2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl.input.c -- builds an intended movement command to send to the server
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
30 ===============================================================================
34 Continuous button event tracking is complicated by the fact that two different
35 input sources (say, mouse button 1 and the control key) can both press the
36 same button, but the button should only be released when both of the
37 pressing key have been released.
39 When a key event issues a button command (+forward, +attack, etc), it appends
40 its key number as a parameter to the command so it can be matched up with
43 state bit 0 is the current state of the key
44 state bit 1 is edge triggered on the up to down transition
45 state bit 2 is edge triggered on the down to up transition
47 ===============================================================================
51 kbutton_t in_mlook, in_klook;
52 kbutton_t in_left, in_right, in_forward, in_back;
53 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
54 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
55 kbutton_t in_up, in_down;
56 // LordHavoc: added 6 new buttons
57 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
59 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
65 static void KeyDown (kbutton_t *b)
74 k = -1; // typed manually at the console for continuous down
76 if (k == b->down[0] || k == b->down[1])
77 return; // repeating key
85 Con_Print("Three keys down for a button!\n");
91 b->state |= 1 + 2; // down + impulse down
94 static void KeyUp (kbutton_t *b)
103 { // typed manually at the console, assume for unsticking, so clear all
104 b->down[0] = b->down[1] = 0;
105 b->state = 4; // impulse up
111 else if (b->down[1] == k)
114 return; // key up without coresponding down (menu pass through)
115 if (b->down[0] || b->down[1])
116 return; // some other key is still holding it down
119 return; // still up (this should not happen)
120 b->state &= ~1; // now up
121 b->state |= 4; // impulse up
124 static void IN_KLookDown (void) {KeyDown(&in_klook);}
125 static void IN_KLookUp (void) {KeyUp(&in_klook);}
126 static void IN_MLookDown (void) {KeyDown(&in_mlook);}
127 static void IN_MLookUp (void)
130 if ( !(in_mlook.state&1) && lookspring.value)
133 static void IN_UpDown(void) {KeyDown(&in_up);}
134 static void IN_UpUp(void) {KeyUp(&in_up);}
135 static void IN_DownDown(void) {KeyDown(&in_down);}
136 static void IN_DownUp(void) {KeyUp(&in_down);}
137 static void IN_LeftDown(void) {KeyDown(&in_left);}
138 static void IN_LeftUp(void) {KeyUp(&in_left);}
139 static void IN_RightDown(void) {KeyDown(&in_right);}
140 static void IN_RightUp(void) {KeyUp(&in_right);}
141 static void IN_ForwardDown(void) {KeyDown(&in_forward);}
142 static void IN_ForwardUp(void) {KeyUp(&in_forward);}
143 static void IN_BackDown(void) {KeyDown(&in_back);}
144 static void IN_BackUp(void) {KeyUp(&in_back);}
145 static void IN_LookupDown(void) {KeyDown(&in_lookup);}
146 static void IN_LookupUp(void) {KeyUp(&in_lookup);}
147 static void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
148 static void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
149 static void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
150 static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
151 static void IN_MoverightDown(void) {KeyDown(&in_moveright);}
152 static void IN_MoverightUp(void) {KeyUp(&in_moveright);}
154 static void IN_SpeedDown(void) {KeyDown(&in_speed);}
155 static void IN_SpeedUp(void) {KeyUp(&in_speed);}
156 static void IN_StrafeDown(void) {KeyDown(&in_strafe);}
157 static void IN_StrafeUp(void) {KeyUp(&in_strafe);}
159 static void IN_AttackDown(void) {KeyDown(&in_attack);}
160 static void IN_AttackUp(void) {KeyUp(&in_attack);}
162 static void IN_UseDown(void) {KeyDown(&in_use);}
163 static void IN_UseUp(void) {KeyUp(&in_use);}
165 // LordHavoc: added 6 new buttons
166 static void IN_Button3Down(void) {KeyDown(&in_button3);}
167 static void IN_Button3Up(void) {KeyUp(&in_button3);}
168 static void IN_Button4Down(void) {KeyDown(&in_button4);}
169 static void IN_Button4Up(void) {KeyUp(&in_button4);}
170 static void IN_Button5Down(void) {KeyDown(&in_button5);}
171 static void IN_Button5Up(void) {KeyUp(&in_button5);}
172 static void IN_Button6Down(void) {KeyDown(&in_button6);}
173 static void IN_Button6Up(void) {KeyUp(&in_button6);}
174 static void IN_Button7Down(void) {KeyDown(&in_button7);}
175 static void IN_Button7Up(void) {KeyUp(&in_button7);}
176 static void IN_Button8Down(void) {KeyDown(&in_button8);}
177 static void IN_Button8Up(void) {KeyUp(&in_button8);}
179 static void IN_Button9Down(void) {KeyDown(&in_button9);}
180 static void IN_Button9Up(void) {KeyUp(&in_button9);}
181 static void IN_Button10Down(void) {KeyDown(&in_button10);}
182 static void IN_Button10Up(void) {KeyUp(&in_button10);}
183 static void IN_Button11Down(void) {KeyDown(&in_button11);}
184 static void IN_Button11Up(void) {KeyUp(&in_button11);}
185 static void IN_Button12Down(void) {KeyDown(&in_button12);}
186 static void IN_Button12Up(void) {KeyUp(&in_button12);}
187 static void IN_Button13Down(void) {KeyDown(&in_button13);}
188 static void IN_Button13Up(void) {KeyUp(&in_button13);}
189 static void IN_Button14Down(void) {KeyDown(&in_button14);}
190 static void IN_Button14Up(void) {KeyUp(&in_button14);}
191 static void IN_Button15Down(void) {KeyDown(&in_button15);}
192 static void IN_Button15Up(void) {KeyUp(&in_button15);}
193 static void IN_Button16Down(void) {KeyDown(&in_button16);}
194 static void IN_Button16Up(void) {KeyUp(&in_button16);}
196 static void IN_JumpDown (void) {KeyDown(&in_jump);}
197 static void IN_JumpUp (void) {KeyUp(&in_jump);}
199 static void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
201 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
203 static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
206 for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
207 if(in_bestweapon_info[i].impulse == impulse)
209 if(i >= IN_BESTWEAPON_MAX)
211 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
214 strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
215 in_bestweapon_info[i].impulse = impulse;
217 in_bestweapon_info[i].weaponbit = weaponbit;
218 if(activeweaponcode != -1)
219 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
221 in_bestweapon_info[i].ammostat = ammostat;
223 in_bestweapon_info[i].ammomin = ammomin;
226 void IN_BestWeapon_ResetData (void)
228 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
229 IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
230 IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
231 IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
232 IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
233 IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
234 IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
235 IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
236 IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
237 IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
238 IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
239 IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
240 IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
241 IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
244 static void IN_BestWeapon_Register_f (void)
248 IN_BestWeapon_Register(
257 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
259 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
261 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
263 IN_BestWeapon_ResetData();
267 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
271 static void IN_BestWeapon (void)
277 Con_Printf("bestweapon requires 1 or more parameters\n");
280 for (i = 1;i < Cmd_Argc();i++)
283 // figure out which weapon this character refers to
284 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
286 if (!strcmp(in_bestweapon_info[n].name, t))
288 // we found out what weapon this character refers to
289 // check if the inventory contains the weapon and enough ammo
290 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
292 // we found one of the weapons the player wanted
293 // send an impulse to switch to it
294 in_impulse = in_bestweapon_info[n].impulse;
300 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
302 // if we couldn't find any of the weapons, there's nothing more we can do...
