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
29 ===============================================================================
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
46 ===============================================================================
50 kbutton_t in_mlook, in_klook;
51 kbutton_t in_left, in_right, in_forward, in_back;
52 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
64 void KeyDown (kbutton_t *b)
73 k = -1; // typed manually at the console for continuous down
75 if (k == b->down[0] || k == b->down[1])
76 return; // repeating key
84 Con_Print("Three keys down for a button!\n");
90 b->state |= 1 + 2; // down + impulse down
93 void KeyUp (kbutton_t *b)
102 { // typed manually at the console, assume for unsticking, so clear all
103 b->down[0] = b->down[1] = 0;
104 b->state = 4; // impulse up
110 else if (b->down[1] == k)
113 return; // key up without coresponding down (menu pass through)
114 if (b->down[0] || b->down[1])
115 return; // some other key is still holding it down
118 return; // still up (this should not happen)
119 b->state &= ~1; // now up
120 b->state |= 4; // impulse up
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
129 if ( !(in_mlook.state&1) && lookspring.value)
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
205 for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206 if(in_bestweapon_info[i].impulse == impulse)
208 if(i >= IN_BESTWEAPON_MAX)
210 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
213 strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214 in_bestweapon_info[i].impulse = impulse;
216 in_bestweapon_info[i].weaponbit = weaponbit;
217 if(activeweaponcode != -1)
218 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220 in_bestweapon_info[i].ammostat = ammostat;
222 in_bestweapon_info[i].ammomin = ammomin;
225 void IN_BestWeapon_ResetData (void)
227 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228 IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229 IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230 IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231 IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232 IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233 IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234 IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235 IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236 IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237 IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238 IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239 IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240 IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
243 void IN_BestWeapon_Register_f (void)
247 IN_BestWeapon_Register(
256 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262 IN_BestWeapon_ResetData();
266 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
270 void IN_BestWeapon (void)
276 Con_Printf("bestweapon requires 1 or more parameters\n");
279 for (i = 1;i < Cmd_Argc();i++)
282 // figure out which weapon this character refers to
283 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285 if (!strcmp(in_bestweapon_info[n].name, t))
287 // we found out what weapon this character refers to
288 // check if the inventory contains the weapon and enough ammo
289 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291 // we found one of the weapons the player wanted
292 // send an impulse to switch to it
293 in_impulse = in_bestweapon_info[n].impulse;
299 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301 // if we couldn't find any of the weapons, there's nothing more we can do...
305 void IN_CycleWeapon (void)
309 qboolean found = false;
313 Con_Printf("bestweapon requires 1 or more parameters\n");
316 for (i = 1;i < Cmd_Argc();i++)
319 // figure out which weapon this character refers to
320 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
322 if (!strcmp(in_bestweapon_info[n].name, t))
324 // we found out what weapon this character refers to
325 // check if the inventory contains the weapon and enough ammo
326 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
328 // we found one of the weapons the player wanted
333 in_impulse = in_bestweapon_info[n].impulse;
336 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
342 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
346 in_impulse = in_bestweapon_info[first].impulse;
349 // if we couldn't find any of the weapons, there's nothing more we can do...
357 Returns 0.25 if a key was pressed and released during the frame,
358 0.5 if it was pressed and held
359 0 if held then released, and
360 1.0 if held for the entire time
363 float CL_KeyState (kbutton_t *key)
366 qboolean impulsedown, impulseup, down;
368 impulsedown = (key->state & 2) != 0;
369 impulseup = (key->state & 4) != 0;
370 down = (key->state & 1) != 0;
373 if (impulsedown && !impulseup)
376 val = 0.5; // pressed and held this frame
378 val = 0; // I_Error ();
380 if (impulseup && !impulsedown)
383 val = 0; // I_Error ();
385 val = 0; // released this frame
387 if (!impulsedown && !impulseup)
390 val = 1.0; // held the entire frame
392 val = 0; // up the entire frame
394 if (impulsedown && impulseup)
397 val = 0.75; // released and re-pressed this frame
399 val = 0.25; // pressed and released this frame
402 key->state &= 1; // clear impulses
410 //==========================================================================
412 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
413 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
414 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
415 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
417 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
418 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"};
420 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
421 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
423 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
425 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
426 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
427 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"};
428 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
429 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"};
430 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
431 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
432 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)"};
433 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
434 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
435 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"};
436 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)"};
437 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
438 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
439 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"};
440 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"};
441 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)"};
442 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"};
443 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
