting with bad angles
CL_AdjustAngles ();
- memset (cmd, 0, sizeof(*cmd));
+ // reset some of the command fields
+ cl.cmd.forwardmove = 0;
+ cl.cmd.sidemove = 0;
+ cl.cmd.upmove = 0;
+ // get basic movement from keyboard
if (in_strafe.state & 1)
{
- cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
- cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
+ cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
+ cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
}
- cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
- cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
+ cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
+ cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
- cmd->upmove += cl_upspeed.value * CL_KeyState (&in_up);
- cmd->upmove -= cl_upspeed.value * CL_KeyState (&in_down);
+ cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
+ cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
if (! (in_klook.state & 1) )
{
- cmd->forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
- cmd->forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
+ cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
+ cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
}
-//
-// adjust for speed key
-//
+ // adjust for speed key
if (in_speed.state & 1)
{
- cmd->forwardmove *= cl_movespeedkey.value;
- cmd->sidemove *= cl_movespeedkey.value;
- cmd->upmove *= cl_movespeedkey.value;
+ 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"
+void CL_UpdatePrydonCursor(void)
+{
+ vec3_t temp;
-/*
-==============
-CL_SendMove
-==============
-*/
-void CL_SendMove(usercmd_t *cmd)
+ 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;
+
+ // calculate current view matrix
+ Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
+ // calculate direction vector of cursor in viewspace by using frustum slopes
+ 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);
+ Matrix4x4_Transform(&r_view.matrix, 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);
+}
+
+void CL_ClientMovement_Replay(void);
+
+void CL_ClientMovement_InputQW(void)
{
int i;
- int bits;
- sizebuf_t buf;
- qbyte data[128];
- static double lastmovetime;
- static float forwardmove, sidemove, upmove, total; // accumulation
-
- forwardmove += cmd->forwardmove;
- sidemove += cmd->sidemove;
- upmove += cmd->upmove;
- total++;
- // LordHavoc: cap outgoing movement messages to sys_ticrate
- if (!cl.islocalgame && (realtime - lastmovetime < sys_ticrate.value))
+ int n;
+ // if time has not advanced, do nothing
+ if (cl.movecmd[0].time <= cl.movecmd[1].time)
return;
- lastmovetime = realtime;
- // average what has happened during this time
- total = 1.0f / total;
- forwardmove *= total;
- sidemove *= total;
- upmove *= total;
- total = 0;
-
- buf.maxsize = 128;
- buf.cursize = 0;
- buf.data = data;
+ // 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];
+ else if (i == 0)
+ cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
+ }
+ // add to input queue if there is room
+ if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
+ {
+ // add to input queue
+ cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
+ cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
+ cl.movement_queue[cl.movement_numqueue].frametime = cl.cmd.msec / 1000.0;
+ VectorCopy(cl.cmd.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 = (cl.cmd.buttons & 2) != 0;
+ cl.movement_queue[cl.movement_numqueue].crouch = false;
+ cl.movement_numqueue++;
+ }
+ CL_ClientMovement_Replay();
+}
- cl.cmd = *cmd;
+void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
+{
+ int i;
+ int n;
+ // if time has not advanced, do nothing
+ if (cl.movecmd[0].time <= cl.movecmd[1].time)
+ return;
+ // 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 if (i == 0)
+ cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
+ }
+ }
+ else
+ {
+ for (i = 0;i < n;i++)
+ {
+ if (cl.movement_queue[i].time >= cl.movecmd[0].time - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.movecmd[0].time)
+ cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+ else if (i == 0)
+ cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
+ }
+ }
+ // add to input queue if there is room
+ if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
+ {
+ // add to input queue
+ cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
+ cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
+ cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.movecmd[0].time - cl.movecmd[1].time, 0.1);
+ 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_ClientMovement_Replay();
+}
- // send the movement message
- MSG_WriteByte (&buf, clc_move);
+typedef enum waterlevel_e
+{
+ WATERLEVEL_NONE,
+ WATERLEVEL_WETFEET,
+ WATERLEVEL_SWIMMING,
+ WATERLEVEL_SUBMERGED
+}
+waterlevel_t;
- MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
+typedef struct cl_clientmovement_state_s
+{
+ // position
+ vec3_t origin;
+ vec3_t velocity;
+ // current bounding box (different if crouched vs standing)
+ vec3_t mins;
+ vec3_t maxs;
+ // currently on the ground
+ qboolean onground;
