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"};
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"};
446 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
447 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
449 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
450 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
451 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
452 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
453 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
455 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
456 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)"};
457 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)"};
459 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
461 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
463 extern cvar_t v_flipped;
469 Moves the local angle positions
472 static void CL_AdjustAngles (void)
477 if (in_speed.state & 1)
478 speed = cl.realframetime * cl_anglespeedkey.value;
480 speed = cl.realframetime;
482 if (!(in_strafe.state & 1))
484 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
485 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
487 if (in_klook.state & 1)
490 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
491 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
494 up = CL_KeyState (&in_lookup);
495 down = CL_KeyState(&in_lookdown);
497 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
498 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
503 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
504 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
505 if (cl.viewangles[YAW] >= 180)
506 cl.viewangles[YAW] -= 360;
507 if (cl.viewangles[PITCH] >= 180)
508 cl.viewangles[PITCH] -= 360;
509 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
510 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
513 int cl_ignoremousemoves = 2;
519 Send the intended movement message to the server
525 static float old_mouse_x = 0, old_mouse_y = 0;
527 // clamp before the move to prevent starting with bad angles
530 if(v_flipped.integer)
531 cl.viewangles[YAW] = -cl.viewangles[YAW];
533 // reset some of the command fields
534 cl.cmd.forwardmove = 0;
538 // get basic movement from keyboard
539 if (in_strafe.state & 1)
541 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
542 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
545 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
546 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
548 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
549 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
551 if (! (in_klook.state & 1) )
553 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
554 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
557 // adjust for speed key
558 if (in_speed.state & 1)
560 cl.cmd.forwardmove *= cl_movespeedkey.value;
561 cl.cmd.sidemove *= cl_movespeedkey.value;
562 cl.cmd.upmove *= cl_movespeedkey.value;
565 // allow mice or other external controllers to add to the move
568 // send mouse move to csqc
569 if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
571 if (cl.csqc_wantsmousemove)
573 // event type 3 is a DP_CSQC thing
574 static int oldwindowmouse[2];
575 if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
577 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.integer / vid.width, in_windowmouse_y * vid_conheight.integer / vid.height);
578 oldwindowmouse[0] = in_windowmouse_x;
579 oldwindowmouse[1] = in_windowmouse_y;
584 if (in_mouse_x || in_mouse_y)
585 CL_VM_InputEvent(2, in_mouse_x * vid_conwidth.integer / vid.width, in_mouse_y * vid_conheight.integer / vid.height);
589 // apply m_accelerate if it is on
590 if(m_accelerate.value > 1)
592 static float averagespeed = 0;
593 float speed, f, mi, ma;
595 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
596 if(m_accelerate_filter.value > 0)
597 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
600 averagespeed = speed * f + averagespeed * (1 - f);
602 mi = max(1, m_accelerate_minspeed.value);
603 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
605 if(averagespeed <= mi)
609 else if(averagespeed >= ma)
611 f = m_accelerate.value;
616 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
623 // apply m_filter if it is on
626 if (m_filter.integer)
628 in_mouse_x = (mx + old_mouse_x) * 0.5;
629 in_mouse_y = (my + old_mouse_y) * 0.5;
634 // ignore a mouse move if mouse was activated/deactivated this frame
635 if (cl_ignoremousemoves)
637 cl_ignoremousemoves--;
638 in_mouse_x = old_mouse_x = 0;
639 in_mouse_y = old_mouse_y = 0;
642 // if not in menu, apply mouse move to viewangles/movement
643 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
645 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
646 if (in_strafe.state & 1)
648 // strafing mode, all looking is movement
650 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651 if (noclip_anglehack)
652 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
654 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
656 else if ((in_mlook.state & 1) || freelook.integer)
658 // mouselook, lookstrafe causes turning to become strafing
660 if (lookstrafe.integer)
661 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
663 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
664 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
668 // non-mouselook, yaw turning and forward/back movement
669 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
670 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
673 else // don't pitch drift when csqc is controlling the mouse
675 // mouse interacting with the scene, mostly stationary view
677 // update prydon cursor
678 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
679 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
682 if(v_flipped.integer)
684 cl.viewangles[YAW] = -cl.viewangles[YAW];
685 cl.cmd.sidemove = -cl.cmd.sidemove;
688 // clamp after the move to prevent rendering with bad angles
691 if(cl_movecliptokeyboard.integer)
694 if (in_speed.state & 1)
695 f *= cl_movespeedkey.value;
696 if(cl_movecliptokeyboard.integer == 2)
698 // digital direction, analog amount
699 vec_t wishvel_x, wishvel_y;
700 wishvel_x = fabs(cl.cmd.forwardmove);
701 wishvel_y = fabs(cl.cmd.sidemove);
702 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
704 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
705 if(wishvel_x >= 2 * wishvel_y)
708 if(cl.cmd.forwardmove > 0)
709 cl.cmd.forwardmove = wishspeed;
711 cl.cmd.forwardmove = -wishspeed;
714 else if(wishvel_y >= 2 * wishvel_x)
717 cl.cmd.forwardmove = 0;
718 if(cl.cmd.sidemove > 0)
719 cl.cmd.sidemove = wishspeed;
721 cl.cmd.sidemove = -wishspeed;
726 if(cl.cmd.forwardmove > 0)
727 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
729 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
730 if(cl.cmd.sidemove > 0)
731 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
733 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
737 else if(cl_movecliptokeyboard.integer)
739 // digital direction, digital amount
740 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
