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 // LadyHavoc: 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 (cmd_state_t *cmd, 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 (cmd_state_t *cmd, 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(cmd_state_t *cmd) {KeyDown(cmd, &in_klook);}
125 static void IN_KLookUp(cmd_state_t *cmd) {KeyUp(cmd, &in_klook);}
126 static void IN_MLookDown(cmd_state_t *cmd) {KeyDown(cmd, &in_mlook);}
127 static void IN_MLookUp(cmd_state_t *cmd)
129 KeyUp(cmd, &in_mlook);
130 if ( !(in_mlook.state&1) && lookspring.value)
131 V_StartPitchDrift_f(cmd);
133 static void IN_UpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_up);}
134 static void IN_UpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_up);}
135 static void IN_DownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_down);}
136 static void IN_DownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_down);}
137 static void IN_LeftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_left);}
138 static void IN_LeftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_left);}
139 static void IN_RightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_right);}
140 static void IN_RightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_right);}
141 static void IN_ForwardDown(cmd_state_t *cmd) {KeyDown(cmd, &in_forward);}
142 static void IN_ForwardUp(cmd_state_t *cmd) {KeyUp(cmd, &in_forward);}
143 static void IN_BackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_back);}
144 static void IN_BackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_back);}
145 static void IN_LookupDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookup);}
146 static void IN_LookupUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookup);}
147 static void IN_LookdownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookdown);}
148 static void IN_LookdownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookdown);}
149 static void IN_MoveleftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveleft);}
150 static void IN_MoveleftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveleft);}
151 static void IN_MoverightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveright);}
152 static void IN_MoverightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveright);}
154 static void IN_SpeedDown(cmd_state_t *cmd) {KeyDown(cmd, &in_speed);}
155 static void IN_SpeedUp(cmd_state_t *cmd) {KeyUp(cmd, &in_speed);}
156 static void IN_StrafeDown(cmd_state_t *cmd) {KeyDown(cmd, &in_strafe);}
157 static void IN_StrafeUp(cmd_state_t *cmd) {KeyUp(cmd, &in_strafe);}
159 static void IN_AttackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_attack);}
160 static void IN_AttackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_attack);}
162 static void IN_UseDown(cmd_state_t *cmd) {KeyDown(cmd, &in_use);}
163 static void IN_UseUp(cmd_state_t *cmd) {KeyUp(cmd, &in_use);}
165 // LadyHavoc: added 6 new buttons
166 static void IN_Button3Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button3);}
167 static void IN_Button3Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button3);}
168 static void IN_Button4Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button4);}
169 static void IN_Button4Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button4);}
170 static void IN_Button5Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button5);}
171 static void IN_Button5Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button5);}
172 static void IN_Button6Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button6);}
173 static void IN_Button6Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button6);}
174 static void IN_Button7Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button7);}
175 static void IN_Button7Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button7);}
176 static void IN_Button8Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button8);}
177 static void IN_Button8Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button8);}
179 static void IN_Button9Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button9);}
180 static void IN_Button9Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button9);}
181 static void IN_Button10Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button10);}
182 static void IN_Button10Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button10);}
183 static void IN_Button11Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button11);}
184 static void IN_Button11Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button11);}
185 static void IN_Button12Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button12);}
186 static void IN_Button12Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button12);}
187 static void IN_Button13Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button13);}
188 static void IN_Button13Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button13);}
189 static void IN_Button14Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button14);}
190 static void IN_Button14Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button14);}
191 static void IN_Button15Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button15);}
192 static void IN_Button15Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button15);}
193 static void IN_Button16Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button16);}
194 static void IN_Button16Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button16);}
196 static void IN_JumpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_jump);}
197 static void IN_JumpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_jump);}
199 static void IN_Impulse(cmd_state_t *cmd) {in_impulse=atoi(Cmd_Argv(cmd, 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(cmd_state_t *cmd)
246 if(Cmd_Argc(cmd) == 7)
248 IN_BestWeapon_Register(
250 atoi(Cmd_Argv(cmd, 2)),
251 atoi(Cmd_Argv(cmd, 3)),
252 atoi(Cmd_Argv(cmd, 4)),
253 atoi(Cmd_Argv(cmd, 5)),
254 atoi(Cmd_Argv(cmd, 6))
257 else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "clear"))
259 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
261 else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "quake"))
263 IN_BestWeapon_ResetData();
267 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(cmd, 0), Cmd_Argv(cmd, 0), Cmd_Argv(cmd, 0));
271 static void IN_BestWeapon_f(cmd_state_t *cmd)
275 if (Cmd_Argc(cmd) < 2)
277 Con_Printf("bestweapon requires 1 or more parameters\n");
280 for (i = 1;i < Cmd_Argc(cmd);i++)
282 t = Cmd_Argv(cmd, 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...
309 Returns 0.25 if a key was pressed and released during the frame,
310 0.5 if it was pressed and held
311 0 if held then released, and
312 1.0 if held for the entire time
315 float CL_KeyState (kbutton_t *key)
318 qboolean impulsedown, impulseup, down;
320 impulsedown = (key->state & 2) != 0;
321 impulseup = (key->state & 4) != 0;
322 down = (key->state & 1) != 0;
325 if (impulsedown && !impulseup)
328 val = 0.5; // pressed and held this frame
330 val = 0; // I_Error ();
332 if (impulseup && !impulsedown)
335 val = 0; // I_Error ();
337 val = 0; // released this frame
339 if (!impulsedown && !impulseup)
342 val = 1.0; // held the entire frame
344 val = 0; // up the entire frame
346 if (impulsedown && impulseup)
349 val = 0.75; // released and re-pressed this frame
351 val = 0.25; // pressed and released this frame
354 key->state &= 1; // clear impulses
362 //==========================================================================
364 cvar_t cl_upspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
365 cvar_t cl_forwardspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
366 cvar_t cl_backspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
367 cvar_t cl_sidespeed = {CVAR_CLIENT | CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
369 cvar_t cl_movespeedkey = {CVAR_CLIENT | CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
370 cvar_t cl_movecliptokeyboard = {CVAR_CLIENT, "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"};
372 cvar_t cl_yawspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
373 cvar_t cl_pitchspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
375 cvar_t cl_anglespeedkey = {CVAR_CLIENT | CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
377 cvar_t cl_movement = {CVAR_CLIENT | CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement on DP servers (use cl_nopred for QWSV servers)"};
378 cvar_t cl_movement_replay = {CVAR_CLIENT, "cl_movement_replay", "1", "use engine prediction"};
379 cvar_t cl_movement_nettimeout = {CVAR_CLIENT | CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
380 cvar_t cl_movement_minping = {CVAR_CLIENT | CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
381 cvar_t cl_movement_track_canjump = {CVAR_CLIENT | 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"};