445 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
446 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
448 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
449 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
450 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
451 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
452 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
454 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
455 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)"};
456 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)"};
458 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
460 extern cvar_t v_flipped;
466 Moves the local angle positions
469 void CL_AdjustAngles (void)
474 if (in_speed.state & 1)
475 speed = cl.realframetime * cl_anglespeedkey.value;
477 speed = cl.realframetime;
479 if (!(in_strafe.state & 1))
481 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
482 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
484 if (in_klook.state & 1)
487 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
488 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
491 up = CL_KeyState (&in_lookup);
492 down = CL_KeyState(&in_lookdown);
494 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
495 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
500 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
501 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
502 if (cl.viewangles[YAW] >= 180)
503 cl.viewangles[YAW] -= 360;
504 if (cl.viewangles[PITCH] >= 180)
505 cl.viewangles[PITCH] -= 360;
506 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
507 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
510 int cl_ignoremousemoves = 2;
516 Send the intended movement message to the server
522 static float old_mouse_x = 0, old_mouse_y = 0;
524 // clamp before the move to prevent starting with bad angles
527 if(v_flipped.integer)
528 cl.viewangles[YAW] = -cl.viewangles[YAW];
530 // reset some of the command fields
531 cl.cmd.forwardmove = 0;
535 // get basic movement from keyboard
536 if (in_strafe.state & 1)
538 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
539 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
542 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
543 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
545 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
546 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
548 if (! (in_klook.state & 1) )
550 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
551 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
554 // adjust for speed key
555 if (in_speed.state & 1)
557 cl.cmd.forwardmove *= cl_movespeedkey.value;
558 cl.cmd.sidemove *= cl_movespeedkey.value;
559 cl.cmd.upmove *= cl_movespeedkey.value;
562 // allow mice or other external controllers to add to the move
565 // apply m_accelerate if it is on
566 if(m_accelerate.value > 1)
568 static float averagespeed = 0;
569 float speed, f, mi, ma;
571 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
572 if(m_accelerate_filter.value > 0)
573 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
576 averagespeed = speed * f + averagespeed * (1 - f);
578 mi = max(1, m_accelerate_minspeed.value);
579 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
581 if(averagespeed <= mi)
585 else if(averagespeed >= ma)
587 f = m_accelerate.value;
592 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
599 // apply m_filter if it is on
602 if (m_filter.integer)
604 in_mouse_x = (mx + old_mouse_x) * 0.5;
605 in_mouse_y = (my + old_mouse_y) * 0.5;
610 // ignore a mouse move if mouse was activated/deactivated this frame
611 if (cl_ignoremousemoves)
613 cl_ignoremousemoves--;
614 in_mouse_x = old_mouse_x = 0;
615 in_mouse_y = old_mouse_y = 0;
618 // if not in menu, apply mouse move to viewangles/movement
619 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
621 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
622 if (in_strafe.state & 1)
624 // strafing mode, all looking is movement
626 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
627 if (noclip_anglehack)
628 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
630 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
632 else if ((in_mlook.state & 1) || freelook.integer)
634 // mouselook, lookstrafe causes turning to become strafing
636 if (lookstrafe.integer)
637 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
639 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
640 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
644 // non-mouselook, yaw turning and forward/back movement
645 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
646 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
649 else // don't pitch drift when csqc is controlling the mouse
651 // mouse interacting with the scene, mostly stationary view
653 // update prydon cursor
654 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
655 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
658 if(v_flipped.integer)
660 cl.viewangles[YAW] = -cl.viewangles[YAW];
661 cl.cmd.sidemove = -cl.cmd.sidemove;
664 // clamp after the move to prevent rendering with bad angles
667 if(cl_movecliptokeyboard.integer)
670 if (in_speed.state & 1)
671 f *= cl_movespeedkey.value;
672 if(cl_movecliptokeyboard.integer == 2)
674 // digital direction, analog amount
675 vec_t wishvel_x, wishvel_y;
676 f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
677 wishvel_x = fabs(cl.cmd.forwardmove);
678 wishvel_y = fabs(cl.cmd.sidemove);
679 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
681 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
682 if(wishvel_x >= 2 * wishvel_y)
685 if(cl.cmd.forwardmove > 0)
686 cl.cmd.forwardmove = wishspeed;
688 cl.cmd.forwardmove = -wishspeed;
691 else if(wishvel_y >= 2 * wishvel_x)
694 cl.cmd.forwardmove = 0;
695 if(cl.cmd.sidemove > 0)
696 cl.cmd.sidemove = wishspeed;
698 cl.cmd.sidemove = -wishspeed;
703 if(cl.cmd.forwardmove > 0)
704 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
706 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
707 if(cl.cmd.sidemove > 0)
708 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
710 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
714 else if(cl_movecliptokeyboard.integer)
716 // digital direction, digital amount
717 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
718 cl.cmd.sidemove = cl_sidespeed.value * f;
719 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
720 cl.cmd.sidemove = -cl_sidespeed.value * f;
723 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
724 cl.cmd.forwardmove = cl_forwardspeed.value * f;
725 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
726 cl.cmd.forwardmove = -cl_backspeed.value * f;
728 cl.cmd.forwardmove = 0;
733 #include "cl_collision.h"
735 void CL_UpdatePrydonCursor(void)
739 if (cl_prydoncursor.integer <= 0)
740 VectorClear(cl.cmd.cursor_screen);
743 if (cl.cmd.cursor_screen[0] < -1)
745 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
746 cl.cmd.cursor_screen[0] = -1;