+ // currently crouching
+ qboolean crouched;
+ // whether jump button has been released since last jump
+ qboolean canjump;
+ // what kind of water (SUPERCONTENTS_LAVA for instance)
+ int watertype;
+ // how deep
+ waterlevel_t waterlevel;
+ // weird hacks when jumping out of water
+ // (this is in seconds and counts down to 0)
+ float waterjumptime;
+
+ // movement parameters for physics code
+ float movevars_gravity;
+ float movevars_stopspeed;
+ float movevars_maxspeed;
+ float movevars_spectatormaxspeed;
+ float movevars_accelerate;
+ float movevars_airaccelerate;
+ float movevars_wateraccelerate;
+ float movevars_friction;
+ float movevars_waterfriction;
+ float movevars_entgravity;
+ float movevars_jumpvelocity;
+ float movevars_edgefriction;
+ float movevars_maxairspeed;
+ float movevars_stepheight;
+ float movevars_airaccel_qw;
+ float movevars_airaccel_sideways_friction;
+
+ // user command
+ client_movementqueue_t q;
+}
+cl_clientmovement_state_t;
+
+#define NUMOFFSETS 27
+static vec3_t offsets[NUMOFFSETS] =
+{
+// 1 no nudge (just return the original if this test passes)
+ { 0.000, 0.000, 0.000},
+// 6 simple nudges
+ { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
+ {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
+ { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
+// 4 diagonal flat nudges
+ {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
+ {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
+// 8 diagonal upward nudges
+ {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
+ { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
+ {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
+ {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
+// 8 diagonal downward nudges
+ {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
+ { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
+ {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
+ {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
+};
+
+qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
+{
+ int i;
+ vec3_t neworigin;
+ for (i = 0;i < NUMOFFSETS;i++)
+ {
+ VectorAdd(offsets[i], s->origin, neworigin);
+ if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true).startsolid)
+ {
+ VectorCopy(neworigin, s->origin);
+ return true;
+ }
+ }
+ // if all offsets failed, give up
+ return false;
+}
+
+void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
+{
+ vec3_t origin1, origin2;
+ trace_t trace;
+
+ // make sure player is not stuck
+ CL_ClientMovement_Unstick(s);
- if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
+ // set crouched
+ if (s->q.crouch)
{
- for (i = 0;i < 3;i++)
- MSG_WriteFloat (&buf, cl.viewangles[i]);
+ // wants to crouch, this always works..
+ if (!s->crouched)
+ s->crouched = true;
}
- else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4)
+ else
{
- for (i=0 ; i<3 ; i++)
- MSG_WritePreciseAngle (&buf, cl.viewangles[i]);
+ // wants to stand, if currently crouching we need to check for a
+ // low ceiling first
+ if (s->crouched)
+ {
+ trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+ if (!trace.startsolid)
+ s->crouched = false;
+ }
+ }
+ if (s->crouched)
+ {
+ VectorCopy(cl.playercrouchmins, s->mins);
+ VectorCopy(cl.playercrouchmaxs, s->maxs);
}
else
{
- for (i=0 ; i<3 ; i++)
- MSG_WriteAngle (&buf, cl.viewangles[i]);
+ VectorCopy(cl.playerstandmins, s->mins);
+ VectorCopy(cl.playerstandmaxs, s->maxs);
+ }
+
+ // set onground
+ VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
+ VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
+ trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+ s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7 && s->velocity[2] < cl_gravity.value * s->q.frametime;
+
+ // set watertype/waterlevel
+ VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
+ s->waterlevel = WATERLEVEL_NONE;
+ s->watertype = CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
+ if (s->watertype)
+ {
+ s->waterlevel = WATERLEVEL_WETFEET;
+ origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
+ if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+ {
+ s->waterlevel = WATERLEVEL_SWIMMING;
+ origin1[2] = s->origin[2] + 22;
+ if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+ s->waterlevel = WATERLEVEL_SUBMERGED;
+ }
}
- MSG_WriteShort (&buf, forwardmove);
- MSG_WriteShort (&buf, sidemove);
- MSG_WriteShort (&buf, upmove);
+ // water jump prediction
+ if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
+ s->waterjumptime = 0;
+}
- forwardmove = sidemove = upmove = 0;
- // send button bits
- bits = 0;
+void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
+{
+ int bump;
+ double t;
+ vec_t f;
+ vec3_t neworigin;
+ vec3_t currentorigin2;
+ vec3_t neworigin2;
+ vec3_t primalvelocity;
+ trace_t trace;
+ trace_t trace2;
+ trace_t trace3;
+ CL_ClientMovement_UpdateStatus(s);
+ VectorCopy(s->velocity, primalvelocity);
+ for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
+ {
+ VectorMA(s->origin, t, s->velocity, neworigin);
+ trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | 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, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
+ VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
+ trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+ if (!trace2.startsolid)
+ {
+ // then move down from there
+ VectorCopy(trace2.endpos, currentorigin2);
+ VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
+ trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | 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 ( in_attack.state & 3 )
- bits |= 1;
- in_attack.state &= ~2;
+ // check if it moved at all
+ if (trace.fraction >= 0.001)
+ VectorCopy(trace.endpos, s->origin);
- if (in_jump.state & 3)
- bits |= 2;
- in_jump.state &= ~2;
- // LordHavoc: added 6 new buttons
- if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
- if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
- if (in_button5.state & 3) bits |= 16;in_button5.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;
+ // check if it moved all the way
+ if (trace.fraction == 1)
+ break;
+
+ //if (trace.plane.normal[2] > 0.7)
+ // s->onground = true;
- MSG_WriteByte (&buf, bits);
+ t -= t * trace.fraction;
- MSG_WriteByte (&buf, in_impulse);
- in_impulse = 0;
+ f = DotProduct(s->velocity, trace.plane.normal);
+ VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
+ }
+ if (s->waterjumptime > 0)
+ VectorCopy(primalvelocity, s->velocity);
+}
- if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
+
+void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
+{
+ vec_t wishspeed;
+ vec_t f;
+ vec3_t wishvel;
+ vec3_t wishdir;
+
+ // water jump only in certain situations
+ // this mimics quakeworld code
+ if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
{
- // LordHavoc: should we ack this on receipt instead? would waste net bandwidth though
- i = EntityFrame_MostRecentlyRecievedFrameNum(&cl.entitydatabase);
- if (i > 0)
+ vec3_t forward;
+ vec3_t yawangles;
+ vec3_t spot;
+ VectorSet(yawangles, 0, s->q.viewangles[1], 0);
+ AngleVectors(yawangles, forward, NULL, NULL);
+ VectorMA(s->origin, 24, forward, spot);
+ spot[2] += 8;
+ if (CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
{
- MSG_WriteByte(&buf, clc_ackentities);
- MSG_WriteLong(&buf, i);
+ spot[2] += 24;
+ if (!CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
+ {
+ VectorScale(forward, 50, s->velocity);
+ s->velocity[2] = 310;
+ s->waterjumptime = 2;
+ s->onground = false;
+ s->canjump = false;
+ }
}
}
+
+ if (!VectorLength2(s->q.move))
+ {
+ // drift towards bottom
+ VectorSet(wishvel, 0, 0, -60);
+ }
else
{
- if (cl.entitydatabase4)
+ // swim
+ vec3_t forward;
+ vec3_t right;
+ vec3_t up;
+ // calculate movement vector
+ AngleVectors(s->q.viewangles, forward, right, up);
+ VectorSet(up, 0, 0, 1);
+ VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
+ }
+
+ // split wishvel into wishspeed and wishdir
+ wishspeed = VectorLength(wishvel);
+ if (wishspeed)
+ VectorScale(wishvel, 1 / wishspeed, wishdir);
+ else
+ VectorSet( wishdir, 0.0, 0.0, 0.0 );
+ wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
+
+ if (s->crouched)
+ wishspeed *= 0.5;
+
+ if (s->waterjumptime <= 0)
+ {
+ // water friction
+ f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
+ f = bound(0, f, 1);
+ VectorScale(s->velocity, f, s->velocity);
+
+ // water acceleration
+ f = wishspeed - DotProduct(s->velocity, wishdir);
+ if (f > 0)
{
- i = cl.entitydatabase4->ackframenum;
- if (cl_nodelta.integer)
- i = -1;
- if (developer_networkentities.integer >= 1)
- Con_Printf("send clc_ackentities %i\n", i);
- MSG_WriteByte(&buf, clc_ackentities);
- MSG_WriteLong(&buf, i);
+ f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
+ VectorMA(s->velocity, f, wishdir, s->velocity);
+ }
+
+ // holding jump button swims upward slowly
+ if (s->q.jump)
+ {
+ if (s->watertype & SUPERCONTENTS_LAVA)
+ s->velocity[2] = 50;
+ else if (s->watertype & SUPERCONTENTS_SLIME)
+ s->velocity[2] = 80;
+ else
+ {
+ if (gamemode == GAME_NEXUIZ)
+ s->velocity[2] = 200;
+ else
+ s->velocity[2] = 100;
+ }
}
}
- // deliver the message
- if (cls.demoplayback)
- return;
+ CL_ClientMovement_Move(s);
+}
+
+void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
+{
+ vec_t friction;
+ vec_t wishspeed;
+ vec_t addspeed;
+ vec_t accelspeed;
+ vec_t f;
+ vec3_t forward;
+ vec3_t right;
+ vec3_t up;
+ vec3_t wishvel;
+ vec3_t wishdir;
+ vec3_t yawangles;
+ trace_t trace;
+
+ // jump if on ground with jump button pressed but only if it has been
+ // released at least once since the last jump
+ if (s->q.jump && s->onground)// && s->canjump) // FIXME: canjump doesn't work properly
+ {
+ s->velocity[2] += s->movevars_jumpvelocity;
+ s->onground = false;
+ s->canjump = false;
+ }
+
+ // calculate movement vector
+ VectorSet(yawangles, 0, s->q.viewangles[1], 0);
+ AngleVectors(yawangles, forward, right, up);
+ VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
+
+ // split wishvel into wishspeed and wishdir
+ wishspeed = VectorLength(wishvel);
+ if (wishspeed)
+ VectorScale(wishvel, 1 / wishspeed, wishdir);
+ else
