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_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)"};
float up, down;
if (in_speed.state & 1)
- speed = host_realframetime * cl_anglespeedkey.value;
+ speed = cl.realframetime * cl_anglespeedkey.value;
else
- speed = host_realframetime;
+ speed = cl.realframetime;
if (!(in_strafe.state & 1))
{
*/
void CL_Move (void)
{
- vec3_t temp;
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 ();
- // get basic movement from keyboard
- // PRYDON_CLIENTCURSOR needs to survive basemove resets
- VectorCopy (cl.cmd.cursor_screen, temp);
- memset (&cl.cmd, 0, sizeof(cl.cmd));
- VectorCopy (temp, cl.cmd.cursor_screen);
+ // 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)
{
cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
#include "cl_collision.h"
-extern void V_CalcRefdef(void);
void CL_UpdatePrydonCursor(void)
{
- vec3_t temp, scale;
+ vec3_t temp;
if (!cl_prydoncursor.integer)
VectorClear(cl.cmd.cursor_screen);
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);
+ 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, false);
- // makes sparks where cursor is
- //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
+ 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_InputQW(qw_usercmd_t *cmd)
// remove stale queue items
n = cl.movement_numqueue;
cl.movement_numqueue = 0;
- if (cl.movement)
+ for (i = 0;i < n;i++)
{
- 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++;
- }
+ 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 = realtime;
+ cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec / 1000.0;
+ 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;
}
{
int i;
int n;
+ double lasttime = (cls.protocol == PROTOCOL_DARKPLACES6 || cls.protocol == PROTOCOL_DARKPLACES7) ? cl.mtime[1] : (cl.movement_numqueue >= 0 ? cl.movement_queue[cl.movement_numqueue - 1].time : 0);
// remove stale queue items
n = cl.movement_numqueue;
cl.movement_numqueue = 0;
- if (cl.movement)
+ if (cl.servermovesequence)
{
- 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
+ for (i = 0;i < n;i++)
{
- 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];
+ 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
}
- // 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])
+ }
+ else
+ {
+ for (i = 0;i < n;i++)
{
- // 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++;
+ if (cl.movement_queue[i].time >= cl.mtime[0] - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.mtime[0])
+ 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])) && 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_queue[cl.movement_numqueue].frametime = bound(0, cl.mtime[0] - lasttime, 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.movement_replay = true;
}
-void CL_ClientMovement_Replay(void)
+typedef enum waterlevel_e
{
- int i;
- int bump;
- int contents;
- int crouch;
- int onground;
- int canjump;
+ WATERLEVEL_NONE,
+ WATERLEVEL_WETFEET,
+ WATERLEVEL_SWIMMING,
+ WATERLEVEL_SUBMERGED
+}
+waterlevel_t;
+
+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_edgefriction;
float movevars_maxairspeed;
float movevars_stepheight;
- double edgefriction;
- double frametime;
+ 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);
+
+ // set crouched
+ if (s->q.crouch)
+ {
+ // wants to crouch, this always works..
+ if (!s->crouched)
+ s->crouched = true;
+ }
+ else
+ {
+ // 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
+ {
+ 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;
+
+ // 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;
+ }
+ }
+
+ // water jump prediction
+ if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
+ s->waterjumptime = 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);
+ }
+ }
+ }
+
+ // check if it moved at all
+ if (trace.fraction >= 0.001)
+ VectorCopy(trace.endpos, s->origin);
+
+ // check if it moved all the way
+ if (trace.fraction == 1)
+ break;
+
+ //if (trace.plane.normal[2] > 0.7)
+ // s->onground = true;
+
+ t -= t * trace.fraction;
+
+ f = DotProduct(s->velocity, trace.plane.normal);
+ VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
+ }
+ if (s->waterjumptime > 0)
+ VectorCopy(primalvelocity, s->velocity);
+}
+
+
+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)
+ {
+ 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)
+ {
+ 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
+ {
+ // 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)
+ {
+ 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;
+ }
+ }
+ }
+
+ 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;
- 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;
+ // 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;
+
+ // 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;
if (!cl.movement_replay)
return;
cl.movement_replay = false;
+ // 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)
{
- movevars_gravity = cl.qw_movevars_gravity;
- movevars_stopspeed = cl.qw_movevars_stopspeed;
- movevars_maxspeed = cl.qw_movevars_maxspeed;
- movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
- movevars_accelerate = cl.qw_movevars_accelerate;
- movevars_airaccelerate = cl.qw_movevars_airaccelerate;
- movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
- movevars_friction = cl.qw_movevars_friction;
- movevars_waterfriction = cl.qw_movevars_waterfriction;
- movevars_entgravity = cl.qw_movevars_entgravity;
- movevars_jumpvelocity = cl_movement_jumpvelocity.value;
- movevars_edgefriction = cl_movement_edgefriction.value;