741 cl.cmd.sidemove = cl_sidespeed.value * f;
742 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
743 cl.cmd.sidemove = -cl_sidespeed.value * f;
746 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
747 cl.cmd.forwardmove = cl_forwardspeed.value * f;
748 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
749 cl.cmd.forwardmove = -cl_backspeed.value * f;
751 cl.cmd.forwardmove = 0;
756 #include "cl_collision.h"
758 static void CL_UpdatePrydonCursor(void)
762 if (cl_prydoncursor.integer <= 0)
763 VectorClear(cl.cmd.cursor_screen);
766 if (cl.cmd.cursor_screen[0] < -1)
768 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
769 cl.cmd.cursor_screen[0] = -1;
771 if (cl.cmd.cursor_screen[0] > 1)
773 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
774 cl.cmd.cursor_screen[0] = 1;
776 if (cl.cmd.cursor_screen[1] < -1)
778 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
779 cl.cmd.cursor_screen[1] = -1;
781 if (cl.cmd.cursor_screen[1] > 1)
783 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
784 cl.cmd.cursor_screen[1] = 1;
787 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
788 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
789 cl.cmd.cursor_screen[2] = 1;
791 // calculate current view matrix
792 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
793 // calculate direction vector of cursor in viewspace by using frustum slopes
794 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);
795 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
796 // trace from view origin to the cursor
797 if (cl_prydoncursor_notrace.integer)
799 cl.cmd.cursor_fraction = 1.0f;
800 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
801 VectorClear(cl.cmd.cursor_normal);
802 cl.cmd.cursor_entitynumber = 0;
805 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);
808 #define NUMOFFSETS 27
809 static vec3_t offsets[NUMOFFSETS] =
811 // 1 no nudge (just return the original if this test passes)
812 { 0.000, 0.000, 0.000},
814 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
815 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
816 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
817 // 4 diagonal flat nudges
818 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
819 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
820 // 8 diagonal upward nudges
821 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
822 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
823 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
824 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
825 // 8 diagonal downward nudges
826 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
827 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
828 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
829 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
832 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
836 for (i = 0;i < NUMOFFSETS;i++)
838 VectorAdd(offsets[i], s->origin, neworigin);
839 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true).startsolid)
841 VectorCopy(neworigin, s->origin);
845 // if all offsets failed, give up
849 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
852 vec3_t origin1, origin2;
855 // make sure player is not stuck
856 CL_ClientMovement_Unstick(s);
861 // wants to crouch, this always works..
867 // wants to stand, if currently crouching we need to check for a
871 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
872 if (!trace.startsolid)
878 VectorCopy(cl.playercrouchmins, s->mins);
879 VectorCopy(cl.playercrouchmaxs, s->maxs);
883 VectorCopy(cl.playerstandmins, s->mins);
884 VectorCopy(cl.playerstandmaxs, s->maxs);
888 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
889 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
890 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
891 if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
895 // this code actually "predicts" an impact; so let's clip velocity first
896 f = DotProduct(s->velocity, trace.plane.normal);
897 if(f < 0) // only if moving downwards actually
898 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
903 // set watertype/waterlevel
904 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
905 s->waterlevel = WATERLEVEL_NONE;
906 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
909 s->waterlevel = WATERLEVEL_WETFEET;
910 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
911 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
913 s->waterlevel = WATERLEVEL_SWIMMING;
914 origin1[2] = s->origin[2] + 22;
915 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
916 s->waterlevel = WATERLEVEL_SUBMERGED;
920 // water jump prediction
921 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
922 s->waterjumptime = 0;
925 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
931 vec3_t currentorigin2;
933 vec3_t primalvelocity;
937 CL_ClientMovement_UpdateStatus(s);
938 VectorCopy(s->velocity, primalvelocity);
939 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
941 VectorMA(s->origin, t, s->velocity, neworigin);
942 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
943 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
945 // may be a step or wall, try stepping up
946 // first move forward at a higher level
947 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
948 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
949 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
950 if (!trace2.startsolid)
952 // then move down from there
953 VectorCopy(trace2.endpos, currentorigin2);
954 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
955 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
956 //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]);
957 // accept the new trace if it made some progress
958 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
961 VectorCopy(trace3.endpos, trace.endpos);
966 // check if it moved at all
967 if (trace.fraction >= 0.001)
968 VectorCopy(trace.endpos, s->origin);
970 // check if it moved all the way
971 if (trace.fraction == 1)
974 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
975 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
976 // this got commented out in a change that supposedly makes the code match QW better
977 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
978 if (trace.plane.normal[2] > 0.7)
981 t -= t * trace.fraction;
983 f = DotProduct(s->velocity, trace.plane.normal);
984 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
986 if (s->waterjumptime > 0)
987 VectorCopy(primalvelocity, s->velocity);
991 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
998 // water jump only in certain situations
999 // this mimics quakeworld code
1000 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1005 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1006 AngleVectors(yawangles, forward, NULL, NULL);
1007 VectorMA(s->origin, 24, forward, spot);
1009 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsolid)
1012 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsolid)
1014 VectorScale(forward, 50, s->velocity);