306 void IN_CycleWeapon (void)
310 qboolean found = false;
314 Con_Printf("bestweapon requires 1 or more parameters\n");
317 for (i = 1;i < Cmd_Argc();i++)
320 // figure out which weapon this character refers to
321 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
323 if (!strcmp(in_bestweapon_info[n].name, t))
325 // we found out what weapon this character refers to
326 // check if the inventory contains the weapon and enough ammo
327 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
329 // we found one of the weapons the player wanted
334 in_impulse = in_bestweapon_info[n].impulse;
337 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
343 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
347 in_impulse = in_bestweapon_info[first].impulse;
350 // if we couldn't find any of the weapons, there's nothing more we can do...
358 Returns 0.25 if a key was pressed and released during the frame,
359 0.5 if it was pressed and held
360 0 if held then released, and
361 1.0 if held for the entire time
364 float CL_KeyState (kbutton_t *key)
367 qboolean impulsedown, impulseup, down;
369 impulsedown = (key->state & 2) != 0;
370 impulseup = (key->state & 4) != 0;
371 down = (key->state & 1) != 0;
374 if (impulsedown && !impulseup)
377 val = 0.5; // pressed and held this frame
379 val = 0; // I_Error ();
381 if (impulseup && !impulsedown)
384 val = 0; // I_Error ();
386 val = 0; // released this frame
388 if (!impulsedown && !impulseup)
391 val = 1.0; // held the entire frame
393 val = 0; // up the entire frame
395 if (impulsedown && impulseup)
398 val = 0.75; // released and re-pressed this frame
400 val = 0.25; // pressed and released this frame
403 key->state &= 1; // clear impulses
411 //==========================================================================
413 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
414 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
415 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
416 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
418 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
419 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
421 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
422 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
424 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
426 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement on DP servers (use cl_nopred for QWSV servers)"};
427 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
428 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
429 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
430 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
431 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
432 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
433 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)"};
434 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
435 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
436 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
437 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
438 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
439 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
440 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"};
441 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
442 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)"};
443 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
444 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
445 cvar_t cl_nopred = {CVAR_SAVE, "cl_nopred", "0", "(QWSV only) disables player movement prediction when playing on QWSV servers (this setting is separate from cl_movement because player expectations are different when playing on DP vs QW servers)"};
447 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
448 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
450 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
451 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "linear mouse acceleration factor (set to 1 to disable the linear acceleration and use only the power acceleration; set to 0 to disable all acceleration)"};
452 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed in px/s, no acceleration is done, with a linear slope between (applied only on linear acceleration)"};
453 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed in px/s, full acceleration is done, with a linear slope between (applied only on linear acceleration)"};
454 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0", "linear mouse acceleration factor filtering lowpass constant in seconds (set to 0 for no filtering)"};
455 cvar_t m_accelerate_power_offset = {CVAR_SAVE, "m_accelerate_power_offset","0", "below this speed in px/ms, no power acceleration is done"};
456 cvar_t m_accelerate_power = {CVAR_SAVE, "m_accelerate_power","2", "acceleration power (must be above 1 to be useful)"};
457 cvar_t m_accelerate_power_senscap = {CVAR_SAVE, "m_accelerate_power_senscap", "0", "maximum acceleration factor generated by power acceleration; use 0 for unbounded"};
458 cvar_t m_accelerate_power_strength = {CVAR_SAVE, "m_accelerate_power_strength", "0", "strength of the power mouse acceleration effect"};
460 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
461 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "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), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
462 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
464 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
466 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
468 extern cvar_t v_flipped;
474 Moves the local angle positions
477 static void CL_AdjustAngles (void)
482 if (in_speed.state & 1)
483 speed = cl.realframetime * cl_anglespeedkey.value;
485 speed = cl.realframetime;
487 if (!(in_strafe.state & 1))
489 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
490 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
492 if (in_klook.state & 1)
495 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
496 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
499 up = CL_KeyState (&in_lookup);
500 down = CL_KeyState(&in_lookdown);
502 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
503 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
508 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
509 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
510 if (cl.viewangles[YAW] >= 180)
511 cl.viewangles[YAW] -= 360;
512 if (cl.viewangles[PITCH] >= 180)
513 cl.viewangles[PITCH] -= 360;
514 // TODO: honor serverinfo minpitch and maxpitch values in PROTOCOL_QUAKEWORLD
515 // TODO: honor proquake pq_fullpitch cvar when playing on proquake server (server stuffcmd's this to 0 usually)
516 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
517 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
520 int cl_ignoremousemoves = 2;
526 Send the intended movement message to the server
532 static float old_mouse_x = 0, old_mouse_y = 0;
534 // clamp before the move to prevent starting with bad angles
537 if(v_flipped.integer)
538 cl.viewangles[YAW] = -cl.viewangles[YAW];
540 // reset some of the command fields
541 cl.cmd.forwardmove = 0;
545 // get basic movement from keyboard
546 if (in_strafe.state & 1)
548 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
549 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
552 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
553 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
555 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
556 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
558 if (! (in_klook.state & 1) )
560 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
561 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
564 // adjust for speed key
565 if (in_speed.state & 1)
567 cl.cmd.forwardmove *= cl_movespeedkey.value;
568 cl.cmd.sidemove *= cl_movespeedkey.value;
569 cl.cmd.upmove *= cl_movespeedkey.value;
572 // allow mice or other external controllers to add to the move
575 // send mouse move to csqc
576 if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
578 if (cl.csqc_wantsmousemove)
580 // event type 3 is a DP_CSQC thing
581 static int oldwindowmouse[2];
582 if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
584 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
585 oldwindowmouse[0] = in_windowmouse_x;
586 oldwindowmouse[1] = in_windowmouse_y;
591 if (in_mouse_x || in_mouse_y)
592 CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
596 // apply m_accelerate if it is on
597 if(m_accelerate.value > 0)
599 float mouse_deltadist = sqrtf(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y);
600 float speed = mouse_deltadist / cl.realframetime;
601 static float averagespeed = 0;
603 if(m_accelerate_filter.value > 0)
604 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
607 averagespeed = speed * f + averagespeed * (1 - f);
609 // Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
610 if (m_accelerate.value != 1.0f)
612 // First do linear slope acceleration which was ripped "in
613 // spirit" from many classic mouse driver implementations.