382 cvar_t cl_movement_maxspeed = {CVAR_CLIENT, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
383 cvar_t cl_movement_maxairspeed = {CVAR_CLIENT, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
384 cvar_t cl_movement_stopspeed = {CVAR_CLIENT, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
385 cvar_t cl_movement_friction = {CVAR_CLIENT, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
386 cvar_t cl_movement_wallfriction = {CVAR_CLIENT, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
387 cvar_t cl_movement_waterfriction = {CVAR_CLIENT, "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"};
388 cvar_t cl_movement_edgefriction = {CVAR_CLIENT, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
389 cvar_t cl_movement_stepheight = {CVAR_CLIENT, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
390 cvar_t cl_movement_accelerate = {CVAR_CLIENT, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
391 cvar_t cl_movement_airaccelerate = {CVAR_CLIENT, "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"};
392 cvar_t cl_movement_wateraccelerate = {CVAR_CLIENT, "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"};
393 cvar_t cl_movement_jumpvelocity = {CVAR_CLIENT, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
394 cvar_t cl_movement_airaccel_qw = {CVAR_CLIENT, "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"};
395 cvar_t cl_movement_airaccel_sideways_friction = {CVAR_CLIENT, "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"};
396 cvar_t cl_nopred = {CVAR_CLIENT | 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)"};
398 cvar_t in_pitch_min = {CVAR_CLIENT, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
399 cvar_t in_pitch_max = {CVAR_CLIENT, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
401 cvar_t m_filter = {CVAR_CLIENT | CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
402 cvar_t m_accelerate = {CVAR_CLIENT | 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)"};
403 cvar_t m_accelerate_minspeed = {CVAR_CLIENT | 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)"};
404 cvar_t m_accelerate_maxspeed = {CVAR_CLIENT | 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)"};
405 cvar_t m_accelerate_filter = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_filter","0", "linear mouse acceleration factor filtering lowpass constant in seconds (set to 0 for no filtering)"};
406 cvar_t m_accelerate_power_offset = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power_offset","0", "below this speed in px/ms, no power acceleration is done"};
407 cvar_t m_accelerate_power = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power","2", "acceleration power (must be above 1 to be useful)"};
408 cvar_t m_accelerate_power_senscap = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power_senscap", "0", "maximum acceleration factor generated by power acceleration; use 0 for unbounded"};
409 cvar_t m_accelerate_power_strength = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power_strength", "0", "strength of the power mouse acceleration effect"};
411 cvar_t cl_netfps = {CVAR_CLIENT | CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
412 cvar_t cl_netrepeatinput = {CVAR_CLIENT | 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)"};
413 cvar_t cl_netimmediatebuttons = {CVAR_CLIENT | 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)"};
415 cvar_t cl_nodelta = {CVAR_CLIENT, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
417 cvar_t cl_csqc_generatemousemoveevents = {CVAR_CLIENT, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
419 extern cvar_t v_flipped;
425 Moves the local angle positions
428 static void CL_AdjustAngles (void)
433 if (in_speed.state & 1)
434 speed = cl.realframetime * cl_anglespeedkey.value;
436 speed = cl.realframetime;
438 if (!(in_strafe.state & 1))
440 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
441 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
443 if (in_klook.state & 1)
446 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
447 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
450 up = CL_KeyState (&in_lookup);
451 down = CL_KeyState(&in_lookdown);
453 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
454 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
459 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
460 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
461 if (cl.viewangles[YAW] >= 180)
462 cl.viewangles[YAW] -= 360;
463 if (cl.viewangles[PITCH] >= 180)
464 cl.viewangles[PITCH] -= 360;
465 // TODO: honor serverinfo minpitch and maxpitch values in PROTOCOL_QUAKEWORLD
466 // TODO: honor proquake pq_fullpitch cvar when playing on proquake server (server stuffcmd's this to 0 usually)
467 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
468 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
471 int cl_ignoremousemoves = 2;
477 Send the intended movement message to the server
483 static float old_mouse_x = 0, old_mouse_y = 0;
485 // clamp before the move to prevent starting with bad angles
488 if(v_flipped.integer)
489 cl.viewangles[YAW] = -cl.viewangles[YAW];
491 // reset some of the command fields
492 cl.cmd.forwardmove = 0;
496 // get basic movement from keyboard
497 if (in_strafe.state & 1)
499 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
500 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
503 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
504 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
506 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
507 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
509 if (! (in_klook.state & 1) )
511 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
512 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
515 // adjust for speed key
516 if (in_speed.state & 1)
518 cl.cmd.forwardmove *= cl_movespeedkey.value;
519 cl.cmd.sidemove *= cl_movespeedkey.value;
520 cl.cmd.upmove *= cl_movespeedkey.value;
523 // allow mice or other external controllers to add to the move
526 // send mouse move to csqc
527 if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
529 if (cl.csqc_wantsmousemove)
531 // event type 3 is a DP_CSQC thing
532 static int oldwindowmouse[2];
533 if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
535 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
536 oldwindowmouse[0] = in_windowmouse_x;
537 oldwindowmouse[1] = in_windowmouse_y;
542 if (in_mouse_x || in_mouse_y)
543 CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
547 // apply m_accelerate if it is on
548 if(m_accelerate.value > 0)
550 float mouse_deltadist = sqrtf(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y);
551 float speed = mouse_deltadist / cl.realframetime;
552 static float averagespeed = 0;
554 if(m_accelerate_filter.value > 0)
555 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
558 averagespeed = speed * f + averagespeed * (1 - f);
560 // Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
561 if (m_accelerate.value != 1.0f)
563 // First do linear slope acceleration which was ripped "in
564 // spirit" from many classic mouse driver implementations.
565 // If m_accelerate.value == 1, this code does nothing at all.
567 mi = max(1, m_accelerate_minspeed.value);
568 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
570 if(averagespeed <= mi)
574 else if(averagespeed >= ma)
576 f = m_accelerate.value;
581 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
587 // Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
588 if (m_accelerate_power_strength.value != 0.0f)
590 // Then do Quake Live-style power acceleration.
591 // Note that this behavior REPLACES the usual
592 // sensitivity, so we apply it but then dividie by
593 // sensitivity.value so that the later multiplication
594 // restores it again.
595 float accelsens = 1.0f;
596 float adjusted_speed_pxms = (averagespeed * 0.001f - m_accelerate_power_offset.value) * m_accelerate_power_strength.value;
597 float inv_sensitivity = 1.0f / sensitivity.value;
598 if (adjusted_speed_pxms > 0)
600 if (m_accelerate_power.value > 1.0f)
602 // TODO: How does this interact with sensitivity changes? Is this intended?
603 // Currently: more sensitivity = less acceleration at same pixel speed.
604 accelsens += expf((m_accelerate_power.value - 1.0f) * logf(adjusted_speed_pxms)) * inv_sensitivity;
608 // The limit of the then-branch for m_accelerate_power -> 1.
609 accelsens += inv_sensitivity;
610 // Note: QL had just accelsens = 1.0f.
611 // This is mathematically wrong though.
616 // The limit of the then-branch for adjusted_speed -> 0.
617 // accelsens += 0.0f;
619 if (m_accelerate_power_senscap.value > 0.0f && accelsens > m_accelerate_power_senscap.value * inv_sensitivity)
621 // TODO: How does this interact with sensitivity changes? Is this intended?
622 // Currently: senscap is in absolute sensitivity units, so if senscap < sensitivity, it overrides.