+ VectorSet( wishdir, 0.0, 0.0, 0.0 );
+ wishspeed = min(wishspeed, s->movevars_maxspeed);
+ if (s->crouched)
+ wishspeed *= 0.5;
- // always dump the first two messages, because they may contain leftover inputs from the last level
- if (++cl.movemessages <= 2)
+ // check if onground
+ if (s->onground)
+ {
+ // apply edge friction
+ f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
+ friction = s->movevars_friction;
+ if (f > 0 && s->movevars_edgefriction != 1)
+ {
+ vec3_t neworigin2;
+ vec3_t neworigin3;
+ // note: QW uses the full player box for the trace, and yet still
+ // uses s->origin[2] + s->mins[2], which is clearly an bug, but
+ // this mimics it for compatibility
+ VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
+ VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+ else
+ trace = CL_TraceBox(neworigin2, vec3_origin, vec3_origin, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+ if (trace.fraction == 1 && !trace.startsolid)
+ friction *= s->movevars_edgefriction;
+ }
+ // apply ground friction
+ f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
+ f = max(f, 0);
+ VectorScale(s->velocity, f, s->velocity);
+ addspeed = wishspeed - DotProduct(s->velocity, wishdir);
+ if (addspeed > 0)
+ {
+ accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
+ VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
+ }
+ s->velocity[2] -= cl_gravity.value * s->q.frametime;
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ s->velocity[2] = 0;
+ if (VectorLength2(s->velocity))
+ CL_ClientMovement_Move(s);
+ }
+ else
+ {
+ if (s->waterjumptime <= 0)
+ {
+ vec_t f;
+ vec_t vel_straight;
+ vec_t vel_z;
+ vec3_t vel_perpend;
+
+ // apply air speed limit
+ wishspeed = min(wishspeed, s->movevars_maxairspeed);
+
+ /*
+ addspeed = wishspeed - DotProduct(s->velocity, wishdir);
+ if (addspeed > 0)
+ {
+ accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
+ VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
+ }
+ */
+
+ vel_straight = DotProduct(s->velocity, wishdir);
+ vel_z = s->velocity[2];
+ VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
+ vel_perpend[2] -= vel_z;
+
+ f = wishspeed - vel_straight;
+ if(f > 0)
+ vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
+ if(wishspeed > 0)
+ vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
+
+ VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
+
+ VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
+ s->velocity[2] += vel_z;
+ }
+ s->velocity[2] -= cl_gravity.value * s->q.frametime;
+ CL_ClientMovement_Move(s);
+ }
+}
+
+void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
+{
+ //Con_Printf(" %f", frametime);
+ if (!s->q.jump)
+ s->canjump = true;
+ s->waterjumptime -= s->q.frametime;
+ CL_ClientMovement_UpdateStatus(s);
+ if (s->waterlevel >= WATERLEVEL_SWIMMING)
+ CL_ClientMovement_Physics_Swim(s);
+ else
+ CL_ClientMovement_Physics_Walk(s);
+}
+
+void CL_ClientMovement_Replay(void)
+{
+ int i;
+ cl_clientmovement_state_t s;
+
+ // set up starting state for the series of moves
+ memset(&s, 0, sizeof(s));
+ VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
+ VectorCopy(cl.mvelocity[0], s.velocity);
+ s.crouched = true; // will be updated on first move
+ s.canjump = cl.movement_replay_canjump;
+ //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]);
+
+ // set up movement variables
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ {
+ s.movevars_gravity = cl.qw_movevars_gravity;
+ s.movevars_stopspeed = cl.qw_movevars_stopspeed;
+ s.movevars_maxspeed = cl.qw_movevars_maxspeed;
+ s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
+ s.movevars_accelerate = cl.qw_movevars_accelerate;
+ s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
+ s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
+ s.movevars_friction = cl.qw_movevars_friction;
+ s.movevars_waterfriction = cl.qw_movevars_waterfriction;
+ s.movevars_entgravity = cl.qw_movevars_entgravity;
+ s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
+ s.movevars_edgefriction = cl_movement_edgefriction.value;
+ s.movevars_maxairspeed = cl_movement_maxairspeed.value;
+ s.movevars_stepheight = cl_movement_stepheight.value;
+ s.movevars_airaccel_qw = 1.0;
+ s.movevars_airaccel_sideways_friction = 0.0;
+ }
+ else
+ {
+ s.movevars_gravity = sv_gravity.value;
+ s.movevars_stopspeed = cl_movement_stopspeed.value;
+ s.movevars_maxspeed = cl_movement_maxspeed.value;
+ s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
+ s.movevars_accelerate = cl_movement_accelerate.value;
+ s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
+ s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
+ s.movevars_friction = cl_movement_friction.value;
+ s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
+ s.movevars_entgravity = 1;
+ s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
+ s.movevars_edgefriction = cl_movement_edgefriction.value;
+ s.movevars_maxairspeed = cl_movement_maxairspeed.value;
+ s.movevars_stepheight = cl_movement_stepheight.value;
+ s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