614 // If m_accelerate.value == 1, this code does nothing at all.
616 mi = max(1, m_accelerate_minspeed.value);
617 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
619 if(averagespeed <= mi)
623 else if(averagespeed >= ma)
625 f = m_accelerate.value;
630 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
636 // Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
637 if (m_accelerate_power_strength.value != 0.0f)
639 // Then do Quake Live-style power acceleration.
640 // Note that this behavior REPLACES the usual
641 // sensitivity, so we apply it but then dividie by
642 // sensitivity.value so that the later multiplication
643 // restores it again.
644 float accelsens = 1.0f;
645 float adjusted_speed_pxms = (averagespeed * 0.001f - m_accelerate_power_offset.value) * m_accelerate_power_strength.value;
646 float inv_sensitivity = 1.0f / sensitivity.value;
647 if (adjusted_speed_pxms > 0)
649 if (m_accelerate_power.value > 1.0f)
651 // TODO: How does this interact with sensitivity changes? Is this intended?
652 // Currently: more sensitivity = less acceleration at same pixel speed.
653 accelsens += expf((m_accelerate_power.value - 1.0f) * logf(adjusted_speed_pxms)) * inv_sensitivity;
657 // The limit of the then-branch for m_accelerate_power -> 1.
658 accelsens += inv_sensitivity;
659 // Note: QL had just accelsens = 1.0f.
660 // This is mathematically wrong though.
665 // The limit of the then-branch for adjusted_speed -> 0.
666 // accelsens += 0.0f;
668 if (m_accelerate_power_senscap.value > 0.0f && accelsens > m_accelerate_power_senscap.value * inv_sensitivity)
670 // TODO: How does this interact with sensitivity changes? Is this intended?
671 // Currently: senscap is in absolute sensitivity units, so if senscap < sensitivity, it overrides.
672 accelsens = m_accelerate_power_senscap.value * inv_sensitivity;
675 in_mouse_x *= accelsens;
676 in_mouse_y *= accelsens;
680 // apply m_filter if it is on
683 if (m_filter.integer)
685 in_mouse_x = (mx + old_mouse_x) * 0.5;
686 in_mouse_y = (my + old_mouse_y) * 0.5;
691 // ignore a mouse move if mouse was activated/deactivated this frame
692 if (cl_ignoremousemoves)
694 cl_ignoremousemoves--;
695 in_mouse_x = old_mouse_x = 0;
696 in_mouse_y = old_mouse_y = 0;
699 // if not in menu, apply mouse move to viewangles/movement
700 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
702 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
703 if (in_strafe.state & 1)
705 // strafing mode, all looking is movement
707 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
708 if (noclip_anglehack)
709 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
711 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
713 else if ((in_mlook.state & 1) || freelook.integer)
715 // mouselook, lookstrafe causes turning to become strafing
717 if (lookstrafe.integer)
718 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
720 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
721 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
725 // non-mouselook, yaw turning and forward/back movement
726 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
727 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
730 else // don't pitch drift when csqc is controlling the mouse
732 // mouse interacting with the scene, mostly stationary view
734 // update prydon cursor
735 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
736 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
739 if(v_flipped.integer)
741 cl.viewangles[YAW] = -cl.viewangles[YAW];
742 cl.cmd.sidemove = -cl.cmd.sidemove;
745 // clamp after the move to prevent rendering with bad angles
748 if(cl_movecliptokeyboard.integer)
751 if (in_speed.state & 1)
752 f *= cl_movespeedkey.value;
753 if(cl_movecliptokeyboard.integer == 2)
755 // digital direction, analog amount
756 vec_t wishvel_x, wishvel_y;
757 wishvel_x = fabs(cl.cmd.forwardmove);
758 wishvel_y = fabs(cl.cmd.sidemove);
759 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
761 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
762 if(wishvel_x >= 2 * wishvel_y)
765 if(cl.cmd.forwardmove > 0)
766 cl.cmd.forwardmove = wishspeed;
768 cl.cmd.forwardmove = -wishspeed;
771 else if(wishvel_y >= 2 * wishvel_x)
774 cl.cmd.forwardmove = 0;
775 if(cl.cmd.sidemove > 0)
776 cl.cmd.sidemove = wishspeed;
778 cl.cmd.sidemove = -wishspeed;
783 if(cl.cmd.forwardmove > 0)
784 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
786 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
787 if(cl.cmd.sidemove > 0)
788 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
790 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
794 else if(cl_movecliptokeyboard.integer)
796 // digital direction, digital amount
797 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
798 cl.cmd.sidemove = cl_sidespeed.value * f;
799 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
800 cl.cmd.sidemove = -cl_sidespeed.value * f;
803 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
804 cl.cmd.forwardmove = cl_forwardspeed.value * f;
805 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
806 cl.cmd.forwardmove = -cl_backspeed.value * f;
808 cl.cmd.forwardmove = 0;
813 #include "cl_collision.h"
815 static void CL_UpdatePrydonCursor(void)
819 if (cl_prydoncursor.integer <= 0)
820 VectorClear(cl.cmd.cursor_screen);
823 if (cl.cmd.cursor_screen[0] < -1)
825 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
826 cl.cmd.cursor_screen[0] = -1;
828 if (cl.cmd.cursor_screen[0] > 1)
830 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
831 cl.cmd.cursor_screen[0] = 1;
833 if (cl.cmd.cursor_screen[1] < -1)
835 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
836 cl.cmd.cursor_screen[1] = -1;
838 if (cl.cmd.cursor_screen[1] > 1)
840 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
841 cl.cmd.cursor_screen[1] = 1;
844 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
845 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
846 cl.cmd.cursor_screen[2] = 1;
848 // calculate current view matrix
849 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
850 // calculate direction vector of cursor in viewspace by using frustum slopes
851 VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
852 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
853 // trace from view origin to the cursor
854 if (cl_prydoncursor_notrace.integer)
856 cl.cmd.cursor_fraction = 1.0f;
857 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
858 VectorClear(cl.cmd.cursor_normal);
859 cl.cmd.cursor_entitynumber = 0;
862 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);
865 #define NUMOFFSETS 27
866 static vec3_t offsets[NUMOFFSETS] =
868 // 1 no nudge (just return the original if this test passes)
869 { 0.000, 0.000, 0.000},
871 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
872 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
873 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
874 // 4 diagonal flat nudges
875 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
876 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
877 // 8 diagonal upward nudges
878 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
879 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
880 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
881 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
882 // 8 diagonal downward nudges
883 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
884 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
885 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
886 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
889 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
893 for (i = 0;i < NUMOFFSETS;i++)
895 VectorAdd(offsets[i], s->origin, neworigin);
896 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true).startsolid)
898 VectorCopy(neworigin, s->origin);
902 // if all offsets failed, give up
906 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
909 vec3_t origin1, origin2;
912 // make sure player is not stuck
913 CL_ClientMovement_Unstick(s);
918 // wants to crouch, this always works..