623 accelsens = m_accelerate_power_senscap.value * inv_sensitivity;
626 in_mouse_x *= accelsens;
627 in_mouse_y *= accelsens;
631 // apply m_filter if it is on
634 if (m_filter.integer)
636 in_mouse_x = (mx + old_mouse_x) * 0.5;
637 in_mouse_y = (my + old_mouse_y) * 0.5;
642 // ignore a mouse move if mouse was activated/deactivated this frame
643 if (cl_ignoremousemoves)
645 cl_ignoremousemoves--;
646 in_mouse_x = old_mouse_x = 0;
647 in_mouse_y = old_mouse_y = 0;
650 // if not in menu, apply mouse move to viewangles/movement
651 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
653 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
654 if (in_strafe.state & 1)
656 // strafing mode, all looking is movement
658 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
659 if (noclip_anglehack)
660 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
662 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
664 else if ((in_mlook.state & 1) || freelook.integer)
666 // mouselook, lookstrafe causes turning to become strafing
668 if (lookstrafe.integer)
669 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
671 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
672 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
676 // non-mouselook, yaw turning and forward/back movement
677 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
678 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
681 else // don't pitch drift when csqc is controlling the mouse
683 // mouse interacting with the scene, mostly stationary view
685 // update prydon cursor
686 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
687 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
690 if(v_flipped.integer)
692 cl.viewangles[YAW] = -cl.viewangles[YAW];
693 cl.cmd.sidemove = -cl.cmd.sidemove;
696 // clamp after the move to prevent rendering with bad angles
699 if(cl_movecliptokeyboard.integer)
702 if (in_speed.state & 1)
703 f *= cl_movespeedkey.value;
704 if(cl_movecliptokeyboard.integer == 2)
706 // digital direction, analog amount
707 vec_t wishvel_x, wishvel_y;
708 wishvel_x = fabs(cl.cmd.forwardmove);
709 wishvel_y = fabs(cl.cmd.sidemove);
710 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
712 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
713 if(wishvel_x >= 2 * wishvel_y)
716 if(cl.cmd.forwardmove > 0)
717 cl.cmd.forwardmove = wishspeed;
719 cl.cmd.forwardmove = -wishspeed;
722 else if(wishvel_y >= 2 * wishvel_x)
725 cl.cmd.forwardmove = 0;
726 if(cl.cmd.sidemove > 0)
727 cl.cmd.sidemove = wishspeed;
729 cl.cmd.sidemove = -wishspeed;
734 if(cl.cmd.forwardmove > 0)
735 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
737 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
738 if(cl.cmd.sidemove > 0)
739 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
741 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
745 else if(cl_movecliptokeyboard.integer)
747 // digital direction, digital amount
748 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
749 cl.cmd.sidemove = cl_sidespeed.value * f;
750 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
751 cl.cmd.sidemove = -cl_sidespeed.value * f;
754 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
755 cl.cmd.forwardmove = cl_forwardspeed.value * f;
756 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
757 cl.cmd.forwardmove = -cl_backspeed.value * f;
759 cl.cmd.forwardmove = 0;
764 #include "cl_collision.h"
766 static void CL_UpdatePrydonCursor(void)
770 if (cl_prydoncursor.integer <= 0)
771 VectorClear(cl.cmd.cursor_screen);
774 if (cl.cmd.cursor_screen[0] < -1)
776 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
777 cl.cmd.cursor_screen[0] = -1;
779 if (cl.cmd.cursor_screen[0] > 1)
781 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
782 cl.cmd.cursor_screen[0] = 1;
784 if (cl.cmd.cursor_screen[1] < -1)
786 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
787 cl.cmd.cursor_screen[1] = -1;
789 if (cl.cmd.cursor_screen[1] > 1)
791 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
792 cl.cmd.cursor_screen[1] = 1;
795 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
796 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
797 cl.cmd.cursor_screen[2] = 1;
799 // calculate current view matrix
800 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
801 // calculate direction vector of cursor in viewspace by using frustum slopes
802 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);
803 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
804 // trace from view origin to the cursor
805 if (cl_prydoncursor_notrace.integer)
807 cl.cmd.cursor_fraction = 1.0f;
808 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
809 VectorClear(cl.cmd.cursor_normal);
810 cl.cmd.cursor_entitynumber = 0;
813 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);
816 #define NUMOFFSETS 27
817 static vec3_t offsets[NUMOFFSETS] =
819 // 1 no nudge (just return the original if this test passes)
820 { 0.000, 0.000, 0.000},
822 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
823 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
824 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
825 // 4 diagonal flat nudges
826 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
827 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
828 // 8 diagonal upward nudges
829 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
830 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
831 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
832 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
833 // 8 diagonal downward nudges
834 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
835 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
836 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
837 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
840 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
844 for (i = 0;i < NUMOFFSETS;i++)
846 VectorAdd(offsets[i], s->origin, neworigin);
847 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)
849 VectorCopy(neworigin, s->origin);
853 // if all offsets failed, give up
857 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
860 vec3_t origin1, origin2;
863 // make sure player is not stuck
864 CL_ClientMovement_Unstick(s);
869 // wants to crouch, this always works..
875 // wants to stand, if currently crouching we need to check for a
879 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);
880 if (!trace.startsolid)
886 VectorCopy(cl.playercrouchmins, s->mins);
887 VectorCopy(cl.playercrouchmaxs, s->maxs);
891 VectorCopy(cl.playerstandmins, s->mins);
892 VectorCopy(cl.playerstandmaxs, s->maxs);
896 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
897 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
898 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);
899 if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
903 // this code actually "predicts" an impact; so let's clip velocity first
904 f = DotProduct(s->velocity, trace.plane.normal);
905 if(f < 0) // only if moving downwards actually
906 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
911 // set watertype/waterlevel
912 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
913 s->waterlevel = WATERLEVEL_NONE;
914 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
917 s->waterlevel = WATERLEVEL_WETFEET;
918 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
919 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
921 s->waterlevel = WATERLEVEL_SWIMMING;
922 origin1[2] = s->origin[2] + 22;
923 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
924 s->waterlevel = WATERLEVEL_SUBMERGED;
928 // water jump prediction
929 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
930 s->waterjumptime = 0;
933 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
939 vec3_t currentorigin2;
941 vec3_t primalvelocity;
945 CL_ClientMovement_UpdateStatus(s);
946 VectorCopy(s->velocity, primalvelocity);
947 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
949 VectorMA(s->origin, t, s->velocity, neworigin);
950 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);
951 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
953 // may be a step or wall, try stepping up
954 // first move forward at a higher level
955 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
956 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
957 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);
958 if (!trace2.startsolid)
960 // then move down from there
961 VectorCopy(trace2.endpos, currentorigin2);