1015 s->velocity[2] = 310;
1016 s->waterjumptime = 2;
1017 s->onground = false;
1018 s->cmd.canjump = false;
1023 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1025 // drift towards bottom
1026 VectorSet(wishvel, 0, 0, -60);
1034 // calculate movement vector
1035 AngleVectors(s->cmd.viewangles, forward, right, up);
1036 VectorSet(up, 0, 0, 1);
1037 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1040 // split wishvel into wishspeed and wishdir
1041 wishspeed = VectorLength(wishvel);
1043 VectorScale(wishvel, 1 / wishspeed, wishdir);
1045 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1046 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1051 if (s->waterjumptime <= 0)
1054 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1056 VectorScale(s->velocity, f, s->velocity);
1058 // water acceleration
1059 f = wishspeed - DotProduct(s->velocity, wishdir);
1062 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1063 VectorMA(s->velocity, f, wishdir, s->velocity);
1066 // holding jump button swims upward slowly
1069 if (s->watertype & SUPERCONTENTS_LAVA)
1070 s->velocity[2] = 50;
1071 else if (s->watertype & SUPERCONTENTS_SLIME)
1072 s->velocity[2] = 80;
1075 if (IS_NEXUIZ_DERIVED(gamemode))
1076 s->velocity[2] = 200;
1078 s->velocity[2] = 100;
1083 CL_ClientMovement_Move(s);
1086 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1088 if(forward == 0 && side == 0)
1089 return 0; // avoid division by zero
1090 angle -= RAD2DEG(atan2(side, forward));
1091 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1096 return 1 - fabs(angle);
1099 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1115 return a * pow(fabs(b / a), lerp);
1118 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1120 vec_t zspeed, speed, dot, k;
1123 // this doesn't play well with analog input
1124 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1128 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1133 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1135 zspeed = s->velocity[2];
1137 speed = VectorNormalizeLength(s->velocity);
1139 dot = DotProduct(s->velocity, wishdir);
1141 if(dot > 0) { // we can't change direction while slowing down
1142 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1143 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1144 k *= cl.movevars_aircontrol;
1145 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1146 VectorNormalize(s->velocity);
1149 VectorScale(s->velocity, speed, s->velocity);
1150 s->velocity[2] = zspeed;
1153 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1156 (accelqw < 0 ? -1 : +1)
1158 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1161 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)
1168 vec_t vel_xy_current;
1169 vec_t vel_xy_backward, vel_xy_forward;
1172 if(stretchfactor > 0)
1173 speedclamp = stretchfactor;
1174 else if(accelqw < 0)
1177 speedclamp = -1; // no clamping
1182 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1183 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1185 vel_straight = DotProduct(s->velocity, wishdir);
1186 vel_z = s->velocity[2];
1187 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1188 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1190 step = accel * s->cmd.frametime * wishspeed0;
1192 vel_xy_current = VectorLength(vel_xy);
1194 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1195 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1196 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1197 if(vel_xy_backward < 0)
1198 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1200 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1202 if(sidefric < 0 && VectorLength2(vel_perpend))
1203 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1206 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1207 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1209 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1210 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1211 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1212 // obviously, this cannot be
1214 VectorScale(vel_perpend, f, vel_perpend);
1218 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1222 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1224 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1228 vec_t vel_xy_preclamp;
1229 vel_xy_preclamp = VectorLength(s->velocity);
1230 if(vel_xy_preclamp > 0) // prevent division by zero
1232 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1233 if(vel_xy_current < vel_xy_preclamp)
1234 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1238 s->velocity[2] += vel_z;
1241 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1243 vec3_t curvel, wishvel, acceldir, curdir;
1244 float addspeed, accelspeed, curspeed;
1247 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1248 float bunnyaccel = cl.movevars_warsowbunny_accel;
1249 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1250 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1251 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1256 VectorCopy( s->velocity, curvel );
1258 curspeed = VectorLength( curvel );
1260 if( wishspeed > curspeed * 1.01f )
1262 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1263 if( accelspeed < wishspeed )
1264 wishspeed = accelspeed;
1268 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1271 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1273 VectorScale( wishdir, wishspeed, wishvel );
1274 VectorSubtract( wishvel, curvel, acceldir );
1275 addspeed = VectorNormalizeLength( acceldir );
1277 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1278 if( accelspeed > addspeed )
1279 accelspeed = addspeed;
1281 if( backtosideratio < 1.0f )
1283 VectorNormalize2( curvel, curdir );
1284 dot = DotProduct( acceldir, curdir );
1286 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1289 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1292 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1308 // jump if on ground with jump button pressed but only if it has been
1309 // released at least once since the last jump
1312 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1314 s->velocity[2] += cl.movevars_jumpvelocity;
1315 s->onground = false;
1316 s->cmd.canjump = false;
1320 s->cmd.canjump = true;
1322 // calculate movement vector
1323 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1324 AngleVectors(yawangles, forward, right, up);
1325 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1327 // split wishvel into wishspeed and wishdir
1328 wishspeed = VectorLength(wishvel);
1330 VectorScale(wishvel, 1 / wishspeed, wishdir);
1332 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1333 // check if onground
1336 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1340 // apply edge friction
1341 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1344 friction = cl.movevars_friction;
1345 if (cl.movevars_edgefriction != 1)
1349 // note: QW uses the full player box for the trace, and yet still
1350 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1351 // this mimics it for compatibility