924 // wants to stand, if currently crouching we need to check for a
928 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
929 if (!trace.startsolid)
935 VectorCopy(cl.playercrouchmins, s->mins);
936 VectorCopy(cl.playercrouchmaxs, s->maxs);
940 VectorCopy(cl.playerstandmins, s->mins);
941 VectorCopy(cl.playerstandmaxs, s->maxs);
945 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
946 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
947 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
948 if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
952 // this code actually "predicts" an impact; so let's clip velocity first
953 f = DotProduct(s->velocity, trace.plane.normal);
954 if(f < 0) // only if moving downwards actually
955 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
960 // set watertype/waterlevel
961 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
962 s->waterlevel = WATERLEVEL_NONE;
963 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
966 s->waterlevel = WATERLEVEL_WETFEET;
967 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
968 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
970 s->waterlevel = WATERLEVEL_SWIMMING;
971 origin1[2] = s->origin[2] + 22;
972 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
973 s->waterlevel = WATERLEVEL_SUBMERGED;
977 // water jump prediction
978 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
979 s->waterjumptime = 0;
982 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
988 vec3_t currentorigin2;
990 vec3_t primalvelocity;
994 CL_ClientMovement_UpdateStatus(s);
995 VectorCopy(s->velocity, primalvelocity);
996 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
998 VectorMA(s->origin, t, s->velocity, neworigin);
999 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
1000 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
1002 // may be a step or wall, try stepping up
1003 // first move forward at a higher level
1004 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
1005 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
1006 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
1007 if (!trace2.startsolid)
1009 // then move down from there
1010 VectorCopy(trace2.endpos, currentorigin2);
1011 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
1012 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
1013 //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]);
1014 // accept the new trace if it made some progress
1015 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
1018 VectorCopy(trace3.endpos, trace.endpos);
1023 // check if it moved at all
1024 if (trace.fraction >= 0.001)
1025 VectorCopy(trace.endpos, s->origin);
1027 // check if it moved all the way
1028 if (trace.fraction == 1)
1031 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
1032 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
1033 // this got commented out in a change that supposedly makes the code match QW better
1034 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
1035 if (trace.plane.normal[2] > 0.7)
1038 t -= t * trace.fraction;
1040 f = DotProduct(s->velocity, trace.plane.normal);
1041 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
1043 if (s->waterjumptime > 0)
1044 VectorCopy(primalvelocity, s->velocity);
1048 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1055 // water jump only in certain situations
1056 // this mimics quakeworld code
1057 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1062 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1063 AngleVectors(yawangles, forward, NULL, NULL);
1064 VectorMA(s->origin, 24, forward, spot);
1066 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1069 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1071 VectorScale(forward, 50, s->velocity);
1072 s->velocity[2] = 310;
1073 s->waterjumptime = 2;
1074 s->onground = false;
1075 s->cmd.canjump = false;
1080 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1082 // drift towards bottom
1083 VectorSet(wishvel, 0, 0, -60);
1091 // calculate movement vector
1092 AngleVectors(s->cmd.viewangles, forward, right, up);
1093 VectorSet(up, 0, 0, 1);
1094 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1097 // split wishvel into wishspeed and wishdir
1098 wishspeed = VectorLength(wishvel);
1100 VectorScale(wishvel, 1 / wishspeed, wishdir);
1102 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1103 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1108 if (s->waterjumptime <= 0)
1111 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1113 VectorScale(s->velocity, f, s->velocity);
1115 // water acceleration
1116 f = wishspeed - DotProduct(s->velocity, wishdir);
1119 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1120 VectorMA(s->velocity, f, wishdir, s->velocity);
1123 // holding jump button swims upward slowly
1126 if (s->watertype & SUPERCONTENTS_LAVA)
1127 s->velocity[2] = 50;
1128 else if (s->watertype & SUPERCONTENTS_SLIME)
1129 s->velocity[2] = 80;
1132 if (IS_NEXUIZ_DERIVED(gamemode))
1133 s->velocity[2] = 200;
1135 s->velocity[2] = 100;
1140 CL_ClientMovement_Move(s);
1143 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1145 if(forward == 0 && side == 0)
1146 return 0; // avoid division by zero
1147 angle -= RAD2DEG(atan2(side, forward));
1148 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1153 return 1 - fabs(angle);
1156 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1172 return a * pow(fabs(b / a), lerp);
1175 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1177 vec_t zspeed, speed, dot, k;
1180 // this doesn't play well with analog input
1181 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1185 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1190 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1192 zspeed = s->velocity[2];
1194 speed = VectorNormalizeLength(s->velocity);
1196 dot = DotProduct(s->velocity, wishdir);
1198 if(dot > 0) { // we can't change direction while slowing down
1199 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1200 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1201 k *= cl.movevars_aircontrol;
1202 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1203 VectorNormalize(s->velocity);
1206 VectorScale(s->velocity, speed, s->velocity);
1207 s->velocity[2] = zspeed;
1210 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1213 (accelqw < 0 ? -1 : +1)
1215 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1218 static void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t stretchfactor, vec_t sidefric, vec_t speedlimit)
1225 vec_t vel_xy_current;
1226 vec_t vel_xy_backward, vel_xy_forward;
1229 if(stretchfactor > 0)
1230 speedclamp = stretchfactor;
1231 else if(accelqw < 0)
1234 speedclamp = -1; // no clamping
1239 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1240 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1242 vel_straight = DotProduct(s->velocity, wishdir);
1243 vel_z = s->velocity[2];
1244 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1245 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1247 step = accel * s->cmd.frametime * wishspeed0;
1249 vel_xy_current = VectorLength(vel_xy);
1251 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1252 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1253 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1254 if(vel_xy_backward < 0)
1255 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1257 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1259 if(sidefric < 0 && VectorLength2(vel_perpend))
1260 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1263 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1264 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1266 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1267 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1268 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1269 // obviously, this cannot be
1271 VectorScale(vel_perpend, f, vel_perpend);
1275 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1279 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1281 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1285 vec_t vel_xy_preclamp;
1286 vel_xy_preclamp = VectorLength(s->velocity);
1287 if(vel_xy_preclamp > 0) // prevent division by zero
1289 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1290 if(vel_xy_current < vel_xy_preclamp)
1291 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1295 s->velocity[2] += vel_z;
1298 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1300 vec3_t curvel, wishvel, acceldir, curdir;
1301 float addspeed, accelspeed, curspeed;
1304 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1305 float bunnyaccel = cl.movevars_warsowbunny_accel;
1306 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1307 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1308 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1313 VectorCopy( s->velocity, curvel );
1315 curspeed = VectorLength( curvel );
1317 if( wishspeed > curspeed * 1.01f )
1319 float faccelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1320 if( faccelspeed < wishspeed )
1321 wishspeed = faccelspeed;
1325 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1328 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1330 VectorScale( wishdir, wishspeed, wishvel );
1331 VectorSubtract( wishvel, curvel, acceldir );
1332 addspeed = VectorNormalizeLength( acceldir );
1334 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1335 if( accelspeed > addspeed )
1336 accelspeed = addspeed;
1338 if( backtosideratio < 1.0f )
1340 VectorNormalize2( curvel, curdir );
1341 dot = DotProduct( acceldir, curdir );
1343 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1346 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1349 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1365 // jump if on ground with jump button pressed but only if it has been
1366 // released at least once since the last jump
1369 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1371 s->velocity[2] += cl.movevars_jumpvelocity;
1372 s->onground = false;
1373 s->cmd.canjump = false;
1377 s->cmd.canjump = true;
1379 // calculate movement vector
1380 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1381 AngleVectors(yawangles, forward, right, up);
1382 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1384 // split wishvel into wishspeed and wishdir
1385 wishspeed = VectorLength(wishvel);
1387 VectorScale(wishvel, 1 / wishspeed, wishdir);
1389 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1390 // check if onground
1393 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1397 // apply edge friction
1398 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1401 friction = cl.movevars_friction;
1402 if (cl.movevars_edgefriction != 1)
1406 // note: QW uses the full player box for the trace, and yet still
1407 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1408 // this mimics it for compatibility
1409 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1410 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1411 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1412 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
1414 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true, false);
1415 if (trace.fraction == 1 && !trace.startsolid)
1416 friction *= cl.movevars_edgefriction;
1418 // apply ground friction
1419 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1421 VectorScale(s->velocity, f, s->velocity);
1423 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1426 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1427 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1429 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1430 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1432 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1433 s->velocity[2] -= gravity * 0.5f;
1435 s->velocity[2] -= gravity;
1437 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1439 if (VectorLength2(s->velocity))
1440 CL_ClientMovement_Move(s);
1441 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1443 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1444 s->velocity[2] -= gravity * 0.5f;
1449 if (s->waterjumptime <= 0)
1451 // apply air speed limit
1452 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1453 qboolean accelerating;
1455 accelqw = cl.movevars_airaccel_qw;
1456 wishspeed0 = wishspeed;
1457 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1460 accel = cl.movevars_airaccelerate;
1462 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1463 wishspeed2 = wishspeed;
1466 if(cl.movevars_airstopaccelerate != 0)
1469 curdir[0] = s->velocity[0];
1470 curdir[1] = s->velocity[1];
1472 VectorNormalize(curdir);
1473 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1475 strafity = CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, -90) + CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, +90); // if one is nonzero, other is always zero
1476 if(cl.movevars_maxairstrafespeed)
1477 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1478 if(cl.movevars_airstrafeaccelerate)
1479 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1480 if(cl.movevars_airstrafeaccel_qw)
1482 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1484 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1487 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1488 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1490 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_qw_stretchfactor, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1492 if(cl.movevars_aircontrol)
1493 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1495 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1496 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1497 s->velocity[2] -= gravity * 0.5f;
1499 s->velocity[2] -= gravity;
1500 CL_ClientMovement_Move(s);
1501 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1503 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1504 s->velocity[2] -= gravity * 0.5f;
1509 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1511 //Con_Printf(" %f", frametime);
1513 s->cmd.canjump = true;
1514 s->waterjumptime -= s->cmd.frametime;
1515 CL_ClientMovement_UpdateStatus(s);
1516 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1517 CL_ClientMovement_Physics_Swim(s);
1519 CL_ClientMovement_Physics_Walk(s);
1522 extern cvar_t slowmo;
1523 void CL_UpdateMoveVars(void)
1525 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1529 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1531 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1532 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1533 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1534 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1535 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1536 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1537 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1538 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1539 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1540 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1541 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1542 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1543 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1544 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1545 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1546 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1547 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1548 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1549 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1550 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1551 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1552 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1553 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1554 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1555 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1556 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1557 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1558 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1559 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1560 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1561 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1562 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1563 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1564 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1569 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1570 cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
1571 cl.movevars_gravity = sv_gravity.value;
1572 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1573 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1574 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1575 cl.movevars_accelerate = cl_movement_accelerate.value;
1576 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1577 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1578 cl.movevars_friction = cl_movement_friction.value;
1579 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1580 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1581 cl.movevars_entgravity = 1;
1582 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1583 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1584 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1585 cl.movevars_stepheight = cl_movement_stepheight.value;
1586 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1587 cl.movevars_airaccel_qw_stretchfactor = 0;
1588 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1589 cl.movevars_airstopaccelerate = 0;
1590 cl.movevars_airstrafeaccelerate = 0;
1591 cl.movevars_maxairstrafespeed = 0;
1592 cl.movevars_airstrafeaccel_qw = 0;
1593 cl.movevars_aircontrol = 0;
1594 cl.movevars_aircontrol_power = 2;
1595 cl.movevars_aircontrol_penalty = 0;
1596 cl.movevars_warsowbunny_airforwardaccel = 0;
1597 cl.movevars_warsowbunny_accel = 0;
1598 cl.movevars_warsowbunny_topspeed = 0;
1599 cl.movevars_warsowbunny_turnaccel = 0;
1600 cl.movevars_warsowbunny_backtosideratio = 0;
1601 cl.movevars_airspeedlimit_nonqw = 0;
1604 if(!(cl.moveflags & MOVEFLAG_VALID))
1606 if(gamemode == GAME_NEXUIZ) // Legacy hack to work with old servers of Nexuiz.