748 if (cl.cmd.cursor_screen[0] > 1)
750 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
751 cl.cmd.cursor_screen[0] = 1;
753 if (cl.cmd.cursor_screen[1] < -1)
755 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
756 cl.cmd.cursor_screen[1] = -1;
758 if (cl.cmd.cursor_screen[1] > 1)
760 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
761 cl.cmd.cursor_screen[1] = 1;
764 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
765 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
766 cl.cmd.cursor_screen[2] = 1;
768 // calculate current view matrix
769 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
770 // calculate direction vector of cursor in viewspace by using frustum slopes
771 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);
772 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
773 // trace from view origin to the cursor
774 if (cl_prydoncursor_notrace.integer)
776 cl.cmd.cursor_fraction = 1.0f;
777 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
778 VectorClear(cl.cmd.cursor_normal);
779 cl.cmd.cursor_entitynumber = 0;
782 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);
785 typedef enum waterlevel_e
794 typedef struct cl_clientmovement_state_s
799 // current bounding box (different if crouched vs standing)
802 // currently on the ground
804 // currently crouching
806 // what kind of water (SUPERCONTENTS_LAVA for instance)
809 waterlevel_t waterlevel;
810 // weird hacks when jumping out of water
811 // (this is in seconds and counts down to 0)
817 cl_clientmovement_state_t;
819 #define NUMOFFSETS 27
820 static vec3_t offsets[NUMOFFSETS] =
822 // 1 no nudge (just return the original if this test passes)
823 { 0.000, 0.000, 0.000},
825 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
826 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
827 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
828 // 4 diagonal flat nudges
829 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
830 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
831 // 8 diagonal upward nudges
832 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
833 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
834 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
835 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
836 // 8 diagonal downward nudges
837 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
838 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
839 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
840 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
843 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
847 for (i = 0;i < NUMOFFSETS;i++)
849 VectorAdd(offsets[i], s->origin, neworigin);
850 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
852 VectorCopy(neworigin, s->origin);
856 // if all offsets failed, give up
860 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
862 vec3_t origin1, origin2;
865 // make sure player is not stuck
866 CL_ClientMovement_Unstick(s);
871 // wants to crouch, this always works..
877 // wants to stand, if currently crouching we need to check for a
881 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
882 if (!trace.startsolid)
888 VectorCopy(cl.playercrouchmins, s->mins);
889 VectorCopy(cl.playercrouchmaxs, s->maxs);
893 VectorCopy(cl.playerstandmins, s->mins);
894 VectorCopy(cl.playerstandmaxs, s->maxs);
898 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
899 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
900 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
901 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
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, NULL, 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, NULL, 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, NULL, 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 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, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
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, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
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, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
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 //if (trace.plane.normal[2] > 0.7)
975 // s->onground = true;
977 t -= t * trace.fraction;
979 f = DotProduct(s->velocity, trace.plane.normal);
980 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
982 if (s->waterjumptime > 0)
983 VectorCopy(primalvelocity, s->velocity);
987 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
994 // water jump only in certain situations
995 // this mimics quakeworld code
996 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1001 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1002 AngleVectors(yawangles, forward, NULL, NULL);
1003 VectorMA(s->origin, 24, forward, spot);
1005 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1008 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1010 VectorScale(forward, 50, s->velocity);
1011 s->velocity[2] = 310;
1012 s->waterjumptime = 2;
1013 s->onground = false;
1014 s->cmd.canjump = false;
1019 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1021 // drift towards bottom
1022 VectorSet(wishvel, 0, 0, -60);
1030 // calculate movement vector
1031 AngleVectors(s->cmd.viewangles, forward, right, up);
1032 VectorSet(up, 0, 0, 1);
1033 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1036 // split wishvel into wishspeed and wishdir
1037 wishspeed = VectorLength(wishvel);
1039 VectorScale(wishvel, 1 / wishspeed, wishdir);
1041 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1042 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1047 if (s->waterjumptime <= 0)
1050 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1052 VectorScale(s->velocity, f, s->velocity);
1054 // water acceleration
1055 f = wishspeed - DotProduct(s->velocity, wishdir);
1058 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1059 VectorMA(s->velocity, f, wishdir, s->velocity);
1062 // holding jump button swims upward slowly
1065 if (s->watertype & SUPERCONTENTS_LAVA)
1066 s->velocity[2] = 50;
1067 else if (s->watertype & SUPERCONTENTS_SLIME)
1068 s->velocity[2] = 80;
1071 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1072 s->velocity[2] = 200;
1074 s->velocity[2] = 100;
1079 CL_ClientMovement_Move(s);
1082 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1084 if(forward == 0 && side == 0)
1085 return 0; // avoid division by zero
1086 angle -= RAD2DEG(atan2(side, forward));
1087 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1092 return 1 - fabs(angle);
1095 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1111 return a * pow(fabs(b / a), lerp);
1114 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1116 vec_t zspeed, speed, dot, k;
1119 // this doesn't play well with analog input
1120 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1124 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1129 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1131 zspeed = s->velocity[2];
1133 speed = VectorNormalizeLength(s->velocity);