1352 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1353 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1354 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1355 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
1357 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true, false);
1358 if (trace.fraction == 1 && !trace.startsolid)
1359 friction *= cl.movevars_edgefriction;
1361 // apply ground friction
1362 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1364 VectorScale(s->velocity, f, s->velocity);
1366 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1369 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1370 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1372 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1373 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1375 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1376 s->velocity[2] -= gravity * 0.5f;
1378 s->velocity[2] -= gravity;
1380 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1382 if (VectorLength2(s->velocity))
1383 CL_ClientMovement_Move(s);
1384 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1386 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1387 s->velocity[2] -= gravity * 0.5f;
1392 if (s->waterjumptime <= 0)
1394 // apply air speed limit
1395 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1396 qboolean accelerating;
1398 accelqw = cl.movevars_airaccel_qw;
1399 wishspeed0 = wishspeed;
1400 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1403 accel = cl.movevars_airaccelerate;
1405 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1406 wishspeed2 = wishspeed;
1409 if(cl.movevars_airstopaccelerate != 0)
1412 curdir[0] = s->velocity[0];
1413 curdir[1] = s->velocity[1];
1415 VectorNormalize(curdir);
1416 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1418 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
1419 if(cl.movevars_maxairstrafespeed)
1420 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1421 if(cl.movevars_airstrafeaccelerate)
1422 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1423 if(cl.movevars_airstrafeaccel_qw)
1425 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1427 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1430 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1431 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1433 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);
1435 if(cl.movevars_aircontrol)
1436 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1438 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1439 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1440 s->velocity[2] -= gravity * 0.5f;
1442 s->velocity[2] -= gravity;
1443 CL_ClientMovement_Move(s);
1444 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1446 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1447 s->velocity[2] -= gravity * 0.5f;
1452 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1454 //Con_Printf(" %f", frametime);
1456 s->cmd.canjump = true;
1457 s->waterjumptime -= s->cmd.frametime;
1458 CL_ClientMovement_UpdateStatus(s);
1459 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1460 CL_ClientMovement_Physics_Swim(s);
1462 CL_ClientMovement_Physics_Walk(s);
1465 extern cvar_t slowmo;
1466 void CL_UpdateMoveVars(void)
1468 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1472 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1474 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1475 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1476 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1477 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1478 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1479 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1480 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1481 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1482 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1483 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1484 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1485 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1486 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1487 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1488 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1489 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1490 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1491 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1492 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1493 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1494 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1495 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1496 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1497 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1498 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1499 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1500 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1501 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1502 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1503 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1504 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1505 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1506 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1507 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1512 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1513 cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
1514 cl.movevars_gravity = sv_gravity.value;
1515 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1516 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1517 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1518 cl.movevars_accelerate = cl_movement_accelerate.value;
1519 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1520 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1521 cl.movevars_friction = cl_movement_friction.value;
1522 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1523 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1524 cl.movevars_entgravity = 1;
1525 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1526 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1527 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1528 cl.movevars_stepheight = cl_movement_stepheight.value;
1529 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1530 cl.movevars_airaccel_qw_stretchfactor = 0;
1531 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1532 cl.movevars_airstopaccelerate = 0;
1533 cl.movevars_airstrafeaccelerate = 0;
1534 cl.movevars_maxairstrafespeed = 0;
1535 cl.movevars_airstrafeaccel_qw = 0;
1536 cl.movevars_aircontrol = 0;
1537 cl.movevars_aircontrol_power = 2;
1538 cl.movevars_aircontrol_penalty = 0;
1539 cl.movevars_warsowbunny_airforwardaccel = 0;
1540 cl.movevars_warsowbunny_accel = 0;
1541 cl.movevars_warsowbunny_topspeed = 0;
1542 cl.movevars_warsowbunny_turnaccel = 0;
1543 cl.movevars_warsowbunny_backtosideratio = 0;
1544 cl.movevars_airspeedlimit_nonqw = 0;
1547 if(!(cl.moveflags & MOVEFLAG_VALID))
1549 if(gamemode == GAME_NEXUIZ) // Legacy hack to work with old servers of Nexuiz.