962 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
963 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);
964 //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]);
965 // accept the new trace if it made some progress
966 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
969 VectorCopy(trace3.endpos, trace.endpos);
974 // check if it moved at all
975 if (trace.fraction >= 0.001)
976 VectorCopy(trace.endpos, s->origin);
978 // check if it moved all the way
979 if (trace.fraction == 1)
982 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
983 // <LadyHavoc> I'm pretty sure I commented it out solely because it seemed redundant
984 // this got commented out in a change that supposedly makes the code match QW better
985 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
986 if (trace.plane.normal[2] > 0.7)
989 t -= t * trace.fraction;
991 f = DotProduct(s->velocity, trace.plane.normal);
992 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
994 if (s->waterjumptime > 0)
995 VectorCopy(primalvelocity, s->velocity);
999 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1006 // water jump only in certain situations
1007 // this mimics quakeworld code
1008 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1013 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1014 AngleVectors(yawangles, forward, NULL, NULL);
1015 VectorMA(s->origin, 24, forward, spot);
1017 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1020 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1022 VectorScale(forward, 50, s->velocity);
1023 s->velocity[2] = 310;
1024 s->waterjumptime = 2;
1025 s->onground = false;
1026 s->cmd.canjump = false;
1031 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1033 // drift towards bottom
1034 VectorSet(wishvel, 0, 0, -60);
1042 // calculate movement vector
1043 AngleVectors(s->cmd.viewangles, forward, right, up);
1044 VectorSet(up, 0, 0, 1);
1045 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1048 // split wishvel into wishspeed and wishdir
1049 wishspeed = VectorLength(wishvel);
1051 VectorScale(wishvel, 1 / wishspeed, wishdir);
1053 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1054 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1059 if (s->waterjumptime <= 0)
1062 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1064 VectorScale(s->velocity, f, s->velocity);
1066 // water acceleration
1067 f = wishspeed - DotProduct(s->velocity, wishdir);
1070 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1071 VectorMA(s->velocity, f, wishdir, s->velocity);
1074 // holding jump button swims upward slowly
1077 if (s->watertype & SUPERCONTENTS_LAVA)
1078 s->velocity[2] = 50;
1079 else if (s->watertype & SUPERCONTENTS_SLIME)
1080 s->velocity[2] = 80;
1083 if (IS_NEXUIZ_DERIVED(gamemode))
1084 s->velocity[2] = 200;
1086 s->velocity[2] = 100;
1091 CL_ClientMovement_Move(s);
1094 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1096 if(forward == 0 && side == 0)
1097 return 0; // avoid division by zero
1098 angle -= RAD2DEG(atan2(side, forward));
1099 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1104 return 1 - fabs(angle);
1107 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1123 return a * pow(fabs(b / a), lerp);
1126 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1128 vec_t zspeed, speed, dot, k;
1131 // this doesn't play well with analog input
1132 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1136 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1141 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1143 zspeed = s->velocity[2];
1145 speed = VectorNormalizeLength(s->velocity);
1147 dot = DotProduct(s->velocity, wishdir);
1149 if(dot > 0) { // we can't change direction while slowing down
1150 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1151 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1152 k *= cl.movevars_aircontrol;
1153 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1154 VectorNormalize(s->velocity);
1157 VectorScale(s->velocity, speed, s->velocity);
1158 s->velocity[2] = zspeed;
1161 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1164 (accelqw < 0 ? -1 : +1)
1166 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1169 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)
1176 vec_t vel_xy_current;
1177 vec_t vel_xy_backward, vel_xy_forward;
1180 if(stretchfactor > 0)
1181 speedclamp = stretchfactor;
1182 else if(accelqw < 0)
1185 speedclamp = -1; // no clamping
1190 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1191 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1193 vel_straight = DotProduct(s->velocity, wishdir);
1194 vel_z = s->velocity[2];
1195 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1196 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1198 step = accel * s->cmd.frametime * wishspeed0;
1200 vel_xy_current = VectorLength(vel_xy);
1202 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1203 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1204 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1205 if(vel_xy_backward < 0)
1206 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1208 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1210 if(sidefric < 0 && VectorLength2(vel_perpend))
1211 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1214 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1215 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1217 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1218 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1219 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1220 // obviously, this cannot be
1222 VectorScale(vel_perpend, f, vel_perpend);
1226 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1230 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1232 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1236 vec_t vel_xy_preclamp;
1237 vel_xy_preclamp = VectorLength(s->velocity);
1238 if(vel_xy_preclamp > 0) // prevent division by zero
1240 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1241 if(vel_xy_current < vel_xy_preclamp)
1242 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1246 s->velocity[2] += vel_z;
1249 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1251 vec3_t curvel, wishvel, acceldir, curdir;
1252 float addspeed, accelspeed, curspeed;
1255 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1256 float bunnyaccel = cl.movevars_warsowbunny_accel;
1257 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1258 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1259 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1264 VectorCopy( s->velocity, curvel );
1266 curspeed = VectorLength( curvel );
1268 if( wishspeed > curspeed * 1.01f )
1270 float faccelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1271 if( faccelspeed < wishspeed )
1272 wishspeed = faccelspeed;
1276 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1279 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1281 VectorScale( wishdir, wishspeed, wishvel );
1282 VectorSubtract( wishvel, curvel, acceldir );
1283 addspeed = VectorNormalizeLength( acceldir );
1285 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1286 if( accelspeed > addspeed )
1287 accelspeed = addspeed;
1289 if( backtosideratio < 1.0f )
1291 VectorNormalize2( curvel, curdir );
1292 dot = DotProduct( acceldir, curdir );
1294 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1297 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1300 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1317 // jump if on ground with jump button pressed but only if it has been
1318 // released at least once since the last jump
1321 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1323 s->velocity[2] += cl.movevars_jumpvelocity;
1324 s->onground = false;
1325 s->cmd.canjump = false;
1329 s->cmd.canjump = true;
1331 // calculate movement vector
1332 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1333 AngleVectors(yawangles, forward, right, up);
1334 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1336 // split wishvel into wishspeed and wishdir
1337 wishspeed = VectorLength(wishvel);
1339 VectorScale(wishvel, 1 / wishspeed, wishdir);
1341 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1342 // check if onground
1345 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1349 // apply edge friction
1350 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1353 friction = cl.movevars_friction;
1354 if (cl.movevars_edgefriction != 1)
1358 // note: QW uses the full player box for the trace, and yet still