1135 dot = DotProduct(s->velocity, wishdir);
1137 if(dot > 0) { // we can't change direction while slowing down
1138 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1139 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1140 k *= cl.movevars_aircontrol;
1141 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1142 VectorNormalize(s->velocity);
1145 VectorScale(s->velocity, speed, s->velocity);
1146 s->velocity[2] = zspeed;
1149 float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1152 (accelqw < 0 ? -1 : +1)
1154 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1157 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)
1164 vec_t vel_xy_current;
1165 vec_t vel_xy_backward, vel_xy_forward;
1168 if(stretchfactor > 0)
1169 speedclamp = stretchfactor;
1170 else if(accelqw < 0)
1173 speedclamp = -1; // no clamping
1178 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1179 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1181 vel_straight = DotProduct(s->velocity, wishdir);
1182 vel_z = s->velocity[2];
1183 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1184 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1186 step = accel * s->cmd.frametime * wishspeed0;
1188 vel_xy_current = VectorLength(vel_xy);
1190 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1191 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1192 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1193 if(vel_xy_backward < 0)
1194 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1196 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1198 if(sidefric < 0 && VectorLength2(vel_perpend))
1199 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1202 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1203 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1205 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1206 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1207 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1208 // obviously, this cannot be
1210 VectorScale(vel_perpend, f, vel_perpend);
1214 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1218 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1220 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1224 vec_t vel_xy_preclamp;
1225 vel_xy_preclamp = VectorLength(s->velocity);
1226 if(vel_xy_preclamp > 0) // prevent division by zero
1228 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1229 if(vel_xy_current < vel_xy_preclamp)
1230 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1234 s->velocity[2] += vel_z;
1237 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1239 vec3_t curvel, wishvel, acceldir, curdir;
1240 float addspeed, accelspeed, curspeed;
1243 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1244 float bunnyaccel = cl.movevars_warsowbunny_accel;
1245 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1246 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1247 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1252 VectorCopy( s->velocity, curvel );
1254 curspeed = VectorLength( curvel );
1256 if( wishspeed > curspeed * 1.01f )
1258 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1259 if( accelspeed < wishspeed )
1260 wishspeed = accelspeed;
1264 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1267 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1269 VectorScale( wishdir, wishspeed, wishvel );
1270 VectorSubtract( wishvel, curvel, acceldir );
1271 addspeed = VectorNormalizeLength( acceldir );
1273 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1274 if( accelspeed > addspeed )
1275 accelspeed = addspeed;
1277 if( backtosideratio < 1.0f )
1279 VectorNormalize2( curvel, curdir );
1280 dot = DotProduct( acceldir, curdir );
1282 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1285 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1288 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1304 // jump if on ground with jump button pressed but only if it has been
1305 // released at least once since the last jump
1308 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1310 s->velocity[2] += cl.movevars_jumpvelocity;
1311 s->onground = false;
1312 s->cmd.canjump = false;
1316 s->cmd.canjump = true;
1318 // calculate movement vector
1319 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1320 AngleVectors(yawangles, forward, right, up);
1321 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1323 // split wishvel into wishspeed and wishdir
1324 wishspeed = VectorLength(wishvel);
1326 VectorScale(wishvel, 1 / wishspeed, wishdir);
1328 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1329 // check if onground
1332 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1336 // apply edge friction
1337 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1340 friction = cl.movevars_friction;
1341 if (cl.movevars_edgefriction != 1)
1345 // note: QW uses the full player box for the trace, and yet still
1346 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1347 // this mimics it for compatibility
1348 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1349 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1350 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1351 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1353 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false, false);
1354 if (trace.fraction == 1 && !trace.startsolid)
1355 friction *= cl.movevars_edgefriction;
1357 // apply ground friction
1358 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1360 VectorScale(s->velocity, f, s->velocity);
1362 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1365 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1366 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1368 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1371 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1372 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1373 s->velocity[2] -= gravity * 0.5f;
1375 s->velocity[2] -= gravity;
1376 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1378 if (VectorLength2(s->velocity))
1379 CL_ClientMovement_Move(s);
1380 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1381 s->velocity[2] -= gravity * 0.5f;
1385 if (s->waterjumptime <= 0)
1387 // apply air speed limit
1388 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1389 qboolean accelerating;
1391 accelqw = cl.movevars_airaccel_qw;
1392 wishspeed0 = wishspeed;
1393 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1396 accel = cl.movevars_airaccelerate;
1398 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1399 wishspeed2 = wishspeed;
1402 if(cl.movevars_airstopaccelerate != 0)
1405 curdir[0] = s->velocity[0];
1406 curdir[1] = s->velocity[1];
1408 VectorNormalize(curdir);
1409 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1411 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
1412 if(cl.movevars_maxairstrafespeed)
1413 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1414 if(cl.movevars_airstrafeaccelerate)
1415 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1416 if(cl.movevars_airstrafeaccel_qw)