1550 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1553 if(cl.movevars_aircontrol_power <= 0)
1554 cl.movevars_aircontrol_power = 2; // CPMA default
1557 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1559 // if a move is more than 50ms, do it as two moves (matching qwsv)
1560 //Con_Printf("%i ", s.cmd.msec);
1561 if(s->cmd.frametime > 0.0005)
1563 if (s->cmd.frametime > 0.05)
1565 s->cmd.frametime /= 2;
1566 CL_ClientMovement_PlayerMove(s);
1568 CL_ClientMovement_PlayerMove(s);
1572 // we REALLY need this handling to happen, even if the move is not executed
1574 s->cmd.canjump = true;
1578 void CL_ClientMovement_Replay(void)
1581 double totalmovemsec;
1582 cl_clientmovement_state_t s;
1584 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1586 if (cl.movement_predicted && !cl.movement_replay)
1589 if (!cl_movement_replay.integer)
1592 // set up starting state for the series of moves
1593 memset(&s, 0, sizeof(s));
1594 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1595 VectorCopy(cl.mvelocity[0], s.velocity);
1596 s.crouched = true; // will be updated on first move
1597 //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]);
1600 for (i = 0;i < CL_MAX_USERCMDS;i++)
1601 if (cl.movecmd[i].sequence > cls.servermovesequence)
1602 totalmovemsec += cl.movecmd[i].msec;
1603 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);
1604 //Con_Printf("%i = %.0f >= %.0f && %i && (%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);
1605 if (cl.movement_predicted)
1607 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1609 // replay the input queue to predict current location
1610 // note: this relies on the fact there's always one queue item at the end
1612 // find how many are still valid
1613 for (i = 0;i < CL_MAX_USERCMDS;i++)
1614 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1616 // now walk them in oldest to newest order
1617 for (i--;i >= 0;i--)
1619 s.cmd = cl.movecmd[i];
1620 if (i < CL_MAX_USERCMDS - 1)
1621 s.cmd.canjump = cl.movecmd[i+1].canjump;
1623 CL_ClientMovement_PlayerMove_Frame(&s);
1625 cl.movecmd[i].canjump = s.cmd.canjump;
1628 CL_ClientMovement_UpdateStatus(&s);
1632 // get the first movement queue entry to know whether to crouch and such
1633 s.cmd = cl.movecmd[0];
1636 if (!cls.demoplayback) // for bob, speedometer
1638 cl.movement_replay = false;
1639 // update the interpolation target position and velocity
1640 VectorCopy(s.origin, cl.movement_origin);
1641 VectorCopy(s.velocity, cl.movement_velocity);
1644 // update the onground flag if appropriate
1645 if (cl.movement_predicted)
1647 // when predicted we simply set the flag according to the UpdateStatus
1648 cl.onground = s.onground;
1652 // when not predicted, cl.onground is cleared by cl_parse.c each time
1653 // an update packet is received, but can be forced on here to hide
1654 // server inconsistencies in the onground flag
1655 // (which mostly occur when stepping up stairs at very high framerates
1656 // where after the step up the move continues forward and not
1657 // downward so the ground is not detected)
1659 // such onground inconsistencies can cause jittery gun bobbing and
1660 // stair smoothing, so we set onground if UpdateStatus says so
1666 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1671 if (to->viewangles[0] != from->viewangles[0])
1672 bits |= QW_CM_ANGLE1;
1673 if (to->viewangles[1] != from->viewangles[1])
1674 bits |= QW_CM_ANGLE2;
1675 if (to->viewangles[2] != from->viewangles[2])
1676 bits |= QW_CM_ANGLE3;
1677 if (to->forwardmove != from->forwardmove)
1678 bits |= QW_CM_FORWARD;
1679 if (to->sidemove != from->sidemove)
1681 if (to->upmove != from->upmove)
1683 if (to->buttons != from->buttons)
1684 bits |= QW_CM_BUTTONS;
1685 if (to->impulse != from->impulse)
1686 bits |= QW_CM_IMPULSE;
1688 MSG_WriteByte(buf, bits);
1689 if (bits & QW_CM_ANGLE1)
1690 MSG_WriteAngle16i(buf, to->viewangles[0]);
1691 if (bits & QW_CM_ANGLE2)
1692 MSG_WriteAngle16i(buf, to->viewangles[1]);
1693 if (bits & QW_CM_ANGLE3)
1694 MSG_WriteAngle16i(buf, to->viewangles[2]);
1695 if (bits & QW_CM_FORWARD)
1696 MSG_WriteShort(buf, (short) to->forwardmove);
1697 if (bits & QW_CM_SIDE)
1698 MSG_WriteShort(buf, (short) to->sidemove);
1699 if (bits & QW_CM_UP)
1700 MSG_WriteShort(buf, (short) to->upmove);
1701 if (bits & QW_CM_BUTTONS)
1702 MSG_WriteByte(buf, to->buttons);
1703 if (bits & QW_CM_IMPULSE)
1704 MSG_WriteByte(buf, to->impulse);
1705 MSG_WriteByte(buf, to->msec);
1708 void CL_NewFrameReceived(int num)
1710 if (developer_networkentities.integer >= 10)
1711 Con_Printf("recv: svc_entities %i\n", num);
1712 cl.latestframenums[cl.latestframenumsposition] = num;