1359 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1360 // this mimics it for compatibility
1361 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1362 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1363 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1364 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);
1366 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);
1367 if (trace.fraction == 1 && !trace.startsolid)
1368 friction *= cl.movevars_edgefriction;
1370 // apply ground friction
1371 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1373 VectorScale(s->velocity, f, s->velocity);
1375 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1378 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1379 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1381 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1382 moving = s->velocity[0] || s->velocity[1];
1383 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1385 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1386 s->velocity[2] -= gravity * 0.5f;
1388 s->velocity[2] -= gravity;
1390 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1392 moving = s->velocity[0] || s->velocity[1];
1393 if (VectorLength2(s->velocity))
1394 CL_ClientMovement_Move(s);
1395 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground || (s->onground && moving))
1397 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1398 s->velocity[2] -= gravity * 0.5f;
1403 if (s->waterjumptime <= 0)
1405 // apply air speed limit
1406 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1407 qboolean accelerating;
1409 accelqw = cl.movevars_airaccel_qw;
1410 wishspeed0 = wishspeed;
1411 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1414 accel = cl.movevars_airaccelerate;
1416 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1417 wishspeed2 = wishspeed;
1420 if(cl.movevars_airstopaccelerate != 0)
1423 curdir[0] = s->velocity[0];
1424 curdir[1] = s->velocity[1];
1426 VectorNormalize(curdir);
1427 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1429 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
1430 if(cl.movevars_maxairstrafespeed)
1431 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1432 if(cl.movevars_airstrafeaccelerate)
1433 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1434 if(cl.movevars_airstrafeaccel_qw)
1436 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1438 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1441 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1442 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1444 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);
1446 if(cl.movevars_aircontrol)
1447 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1449 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1450 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1451 s->velocity[2] -= gravity * 0.5f;
1453 s->velocity[2] -= gravity;
1454 moving = s->velocity[0] || s->velocity[1];
1455 CL_ClientMovement_Move(s);
1456 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground || (s->onground && moving))
1458 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1459 s->velocity[2] -= gravity * 0.5f;
1464 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1466 //Con_Printf(" %f", frametime);
1468 s->cmd.canjump = true;
1469 s->waterjumptime -= s->cmd.frametime;
1470 CL_ClientMovement_UpdateStatus(s);
1471 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1472 CL_ClientMovement_Physics_Swim(s);
1474 CL_ClientMovement_Physics_Walk(s);
1477 extern cvar_t host_timescale;
1478 void CL_UpdateMoveVars(void)
1480 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1484 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1486 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1487 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1488 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1489 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1490 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1491 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1492 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1493 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1494 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1495 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1496 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1497 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1498 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1499 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1500 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1501 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1502 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1503 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1504 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1505 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1506 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1507 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1508 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1509 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1510 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1511 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1512 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1513 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1514 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1515 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1516 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1517 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1518 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1519 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1524 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : host_timescale.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1525 cl.movevars_timescale = (cls.demoplayback ? 1.0f : host_timescale.value);
1526 cl.movevars_gravity = sv_gravity.value;
1527 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1528 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1529 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1530 cl.movevars_accelerate = cl_movement_accelerate.value;
1531 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1532 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1533 cl.movevars_friction = cl_movement_friction.value;
1534 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1535 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1536 cl.movevars_entgravity = 1;
1537 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1538 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1539 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1540 cl.movevars_stepheight = cl_movement_stepheight.value;
1541 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1542 cl.movevars_airaccel_qw_stretchfactor = 0;
1543 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1544 cl.movevars_airstopaccelerate = 0;
1545 cl.movevars_airstrafeaccelerate = 0;
1546 cl.movevars_maxairstrafespeed = 0;
1547 cl.movevars_airstrafeaccel_qw = 0;
1548 cl.movevars_aircontrol = 0;
1549 cl.movevars_aircontrol_power = 2;
1550 cl.movevars_aircontrol_penalty = 0;
1551 cl.movevars_warsowbunny_airforwardaccel = 0;
1552 cl.movevars_warsowbunny_accel = 0;
1553 cl.movevars_warsowbunny_topspeed = 0;
1554 cl.movevars_warsowbunny_turnaccel = 0;
1555 cl.movevars_warsowbunny_backtosideratio = 0;
1556 cl.movevars_airspeedlimit_nonqw = 0;
1559 if(!(cl.moveflags & MOVEFLAG_VALID))
1561 if(gamemode == GAME_NEXUIZ) // Legacy hack to work with old servers of Nexuiz.
1562 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1565 if(cl.movevars_aircontrol_power <= 0)
1566 cl.movevars_aircontrol_power = 2; // CPMA default
1569 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1571 // if a move is more than 50ms, do it as two moves (matching qwsv)
1572 //Con_Printf("%i ", s.cmd.msec);
1573 if(s->cmd.frametime > 0.0005)
1575 if (s->cmd.frametime > 0.05)
1577 s->cmd.frametime /= 2;
1578 CL_ClientMovement_PlayerMove(s);
1580 CL_ClientMovement_PlayerMove(s);
1584 // we REALLY need this handling to happen, even if the move is not executed
1586 s->cmd.canjump = true;
1590 void CL_ClientMovement_Replay(void)
1593 double totalmovemsec;
1594 cl_clientmovement_state_t s;
1596 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1598 if (cl.movement_predicted && !cl.movement_replay)
1601 if (!cl_movement_replay.integer)
1604 // set up starting state for the series of moves
1605 memset(&s, 0, sizeof(s));
1606 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1607 VectorCopy(cl.mvelocity[0], s.velocity);
