cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2"};
cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18"};
cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10"};
+cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270"};
cvar_t cl_gravity = {0, "cl_gravity", "800"};
cvar_t cl_slowmo = {0, "cl_slowmo", "1"};
+cvar_t in_pitch_min = {0, "in_pitch_min", "-90"}; // quake used -70
+cvar_t in_pitch_max = {0, "in_pitch_max", "90"}; // quake used 80
+
+cvar_t m_filter = {CVAR_SAVE, "m_filter","0"};
+
/*
================
cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
}
+qboolean cl_ignoremousemove = false;
+
/*
================
-CL_BaseMove
+CL_Move
Send the intended movement message to the server
================
*/
-void CL_BaseMove (void)
+void CL_Move (void)
{
vec3_t temp;
- 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 ();
+ // 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));
cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
}
-//
-// adjust for speed key
-//
+ // adjust for speed key
if (in_speed.state & 1)
{
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 (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 * cl.viewzoom;
+ if (noclip_anglehack)
+ cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
+ else
+ cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
+ }
+ 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 * cl.viewzoom;
+ 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 * cl.viewzoom;
+ }
+ }
+
+ // clamp after the move to prevent rendering with bad angles
+ CL_AdjustAngles ();
+}
#include "cl_collision.h"
/*
if (cl.cmd.cursor_screen[0] < -1)
{
- cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.realwidth * sensitivity.value * cl.viewzoom;
+ 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.realwidth * sensitivity.value * cl.viewzoom;
+ 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.realheight * sensitivity.value * cl.viewzoom;
+ 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.realheight * sensitivity.value * cl.viewzoom;
+ cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
cl.cmd.cursor_screen[1] = 1;
}
*/
void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
{
- int i, n, bump, contents, crouch;
+ int i;
+ int n;
+ int bump;
+ int contents;
+ int crouch;
+ int onground;
double edgefriction;
double simulatedtime;
- double currenttime;
- double newtime;
double frametime;
double t;
- vec_t wishspeed, addspeed, accelspeed, f, *playermins, *playermaxs;
- client_movementqueue_t *q;
- vec3_t currentorigin, currentvelocity, forward, right, up, wishvel, wishdir, neworigin, currentorigin2, neworigin2, yawangles;
- trace_t trace, trace2, trace3;
+ 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;
// remove stale queue items
n = cl.movement_numqueue;
cl.movement_numqueue = 0;
if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
// add to input queue if there is room
- if (cl.movement_numqueue < sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0]))
+ if (cl.movement_numqueue < 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].time = simulatedtime;
+ 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].crouch = buttoncrouch;
cl.movement_numqueue++;
}
- cl.movement = false;
- // abort if client movement is disabled
- if (!cl_movement.integer || cl.stats[STAT_HEALTH] <= 0)
- return;
// fetch current starting values
- currenttime = cl.mtime[0];
VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
VectorCopy(cl.mvelocity[0], currentvelocity);
+ // check if onground
+ VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
+ VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
+ trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
// FIXME: try minor nudges in various directions if startsolid to find a
// safe place to start the walk (due to network compression in some
// protocols this starts in solid)
//currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
crouch = false; // this will be updated on first move
- //Con_Printf("%f: ", currenttime);
+ //Con_Printf("%f: ", cl.mtime[0]);
// replay input queue, and remove any stale queue items
// note: this relies on the fact there's always one queue item at the end
- for (i = 0, q = cl.movement_queue;i < cl.movement_numqueue;i++, q++)
+ // abort if client movement is disabled
+ cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback;
+ if (!cl.movement)
+ cl.movement_numqueue = 0;
+ for (i = 0;i < cl.movement_numqueue;i++)
{
- //newtime = (i == cl.movement_numqueue) ? simulatedtime : q->time;
- newtime = q->time;
- frametime = newtime - currenttime;
