cvar_t cl_serverextension_download = {0, "cl_serverextension_download", "0", "indicates whether the server supports the download command"};
cvar_t cl_joinbeforedownloadsfinish = {CVAR_SAVE, "cl_joinbeforedownloadsfinish", "1", "if non-zero the game will begin after the map is loaded before other downloads finish"};
cvar_t cl_nettimesyncfactor = {CVAR_SAVE, "cl_nettimesyncfactor", "0", "rate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (bounding still applies)"};
-cvar_t cl_nettimesyncboundmode = {CVAR_SAVE, "cl_nettimesyncboundmode", "4", "method of restricting client time to valid values, 0 = no correction, 1 = tight bounding (jerky with packet loss), 2 = loose bounding (corrects it if out of bounds), 3 = leniant bounding (ignores temporary errors due to varying framerate), 4 = slow adjustment method from Quake3"};
+cvar_t cl_nettimesyncboundmode = {CVAR_SAVE, "cl_nettimesyncboundmode", "6", "method of restricting client time to valid values, 0 = no correction, 1 = tight bounding (jerky with packet loss), 2 = loose bounding (corrects it if out of bounds), 3 = leniant bounding (ignores temporary errors due to varying framerate), 4 = slow adjustment method from Quake3, 5 = slighttly nicer version of Quake3 method, 6 = bounding + Quake3"};
cvar_t cl_nettimesyncboundtolerance = {CVAR_SAVE, "cl_nettimesyncboundtolerance", "0.25", "how much error is tolerated by bounding check, as a fraction of frametime, 0.25 = up to 25% margin of error tolerated, 1 = use only new time, 0 = use only old time (same effect as setting cl_nettimesyncfactor to 1)"};
cvar_t cl_iplog_name = {CVAR_SAVE, "cl_iplog_name", "darkplaces_iplog.txt", "name of iplog file containing player addresses for iplog_list command and automatic ip logging when parsing status command"};
data = entdata;
if (!data)
return;
- if (!COM_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false))
return; // error
if (com_token[0] != '{')
return; // error
while (1)
{
- if (!COM_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false))
return; // error
if (com_token[0] == '}')
break; // end of worldspawn
strlcpy (key, com_token, sizeof (key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
- if (!COM_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false))
return; // error
strlcpy (value, com_token, sizeof (value));
if (!strcmp("sky", key))
str = MSG_ReadString ();
strlcpy (cl.levelname, str, sizeof(cl.levelname));
- // get the movevars
+ // get the movevars that are defined in the qw protocol
cl.movevars_gravity = MSG_ReadFloat();
cl.movevars_stopspeed = MSG_ReadFloat();
cl.movevars_maxspeed = MSG_ReadFloat();
cl.movevars_friction = MSG_ReadFloat();
cl.movevars_waterfriction = MSG_ReadFloat();
cl.movevars_entgravity = MSG_ReadFloat();
+
// other movevars not in the protocol...
- cl.movevars_slowmo = 1;
+ cl.movevars_wallfriction = 0;
+ cl.movevars_timescale = 1;
cl.movevars_jumpvelocity = 270;
cl.movevars_edgefriction = 2;
cl.movevars_maxairspeed = 30;
cl.movevars_stepheight = 18;
- cl.movevars_airaccel_qw = 1.0;
- cl.movevars_airaccel_sideways_friction = 0.0;
+ cl.movevars_airaccel_qw = 1;
+ cl.movevars_airaccel_sideways_friction = 0;
// seperate the printfs so the server message can have a color
Con_Printf("\n\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n\2%s\n", str);
cl.mtime[0] = newtime;
if (cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer) || cl.mtime[1] == cl.mtime[0] || cls.signon < SIGNONS)
cl.time = cl.mtime[1] = newtime;
- else if (cls.protocol != PROTOCOL_QUAKEWORLD)
+ else if (cls.protocol != PROTOCOL_QUAKEWORLD && !cls.demoplayback)
{
if (developer.integer >= 100 && vid_activewindow)
{
else if (fabs(cl.time - cl.mtime[1]) > 0.1)
cl.time += 0.5 * (cl.mtime[1] - cl.time); // fast
else if (cl.time > cl.mtime[1])
- cl.time -= 0.002 * cl.movevars_slowmo; // fall into the past by 2ms
+ cl.time -= 0.002 * cl.movevars_timescale; // fall into the past by 2ms
else
- cl.time += 0.001 * cl.movevars_slowmo; // creep forward 1ms
+ cl.time += 0.001 * cl.movevars_timescale; // creep forward 1ms
+ }
+ else if (cl_nettimesyncboundmode.integer == 5)
+ {
+ if (fabs(cl.time - cl.mtime[1]) > 0.5)
+ cl.time = cl.mtime[1]; // reset
+ else if (fabs(cl.time - cl.mtime[1]) > 0.1)
+ cl.time += 0.5 * (cl.mtime[1] - cl.time); // fast
+ else
+ cl.time = bound(cl.time - 0.002 * cl.movevars_timescale, cl.mtime[1], cl.time + 0.001 * cl.movevars_timescale);
+ }
+ else if (cl_nettimesyncboundmode.integer == 6)
+ {
+ cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
+ cl.time = bound(cl.time - 0.002 * cl.movevars_timescale, cl.mtime[1], cl.time + 0.001 * cl.movevars_timescale);
}
}
// this packet probably contains a player entity update, so we will need
case qw_svc_entgravity:
cl.movevars_entgravity = MSG_ReadFloat();
+ if (!cl.movevars_entgravity)
+ cl.movevars_entgravity = 1.0f;
break;
case qw_svc_setpause: