2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl.input.c -- builds an intended movement command to send to the server
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
30 ===============================================================================
34 Continuous button event tracking is complicated by the fact that two different
35 input sources (say, mouse button 1 and the control key) can both press the
36 same button, but the button should only be released when both of the
37 pressing key have been released.
39 When a key event issues a button command (+forward, +attack, etc), it appends
40 its key number as a parameter to the command so it can be matched up with
43 state bit 0 is the current state of the key
44 state bit 1 is edge triggered on the up to down transition
45 state bit 2 is edge triggered on the down to up transition
47 ===============================================================================
51 kbutton_t in_mlook, in_klook;
52 kbutton_t in_left, in_right, in_forward, in_back;
53 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
54 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
55 kbutton_t in_up, in_down;
56 // LordHavoc: added 6 new buttons
57 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
59 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
65 static void KeyDown (kbutton_t *b)
74 k = -1; // typed manually at the console for continuous down
76 if (k == b->down[0] || k == b->down[1])
77 return; // repeating key
85 Con_Print("Three keys down for a button!\n");
91 b->state |= 1 + 2; // down + impulse down
94 static void KeyUp (kbutton_t *b)
103 { // typed manually at the console, assume for unsticking, so clear all
104 b->down[0] = b->down[1] = 0;
105 b->state = 4; // impulse up
111 else if (b->down[1] == k)
114 return; // key up without coresponding down (menu pass through)
115 if (b->down[0] || b->down[1])
116 return; // some other key is still holding it down
119 return; // still up (this should not happen)
120 b->state &= ~1; // now up
121 b->state |= 4; // impulse up
124 static void IN_KLookDown (void) {KeyDown(&in_klook);}
125 static void IN_KLookUp (void) {KeyUp(&in_klook);}
126 static void IN_MLookDown (void) {KeyDown(&in_mlook);}
127 static void IN_MLookUp (void)
130 if ( !(in_mlook.state&1) && lookspring.value)
133 static void IN_UpDown(void) {KeyDown(&in_up);}
134 static void IN_UpUp(void) {KeyUp(&in_up);}
135 static void IN_DownDown(void) {KeyDown(&in_down);}
136 static void IN_DownUp(void) {KeyUp(&in_down);}
137 static void IN_LeftDown(void) {KeyDown(&in_left);}
138 static void IN_LeftUp(void) {KeyUp(&in_left);}
139 static void IN_RightDown(void) {KeyDown(&in_right);}
140 static void IN_RightUp(void) {KeyUp(&in_right);}
141 static void IN_ForwardDown(void) {KeyDown(&in_forward);}
142 static void IN_ForwardUp(void) {KeyUp(&in_forward);}
143 static void IN_BackDown(void) {KeyDown(&in_back);}
144 static void IN_BackUp(void) {KeyUp(&in_back);}
145 static void IN_LookupDown(void) {KeyDown(&in_lookup);}
146 static void IN_LookupUp(void) {KeyUp(&in_lookup);}
147 static void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
148 static void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
149 static void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
150 static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
151 static void IN_MoverightDown(void) {KeyDown(&in_moveright);}
152 static void IN_MoverightUp(void) {KeyUp(&in_moveright);}
154 static void IN_SpeedDown(void) {KeyDown(&in_speed);}
155 static void IN_SpeedUp(void) {KeyUp(&in_speed);}
156 static void IN_StrafeDown(void) {KeyDown(&in_strafe);}
157 static void IN_StrafeUp(void) {KeyUp(&in_strafe);}
159 static void IN_AttackDown(void) {KeyDown(&in_attack);}
160 static void IN_AttackUp(void) {KeyUp(&in_attack);}
162 static void IN_UseDown(void) {KeyDown(&in_use);}
163 static void IN_UseUp(void) {KeyUp(&in_use);}
165 // LordHavoc: added 6 new buttons
166 static void IN_Button3Down(void) {KeyDown(&in_button3);}
167 static void IN_Button3Up(void) {KeyUp(&in_button3);}
168 static void IN_Button4Down(void) {KeyDown(&in_button4);}
169 static void IN_Button4Up(void) {KeyUp(&in_button4);}
170 static void IN_Button5Down(void) {KeyDown(&in_button5);}
171 static void IN_Button5Up(void) {KeyUp(&in_button5);}
172 static void IN_Button6Down(void) {KeyDown(&in_button6);}
173 static void IN_Button6Up(void) {KeyUp(&in_button6);}
174 static void IN_Button7Down(void) {KeyDown(&in_button7);}
175 static void IN_Button7Up(void) {KeyUp(&in_button7);}
176 static void IN_Button8Down(void) {KeyDown(&in_button8);}
177 static void IN_Button8Up(void) {KeyUp(&in_button8);}