- movevars_maxairspeed = cl_movement_maxairspeed.value;
- movevars_stepheight = cl_movement_stepheight.value;
+ 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
{
- movevars_gravity = sv_gravity.value;
- movevars_stopspeed = cl_movement_stopspeed.value;
- movevars_maxspeed = cl_movement_maxspeed.value;
- movevars_spectatormaxspeed = cl_movement_maxspeed.value;
- movevars_accelerate = cl_movement_accelerate.value;
- movevars_airaccelerate = cl_movement_accelerate.value;
- movevars_wateraccelerate = cl_movement_accelerate.value;
- movevars_friction = cl_movement_friction.value;
- movevars_waterfriction = cl_movement_friction.value;
- movevars_entgravity = 1;
- movevars_jumpvelocity = cl_movement_jumpvelocity.value;
- movevars_edgefriction = cl_movement_edgefriction.value;
- movevars_maxairspeed = cl_movement_maxairspeed.value;
- movevars_stepheight = cl_movement_stepheight.value;
+ 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;
}
- // 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
-
- // check if onground
- VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
- VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
- if (cl.movement)
+ 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)
{
- 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;
- crouch = false; // this will be updated on first move
- canjump = true;
//Con_Printf("%f: ", cl.mtime[0]);
// replay the input queue to predict current location
for (i = 0;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, movevars_maxspeed) * 0.6;
- if (crouch)
- wishspeed *= 0.5;
- VectorScale(currentvelocity, (1 - frametime * movevars_waterfriction), currentvelocity);
- f = wishspeed - DotProduct(currentvelocity, wishdir);
- if (f > 0)
- {
- f = min(f, movevars_wateraccelerate * 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 && canjump)
- {
- currentvelocity[2] += movevars_jumpvelocity;
- onground = false;
- canjump = false;
- }
- if (!q->jump)
- canjump = true;
- 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, movevars_maxspeed);
- 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 = movevars_edgefriction;
- }
- // apply friction
- f = 1 - frametime * edgefriction * ((f < movevars_stopspeed) ? (movevars_stopspeed / f) : 1) * movevars_friction;
- f = max(f, 0);
- VectorScale(currentvelocity, f, currentvelocity);
- }
- else
- {
- // apply air speed limit
- wishspeed = min(wishspeed, movevars_maxairspeed);
- }
- if (gamemode == GAME_NEXUIZ)
- addspeed = wishspeed;
- else
- addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
- if (addspeed > 0)
- {
- accelspeed = min(movevars_accelerate * frametime * wishspeed, addspeed);
- VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
- }
- currentvelocity[2] -= cl_gravity.value * frametime;
- }
- }
- //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
+ 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)
{
- 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] + movevars_stepheight);
- VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + movevars_stepheight);
- 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);
- }
+ s.q.frametime *= 0.5;
+ CL_ClientMovement_PlayerMove(&s);
}
+ CL_ClientMovement_PlayerMove(&s);
}
- // store replay location
- cl.onground = onground;
}
+ else
+ {
+ // get the first movement queue entry to know whether to crouch and such
+ s.q = cl.movement_queue[0];
+ }
+
+ // store replay location
+ CL_ClientMovement_UpdateStatus(&s);
+ cl.movement_time[1] = cl.movement_time[0];
+ cl.movement_time[0] = cl.movement_queue[cl.movement_numqueue-1].time;
VectorCopy(cl.movement_origin, cl.movement_oldorigin);
- VectorCopy(currentorigin, cl.movement_origin);
- VectorCopy(currentvelocity, cl.movement_velocity);
- //VectorCopy(currentorigin, cl.entities[cl.playerentity].state_current.origin);
+ 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.time;
+ cl.lastongroundtime = cl.time;
+ }
+ cl.oldonground = cl.onground;
}
void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
extern cvar_t cl_netinputpacketspersecond;
void CL_SendMove(void)
{
- int i;
+ int i, j, packetloss;
int bits;
int impulse;
sizebuf_t buf;
if (!cl.movement_needupdate)
return;
cl.movement_needupdate = false;
- cl.movement = cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
}
else
{
- cl.movement = false;
- if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
+ 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 + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
+ lastsendtime = max(lastsendtime + packettime, realtime);
}
#if MOVEAVERAGING
// average the accumulated changes
checksumindex = buf.cursize;
MSG_WriteByte(&buf, 0);
// packet loss percentage
- // FIXME: netgraph stuff
- MSG_WriteByte(&buf, 0);
+ for (j = 0, packetloss = 0;j < 100;j++)
+ packetloss += cls.netcon->packetlost[j];
+ MSG_WriteByte(&buf, packetloss);
// write most recent 3 moves
i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
cmd = &cl.qw_moves[i];
MSG_WriteByte (&buf, impulse);
// PRYDON_CLIENTCURSOR
// 30 bytes
- MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
- MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
+ MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[0] * 32767.0f));
+ MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[1] * 32767.0f));
MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
// 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);
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_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);