1418 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1420 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1423 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1424 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1426 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);
1428 if(cl.movevars_aircontrol)
1429 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1431 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1432 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1433 s->velocity[2] -= gravity * 0.5f;
1435 s->velocity[2] -= gravity;
1436 CL_ClientMovement_Move(s);
1437 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1438 s->velocity[2] -= gravity * 0.5f;
1442 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1444 //Con_Printf(" %f", frametime);
1446 s->cmd.canjump = true;
1447 s->waterjumptime -= s->cmd.frametime;
1448 CL_ClientMovement_UpdateStatus(s);
1449 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1450 CL_ClientMovement_Physics_Swim(s);
1452 CL_ClientMovement_Physics_Walk(s);
1455 extern cvar_t slowmo;
1456 void CL_UpdateMoveVars(void)
1458 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1462 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1464 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1465 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1466 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1467 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1468 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1469 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1470 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1471 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1472 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1473 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1474 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1475 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1476 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1477 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1478 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1479 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1480 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1481 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1482 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1483 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1484 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1485 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1486 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1487 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1488 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1489 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1490 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1491 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1492 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1493 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1494 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1495 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1496 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1497 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1502 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1503 cl.movevars_timescale = slowmo.value;
1504 cl.movevars_gravity = sv_gravity.value;
1505 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1506 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1507 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1508 cl.movevars_accelerate = cl_movement_accelerate.value;
1509 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1510 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1511 cl.movevars_friction = cl_movement_friction.value;
1512 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1513 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1514 cl.movevars_entgravity = 1;
1515 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1516 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1517 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1518 cl.movevars_stepheight = cl_movement_stepheight.value;
1519 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1520 cl.movevars_airaccel_qw_stretchfactor = 0;
1521 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1522 cl.movevars_airstopaccelerate = 0;
1523 cl.movevars_airstrafeaccelerate = 0;
1524 cl.movevars_maxairstrafespeed = 0;
1525 cl.movevars_airstrafeaccel_qw = 0;
1526 cl.movevars_aircontrol = 0;
1527 cl.movevars_aircontrol_power = 2;
1528 cl.movevars_aircontrol_penalty = 0;
1529 cl.movevars_warsowbunny_airforwardaccel = 0;
1530 cl.movevars_warsowbunny_accel = 0;
1531 cl.movevars_warsowbunny_topspeed = 0;
1532 cl.movevars_warsowbunny_turnaccel = 0;
1533 cl.movevars_warsowbunny_backtosideratio = 0;
1534 cl.movevars_airspeedlimit_nonqw = 0;
1537 if(!(cl.moveflags & MOVEFLAG_VALID))
1539 if(gamemode == GAME_NEXUIZ)
1540 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1543 if(cl.movevars_aircontrol_power <= 0)
1544 cl.movevars_aircontrol_power = 2; // CPMA default
1547 void CL_ClientMovement_Replay(void)
1550 double totalmovemsec;
1551 cl_clientmovement_state_t s;
1553 if (cl.movement_predicted && !cl.movement_replay)
1556 if (!cl_movement_replay.integer)
1559 // set up starting state for the series of moves
1560 memset(&s, 0, sizeof(s));
1561 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1562 VectorCopy(cl.mvelocity[0], s.velocity);
1563 s.crouched = true; // will be updated on first move
1564 //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]);
1567 for (i = 0;i < CL_MAX_USERCMDS;i++)
1568 if (cl.movecmd[i].sequence > cls.servermovesequence)
1569 totalmovemsec += cl.movecmd[i].msec;
1570 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);
1571 //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);
1572 if (cl.movement_predicted)
1574 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1576 // replay the input queue to predict current location
1577 // note: this relies on the fact there's always one queue item at the end
1579 // find how many are still valid
1580 for (i = 0;i < CL_MAX_USERCMDS;i++)
1581 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1583 // now walk them in oldest to newest order
1584 for (i--;i >= 0;i--)
1586 s.cmd = cl.movecmd[i];
1587 if (i < CL_MAX_USERCMDS - 1)
1588 s.cmd.canjump = cl.movecmd[i+1].canjump;
1589 // if a move is more than 50ms, do it as two moves (matching qwsv)
1590 //Con_Printf("%i ", s.cmd.msec);
1591 if(s.cmd.frametime > 0.0005)
1593 if (s.cmd.frametime > 0.05)
1595 s.cmd.frametime /= 2;
1596 CL_ClientMovement_PlayerMove(&s);
1598 CL_ClientMovement_PlayerMove(&s);
1599 cl.movecmd[i].canjump = s.cmd.canjump;
1603 CL_ClientMovement_UpdateStatus(&s);
1607 // get the first movement queue entry to know whether to crouch and such
1608 s.cmd = cl.movecmd[0];
1611 if (cls.demoplayback) // for bob, speedometer
1612 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1615 cl.movement_replay = false;
1616 // update the interpolation target position and velocity
1617 VectorCopy(s.origin, cl.movement_origin);