1608 s.crouched = true; // will be updated on first move
1609 //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]);
1612 for (i = 0;i < CL_MAX_USERCMDS;i++)
1613 if (cl.movecmd[i].sequence > cls.servermovesequence)
1614 totalmovemsec += cl.movecmd[i].msec;
1615 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);
1616 //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);
1617 if (cl.movement_predicted)
1619 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1621 // replay the input queue to predict current location
1622 // note: this relies on the fact there's always one queue item at the end
1624 // find how many are still valid
1625 for (i = 0;i < CL_MAX_USERCMDS;i++)
1626 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1628 // now walk them in oldest to newest order
1629 for (i--;i >= 0;i--)
1631 s.cmd = cl.movecmd[i];
1632 if (i < CL_MAX_USERCMDS - 1)
1633 s.cmd.canjump = cl.movecmd[i+1].canjump;
1635 CL_ClientMovement_PlayerMove_Frame(&s);
1637 cl.movecmd[i].canjump = s.cmd.canjump;
1640 CL_ClientMovement_UpdateStatus(&s);
1644 // get the first movement queue entry to know whether to crouch and such
1645 s.cmd = cl.movecmd[0];
1648 if (!cls.demoplayback) // for bob, speedometer
1650 cl.movement_replay = false;
1651 // update the interpolation target position and velocity
1652 VectorCopy(s.origin, cl.movement_origin);
1653 VectorCopy(s.velocity, cl.movement_velocity);
1656 // update the onground flag if appropriate
1657 if (cl.movement_predicted)
1659 // when predicted we simply set the flag according to the UpdateStatus
1660 cl.onground = s.onground;
1664 // when not predicted, cl.onground is cleared by cl_parse.c each time
1665 // an update packet is received, but can be forced on here to hide
1666 // server inconsistencies in the onground flag
1667 // (which mostly occur when stepping up stairs at very high framerates
1668 // where after the step up the move continues forward and not
1669 // downward so the ground is not detected)
1671 // such onground inconsistencies can cause jittery gun bobbing and
1672 // stair smoothing, so we set onground if UpdateStatus says so
1678 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1683 if (to->viewangles[0] != from->viewangles[0])
1684 bits |= QW_CM_ANGLE1;
1685 if (to->viewangles[1] != from->viewangles[1])
1686 bits |= QW_CM_ANGLE2;
1687 if (to->viewangles[2] != from->viewangles[2])
1688 bits |= QW_CM_ANGLE3;
1689 if (to->forwardmove != from->forwardmove)
1690 bits |= QW_CM_FORWARD;
1691 if (to->sidemove != from->sidemove)
1693 if (to->upmove != from->upmove)
1695 if (to->buttons != from->buttons)
1696 bits |= QW_CM_BUTTONS;
1697 if (to->impulse != from->impulse)
1698 bits |= QW_CM_IMPULSE;
1700 MSG_WriteByte(buf, bits);
1701 if (bits & QW_CM_ANGLE1)
1702 MSG_WriteAngle16i(buf, to->viewangles[0]);
1703 if (bits & QW_CM_ANGLE2)
1704 MSG_WriteAngle16i(buf, to->viewangles[1]);
1705 if (bits & QW_CM_ANGLE3)
1706 MSG_WriteAngle16i(buf, to->viewangles[2]);
1707 if (bits & QW_CM_FORWARD)
1708 MSG_WriteShort(buf, (short) to->forwardmove);
1709 if (bits & QW_CM_SIDE)
1710 MSG_WriteShort(buf, (short) to->sidemove);
1711 if (bits & QW_CM_UP)
1712 MSG_WriteShort(buf, (short) to->upmove);
1713 if (bits & QW_CM_BUTTONS)
1714 MSG_WriteByte(buf, to->buttons);
1715 if (bits & QW_CM_IMPULSE)
1716 MSG_WriteByte(buf, to->impulse);
1717 MSG_WriteByte(buf, to->msec);
1720 void CL_NewFrameReceived(int num)
1722 if (developer_networkentities.integer >= 10)
1723 Con_Printf("recv: svc_entities %i\n", num);
1724 cl.latestframenums[cl.latestframenumsposition] = num;
1725 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1726 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1729 void CL_RotateMoves(const matrix4x4_t *m)
1731 // rotate viewangles in all previous moves
1735 for (i = 0;i < CL_MAX_USERCMDS;i++)
1737 if (cl.movecmd[i].sequence > cls.servermovesequence)
1739 usercmd_t *c = &cl.movecmd[i];
1740 AngleVectors(c->viewangles, f, r, u);
1741 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1742 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1743 AnglesFromVectors(c->viewangles, f, u, false);
1753 usercmd_t nullcmd; // for delta compression of qw moves
1754 void CL_SendMove(void)
1756 int i, j, packetloss;
1762 unsigned char data[1024];
1768 // if playing a demo, do nothing
1772 // we don't que moves during a lag spike (potential network timeout)
1773 quemove = host.realtime - cl.last_received_message < cl_movement_nettimeout.value;
1775 // we build up cl.cmd and then decide whether to send or not
1776 // we store this into cl.movecmd[0] for prediction each frame even if we
1777 // do not send, to make sure that prediction is instant
1778 cl.cmd.time = cl.time;
1779 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1782 // LadyHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1784 if (in_attack.state & 3) bits |= 1;
1785 if (in_jump.state & 3) bits |= 2;
1786 if (in_button3.state & 3) bits |= 4;
1787 if (in_button4.state & 3) bits |= 8;
1788 if (in_button5.state & 3) bits |= 16;
1789 if (in_button6.state & 3) bits |= 32;
1790 if (in_button7.state & 3) bits |= 64;
1791 if (in_button8.state & 3) bits |= 128;
1792 if (in_use.state & 3) bits |= 256;
1793 if (key_dest != key_game || key_consoleactive) bits |= 512;
1794 if (cl_prydoncursor.integer > 0) bits |= 1024;
1795 if (in_button9.state & 3) bits |= 2048;
1796 if (in_button10.state & 3) bits |= 4096;
1797 if (in_button11.state & 3) bits |= 8192;
1798 if (in_button12.state & 3) bits |= 16384;
1799 if (in_button13.state & 3) bits |= 32768;
1800 if (in_button14.state & 3) bits |= 65536;
1801 if (in_button15.state & 3) bits |= 131072;
1802 if (in_button16.state & 3) bits |= 262144;
1803 // button bits 19-31 unused currently
1804 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1805 if(cl_prydoncursor.integer > 0)
1807 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1808 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1809 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1810 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1813 // set buttons and impulse
1814 cl.cmd.buttons = bits;
1815 cl.cmd.impulse = in_impulse;
1818 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1820 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1821 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1822 // ridiculous value rejection (matches qw)
1823 if (cl.cmd.msec > 250)
1825 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1827 switch(cls.protocol)
1829 case PROTOCOL_QUAKEWORLD:
1830 // quakeworld uses a different cvar with opposite meaning, for compatibility
1831 cl.cmd.predicted = cl_nopred.integer == 0;
1833 case PROTOCOL_DARKPLACES6:
1834 case PROTOCOL_DARKPLACES7:
1835 cl.cmd.predicted = cl_movement.integer != 0;
1838 cl.cmd.predicted = false;
1842 // movement is set by input code (forwardmove/sidemove/upmove)
1843 // always dump the first two moves, because they may contain leftover inputs from the last level
1844 if (cl.cmd.sequence <= 2)
1845 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1847 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1849 switch (cls.protocol)
1851 case PROTOCOL_QUAKEWORLD:
1852 case PROTOCOL_QUAKE:
1853 case PROTOCOL_QUAKEDP:
1854 case PROTOCOL_NEHAHRAMOVIE:
1855 case PROTOCOL_NEHAHRABJP:
1856 case PROTOCOL_NEHAHRABJP2:
1857 case PROTOCOL_NEHAHRABJP3:
1858 case PROTOCOL_DARKPLACES1:
1859 case PROTOCOL_DARKPLACES2:
1860 case PROTOCOL_DARKPLACES3:
1861 case PROTOCOL_DARKPLACES4:
1862 case PROTOCOL_DARKPLACES5:
1864 case PROTOCOL_DARKPLACES6:
1865 case PROTOCOL_DARKPLACES7:
1866 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1867 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1869 case PROTOCOL_UNKNOWN:
1874 cl.movecmd[0] = cl.cmd;
1876 // don't predict more than 200fps
1877 if (host.realtime >= cl.lastpackettime + 0.005)
1878 cl.movement_replay = true; // redo the prediction
1880 // now decide whether to actually send this move
1881 // (otherwise it is only for prediction)
1883 // don't send too often or else network connections can get clogged by a
1884 // high renderer framerate
1885 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1886 if (cl.movevars_timescale && cl.movevars_ticrate)
1888 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1889 packettime = min(packettime, maxtic);
1892 // do not send 0ms packets because they mess up physics
1893 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1895 // always send if buttons changed or an impulse is pending
1896 // even if it violates the rate limit!