1607 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1610 if(cl.movevars_aircontrol_power <= 0)
1611 cl.movevars_aircontrol_power = 2; // CPMA default
1614 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1616 // if a move is more than 50ms, do it as two moves (matching qwsv)
1617 //Con_Printf("%i ", s.cmd.msec);
1618 if(s->cmd.frametime > 0.0005)
1620 if (s->cmd.frametime > 0.05)
1622 s->cmd.frametime /= 2;
1623 CL_ClientMovement_PlayerMove(s);
1625 CL_ClientMovement_PlayerMove(s);
1629 // we REALLY need this handling to happen, even if the move is not executed
1631 s->cmd.canjump = true;
1635 void CL_ClientMovement_Replay(void)
1638 double totalmovemsec;
1639 cl_clientmovement_state_t s;
1641 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1643 if (cl.movement_predicted && !cl.movement_replay)
1646 if (!cl_movement_replay.integer)
1649 // set up starting state for the series of moves
1650 memset(&s, 0, sizeof(s));
1651 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1652 VectorCopy(cl.mvelocity[0], s.velocity);
1653 s.crouched = true; // will be updated on first move
1654 //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]);
1657 for (i = 0;i < CL_MAX_USERCMDS;i++)
1658 if (cl.movecmd[i].sequence > cls.servermovesequence)
1659 totalmovemsec += cl.movecmd[i].msec;
1660 cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1661 //Con_Printf("%i = %.0f >= %.0f && %u && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1662 if (cl.movement_predicted)
1664 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1666 // replay the input queue to predict current location
1667 // note: this relies on the fact there's always one queue item at the end
1669 // find how many are still valid
1670 for (i = 0;i < CL_MAX_USERCMDS;i++)
1671 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1673 // now walk them in oldest to newest order
1674 for (i--;i >= 0;i--)
1676 s.cmd = cl.movecmd[i];
1677 if (i < CL_MAX_USERCMDS - 1)
1678 s.cmd.canjump = cl.movecmd[i+1].canjump;
1680 CL_ClientMovement_PlayerMove_Frame(&s);
1682 cl.movecmd[i].canjump = s.cmd.canjump;
1685 CL_ClientMovement_UpdateStatus(&s);
1689 // get the first movement queue entry to know whether to crouch and such
1690 s.cmd = cl.movecmd[0];
1693 if (!cls.demoplayback) // for bob, speedometer
1695 cl.movement_replay = false;
1696 // update the interpolation target position and velocity
1697 VectorCopy(s.origin, cl.movement_origin);
1698 VectorCopy(s.velocity, cl.movement_velocity);
1701 // update the onground flag if appropriate
1702 if (cl.movement_predicted)
1704 // when predicted we simply set the flag according to the UpdateStatus
1705 cl.onground = s.onground;
1709 // when not predicted, cl.onground is cleared by cl_parse.c each time
1710 // an update packet is received, but can be forced on here to hide
1711 // server inconsistencies in the onground flag
1712 // (which mostly occur when stepping up stairs at very high framerates
1713 // where after the step up the move continues forward and not
1714 // downward so the ground is not detected)
1716 // such onground inconsistencies can cause jittery gun bobbing and
1717 // stair smoothing, so we set onground if UpdateStatus says so
1723 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1728 if (to->viewangles[0] != from->viewangles[0])
1729 bits |= QW_CM_ANGLE1;
1730 if (to->viewangles[1] != from->viewangles[1])
1731 bits |= QW_CM_ANGLE2;
1732 if (to->viewangles[2] != from->viewangles[2])
1733 bits |= QW_CM_ANGLE3;
1734 if (to->forwardmove != from->forwardmove)
1735 bits |= QW_CM_FORWARD;
1736 if (to->sidemove != from->sidemove)
1738 if (to->upmove != from->upmove)
1740 if (to->buttons != from->buttons)
1741 bits |= QW_CM_BUTTONS;
1742 if (to->impulse != from->impulse)
1743 bits |= QW_CM_IMPULSE;
1745 MSG_WriteByte(buf, bits);
1746 if (bits & QW_CM_ANGLE1)
1747 MSG_WriteAngle16i(buf, to->viewangles[0]);
1748 if (bits & QW_CM_ANGLE2)
1749 MSG_WriteAngle16i(buf, to->viewangles[1]);
1750 if (bits & QW_CM_ANGLE3)
1751 MSG_WriteAngle16i(buf, to->viewangles[2]);
1752 if (bits & QW_CM_FORWARD)
1753 MSG_WriteShort(buf, (short) to->forwardmove);
1754 if (bits & QW_CM_SIDE)
1755 MSG_WriteShort(buf, (short) to->sidemove);
1756 if (bits & QW_CM_UP)
1757 MSG_WriteShort(buf, (short) to->upmove);
1758 if (bits & QW_CM_BUTTONS)
1759 MSG_WriteByte(buf, to->buttons);
1760 if (bits & QW_CM_IMPULSE)
1761 MSG_WriteByte(buf, to->impulse);
1762 MSG_WriteByte(buf, to->msec);
1765 void CL_NewFrameReceived(int num)
1767 if (developer_networkentities.integer >= 10)
1768 Con_Printf("recv: svc_entities %i\n", num);
1769 cl.latestframenums[cl.latestframenumsposition] = num;
1770 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1771 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1774 void CL_RotateMoves(const matrix4x4_t *m)
1776 // rotate viewangles in all previous moves
1780 for (i = 0;i < CL_MAX_USERCMDS;i++)
1782 if (cl.movecmd[i].sequence > cls.servermovesequence)
1784 usercmd_t *c = &cl.movecmd[i];
1785 AngleVectors(c->viewangles, f, r, u);
1786 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1787 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1788 AnglesFromVectors(c->viewangles, f, u, false);
1798 usercmd_t nullcmd; // for delta compression of qw moves
1799 void CL_SendMove(void)
1801 int i, j, packetloss;
1807 unsigned char data[1024];
1813 // if playing a demo, do nothing
1817 // we don't que moves during a lag spike (potential network timeout)
1818 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1820 // we build up cl.cmd and then decide whether to send or not
1821 // we store this into cl.movecmd[0] for prediction each frame even if we
1822 // do not send, to make sure that prediction is instant
1823 cl.cmd.time = cl.time;
1824 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1827 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1829 if (in_attack.state & 3) bits |= 1;
1830 if (in_jump.state & 3) bits |= 2;
1831 if (in_button3.state & 3) bits |= 4;
1832 if (in_button4.state & 3) bits |= 8;
1833 if (in_button5.state & 3) bits |= 16;
1834 if (in_button6.state & 3) bits |= 32;
1835 if (in_button7.state & 3) bits |= 64;
1836 if (in_button8.state & 3) bits |= 128;
1837 if (in_use.state & 3) bits |= 256;
1838 if (key_dest != key_game || key_consoleactive) bits |= 512;
1839 if (cl_prydoncursor.integer > 0) bits |= 1024;
1840 if (in_button9.state & 3) bits |= 2048;
1841 if (in_button10.state & 3) bits |= 4096;
1842 if (in_button11.state & 3) bits |= 8192;
1843 if (in_button12.state & 3) bits |= 16384;
1844 if (in_button13.state & 3) bits |= 32768;
1845 if (in_button14.state & 3) bits |= 65536;
1846 if (in_button15.state & 3) bits |= 131072;
1847 if (in_button16.state & 3) bits |= 262144;
1848 // button bits 19-31 unused currently
1849 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1850 if(cl_prydoncursor.integer > 0)
1852 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1853 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1854 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1855 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1858 // set buttons and impulse
1859 cl.cmd.buttons = bits;
1860 cl.cmd.impulse = in_impulse;
1863 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1865 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1866 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1867 // ridiculous value rejection (matches qw)