- if (frametime < 0)
- continue;
+ client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
+ frametime = q->frametime;
//Con_Printf(" %f", frametime);
- currenttime = newtime;
- if (crouch)
- {
- playermins = cl_playercrouchmins;
- playermaxs = cl_playercrouchmaxs;
- }
- else
- {
- playermins = cl_playerstandmins;
- playermaxs = cl_playerstandmaxs;
- }
- for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
- {
- VectorMA(currentorigin, t, currentvelocity, neworigin);
- trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
- if (trace.fraction < 1 && trace.plane.normal[2] == 0)
- {
- // may be a step or wall, try stepping up
- // first move forward at a higher level
- VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
- VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
- trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
- // then move down from there
- VectorCopy(trace2.endpos, currentorigin2);
- VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
- trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
- //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
- // accept the new trace if it made some progress
- if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
- {
- trace = trace2;
- VectorCopy(trace3.endpos, trace.endpos);
- }
- }
- if (trace.fraction == 1)
- {
- VectorCopy(trace.endpos, currentorigin);
- break;
- }
- 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);
- }
- if (i < cl.movement_numqueue)
+ //if (frametime > 0)
{
if (q->crouch)
{
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)
else
{
// walk
- VectorSet(yawangles, 0, cl.viewangles[1], 0);
+ if (onground && q->jump)
+ {
+ currentvelocity[2] += cl_movement_jumpvelocity.value;
+ onground = false;
+ }
+ VectorSet(yawangles, 0, q->viewangles[1], 0);
AngleVectors(yawangles, forward, right, up);
VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
wishspeed = VectorLength(wishvel);
if (crouch)
wishspeed *= 0.5;
// check if onground
- VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
- VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
- trace = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
- if (trace.fraction < 1 && trace.plane.normal[2] > 0.7)
+ if (onground)
{
// apply ground friction
f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
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)
+ if (trace.fraction == 1)
edgefriction = cl_movement_edgefriction.value;
}
// apply friction
currentvelocity[2] -= cl_gravity.value * frametime;
}
}
+ //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
+ {
+ if (crouch)
+ {
+ playermins = cl_playercrouchmins;
+ playermaxs = cl_playercrouchmaxs;
+ }
+ else
+ {
+ playermins = cl_playerstandmins;
+ playermaxs = cl_playerstandmaxs;
+ }
+ for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
+ {
+ VectorMA(currentorigin, t, currentvelocity, neworigin);
+ trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ if (trace.fraction < 1 && trace.plane.normal[2] == 0)
+ {
+ // may be a step or wall, try stepping up
+ // first move forward at a higher level
+ VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
+ VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
+ trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ // then move down from there
+ VectorCopy(trace2.endpos, currentorigin2);
+ VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
+ trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
+ // accept the new trace if it made some progress
+ if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
+ {
+ trace = trace2;
+ VectorCopy(trace3.endpos, trace.endpos);
+ }
+ }
+ if (trace.fraction == 1)
+ {
+ VectorCopy(trace.endpos, currentorigin);
+ break;
+ }
+ if (trace.plane.normal[2] > 0.7)
+ onground = true;
+ t *= 1 - trace.fraction;
+ if (trace.fraction >= 0.001)
+ VectorCopy(trace.endpos, currentorigin);
+ f = DotProduct(currentvelocity, trace.plane.normal);
+ VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
+ }
+ }
}
- //Con_Printf(" :%f\n", currenttime);
// store replay location
- cl.movement = true;
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);
//VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
}
Cvar_RegisterVariable(&cl_movement_edgefriction);
Cvar_RegisterVariable(&cl_movement_stepheight);
Cvar_RegisterVariable(&cl_movement_accelerate);
+ Cvar_RegisterVariable(&cl_movement_jumpvelocity);
Cvar_RegisterVariable(&cl_gravity);
Cvar_RegisterVariable(&cl_slowmo);
+
+ Cvar_RegisterVariable(&in_pitch_min);
+ Cvar_RegisterVariable(&in_pitch_max);
+ Cvar_RegisterVariable(&m_filter);
}