1618 VectorCopy(s.velocity, cl.movement_velocity);
1621 // update the onground flag if appropriate
1622 if (cl.movement_predicted)
1624 // when predicted we simply set the flag according to the UpdateStatus
1625 cl.onground = s.onground;
1629 // when not predicted, cl.onground is cleared by cl_parse.c each time
1630 // an update packet is received, but can be forced on here to hide
1631 // server inconsistencies in the onground flag
1632 // (which mostly occur when stepping up stairs at very high framerates
1633 // where after the step up the move continues forward and not
1634 // downward so the ground is not detected)
1636 // such onground inconsistencies can cause jittery gun bobbing and
1637 // stair smoothing, so we set onground if UpdateStatus says so
1642 // react to onground state changes (for gun bob)
1645 if (!cl.oldonground)
1646 cl.hitgroundtime = cl.movecmd[0].time;
1647 cl.lastongroundtime = cl.movecmd[0].time;
1649 cl.oldonground = cl.onground;
1652 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1657 if (to->viewangles[0] != from->viewangles[0])
1658 bits |= QW_CM_ANGLE1;
1659 if (to->viewangles[1] != from->viewangles[1])
1660 bits |= QW_CM_ANGLE2;
1661 if (to->viewangles[2] != from->viewangles[2])
1662 bits |= QW_CM_ANGLE3;
1663 if (to->forwardmove != from->forwardmove)
1664 bits |= QW_CM_FORWARD;
1665 if (to->sidemove != from->sidemove)
1667 if (to->upmove != from->upmove)
1669 if (to->buttons != from->buttons)
1670 bits |= QW_CM_BUTTONS;
1671 if (to->impulse != from->impulse)
1672 bits |= QW_CM_IMPULSE;
1674 MSG_WriteByte(buf, bits);
1675 if (bits & QW_CM_ANGLE1)
1676 MSG_WriteAngle16i(buf, to->viewangles[0]);
1677 if (bits & QW_CM_ANGLE2)
1678 MSG_WriteAngle16i(buf, to->viewangles[1]);
1679 if (bits & QW_CM_ANGLE3)
1680 MSG_WriteAngle16i(buf, to->viewangles[2]);
1681 if (bits & QW_CM_FORWARD)
1682 MSG_WriteShort(buf, (short) to->forwardmove);
1683 if (bits & QW_CM_SIDE)
1684 MSG_WriteShort(buf, (short) to->sidemove);
1685 if (bits & QW_CM_UP)
1686 MSG_WriteShort(buf, (short) to->upmove);
1687 if (bits & QW_CM_BUTTONS)
1688 MSG_WriteByte(buf, to->buttons);
1689 if (bits & QW_CM_IMPULSE)
1690 MSG_WriteByte(buf, to->impulse);
1691 MSG_WriteByte(buf, to->msec);
1694 void CL_NewFrameReceived(int num)
1696 if (developer_networkentities.integer >= 10)
1697 Con_Printf("recv: svc_entities %i\n", num);
1698 cl.latestframenums[cl.latestframenumsposition] = num;
1699 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1700 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1703 void CL_RotateMoves(const matrix4x4_t *m)
1705 // rotate viewangles in all previous moves
1709 for (i = 0;i < CL_MAX_USERCMDS;i++)
1711 if (cl.movecmd[i].sequence > cls.servermovesequence)
1713 usercmd_t *c = &cl.movecmd[i];
1714 AngleVectors(c->viewangles, f, r, u);
1715 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1716 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1717 AnglesFromVectors(c->viewangles, f, u, false);
1727 usercmd_t nullcmd; // for delta compression of qw moves
1728 void CL_SendMove(void)
1730 int i, j, packetloss;
1736 unsigned char data[1024];
1742 // if playing a demo, do nothing
1746 // we don't que moves during a lag spike (potential network timeout)
1747 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1749 // we build up cl.cmd and then decide whether to send or not
1750 // we store this into cl.movecmd[0] for prediction each frame even if we
1751 // do not send, to make sure that prediction is instant
1752 cl.cmd.time = cl.time;
1753 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1756 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1758 if (in_attack.state & 3) bits |= 1;
1759 if (in_jump.state & 3) bits |= 2;
1760 if (in_button3.state & 3) bits |= 4;
1761 if (in_button4.state & 3) bits |= 8;
1762 if (in_button5.state & 3) bits |= 16;
1763 if (in_button6.state & 3) bits |= 32;
1764 if (in_button7.state & 3) bits |= 64;
1765 if (in_button8.state & 3) bits |= 128;
1766 if (in_use.state & 3) bits |= 256;
1767 if (key_dest != key_game || key_consoleactive) bits |= 512;
1768 if (cl_prydoncursor.integer > 0) bits |= 1024;
1769 if (in_button9.state & 3) bits |= 2048;
1770 if (in_button10.state & 3) bits |= 4096;
1771 if (in_button11.state & 3) bits |= 8192;
1772 if (in_button12.state & 3) bits |= 16384;
1773 if (in_button13.state & 3) bits |= 32768;
1774 if (in_button14.state & 3) bits |= 65536;
1775 if (in_button15.state & 3) bits |= 131072;
1776 if (in_button16.state & 3) bits |= 262144;
1777 // button bits 19-31 unused currently
1778 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1779 if(cl_prydoncursor.integer > 0)
1781 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1782 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1783 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1784 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1787 // set buttons and impulse
1788 cl.cmd.buttons = bits;
1789 cl.cmd.impulse = in_impulse;
1792 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1794 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1795 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1796 // ridiculous value rejection (matches qw)
1797 if (cl.cmd.msec > 250)
1799 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1801 cl.cmd.predicted = cl_movement.integer != 0;
1803 // movement is set by input code (forwardmove/sidemove/upmove)
1804 // always dump the first two moves, because they may contain leftover inputs from the last level
1805 if (cl.cmd.sequence <= 2)
1806 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1808 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1810 switch (cls.protocol)
1812 case PROTOCOL_QUAKEWORLD:
1813 case PROTOCOL_QUAKE:
1814 case PROTOCOL_QUAKEDP:
1815 case PROTOCOL_NEHAHRAMOVIE:
1816 case PROTOCOL_NEHAHRABJP:
1817 case PROTOCOL_NEHAHRABJP2:
1818 case PROTOCOL_NEHAHRABJP3:
1819 case PROTOCOL_DARKPLACES1:
1820 case PROTOCOL_DARKPLACES2:
1821 case PROTOCOL_DARKPLACES3:
1822 case PROTOCOL_DARKPLACES4:
1823 case PROTOCOL_DARKPLACES5:
1825 case PROTOCOL_DARKPLACES6:
1826 case PROTOCOL_DARKPLACES7:
1827 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1828 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1830 case PROTOCOL_UNKNOWN:
1835 cl.movecmd[0] = cl.cmd;
1837 // don't predict more than 200fps
1838 if (realtime >= cl.lastpackettime + 0.005)
1839 cl.movement_replay = true; // redo the prediction
1841 // now decide whether to actually send this move
1842 // (otherwise it is only for prediction)
1844 // don't send too often or else network connections can get clogged by a
1845 // high renderer framerate
1846 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1847 if (cl.movevars_timescale && cl.movevars_ticrate)
1849 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1850 packettime = min(packettime, maxtic);
1853 // do not send 0ms packets because they mess up physics
1854 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1856 // always send if buttons changed or an impulse is pending
1857 // even if it violates the rate limit!