179 static void IN_Button9Down(void) {KeyDown(&in_button9);}
180 static void IN_Button9Up(void) {KeyUp(&in_button9);}
181 static void IN_Button10Down(void) {KeyDown(&in_button10);}
182 static void IN_Button10Up(void) {KeyUp(&in_button10);}
183 static void IN_Button11Down(void) {KeyDown(&in_button11);}
184 static void IN_Button11Up(void) {KeyUp(&in_button11);}
185 static void IN_Button12Down(void) {KeyDown(&in_button12);}
186 static void IN_Button12Up(void) {KeyUp(&in_button12);}
187 static void IN_Button13Down(void) {KeyDown(&in_button13);}
188 static void IN_Button13Up(void) {KeyUp(&in_button13);}
189 static void IN_Button14Down(void) {KeyDown(&in_button14);}
190 static void IN_Button14Up(void) {KeyUp(&in_button14);}
191 static void IN_Button15Down(void) {KeyDown(&in_button15);}
192 static void IN_Button15Up(void) {KeyUp(&in_button15);}
193 static void IN_Button16Down(void) {KeyDown(&in_button16);}
194 static void IN_Button16Up(void) {KeyUp(&in_button16);}
196 static void IN_JumpDown (void) {KeyDown(&in_jump);}
197 static void IN_JumpUp (void) {KeyUp(&in_jump);}
199 static void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
201 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
203 static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
206 for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
207 if(in_bestweapon_info[i].impulse == impulse)
209 if(i >= IN_BESTWEAPON_MAX)
211 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
214 strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
215 in_bestweapon_info[i].impulse = impulse;
217 in_bestweapon_info[i].weaponbit = weaponbit;
218 if(activeweaponcode != -1)
219 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
221 in_bestweapon_info[i].ammostat = ammostat;
223 in_bestweapon_info[i].ammomin = ammomin;
226 void IN_BestWeapon_ResetData (void)
228 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
229 IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
230 IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
231 IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
232 IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
233 IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
234 IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
235 IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
236 IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
237 IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
238 IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
239 IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
240 IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
241 IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
244 static void IN_BestWeapon_Register_f (void)
248 IN_BestWeapon_Register(
257 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
259 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
261 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
263 IN_BestWeapon_ResetData();
267 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
271 static void IN_BestWeapon (void)
277 Con_Printf("bestweapon requires 1 or more parameters\n");
280 for (i = 1;i < Cmd_Argc();i++)
283 // figure out which weapon this character refers to
284 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
286 if (!strcmp(in_bestweapon_info[n].name, t))
288 // we found out what weapon this character refers to
289 // check if the inventory contains the weapon and enough ammo
290 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
292 // we found one of the weapons the player wanted
293 // send an impulse to switch to it
294 in_impulse = in_bestweapon_info[n].impulse;
300 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
302 // if we couldn't find any of the weapons, there's nothing more we can do...
306 void IN_CycleWeapon (void)
310 qboolean found = false;
314 Con_Printf("bestweapon requires 1 or more parameters\n");
317 for (i = 1;i < Cmd_Argc();i++)
320 // figure out which weapon this character refers to
321 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
323 if (!strcmp(in_bestweapon_info[n].name, t))
325 // we found out what weapon this character refers to
326 // check if the inventory contains the weapon and enough ammo
327 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
329 // we found one of the weapons the player wanted
334 in_impulse = in_bestweapon_info[n].impulse;
337 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
343 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
347 in_impulse = in_bestweapon_info[first].impulse;
350 // if we couldn't find any of the weapons, there's nothing more we can do...
358 Returns 0.25 if a key was pressed and released during the frame,
359 0.5 if it was pressed and held
360 0 if held then released, and
361 1.0 if held for the entire time
364 float CL_KeyState (kbutton_t *key)
367 qboolean impulsedown, impulseup, down;
369 impulsedown = (key->state & 2) != 0;
370 impulseup = (key->state & 4) != 0;
371 down = (key->state & 1) != 0;
374 if (impulsedown && !impulseup)
377 val = 0.5; // pressed and held this frame
379 val = 0; // I_Error ();
381 if (impulseup && !impulsedown)
384 val = 0; // I_Error ();
386 val = 0; // released this frame
388 if (!impulsedown && !impulseup)
391 val = 1.0; // held the entire frame
393 val = 0; // up the entire frame
395 if (impulsedown && impulseup)
398 val = 0.75; // released and re-pressed this frame
400 val = 0.25; // pressed and released this frame
403 key->state &= 1; // clear impulses
411 //==========================================================================
413 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
414 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
415 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
416 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
418 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
419 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
421 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
422 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
424 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
426 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
427 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
428 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
429 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
430 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
431 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
432 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
433 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
434 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
435 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
436 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
437 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
438 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
439 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
440 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
441 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
442 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
443 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
444 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
446 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
447 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
449 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
450 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
451 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
452 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
453 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
455 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
456 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
457 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
459 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
461 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
463 extern cvar_t v_flipped;
469 Moves the local angle positions
472 static void CL_AdjustAngles (void)
477 if (in_speed.state & 1)
478 speed = cl.realframetime * cl_anglespeedkey.value;
480 speed = cl.realframetime;
482 if (!(in_strafe.state & 1))
484 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
485 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
487 if (in_klook.state & 1)
490 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
491 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
494 up = CL_KeyState (&in_lookup);
495 down = CL_KeyState(&in_lookdown);
497 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
498 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
503 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
504 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
505 if (cl.viewangles[YAW] >= 180)
506 cl.viewangles[YAW] -= 360;
507 if (cl.viewangles[PITCH] >= 180)
508 cl.viewangles[PITCH] -= 360;
509 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
510 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
513 int cl_ignoremousemoves = 2;
519 Send the intended movement message to the server
525 static float old_mouse_x = 0, old_mouse_y = 0;
527 // clamp before the move to prevent starting with bad angles
530 if(v_flipped.integer)
531 cl.viewangles[YAW] = -cl.viewangles[YAW];
533 // reset some of the command fields
534 cl.cmd.forwardmove = 0;
538 // get basic movement from keyboard
539 if (in_strafe.state & 1)
541 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
542 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
545 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
546 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
548 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
549 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
551 if (! (in_klook.state & 1) )
553 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
554 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
557 // adjust for speed key
558 if (in_speed.state & 1)
560 cl.cmd.forwardmove *= cl_movespeedkey.value;
561 cl.cmd.sidemove *= cl_movespeedkey.value;
562 cl.cmd.upmove *= cl_movespeedkey.value;
565 // allow mice or other external controllers to add to the move
568 // send mouse move to csqc
569 if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
571 if (cl.csqc_wantsmousemove)
573 // event type 3 is a DP_CSQC thing
574 static int oldwindowmouse[2];
575 if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
577 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.integer / vid.width, in_windowmouse_y * vid_conheight.integer / vid.height);
578 oldwindowmouse[0] = in_windowmouse_x;
579 oldwindowmouse[1] = in_windowmouse_y;
584 if (in_mouse_x || in_mouse_y)
585 CL_VM_InputEvent(2, in_mouse_x * vid_conwidth.integer / vid.width, in_mouse_y * vid_conheight.integer / vid.height);
589 // apply m_accelerate if it is on
590 if(m_accelerate.value > 1)
592 static float averagespeed = 0;
593 float speed, f, mi, ma;
595 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
596 if(m_accelerate_filter.value > 0)
597 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
600 averagespeed = speed * f + averagespeed * (1 - f);
602 mi = max(1, m_accelerate_minspeed.value);
603 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
605 if(averagespeed <= mi)
609 else if(averagespeed >= ma)
611 f = m_accelerate.value;
616 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
623 // apply m_filter if it is on
626 if (m_filter.integer)
628 in_mouse_x = (mx + old_mouse_x) * 0.5;
629 in_mouse_y = (my + old_mouse_y) * 0.5;
634 // ignore a mouse move if mouse was activated/deactivated this frame
635 if (cl_ignoremousemoves)
637 cl_ignoremousemoves--;
638 in_mouse_x = old_mouse_x = 0;
639 in_mouse_y = old_mouse_y = 0;
642 // if not in menu, apply mouse move to viewangles/movement
643 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
645 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
646 if (in_strafe.state & 1)
648 // strafing mode, all looking is movement
650 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651 if (noclip_anglehack)
652 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
654 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
656 else if ((in_mlook.state & 1) || freelook.integer)
658 // mouselook, lookstrafe causes turning to become strafing
660 if (lookstrafe.integer)
661 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
663 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
664 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
668 // non-mouselook, yaw turning and forward/back movement
669 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
670 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
673 else // don't pitch drift when csqc is controlling the mouse
675 // mouse interacting with the scene, mostly stationary view
677 // update prydon cursor
678 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
679 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
682 if(v_flipped.integer)
684 cl.viewangles[YAW] = -cl.viewangles[YAW];
685 cl.cmd.sidemove = -cl.cmd.sidemove;
688 // clamp after the move to prevent rendering with bad angles
691 if(cl_movecliptokeyboard.integer)
694 if (in_speed.state & 1)
695 f *= cl_movespeedkey.value;
696 if(cl_movecliptokeyboard.integer == 2)
698 // digital direction, analog amount
699 vec_t wishvel_x, wishvel_y;
700 f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
701 wishvel_x = fabs(cl.cmd.forwardmove);
702 wishvel_y = fabs(cl.cmd.sidemove);
703 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
705 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
706 if(wishvel_x >= 2 * wishvel_y)
709 if(cl.cmd.forwardmove > 0)
710 cl.cmd.forwardmove = wishspeed;
712 cl.cmd.forwardmove = -wishspeed;
715 else if(wishvel_y >= 2 * wishvel_x)
718 cl.cmd.forwardmove = 0;
719 if(cl.cmd.sidemove > 0)
720 cl.cmd.sidemove = wishspeed;
722 cl.cmd.sidemove = -wishspeed;
727 if(cl.cmd.forwardmove > 0)
728 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
730 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
731 if(cl.cmd.sidemove > 0)
732 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
734 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
738 else if(cl_movecliptokeyboard.integer)
740 // digital direction, digital amount
741 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
742 cl.cmd.sidemove = cl_sidespeed.value * f;
743 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
744 cl.cmd.sidemove = -cl_sidespeed.value * f;
747 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
748 cl.cmd.forwardmove = cl_forwardspeed.value * f;
749 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
750 cl.cmd.forwardmove = -cl_backspeed.value * f;
752 cl.cmd.forwardmove = 0;
757 #include "cl_collision.h"
759 static void CL_UpdatePrydonCursor(void)
763 if (cl_prydoncursor.integer <= 0)
764 VectorClear(cl.cmd.cursor_screen);
767 if (cl.cmd.cursor_screen[0] < -1)
769 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
770 cl.cmd.cursor_screen[0] = -1;
772 if (cl.cmd.cursor_screen[0] > 1)
774 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
775 cl.cmd.cursor_screen[0] = 1;
777 if (cl.cmd.cursor_screen[1] < -1)
779 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
780 cl.cmd.cursor_screen[1] = -1;
782 if (cl.cmd.cursor_screen[1] > 1)
784 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
785 cl.cmd.cursor_screen[1] = 1;
788 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
789 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
790 cl.cmd.cursor_screen[2] = 1;
792 // calculate current view matrix
793 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
794 // calculate direction vector of cursor in viewspace by using frustum slopes
795 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);
796 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
797 // trace from view origin to the cursor
798 if (cl_prydoncursor_notrace.integer)
800 cl.cmd.cursor_fraction = 1.0f;
801 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
802 VectorClear(cl.cmd.cursor_normal);
803 cl.cmd.cursor_entitynumber = 0;
806 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);
809 #define NUMOFFSETS 27
810 static vec3_t offsets[NUMOFFSETS] =
812 // 1 no nudge (just return the original if this test passes)
813 { 0.000, 0.000, 0.000},
815 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
816 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
817 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
818 // 4 diagonal flat nudges
819 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
820 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
821 // 8 diagonal upward nudges
822 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
823 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
824 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
825 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
826 // 8 diagonal downward nudges
827 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
828 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
829 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
830 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
833 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
837 for (i = 0;i < NUMOFFSETS;i++)
839 VectorAdd(offsets[i], s->origin, neworigin);
840 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true).startsolid)
842 VectorCopy(neworigin, s->origin);
846 // if all offsets failed, give up
850 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
853 vec3_t origin1, origin2;
856 // make sure player is not stuck
857 CL_ClientMovement_Unstick(s);
862 // wants to crouch, this always works..