1713 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1714 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1717 void CL_RotateMoves(const matrix4x4_t *m)
1719 // rotate viewangles in all previous moves
1723 for (i = 0;i < CL_MAX_USERCMDS;i++)
1725 if (cl.movecmd[i].sequence > cls.servermovesequence)
1727 usercmd_t *c = &cl.movecmd[i];
1728 AngleVectors(c->viewangles, f, r, u);
1729 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1730 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1731 AnglesFromVectors(c->viewangles, f, u, false);
1741 usercmd_t nullcmd; // for delta compression of qw moves
1742 void CL_SendMove(void)
1744 int i, j, packetloss;
1750 unsigned char data[1024];
1756 // if playing a demo, do nothing
1760 // we don't que moves during a lag spike (potential network timeout)
1761 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1763 // we build up cl.cmd and then decide whether to send or not
1764 // we store this into cl.movecmd[0] for prediction each frame even if we
1765 // do not send, to make sure that prediction is instant
1766 cl.cmd.time = cl.time;
1767 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1770 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1772 if (in_attack.state & 3) bits |= 1;
1773 if (in_jump.state & 3) bits |= 2;
1774 if (in_button3.state & 3) bits |= 4;
1775 if (in_button4.state & 3) bits |= 8;
1776 if (in_button5.state & 3) bits |= 16;
1777 if (in_button6.state & 3) bits |= 32;
1778 if (in_button7.state & 3) bits |= 64;
1779 if (in_button8.state & 3) bits |= 128;
1780 if (in_use.state & 3) bits |= 256;
1781 if (key_dest != key_game || key_consoleactive) bits |= 512;
1782 if (cl_prydoncursor.integer > 0) bits |= 1024;
1783 if (in_button9.state & 3) bits |= 2048;
1784 if (in_button10.state & 3) bits |= 4096;
1785 if (in_button11.state & 3) bits |= 8192;
1786 if (in_button12.state & 3) bits |= 16384;
1787 if (in_button13.state & 3) bits |= 32768;
1788 if (in_button14.state & 3) bits |= 65536;
1789 if (in_button15.state & 3) bits |= 131072;
1790 if (in_button16.state & 3) bits |= 262144;
1791 // button bits 19-31 unused currently
1792 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1793 if(cl_prydoncursor.integer > 0)
1795 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1796 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1797 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1798 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1801 // set buttons and impulse
1802 cl.cmd.buttons = bits;
1803 cl.cmd.impulse = in_impulse;
1806 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1808 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1809 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1810 // ridiculous value rejection (matches qw)
1811 if (cl.cmd.msec > 250)
1813 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1815 cl.cmd.predicted = cl_movement.integer != 0;
1817 // movement is set by input code (forwardmove/sidemove/upmove)
1818 // always dump the first two moves, because they may contain leftover inputs from the last level
1819 if (cl.cmd.sequence <= 2)
1820 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1822 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1824 switch (cls.protocol)
1826 case PROTOCOL_QUAKEWORLD:
1827 case PROTOCOL_QUAKE:
1828 case PROTOCOL_QUAKEDP:
1829 case PROTOCOL_NEHAHRAMOVIE:
1830 case PROTOCOL_NEHAHRABJP:
1831 case PROTOCOL_NEHAHRABJP2:
1832 case PROTOCOL_NEHAHRABJP3:
1833 case PROTOCOL_DARKPLACES1:
1834 case PROTOCOL_DARKPLACES2:
1835 case PROTOCOL_DARKPLACES3:
1836 case PROTOCOL_DARKPLACES4:
1837 case PROTOCOL_DARKPLACES5:
1839 case PROTOCOL_DARKPLACES6:
1840 case PROTOCOL_DARKPLACES7:
1841 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1842 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1844 case PROTOCOL_UNKNOWN:
1849 cl.movecmd[0] = cl.cmd;
1851 // don't predict more than 200fps
1852 if (realtime >= cl.lastpackettime + 0.005)
1853 cl.movement_replay = true; // redo the prediction
1855 // now decide whether to actually send this move
1856 // (otherwise it is only for prediction)
1858 // don't send too often or else network connections can get clogged by a
1859 // high renderer framerate
1860 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1861 if (cl.movevars_timescale && cl.movevars_ticrate)
1863 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1864 packettime = min(packettime, maxtic);
1867 // do not send 0ms packets because they mess up physics
1868 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1870 // always send if buttons changed or an impulse is pending
1871 // even if it violates the rate limit!