1897 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1898 // don't send too often (cl_netfps)
1899 if (!important && host.realtime < cl.lastpackettime + packettime)
1901 // don't choke the connection with packets (obey rate limit)
1902 // it is important that this check be last, because it adds a new
1903 // frame to the shownetgraph output and any cancelation after this
1904 // will produce a nasty spike-like look to the netgraph
1905 // we also still send if it is important
1906 if (!NetConn_CanSend(cls.netcon) && !important)
1908 // try to round off the lastpackettime to a multiple of the packet interval
1909 // (this causes it to emit packets at a steady beat)
1911 cl.lastpackettime = floor(host.realtime / packettime) * packettime;
1913 cl.lastpackettime = host.realtime;
1915 buf.maxsize = sizeof(data);
1919 // send the movement message
1920 // PROTOCOL_QUAKE clc_move = 16 bytes total
1921 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1922 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1923 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1924 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1925 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1926 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1927 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1928 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1929 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1930 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1932 // set prydon cursor info
1933 CL_UpdatePrydonCursor();
1935 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1937 switch (cls.protocol)
1939 case PROTOCOL_QUAKEWORLD:
1940 MSG_WriteByte(&buf, qw_clc_move);
1941 // save the position for a checksum byte
1942 checksumindex = buf.cursize;
1943 MSG_WriteByte(&buf, 0);
1944 // packet loss percentage
1945 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1946 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1948 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1949 MSG_WriteByte(&buf, packetloss);
1950 // write most recent 3 moves
1951 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1952 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1953 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1954 // calculate the checksum
1955 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1956 // if delta compression history overflows, request no delta
1957 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1958 cl.qw_validsequence = 0;
1959 // request delta compression if appropriate
1960 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1962 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1963 MSG_WriteByte(&buf, qw_clc_delta);
1964 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1967 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1969 case PROTOCOL_QUAKE:
1970 case PROTOCOL_QUAKEDP:
1971 case PROTOCOL_NEHAHRAMOVIE:
1972 case PROTOCOL_NEHAHRABJP:
1973 case PROTOCOL_NEHAHRABJP2:
1974 case PROTOCOL_NEHAHRABJP3:
1976 MSG_WriteByte (&buf, clc_move);
1977 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1978 // 3 bytes (6 bytes in proquake)
1979 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1981 for (i = 0;i < 3;i++)
1982 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1986 for (i = 0;i < 3;i++)
1987 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1990 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1991 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1992 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1994 MSG_WriteByte (&buf, cl.cmd.buttons);
1995 MSG_WriteByte (&buf, cl.cmd.impulse);
1997 case PROTOCOL_DARKPLACES2:
1998 case PROTOCOL_DARKPLACES3:
2000 MSG_WriteByte (&buf, clc_move);
2001 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2003 for (i = 0;i < 3;i++)
2004 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
2006 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2007 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2008 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2010 MSG_WriteByte (&buf, cl.cmd.buttons);
2011 MSG_WriteByte (&buf, cl.cmd.impulse);
2013 case PROTOCOL_DARKPLACES1:
2014 case PROTOCOL_DARKPLACES4:
2015 case PROTOCOL_DARKPLACES5:
2017 MSG_WriteByte (&buf, clc_move);
2018 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2020 for (i = 0;i < 3;i++)
2021 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2023 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2024 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2025 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2027 MSG_WriteByte (&buf, cl.cmd.buttons);
2028 MSG_WriteByte (&buf, cl.cmd.impulse);
2029 case PROTOCOL_DARKPLACES6:
2030 case PROTOCOL_DARKPLACES7:
2031 // set the maxusercmds variable to limit how many should be sent
2032 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2033 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2034 if (!cl.cmd.predicted)
2037 // send the latest moves in order, the old ones will be
2038 // ignored by the server harmlessly, however if the previous
2039 // packets were lost these moves will be used
2041 // this reduces packet loss impact on gameplay.
2042 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2044 // don't repeat any stale moves
2045 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2048 MSG_WriteByte (&buf, clc_move);
2049 if (cls.protocol != PROTOCOL_DARKPLACES6)
2050 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2051 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2053 for (i = 0;i < 3;i++)
2054 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2056 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2057 MSG_WriteCoord16i (&buf, cmd->sidemove);
2058 MSG_WriteCoord16i (&buf, cmd->upmove);
2060 MSG_WriteLong (&buf, cmd->buttons);
2061 MSG_WriteByte (&buf, cmd->impulse);
2062 // PRYDON_CLIENTCURSOR
2064 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2065 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2066 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2067 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2068 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2069 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2070 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2071 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2072 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2075 case PROTOCOL_UNKNOWN:
2080 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2082 // ack entity frame numbers received since the last input was sent
2083 // (redundent to improve handling of client->server packet loss)
2084 // if cl_netrepeatinput is 1 and client framerate matches server
2085 // framerate, this is 10 bytes, if client framerate is lower this
2087 unsigned int oldsequence = cl.cmd.sequence;
2088 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2089 if (oldsequence > delta)
2090 oldsequence = oldsequence - delta;
2093 for (i = 0;i < LATESTFRAMENUMS;i++)
2095 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2096 if (cl.latestsendnums[j] >= oldsequence)
2098 if (developer_networkentities.integer >= 10)
2099 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2100 MSG_WriteByte(&buf, clc_ackframe);
2101 MSG_WriteLong(&buf, cl.latestframenums[j]);
2106 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2107 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2109 // acknowledge any recently received data blocks
2110 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2112 MSG_WriteByte(&buf, clc_ackdownloaddata);
2113 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2114 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2115 cls.dp_downloadack[i].start = 0;
2116 cls.dp_downloadack[i].size = 0;
2119 // send the reliable message (forwarded commands) if there is one
2120 if (buf.cursize || cls.netcon->message.cursize)
2121 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2125 // update the cl.movecmd array which holds the most recent moves,
2126 // because we now need a new slot for the next input
2127 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2128 cl.movecmd[i] = cl.movecmd[i-1];