1868 if (cl.cmd.msec > 250)
1870 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1872 switch(cls.protocol)
1874 case PROTOCOL_QUAKEWORLD:
1875 // quakeworld uses a different cvar with opposite meaning, for compatibility
1876 cl.cmd.predicted = cl_nopred.integer == 0;
1878 case PROTOCOL_DARKPLACES6:
1879 case PROTOCOL_DARKPLACES7:
1880 cl.cmd.predicted = cl_movement.integer != 0;
1883 cl.cmd.predicted = false;
1887 // movement is set by input code (forwardmove/sidemove/upmove)
1888 // always dump the first two moves, because they may contain leftover inputs from the last level
1889 if (cl.cmd.sequence <= 2)
1890 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1892 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1894 switch (cls.protocol)
1896 case PROTOCOL_QUAKEWORLD:
1897 case PROTOCOL_QUAKE:
1898 case PROTOCOL_QUAKEDP:
1899 case PROTOCOL_NEHAHRAMOVIE:
1900 case PROTOCOL_NEHAHRABJP:
1901 case PROTOCOL_NEHAHRABJP2:
1902 case PROTOCOL_NEHAHRABJP3:
1903 case PROTOCOL_DARKPLACES1:
1904 case PROTOCOL_DARKPLACES2:
1905 case PROTOCOL_DARKPLACES3:
1906 case PROTOCOL_DARKPLACES4:
1907 case PROTOCOL_DARKPLACES5:
1909 case PROTOCOL_DARKPLACES6:
1910 case PROTOCOL_DARKPLACES7:
1911 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1912 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1914 case PROTOCOL_UNKNOWN:
1919 cl.movecmd[0] = cl.cmd;
1921 // don't predict more than 200fps
1922 if (realtime >= cl.lastpackettime + 0.005)
1923 cl.movement_replay = true; // redo the prediction
1925 // now decide whether to actually send this move
1926 // (otherwise it is only for prediction)
1928 // don't send too often or else network connections can get clogged by a
1929 // high renderer framerate
1930 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1931 if (cl.movevars_timescale && cl.movevars_ticrate)
1933 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1934 packettime = min(packettime, maxtic);
1937 // do not send 0ms packets because they mess up physics
1938 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1940 // always send if buttons changed or an impulse is pending
1941 // even if it violates the rate limit!
1942 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1943 // don't send too often (cl_netfps)
1944 if (!important && realtime < cl.lastpackettime + packettime)
1946 // don't choke the connection with packets (obey rate limit)
1947 // it is important that this check be last, because it adds a new
1948 // frame to the shownetgraph output and any cancelation after this
1949 // will produce a nasty spike-like look to the netgraph
1950 // we also still send if it is important
1951 if (!NetConn_CanSend(cls.netcon) && !important)
1953 // try to round off the lastpackettime to a multiple of the packet interval
1954 // (this causes it to emit packets at a steady beat)
1956 cl.lastpackettime = floor(realtime / packettime) * packettime;
1958 cl.lastpackettime = realtime;
1960 buf.maxsize = sizeof(data);
1964 // send the movement message
1965 // PROTOCOL_QUAKE clc_move = 16 bytes total
1966 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1967 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1968 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1969 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1970 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1971 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1972 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1973 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1974 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1975 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1977 // set prydon cursor info
1978 CL_UpdatePrydonCursor();
1980 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1982 switch (cls.protocol)
1984 case PROTOCOL_QUAKEWORLD:
1985 MSG_WriteByte(&buf, qw_clc_move);
1986 // save the position for a checksum byte
1987 checksumindex = buf.cursize;
1988 MSG_WriteByte(&buf, 0);
1989 // packet loss percentage
1990 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1991 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1993 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1994 MSG_WriteByte(&buf, packetloss);
1995 // write most recent 3 moves
1996 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1997 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1998 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1999 // calculate the checksum
2000 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
2001 // if delta compression history overflows, request no delta
2002 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
2003 cl.qw_validsequence = 0;
2004 // request delta compression if appropriate
2005 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
2007 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
2008 MSG_WriteByte(&buf, qw_clc_delta);
2009 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
2012 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
2014 case PROTOCOL_QUAKE:
2015 case PROTOCOL_QUAKEDP:
2016 case PROTOCOL_NEHAHRAMOVIE:
2017 case PROTOCOL_NEHAHRABJP:
2018 case PROTOCOL_NEHAHRABJP2:
2019 case PROTOCOL_NEHAHRABJP3:
2021 MSG_WriteByte (&buf, clc_move);
2022 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2023 // 3 bytes (6 bytes in proquake)
2024 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
2026 for (i = 0;i < 3;i++)
2027 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2031 for (i = 0;i < 3;i++)
2032 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
2035 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2036 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2037 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2039 MSG_WriteByte (&buf, cl.cmd.buttons);
2040 MSG_WriteByte (&buf, cl.cmd.impulse);
2042 case PROTOCOL_DARKPLACES2:
2043 case PROTOCOL_DARKPLACES3:
2045 MSG_WriteByte (&buf, clc_move);
2046 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2048 for (i = 0;i < 3;i++)
2049 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
2051 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2052 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2053 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2055 MSG_WriteByte (&buf, cl.cmd.buttons);
2056 MSG_WriteByte (&buf, cl.cmd.impulse);
2058 case PROTOCOL_DARKPLACES1:
2059 case PROTOCOL_DARKPLACES4:
2060 case PROTOCOL_DARKPLACES5:
2062 MSG_WriteByte (&buf, clc_move);
2063 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2065 for (i = 0;i < 3;i++)
2066 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2068 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2069 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2070 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2072 MSG_WriteByte (&buf, cl.cmd.buttons);
2073 MSG_WriteByte (&buf, cl.cmd.impulse);
2074 case PROTOCOL_DARKPLACES6:
2075 case PROTOCOL_DARKPLACES7:
2076 // set the maxusercmds variable to limit how many should be sent
2077 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2078 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2079 if (!cl.cmd.predicted)
2082 // send the latest moves in order, the old ones will be
2083 // ignored by the server harmlessly, however if the previous
2084 // packets were lost these moves will be used
2086 // this reduces packet loss impact on gameplay.