1872 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1873 // don't send too often (cl_netfps)
1874 if (!important && realtime < cl.lastpackettime + packettime)
1876 // don't choke the connection with packets (obey rate limit)
1877 // it is important that this check be last, because it adds a new
1878 // frame to the shownetgraph output and any cancelation after this
1879 // will produce a nasty spike-like look to the netgraph
1880 // we also still send if it is important
1881 if (!NetConn_CanSend(cls.netcon) && !important)
1883 // try to round off the lastpackettime to a multiple of the packet interval
1884 // (this causes it to emit packets at a steady beat)
1886 cl.lastpackettime = floor(realtime / packettime) * packettime;
1888 cl.lastpackettime = realtime;
1890 buf.maxsize = sizeof(data);
1894 // send the movement message
1895 // PROTOCOL_QUAKE clc_move = 16 bytes total
1896 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1897 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1898 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1899 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1900 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1901 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1902 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1903 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1904 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1905 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1907 // set prydon cursor info
1908 CL_UpdatePrydonCursor();
1910 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1912 switch (cls.protocol)
1914 case PROTOCOL_QUAKEWORLD:
1915 MSG_WriteByte(&buf, qw_clc_move);
1916 // save the position for a checksum byte
1917 checksumindex = buf.cursize;
1918 MSG_WriteByte(&buf, 0);
1919 // packet loss percentage
1920 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1921 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1923 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1924 MSG_WriteByte(&buf, packetloss);
1925 // write most recent 3 moves
1926 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1927 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1928 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1929 // calculate the checksum
1930 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1931 // if delta compression history overflows, request no delta
1932 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1933 cl.qw_validsequence = 0;
1934 // request delta compression if appropriate
1935 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1937 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1938 MSG_WriteByte(&buf, qw_clc_delta);
1939 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1942 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1944 case PROTOCOL_QUAKE:
1945 case PROTOCOL_QUAKEDP:
1946 case PROTOCOL_NEHAHRAMOVIE:
1947 case PROTOCOL_NEHAHRABJP:
1948 case PROTOCOL_NEHAHRABJP2:
1949 case PROTOCOL_NEHAHRABJP3:
1951 MSG_WriteByte (&buf, clc_move);
1952 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1953 // 3 bytes (6 bytes in proquake)
1954 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1956 for (i = 0;i < 3;i++)
1957 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1961 for (i = 0;i < 3;i++)
1962 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1965 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1966 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1967 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1969 MSG_WriteByte (&buf, cl.cmd.buttons);
1970 MSG_WriteByte (&buf, cl.cmd.impulse);
1972 case PROTOCOL_DARKPLACES2:
1973 case PROTOCOL_DARKPLACES3:
1975 MSG_WriteByte (&buf, clc_move);
1976 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1978 for (i = 0;i < 3;i++)
1979 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1981 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1982 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1983 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1985 MSG_WriteByte (&buf, cl.cmd.buttons);
1986 MSG_WriteByte (&buf, cl.cmd.impulse);
1988 case PROTOCOL_DARKPLACES1:
1989 case PROTOCOL_DARKPLACES4:
1990 case PROTOCOL_DARKPLACES5:
1992 MSG_WriteByte (&buf, clc_move);
1993 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1995 for (i = 0;i < 3;i++)
1996 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1998 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1999 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2000 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2002 MSG_WriteByte (&buf, cl.cmd.buttons);
2003 MSG_WriteByte (&buf, cl.cmd.impulse);
2004 case PROTOCOL_DARKPLACES6:
2005 case PROTOCOL_DARKPLACES7:
2006 // set the maxusercmds variable to limit how many should be sent
2007 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2008 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2009 if (!cl.cmd.predicted)
2012 // send the latest moves in order, the old ones will be
2013 // ignored by the server harmlessly, however if the previous
2014 // packets were lost these moves will be used
2016 // this reduces packet loss impact on gameplay.