1858 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1859 // don't send too often (cl_netfps)
1860 if (!important && realtime < cl.lastpackettime + packettime)
1862 // don't choke the connection with packets (obey rate limit)
1863 // it is important that this check be last, because it adds a new
1864 // frame to the shownetgraph output and any cancelation after this
1865 // will produce a nasty spike-like look to the netgraph
1866 // we also still send if it is important
1867 if (!NetConn_CanSend(cls.netcon) && !important)
1869 // try to round off the lastpackettime to a multiple of the packet interval
1870 // (this causes it to emit packets at a steady beat)
1872 cl.lastpackettime = floor(realtime / packettime) * packettime;
1874 cl.lastpackettime = realtime;
1876 buf.maxsize = sizeof(data);
1880 // send the movement message
1881 // PROTOCOL_QUAKE clc_move = 16 bytes total
1882 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1883 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1884 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1885 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1886 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1887 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1888 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1889 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1890 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1891 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1893 // set prydon cursor info
1894 CL_UpdatePrydonCursor();
1896 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1898 switch (cls.protocol)
1900 case PROTOCOL_QUAKEWORLD:
1901 MSG_WriteByte(&buf, qw_clc_move);
1902 // save the position for a checksum byte
1903 checksumindex = buf.cursize;
1904 MSG_WriteByte(&buf, 0);
1905 // packet loss percentage
1906 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1907 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1909 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1910 MSG_WriteByte(&buf, packetloss);
1911 // write most recent 3 moves
1912 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1913 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1914 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1915 // calculate the checksum
1916 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1917 // if delta compression history overflows, request no delta
1918 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1919 cl.qw_validsequence = 0;
1920 // request delta compression if appropriate
1921 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1923 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1924 MSG_WriteByte(&buf, qw_clc_delta);
1925 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1928 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1930 case PROTOCOL_QUAKE:
1931 case PROTOCOL_QUAKEDP:
1932 case PROTOCOL_NEHAHRAMOVIE:
1933 case PROTOCOL_NEHAHRABJP:
1934 case PROTOCOL_NEHAHRABJP2:
1935 case PROTOCOL_NEHAHRABJP3:
1937 MSG_WriteByte (&buf, clc_move);
1938 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1939 // 3 bytes (6 bytes in proquake)
1940 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1942 for (i = 0;i < 3;i++)
1943 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1947 for (i = 0;i < 3;i++)
1948 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1951 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1952 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1953 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1955 MSG_WriteByte (&buf, cl.cmd.buttons);
1956 MSG_WriteByte (&buf, cl.cmd.impulse);
1958 case PROTOCOL_DARKPLACES2:
1959 case PROTOCOL_DARKPLACES3:
1961 MSG_WriteByte (&buf, clc_move);
1962 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1964 for (i = 0;i < 3;i++)
1965 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1967 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1968 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1969 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1971 MSG_WriteByte (&buf, cl.cmd.buttons);
1972 MSG_WriteByte (&buf, cl.cmd.impulse);
1974 case PROTOCOL_DARKPLACES1:
1975 case PROTOCOL_DARKPLACES4:
1976 case PROTOCOL_DARKPLACES5:
1978 MSG_WriteByte (&buf, clc_move);
1979 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1981 for (i = 0;i < 3;i++)
1982 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1984 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1985 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1986 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1988 MSG_WriteByte (&buf, cl.cmd.buttons);
1989 MSG_WriteByte (&buf, cl.cmd.impulse);
1990 case PROTOCOL_DARKPLACES6:
1991 case PROTOCOL_DARKPLACES7:
1992 // set the maxusercmds variable to limit how many should be sent
1993 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1994 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1995 if (!cl.cmd.predicted)
1998 // send the latest moves in order, the old ones will be
1999 // ignored by the server harmlessly, however if the previous
2000 // packets were lost these moves will be used
2002 // this reduces packet loss impact on gameplay.