2087 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2089 // don't repeat any stale moves
2090 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2093 MSG_WriteByte (&buf, clc_move);
2094 if (cls.protocol != PROTOCOL_DARKPLACES6)
2095 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2096 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2098 for (i = 0;i < 3;i++)
2099 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2101 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2102 MSG_WriteCoord16i (&buf, cmd->sidemove);
2103 MSG_WriteCoord16i (&buf, cmd->upmove);
2105 MSG_WriteLong (&buf, cmd->buttons);
2106 MSG_WriteByte (&buf, cmd->impulse);
2107 // PRYDON_CLIENTCURSOR
2109 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2110 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2111 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2112 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2113 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2114 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2115 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2116 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2117 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2120 case PROTOCOL_UNKNOWN:
2125 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2127 // ack entity frame numbers received since the last input was sent
2128 // (redundent to improve handling of client->server packet loss)
2129 // if cl_netrepeatinput is 1 and client framerate matches server
2130 // framerate, this is 10 bytes, if client framerate is lower this
2132 unsigned int oldsequence = cl.cmd.sequence;
2133 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2134 if (oldsequence > delta)
2135 oldsequence = oldsequence - delta;
2138 for (i = 0;i < LATESTFRAMENUMS;i++)
2140 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2141 if (cl.latestsendnums[j] >= oldsequence)
2143 if (developer_networkentities.integer >= 10)
2144 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2145 MSG_WriteByte(&buf, clc_ackframe);
2146 MSG_WriteLong(&buf, cl.latestframenums[j]);
2151 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2152 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2154 // acknowledge any recently received data blocks
2155 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2157 MSG_WriteByte(&buf, clc_ackdownloaddata);
2158 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2159 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2160 cls.dp_downloadack[i].start = 0;
2161 cls.dp_downloadack[i].size = 0;
2164 // send the reliable message (forwarded commands) if there is one
2165 if (buf.cursize || cls.netcon->message.cursize)
2166 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2170 // update the cl.movecmd array which holds the most recent moves,
2171 // because we now need a new slot for the next input
2172 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2173 cl.movecmd[i] = cl.movecmd[i-1];
2174 cl.movecmd[0].msec = 0;
2175 cl.movecmd[0].frametime = 0;
2178 // clear button 'click' states
2179 in_attack.state &= ~2;
2180 in_jump.state &= ~2;
2181 in_button3.state &= ~2;
2182 in_button4.state &= ~2;
2183 in_button5.state &= ~2;
2184 in_button6.state &= ~2;
2185 in_button7.state &= ~2;
2186 in_button8.state &= ~2;
2188 in_button9.state &= ~2;
2189 in_button10.state &= ~2;
2190 in_button11.state &= ~2;
2191 in_button12.state &= ~2;
2192 in_button13.state &= ~2;
2193 in_button14.state &= ~2;
2194 in_button15.state &= ~2;
2195 in_button16.state &= ~2;
2199 if (cls.netcon->message.overflowed)
2201 Con_Print("CL_SendMove: lost server connection\n");
2203 SV_LockThreadMutex();
2204 Host_ShutdownServer();
2205 SV_UnlockThreadMutex();
2214 void CL_InitInput (void)
2216 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2217 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2218 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2219 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2220 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2221 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2222 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2223 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2224 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2225 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2226 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2227 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2228 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2229 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2230 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2231 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2232 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2233 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2234 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2235 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2236 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2237 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2238 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2239 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2240 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2241 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2242 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2243 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2244 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2245 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2246 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2247 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2248 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2250 // LordHavoc: added use button
2251 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2252 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2254 // LordHavoc: added 6 new buttons
2255 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2256 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2257 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2258 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2259 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2260 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2261 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2262 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2263 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2264 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2265 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2266 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2267 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2268 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2269 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2270 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2271 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2272 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2273 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2274 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2275 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2276 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2277 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2278 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2279 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2280 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2281 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2282 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2284 // LordHavoc: added bestweapon command
2285 Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
2287 Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
2289 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2291 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2292 Cvar_RegisterVariable(&cl_movement);
2293 Cvar_RegisterVariable(&cl_movement_replay);
2294 Cvar_RegisterVariable(&cl_movement_nettimeout);
2295 Cvar_RegisterVariable(&cl_movement_minping);
2296 Cvar_RegisterVariable(&cl_movement_track_canjump);
2297 Cvar_RegisterVariable(&cl_movement_maxspeed);
2298 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2299 Cvar_RegisterVariable(&cl_movement_stopspeed);
2300 Cvar_RegisterVariable(&cl_movement_friction);
2301 Cvar_RegisterVariable(&cl_movement_wallfriction);
2302 Cvar_RegisterVariable(&cl_movement_waterfriction);
2303 Cvar_RegisterVariable(&cl_movement_edgefriction);
2304 Cvar_RegisterVariable(&cl_movement_stepheight);
2305 Cvar_RegisterVariable(&cl_movement_accelerate);
2306 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2307 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2308 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2309 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2310 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2311 Cvar_RegisterVariable(&cl_nopred);
2313 Cvar_RegisterVariable(&in_pitch_min);
2314 Cvar_RegisterVariable(&in_pitch_max);
2315 Cvar_RegisterVariable(&m_filter);
2316 Cvar_RegisterVariable(&m_accelerate);
2317 Cvar_RegisterVariable(&m_accelerate_minspeed);
2318 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2319 Cvar_RegisterVariable(&m_accelerate_filter);
2320 Cvar_RegisterVariable(&m_accelerate_power);
2321 Cvar_RegisterVariable(&m_accelerate_power_offset);
2322 Cvar_RegisterVariable(&m_accelerate_power_senscap);
2323 Cvar_RegisterVariable(&m_accelerate_power_strength);
2325 Cvar_RegisterVariable(&cl_netfps);
2326 Cvar_RegisterVariable(&cl_netrepeatinput);
2327 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2329 Cvar_RegisterVariable(&cl_nodelta);
2331 Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);