2017 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2019 // don't repeat any stale moves
2020 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2023 MSG_WriteByte (&buf, clc_move);
2024 if (cls.protocol != PROTOCOL_DARKPLACES6)
2025 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2026 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2028 for (i = 0;i < 3;i++)
2029 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2031 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2032 MSG_WriteCoord16i (&buf, cmd->sidemove);
2033 MSG_WriteCoord16i (&buf, cmd->upmove);
2035 MSG_WriteLong (&buf, cmd->buttons);
2036 MSG_WriteByte (&buf, cmd->impulse);
2037 // PRYDON_CLIENTCURSOR
2039 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2040 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2041 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2042 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2043 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2044 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2045 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2046 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2047 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2050 case PROTOCOL_UNKNOWN:
2055 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2057 // ack entity frame numbers received since the last input was sent
2058 // (redundent to improve handling of client->server packet loss)
2059 // if cl_netrepeatinput is 1 and client framerate matches server
2060 // framerate, this is 10 bytes, if client framerate is lower this
2063 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2064 if (oldsequence < 1)
2066 for (i = 0;i < LATESTFRAMENUMS;i++)
2068 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2069 if (cl.latestsendnums[j] >= oldsequence)
2071 if (developer_networkentities.integer >= 10)
2072 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2073 MSG_WriteByte(&buf, clc_ackframe);
2074 MSG_WriteLong(&buf, cl.latestframenums[j]);
2079 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2080 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2082 // acknowledge any recently received data blocks
2083 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2085 MSG_WriteByte(&buf, clc_ackdownloaddata);
2086 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2087 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2088 cls.dp_downloadack[i].start = 0;
2089 cls.dp_downloadack[i].size = 0;
2092 // send the reliable message (forwarded commands) if there is one
2093 if (buf.cursize || cls.netcon->message.cursize)
2094 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2098 // update the cl.movecmd array which holds the most recent moves,
2099 // because we now need a new slot for the next input
2100 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2101 cl.movecmd[i] = cl.movecmd[i-1];
2102 cl.movecmd[0].msec = 0;
2103 cl.movecmd[0].frametime = 0;
2106 // clear button 'click' states
2107 in_attack.state &= ~2;
2108 in_jump.state &= ~2;
2109 in_button3.state &= ~2;
2110 in_button4.state &= ~2;
2111 in_button5.state &= ~2;
2112 in_button6.state &= ~2;
2113 in_button7.state &= ~2;
2114 in_button8.state &= ~2;
2116 in_button9.state &= ~2;
2117 in_button10.state &= ~2;
2118 in_button11.state &= ~2;
2119 in_button12.state &= ~2;
2120 in_button13.state &= ~2;
2121 in_button14.state &= ~2;
2122 in_button15.state &= ~2;
2123 in_button16.state &= ~2;
2127 if (cls.netcon->message.overflowed)
2129 Con_Print("CL_SendMove: lost server connection\n");
2131 SV_LockThreadMutex();
2132 Host_ShutdownServer();
2133 SV_UnlockThreadMutex();
2142 void CL_InitInput (void)
2144 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2145 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2146 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2147 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2148 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2149 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2150 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2151 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2152 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2153 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2154 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2155 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2156 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2157 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2158 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2159 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2160 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2161 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2162 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2163 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2164 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2165 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2166 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2167 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2168 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2169 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2170 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2171 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2172 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2173 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2174 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2175 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2176 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2178 // LordHavoc: added use button
2179 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2180 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2182 // LordHavoc: added 6 new buttons
2183 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2184 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2185 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2186 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2187 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2188 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2189 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2190 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2191 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2192 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2193 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2194 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2195 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2196 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2197 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2198 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2199 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2200 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2201 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2202 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2203 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2204 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2205 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2206 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2207 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2208 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2209 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2210 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2212 // LordHavoc: added bestweapon command
2213 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)");
2215 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");
2217 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2219 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2220 Cvar_RegisterVariable(&cl_movement);
2221 Cvar_RegisterVariable(&cl_movement_replay);
2222 Cvar_RegisterVariable(&cl_movement_nettimeout);
2223 Cvar_RegisterVariable(&cl_movement_minping);
2224 Cvar_RegisterVariable(&cl_movement_track_canjump);
2225 Cvar_RegisterVariable(&cl_movement_maxspeed);
2226 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2227 Cvar_RegisterVariable(&cl_movement_stopspeed);
2228 Cvar_RegisterVariable(&cl_movement_friction);
2229 Cvar_RegisterVariable(&cl_movement_wallfriction);
2230 Cvar_RegisterVariable(&cl_movement_waterfriction);
2231 Cvar_RegisterVariable(&cl_movement_edgefriction);
2232 Cvar_RegisterVariable(&cl_movement_stepheight);
2233 Cvar_RegisterVariable(&cl_movement_accelerate);
2234 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2235 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2236 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2237 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2238 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2240 Cvar_RegisterVariable(&in_pitch_min);
2241 Cvar_RegisterVariable(&in_pitch_max);
2242 Cvar_RegisterVariable(&m_filter);
2243 Cvar_RegisterVariable(&m_accelerate);
2244 Cvar_RegisterVariable(&m_accelerate_minspeed);
2245 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2246 Cvar_RegisterVariable(&m_accelerate_filter);
2248 Cvar_RegisterVariable(&cl_netfps);
2249 Cvar_RegisterVariable(&cl_netrepeatinput);
2250 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2252 Cvar_RegisterVariable(&cl_nodelta);
2254 Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);