+ s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
+ }
+
+ cl.movement_predicted = (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission) && ((cls.protocol != PROTOCOL_DARKPLACES6 && cls.protocol != PROTOCOL_DARKPLACES7) || cl.servermovesequence);
+ if (cl.movement_predicted)
+ {
+ //Con_Printf("%f: ", cl.movecmd[0].time);
+
+ // 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;i < cl.movement_numqueue;i++)
+ {
+ s.q = cl.movement_queue[i];
+ // if a move is more than 50ms, do it as two moves (matching qwsv)
+ if (s.q.frametime > 0.05)
+ {
+ s.q.frametime *= 0.5;
+ CL_ClientMovement_PlayerMove(&s);
+ }
+ CL_ClientMovement_PlayerMove(&s);
+ }
+ }
+ else
+ {
+ // get the first movement queue entry to know whether to crouch and such
+ s.q = cl.movement_queue[0];
+ }
+ CL_ClientMovement_UpdateStatus(&s);
+
+ // store replay location
+ if (cl.movecmd[0].time > cl.movecmd[1].time)
+ {
+ cl.movement_time[1] = cl.movecmd[1].time;
+ cl.movement_time[0] = cl.movecmd[0].time;
+ cl.movement_time[2] = cl.time;
+ VectorCopy(cl.movement_origin, cl.movement_oldorigin);
+ VectorCopy(s.origin, cl.movement_origin);
+ VectorCopy(s.velocity, cl.movement_velocity);
+ //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
+ //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
+
+ // update the onground flag if appropriate
+ // when not predicted, cl.onground is only cleared by cl_parse.c, but can
+ // be set forcefully here to hide server inconsistencies in the onground
+ // flag (such as when stepping up stairs, the onground flag tends to turn
+ // off briefly due to precision errors, particularly at high framerates),
+ // such inconsistencies can mess up the gun bobbing and stair smoothing,
+ // so they must be avoided.
+ if (cl.movement_predicted)
+ cl.onground = s.onground;
+ else if (s.onground)
+ cl.onground = true;
+
+ // react to onground state changes (for gun bob)
+ if (cl.onground)
+ {
+ if (!cl.oldonground)
+ cl.hitgroundtime = cl.movecmd[0].time;
+ cl.lastongroundtime = cl.movecmd[0].time;
+ }
+ cl.oldonground = cl.onground;
+ }
+}
+
+void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
+{
+ int bits;
+
+ bits = 0;
+ if (to->viewangles[0] != from->viewangles[0])
+ bits |= QW_CM_ANGLE1;
+ if (to->viewangles[1] != from->viewangles[1])
+ bits |= QW_CM_ANGLE2;
+ if (to->viewangles[2] != from->viewangles[2])
+ bits |= QW_CM_ANGLE3;
+ if (to->forwardmove != from->forwardmove)
+ bits |= QW_CM_FORWARD;
+ if (to->sidemove != from->sidemove)
+ bits |= QW_CM_SIDE;
+ if (to->upmove != from->upmove)
+ bits |= QW_CM_UP;
+ if (to->buttons != from->buttons)
+ bits |= QW_CM_BUTTONS;
+ if (to->impulse != from->impulse)
+ bits |= QW_CM_IMPULSE;
+
+ MSG_WriteByte(buf, bits);
+ if (bits & QW_CM_ANGLE1)
+ MSG_WriteAngle16i(buf, to->viewangles[0]);
+ if (bits & QW_CM_ANGLE2)
+ MSG_WriteAngle16i(buf, to->viewangles[1]);
+ if (bits & QW_CM_ANGLE3)
+ MSG_WriteAngle16i(buf, to->viewangles[2]);
+ if (bits & QW_CM_FORWARD)
+ MSG_WriteShort(buf, to->forwardmove);
+ if (bits & QW_CM_SIDE)
+ MSG_WriteShort(buf, to->sidemove);
+ if (bits & QW_CM_UP)
+ MSG_WriteShort(buf, to->upmove);
+ if (bits & QW_CM_BUTTONS)
+ MSG_WriteByte(buf, to->buttons);
+ if (bits & QW_CM_IMPULSE)
+ MSG_WriteByte(buf, to->impulse);
+ MSG_WriteByte(buf, to->msec);
+}
+
+/*
+==============
+CL_SendMove
+==============
+*/
+usercmd_t nullcmd; // for delta compression of qw moves
+void CL_SendMove(void)
+{
+ int i, j, packetloss, maxusercmds;
+ int bits;
+ sizebuf_t buf;
+ unsigned char data[1024];
+ static double lastsendtime = 0;
+ double msectime;
+ static double oldmsectime;
+
+ // if playing a demo, do nothing
+ if (!cls.netcon)
return;
- if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
+#if 0
+ if (cl.movement_predicted && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
+ {
+ if (!cl.movement_needupdate)
+ return;
+ cl.movement_needupdate = false;
+ }
+ else
+#endif
+ {
+ double packettime = 1.0 / bound(10, cl_netinputpacketspersecond.value, 100);
+ // don't send too often or else network connections can get clogged by a high renderer framerate
+ if (realtime < lastsendtime + packettime)
+ return;
+ // don't let it fall behind if CL_SendMove hasn't been called recently
+ // (such is the case when framerate is too low for instance)
+ lastsendtime = max(lastsendtime + packettime, realtime);
+ }
+
+ cl.cmd.time = cls.protocol == PROTOCOL_QUAKEWORLD ? realtime : cl.time;
+
+ buf.maxsize = sizeof(data);
+ buf.cursize = 0;
+ buf.data = data;
+
+ // conditions for sending a move:
+ // if the move advances time or if the game is paused (in which case time
+ // is not advancing)
+ if ((cl.cmd.time > cl.movecmd[0].time || cl.mtime[0] <= cl.mtime[1]) && cls.signon == SIGNONS)
+ {
+ // send the movement message
+ // PROTOCOL_QUAKE clc_move = 16 bytes total
+ // PROTOCOL_QUAKEDP clc_move = 16 bytes total
+ // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
+ // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
+ // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
+ // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
+ // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
+ // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
+ // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
+ // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
+ // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
+
+ // set button bits
+ // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
+ 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_button3.state & 3) bits |= 4;in_button3.state &= ~2;
+ if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
+ if (in_button5.state & 3) bits |= 16;in_button5.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;
+ if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
+ if (key_dest != key_game || key_consoleactive) bits |= 512;
+ if (cl_prydoncursor.integer) bits |= 1024;
+ if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
+ if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
+ if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
+ if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
+ if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
+ if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
+ if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
+ if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
+ // button bits 19-31 unused currently
+ // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
+ if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
+ if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
+ if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
+ if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
+ cl.cmd.buttons = bits;
+
+ // set impulse
+ cl.cmd.impulse = in_impulse;
+ in_impulse = 0;
+
+ // movement is set by input code (forwardmove/sidemove/upmove)
+
+ // set viewangles
+ VectorCopy(cl.viewangles, cl.cmd.viewangles);
+
+ msectime = floor(cl.cmd.time * 1000);
+ cl.cmd.msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
+ // ridiculous value rejection (matches qw)
+ if (cl.cmd.msec > 250)
+ cl.cmd.msec = 100;
+ oldmsectime = msectime;
+
+ cl.movesequence++;
+ if (cl_movement.integer)
+ cl.cmd.sequence = cl.movesequence;
+ else
+ cl.cmd.sequence = 0;
+
+ // set prydon cursor info
+ CL_UpdatePrydonCursor();
+
+ // always dump the first two messages, because they may contain leftover inputs from the last level
+ if (cl.movesequence > 2)
+ {
+ // update the cl.movecmd array which holds the most recent moves
+ for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
+ cl.movecmd[i] = cl.movecmd[i-1];
+ cl.movecmd[0] = cl.cmd;
+
+ // set the maxusercmds variable to limit how many should be sent
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ {
+ // qw uses exactly 3 moves
+ maxusercmds = 3;
+ }
+ else
+ {
+ // configurable number of unacknowledged moves
+ maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
+ // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
+ if (!cl.movement_predicted)
+ maxusercmds = 1;
+ }
+
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ {
+ int checksumindex;
+
+ CL_ClientMovement_InputQW();
+
+ MSG_WriteByte(&buf, qw_clc_move);
+ // save the position for a checksum byte
+ checksumindex = buf.cursize;
+ MSG_WriteByte(&buf, 0);
+ // packet loss percentage
+ for (j = 0, packetloss = 0;j < 100;j++)
+ packetloss += cls.netcon->packetlost[j];
+ MSG_WriteByte(&buf, packetloss);
+ // write most recent 3 moves
+ QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
+ QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
+ QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
+ // calculate the checksum
+ buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
+ // if delta compression history overflows, request no delta
+ if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
+ cl.qw_validsequence = 0;
+ // request delta compression if appropriate
+ if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
+ {
+ cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
+ MSG_WriteByte(&buf, qw_clc_delta);
+ MSG_WriteByte(&buf, cl.qw_validsequence & 255);
+ }
+ else
+ cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
+ }
+ else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
+ {
+ CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
+
+ // 5 bytes
+ MSG_WriteByte (&buf, clc_move);
+ MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
+ // 3 bytes
+ for (i = 0;i < 3;i++)
+ MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
+ // 6 bytes
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+ // 2 bytes
+ MSG_WriteByte (&buf, cl.movecmd[0].buttons);
+ MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+ }
+ else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
+ {
+ CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
+
+ // 5 bytes
+ MSG_WriteByte (&buf, clc_move);
+ MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
+ // 12 bytes
+ for (i = 0;i < 3;i++)
+ MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
+ // 6 bytes
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+ // 2 bytes
+ MSG_WriteByte (&buf, cl.movecmd[0].buttons);
+ MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+ }
+ else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
+ {
+ CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
+
+ // 5 bytes
+ MSG_WriteByte (&buf, clc_move);
+ MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
+ // 6 bytes
+ for (i = 0;i < 3;i++)
+ MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
+ // 6 bytes
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+ // 2 bytes
+ MSG_WriteByte (&buf, cl.movecmd[0].buttons);
+ MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+ }
+ else
+ {
+ usercmd_t *cmd;
+ // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
+ CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
+
+ // send the latest moves in order, the old ones will be
+ // ignored by the server harmlessly, however if the previous
+ // packets were lost these moves will be used
+ //
+ // this reduces packet loss impact on gameplay.
+ for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
+ {
+ // don't repeat any stale moves
+ if (cmd->sequence && cmd->sequence < cl.servermovesequence)
+ continue;
+ // 5/9 bytes
+ MSG_WriteByte (&buf, clc_move);
+ if (cls.protocol != PROTOCOL_DARKPLACES6)
+ MSG_WriteLong (&buf, cmd->sequence);
+ MSG_WriteFloat (&buf, cmd->time); // last server packet time
+ // 6 bytes
+ for (i = 0;i < 3;i++)
+ MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
+ // 6 bytes
+ MSG_WriteCoord16i (&buf, cmd->forwardmove);
+ MSG_WriteCoord16i (&buf, cmd->sidemove);
+ MSG_WriteCoord16i (&buf, cmd->upmove);
+ // 5 bytes
+ MSG_WriteLong (&buf, cmd->buttons);
+ MSG_WriteByte (&buf, cmd->impulse);
+ // PRYDON_CLIENTCURSOR
+ // 30 bytes
+ MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
+ MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
+ MSG_WriteFloat (&buf, cmd->cursor_start[0]);
+ MSG_WriteFloat (&buf, cmd->cursor_start[1]);
+ MSG_WriteFloat (&buf, cmd->cursor_start[2]);
+ MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
+ MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
+ MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
+ MSG_WriteShort (&buf, cmd->cursor_entitynumber);
+ }
+ }
+ }
+ }
+
+ if (cls.protocol != PROTOCOL_QUAKEWORLD)
+ {
+ // ack the last few frame numbers
+ // (redundent to improve handling of client->server packet loss)
+ // for LATESTFRAMENUMS == 3 case this is 15 bytes
+ for (i = 0;i < LATESTFRAMENUMS;i++)
+ {
+ if (cl.latestframenums[i] > 0)
+ {
+ if (developer_networkentities.integer >= 1)
+ Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
+ MSG_WriteByte(&buf, clc_ackframe);
+ MSG_WriteLong(&buf, cl.latestframenums[i]);
+ }
+ }
+ }
+
+ // PROTOCOL_DARKPLACES6 = 67 bytes per packet
+ // PROTOCOL_DARKPLACES7 = 71 bytes per packet
+
+ if (cls.protocol != PROTOCOL_QUAKEWORLD)
+ {
+ // acknowledge any recently received data blocks
+ for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
+ {
+ MSG_WriteByte(&buf, clc_ackdownloaddata);
+ MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
+ MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
+ cls.dp_downloadack[i].start = 0;
+ cls.dp_downloadack[i].size = 0;
+ }
+ }
+
+ // send the reliable message (forwarded commands) if there is one
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
+
+ if (cls.netcon->message.overflowed)
{
- Con_Printf("CL_SendMove: lost server connection\n");
+ Con_Print("CL_SendMove: lost server connection\n");
CL_Disconnect();
+ Host_ShutdownServer();
}
}
*/
void CL_InitInput (void)
{
- Cmd_AddCommand ("+moveup",IN_UpDown);
- Cmd_AddCommand ("-moveup",IN_UpUp);
- Cmd_AddCommand ("+movedown",IN_DownDown);
- Cmd_AddCommand ("-movedown",IN_DownUp);
- Cmd_AddCommand ("+left",IN_LeftDown);
- Cmd_AddCommand ("-left",IN_LeftUp);
- Cmd_AddCommand ("+right",IN_RightDown);
- Cmd_AddCommand ("-right",IN_RightUp);
- Cmd_AddCommand ("+forward",IN_ForwardDown);
- Cmd_AddCommand ("-forward",IN_ForwardUp);
- Cmd_AddCommand ("+back",IN_BackDown);
- Cmd_AddCommand ("-back",IN_BackUp);
- Cmd_AddCommand ("+lookup", IN_LookupDown);
- Cmd_AddCommand ("-lookup", IN_LookupUp);
- Cmd_AddCommand ("+lookdown", IN_LookdownDown);
- Cmd_AddCommand ("-lookdown", IN_LookdownUp);
- Cmd_AddCommand ("+strafe", IN_StrafeDown);
- Cmd_AddCommand ("-strafe", IN_StrafeUp);
- Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
- Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
- Cmd_AddCommand ("+moveright", IN_MoverightDown);
- Cmd_AddCommand ("-moveright", IN_MoverightUp);
- Cmd_AddCommand ("+speed", IN_SpeedDown);
- Cmd_AddCommand ("-speed", IN_SpeedUp);
- Cmd_AddCommand ("+attack", IN_AttackDown);
- Cmd_AddCommand ("-attack", IN_AttackUp);
- Cmd_AddCommand ("+jump", IN_JumpDown);
- Cmd_AddCommand ("-jump", IN_JumpUp);
- Cmd_AddCommand ("impulse", IN_Impulse);
- Cmd_AddCommand ("+klook", IN_KLookDown);
- Cmd_AddCommand ("-klook", IN_KLookUp);
- Cmd_AddCommand ("+mlook", IN_MLookDown);
- Cmd_AddCommand ("-mlook", IN_MLookUp);
+ Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
+ Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
+ Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
+ Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
+ Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
+ Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
+ Cmd_AddCommand ("+right",IN_RightDown, "turn right");
+ Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
+ Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
+ Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
+ Cmd_AddCommand ("+back",IN_BackDown, "move backward");
+ Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
+ Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
+ Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
+ Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
+ Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
+ Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
+ Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
+ Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
+ Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
+ Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
+ Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
+ Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
+ Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
+ Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
+ Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
+ Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
+ Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
+ Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
+ Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
+ Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
+ Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
+ Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
+
+ // LordHavoc: added use button
+ Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
+ Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
// LordHavoc: added 6 new buttons
- Cmd_AddCommand ("+button3", IN_Button3Down);
- Cmd_AddCommand ("-button3", IN_Button3Up);
- Cmd_AddCommand ("+button4", IN_Button4Down);
- Cmd_AddCommand ("-button4", IN_Button4Up);
- Cmd_AddCommand ("+button5", IN_Button5Down);
- Cmd_AddCommand ("-button5", IN_Button5Up);
- Cmd_AddCommand ("+button6", IN_Button6Down);
- Cmd_AddCommand ("-button6", IN_Button6Up);
- Cmd_AddCommand ("+button7", IN_Button7Down);
- Cmd_AddCommand ("-button7", IN_Button7Up);
- Cmd_AddCommand ("+button8", IN_Button8Down);
- Cmd_AddCommand ("-button8", IN_Button8Up);
+ Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
+ Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
+ Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
+ Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
+ Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
+ Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
+ Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
+ Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
+ Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
+ Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
+ Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
+ Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
+ Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
+ Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
+ Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
+ Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
+ Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
+ Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
+ Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
+ Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
+ Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
+ Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
+ Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
+ Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
+ Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
+ Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
+ Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
+ Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
+
+ // LordHavoc: added bestweapon command
+ Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 87654321)");
+
+ Cvar_RegisterVariable(&cl_movement);
+ Cvar_RegisterVariable(&cl_movement_latency);
+ Cvar_RegisterVariable(&cl_movement_maxspeed);
+ Cvar_RegisterVariable(&cl_movement_maxairspeed);
+ Cvar_RegisterVariable(&cl_movement_stopspeed);
+ Cvar_RegisterVariable(&cl_movement_friction);
+ Cvar_RegisterVariable(&cl_movement_edgefriction);
+ Cvar_RegisterVariable(&cl_movement_stepheight);
+ Cvar_RegisterVariable(&cl_movement_airaccelerate);
+ Cvar_RegisterVariable(&cl_movement_accelerate);
+ Cvar_RegisterVariable(&cl_movement_jumpvelocity);
+ Cvar_RegisterVariable(&cl_movement_airaccel_qw);
+ Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
+ Cvar_RegisterVariable(&cl_gravity);
+ Cvar_RegisterVariable(&cl_slowmo);
+
+ Cvar_RegisterVariable(&in_pitch_min);
+ Cvar_RegisterVariable(&in_pitch_max);
+ Cvar_RegisterVariable(&m_filter);
+
+ Cvar_RegisterVariable(&cl_netinputpacketspersecond);
+ Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
Cvar_RegisterVariable(&cl_nodelta);
}