2003 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2005 // don't repeat any stale moves
2006 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2009 MSG_WriteByte (&buf, clc_move);
2010 if (cls.protocol != PROTOCOL_DARKPLACES6)
2011 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2012 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2014 for (i = 0;i < 3;i++)
2015 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2017 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2018 MSG_WriteCoord16i (&buf, cmd->sidemove);
2019 MSG_WriteCoord16i (&buf, cmd->upmove);
2021 MSG_WriteLong (&buf, cmd->buttons);
2022 MSG_WriteByte (&buf, cmd->impulse);
2023 // PRYDON_CLIENTCURSOR
2025 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2026 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2027 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2028 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2029 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2030 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2031 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2032 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2033 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2036 case PROTOCOL_UNKNOWN:
2041 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2043 // ack entity frame numbers received since the last input was sent
2044 // (redundent to improve handling of client->server packet loss)
2045 // if cl_netrepeatinput is 1 and client framerate matches server
2046 // framerate, this is 10 bytes, if client framerate is lower this
2049 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2050 if (oldsequence < 1)
2052 for (i = 0;i < LATESTFRAMENUMS;i++)
2054 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2055 if (cl.latestsendnums[j] >= oldsequence)
2057 if (developer_networkentities.integer >= 10)
2058 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2059 MSG_WriteByte(&buf, clc_ackframe);
2060 MSG_WriteLong(&buf, cl.latestframenums[j]);
2065 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2066 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2068 // acknowledge any recently received data blocks
2069 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2071 MSG_WriteByte(&buf, clc_ackdownloaddata);
2072 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2073 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2074 cls.dp_downloadack[i].start = 0;
2075 cls.dp_downloadack[i].size = 0;
2078 // send the reliable message (forwarded commands) if there is one
2079 if (buf.cursize || cls.netcon->message.cursize)
2080 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2084 // update the cl.movecmd array which holds the most recent moves,
2085 // because we now need a new slot for the next input
2086 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2087 cl.movecmd[i] = cl.movecmd[i-1];
2088 cl.movecmd[0].msec = 0;
2089 cl.movecmd[0].frametime = 0;
2092 // clear button 'click' states
2093 in_attack.state &= ~2;
2094 in_jump.state &= ~2;
2095 in_button3.state &= ~2;
2096 in_button4.state &= ~2;
2097 in_button5.state &= ~2;
2098 in_button6.state &= ~2;
2099 in_button7.state &= ~2;
2100 in_button8.state &= ~2;
2102 in_button9.state &= ~2;
2103 in_button10.state &= ~2;
2104 in_button11.state &= ~2;
2105 in_button12.state &= ~2;
2106 in_button13.state &= ~2;
2107 in_button14.state &= ~2;
2108 in_button15.state &= ~2;
2109 in_button16.state &= ~2;
2113 if (cls.netcon->message.overflowed)
2115 Con_Print("CL_SendMove: lost server connection\n");
2117 Host_ShutdownServer();
2126 void CL_InitInput (void)
2128 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2129 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2130 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2131 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2132 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2133 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2134 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2135 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2136 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2137 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2138 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2139 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2140 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2141 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2142 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2143 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2144 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2145 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2146 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2147 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2148 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2149 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2150 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2151 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2152 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2153 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2154 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2155 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2156 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2157 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2158 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2159 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2160 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2162 // LordHavoc: added use button
2163 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2164 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2166 // LordHavoc: added 6 new buttons
2167 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2168 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2169 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2170 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2171 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2172 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2173 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2174 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2175 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2176 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2177 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2178 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2179 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2180 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2181 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2182 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2183 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2184 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2185 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2186 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2187 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2188 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2189 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2190 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2191 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2192 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2193 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2194 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2196 // LordHavoc: added bestweapon command
2197 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)");
2199 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");
2201 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2203 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2204 Cvar_RegisterVariable(&cl_movement);
2205 Cvar_RegisterVariable(&cl_movement_replay);
2206 Cvar_RegisterVariable(&cl_movement_nettimeout);
2207 Cvar_RegisterVariable(&cl_movement_minping);
2208 Cvar_RegisterVariable(&cl_movement_track_canjump);
2209 Cvar_RegisterVariable(&cl_movement_maxspeed);
2210 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2211 Cvar_RegisterVariable(&cl_movement_stopspeed);
2212 Cvar_RegisterVariable(&cl_movement_friction);
2213 Cvar_RegisterVariable(&cl_movement_wallfriction);
2214 Cvar_RegisterVariable(&cl_movement_waterfriction);
2215 Cvar_RegisterVariable(&cl_movement_edgefriction);
2216 Cvar_RegisterVariable(&cl_movement_stepheight);
2217 Cvar_RegisterVariable(&cl_movement_accelerate);
2218 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2219 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2220 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2221 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2222 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2224 Cvar_RegisterVariable(&in_pitch_min);
2225 Cvar_RegisterVariable(&in_pitch_max);
2226 Cvar_RegisterVariable(&m_filter);
2227 Cvar_RegisterVariable(&m_accelerate);
2228 Cvar_RegisterVariable(&m_accelerate_minspeed);
2229 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2230 Cvar_RegisterVariable(&m_accelerate_filter);
2232 Cvar_RegisterVariable(&cl_netfps);
2233 Cvar_RegisterVariable(&cl_netrepeatinput);
2234 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2236 Cvar_RegisterVariable(&cl_nodelta);