2129 cl.movecmd[0].msec = 0;
2130 cl.movecmd[0].frametime = 0;
2133 // clear button 'click' states
2134 in_attack.state &= ~2;
2135 in_jump.state &= ~2;
2136 in_button3.state &= ~2;
2137 in_button4.state &= ~2;
2138 in_button5.state &= ~2;
2139 in_button6.state &= ~2;
2140 in_button7.state &= ~2;
2141 in_button8.state &= ~2;
2143 in_button9.state &= ~2;
2144 in_button10.state &= ~2;
2145 in_button11.state &= ~2;
2146 in_button12.state &= ~2;
2147 in_button13.state &= ~2;
2148 in_button14.state &= ~2;
2149 in_button15.state &= ~2;
2150 in_button16.state &= ~2;
2154 if (cls.netcon->message.overflowed)
2156 Con_Print("CL_SendMove: lost server connection\n");
2158 SV_LockThreadMutex();
2160 SV_UnlockThreadMutex();
2169 void CL_InitInput (void)
2171 Cmd_AddCommand(CMD_CLIENT, "+moveup",IN_UpDown, "swim upward");
2172 Cmd_AddCommand(CMD_CLIENT, "-moveup",IN_UpUp, "stop swimming upward");
2173 Cmd_AddCommand(CMD_CLIENT, "+movedown",IN_DownDown, "swim downward");
2174 Cmd_AddCommand(CMD_CLIENT, "-movedown",IN_DownUp, "stop swimming downward");
2175 Cmd_AddCommand(CMD_CLIENT, "+left",IN_LeftDown, "turn left");
2176 Cmd_AddCommand(CMD_CLIENT, "-left",IN_LeftUp, "stop turning left");
2177 Cmd_AddCommand(CMD_CLIENT, "+right",IN_RightDown, "turn right");
2178 Cmd_AddCommand(CMD_CLIENT, "-right",IN_RightUp, "stop turning right");
2179 Cmd_AddCommand(CMD_CLIENT, "+forward",IN_ForwardDown, "move forward");
2180 Cmd_AddCommand(CMD_CLIENT, "-forward",IN_ForwardUp, "stop moving forward");
2181 Cmd_AddCommand(CMD_CLIENT, "+back",IN_BackDown, "move backward");
2182 Cmd_AddCommand(CMD_CLIENT, "-back",IN_BackUp, "stop moving backward");
2183 Cmd_AddCommand(CMD_CLIENT, "+lookup", IN_LookupDown, "look upward");
2184 Cmd_AddCommand(CMD_CLIENT, "-lookup", IN_LookupUp, "stop looking upward");
2185 Cmd_AddCommand(CMD_CLIENT, "+lookdown", IN_LookdownDown, "look downward");
2186 Cmd_AddCommand(CMD_CLIENT, "-lookdown", IN_LookdownUp, "stop looking downward");
2187 Cmd_AddCommand(CMD_CLIENT, "+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2188 Cmd_AddCommand(CMD_CLIENT, "-strafe", IN_StrafeUp, "deactivate strafing mode");
2189 Cmd_AddCommand(CMD_CLIENT, "+moveleft", IN_MoveleftDown, "strafe left");
2190 Cmd_AddCommand(CMD_CLIENT, "-moveleft", IN_MoveleftUp, "stop strafing left");
2191 Cmd_AddCommand(CMD_CLIENT, "+moveright", IN_MoverightDown, "strafe right");
2192 Cmd_AddCommand(CMD_CLIENT, "-moveright", IN_MoverightUp, "stop strafing right");
2193 Cmd_AddCommand(CMD_CLIENT, "+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2194 Cmd_AddCommand(CMD_CLIENT, "-speed", IN_SpeedUp, "deactivate run mode");
2195 Cmd_AddCommand(CMD_CLIENT, "+attack", IN_AttackDown, "begin firing");
2196 Cmd_AddCommand(CMD_CLIENT, "-attack", IN_AttackUp, "stop firing");
2197 Cmd_AddCommand(CMD_CLIENT, "+jump", IN_JumpDown, "jump");
2198 Cmd_AddCommand(CMD_CLIENT, "-jump", IN_JumpUp, "end jump (so you can jump again)");
2199 Cmd_AddCommand(CMD_CLIENT, "impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2200 Cmd_AddCommand(CMD_CLIENT, "+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2201 Cmd_AddCommand(CMD_CLIENT, "-klook", IN_KLookUp, "deactivate keyboard looking mode");
2202 Cmd_AddCommand(CMD_CLIENT, "+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2203 Cmd_AddCommand(CMD_CLIENT, "-mlook", IN_MLookUp, "deactivate mouse looking mode");
2205 // LadyHavoc: added lots of buttons
2206 Cmd_AddCommand(CMD_CLIENT, "+use", IN_UseDown, "use something (may be used by some mods)");
2207 Cmd_AddCommand(CMD_CLIENT, "-use", IN_UseUp, "stop using something");
2208 Cmd_AddCommand(CMD_CLIENT, "+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2209 Cmd_AddCommand(CMD_CLIENT, "-button3", IN_Button3Up, "deactivate button3");
2210 Cmd_AddCommand(CMD_CLIENT, "+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2211 Cmd_AddCommand(CMD_CLIENT, "-button4", IN_Button4Up, "deactivate button4");
2212 Cmd_AddCommand(CMD_CLIENT, "+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2213 Cmd_AddCommand(CMD_CLIENT, "-button5", IN_Button5Up, "deactivate button5");
2214 Cmd_AddCommand(CMD_CLIENT, "+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2215 Cmd_AddCommand(CMD_CLIENT, "-button6", IN_Button6Up, "deactivate button6");
2216 Cmd_AddCommand(CMD_CLIENT, "+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2217 Cmd_AddCommand(CMD_CLIENT, "-button7", IN_Button7Up, "deactivate button7");
2218 Cmd_AddCommand(CMD_CLIENT, "+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2219 Cmd_AddCommand(CMD_CLIENT, "-button8", IN_Button8Up, "deactivate button8");
2220 Cmd_AddCommand(CMD_CLIENT, "+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2221 Cmd_AddCommand(CMD_CLIENT, "-button9", IN_Button9Up, "deactivate button9");
2222 Cmd_AddCommand(CMD_CLIENT, "+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2223 Cmd_AddCommand(CMD_CLIENT, "-button10", IN_Button10Up, "deactivate button10");
2224 Cmd_AddCommand(CMD_CLIENT, "+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2225 Cmd_AddCommand(CMD_CLIENT, "-button11", IN_Button11Up, "deactivate button11");
2226 Cmd_AddCommand(CMD_CLIENT, "+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2227 Cmd_AddCommand(CMD_CLIENT, "-button12", IN_Button12Up, "deactivate button12");
2228 Cmd_AddCommand(CMD_CLIENT, "+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2229 Cmd_AddCommand(CMD_CLIENT, "-button13", IN_Button13Up, "deactivate button13");
2230 Cmd_AddCommand(CMD_CLIENT, "+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2231 Cmd_AddCommand(CMD_CLIENT, "-button14", IN_Button14Up, "deactivate button14");
2232 Cmd_AddCommand(CMD_CLIENT, "+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2233 Cmd_AddCommand(CMD_CLIENT, "-button15", IN_Button15Up, "deactivate button15");
2234 Cmd_AddCommand(CMD_CLIENT, "+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2235 Cmd_AddCommand(CMD_CLIENT, "-button16", IN_Button16Up, "deactivate button16");
2237 // LadyHavoc: added bestweapon command
2238 Cmd_AddCommand(CMD_CLIENT, "bestweapon", IN_BestWeapon_f, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
2239 Cmd_AddCommand(CMD_CLIENT, "register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2241 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2242 Cvar_RegisterVariable(&cl_movement);
2243 Cvar_RegisterVariable(&cl_movement_replay);
2244 Cvar_RegisterVariable(&cl_movement_nettimeout);
2245 Cvar_RegisterVariable(&cl_movement_minping);
2246 Cvar_RegisterVariable(&cl_movement_track_canjump);
2247 Cvar_RegisterVariable(&cl_movement_maxspeed);
2248 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2249 Cvar_RegisterVariable(&cl_movement_stopspeed);
2250 Cvar_RegisterVariable(&cl_movement_friction);
2251 Cvar_RegisterVariable(&cl_movement_wallfriction);
2252 Cvar_RegisterVariable(&cl_movement_waterfriction);
2253 Cvar_RegisterVariable(&cl_movement_edgefriction);
2254 Cvar_RegisterVariable(&cl_movement_stepheight);
2255 Cvar_RegisterVariable(&cl_movement_accelerate);
2256 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2257 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2258 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2259 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2260 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2261 Cvar_RegisterVariable(&cl_nopred);
2263 Cvar_RegisterVariable(&in_pitch_min);
2264 Cvar_RegisterVariable(&in_pitch_max);
2265 Cvar_RegisterVariable(&m_filter);
2266 Cvar_RegisterVariable(&m_accelerate);
2267 Cvar_RegisterVariable(&m_accelerate_minspeed);
2268 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2269 Cvar_RegisterVariable(&m_accelerate_filter);
2270 Cvar_RegisterVariable(&m_accelerate_power);
2271 Cvar_RegisterVariable(&m_accelerate_power_offset);
2272 Cvar_RegisterVariable(&m_accelerate_power_senscap);
2273 Cvar_RegisterVariable(&m_accelerate_power_strength);
2275 Cvar_RegisterVariable(&cl_netfps);
2276 Cvar_RegisterVariable(&cl_netrepeatinput);
2277 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2279 Cvar_RegisterVariable(&cl_nodelta);
2281 Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);