868 // wants to stand, if currently crouching we need to check for a
872 trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
873 if (!trace.startsolid)
879 VectorCopy(cl.playercrouchmins, s->mins);
880 VectorCopy(cl.playercrouchmaxs, s->maxs);
884 VectorCopy(cl.playerstandmins, s->mins);
885 VectorCopy(cl.playerstandmaxs, s->maxs);
889 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
890 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
891 trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
892 if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
896 // this code actually "predicts" an impact; so let's clip velocity first
897 f = DotProduct(s->velocity, trace.plane.normal);
898 if(f < 0) // only if moving downwards actually
899 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
904 // set watertype/waterlevel
905 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
906 s->waterlevel = WATERLEVEL_NONE;
907 s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
910 s->waterlevel = WATERLEVEL_WETFEET;
911 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
912 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
914 s->waterlevel = WATERLEVEL_SWIMMING;
915 origin1[2] = s->origin[2] + 22;
916 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
917 s->waterlevel = WATERLEVEL_SUBMERGED;
921 // water jump prediction
922 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
923 s->waterjumptime = 0;
926 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
932 vec3_t currentorigin2;
934 vec3_t primalvelocity;
938 CL_ClientMovement_UpdateStatus(s);
939 VectorCopy(s->velocity, primalvelocity);
940 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
942 VectorMA(s->origin, t, s->velocity, neworigin);
943 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
944 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
946 // may be a step or wall, try stepping up
947 // first move forward at a higher level
948 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
949 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
950 trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
951 if (!trace2.startsolid)
953 // then move down from there
954 VectorCopy(trace2.endpos, currentorigin2);
955 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
956 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
957 //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]);
958 // accept the new trace if it made some progress
959 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
962 VectorCopy(trace3.endpos, trace.endpos);
967 // check if it moved at all
968 if (trace.fraction >= 0.001)
969 VectorCopy(trace.endpos, s->origin);
971 // check if it moved all the way
972 if (trace.fraction == 1)
975 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
976 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
977 // this got commented out in a change that supposedly makes the code match QW better
978 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
979 if (trace.plane.normal[2] > 0.7)
982 t -= t * trace.fraction;
984 f = DotProduct(s->velocity, trace.plane.normal);
985 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
987 if (s->waterjumptime > 0)
988 VectorCopy(primalvelocity, s->velocity);
992 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
999 // water jump only in certain situations
1000 // this mimics quakeworld code
1001 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1006 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1007 AngleVectors(yawangles, forward, NULL, NULL);
1008 VectorMA(s->origin, 24, forward, spot);
1010 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1013 if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1015 VectorScale(forward, 50, s->velocity);
1016 s->velocity[2] = 310;
1017 s->waterjumptime = 2;
1018 s->onground = false;
1019 s->cmd.canjump = false;
1024 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1026 // drift towards bottom
1027 VectorSet(wishvel, 0, 0, -60);
1035 // calculate movement vector
1036 AngleVectors(s->cmd.viewangles, forward, right, up);
1037 VectorSet(up, 0, 0, 1);
1038 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1041 // split wishvel into wishspeed and wishdir
1042 wishspeed = VectorLength(wishvel);
1044 VectorScale(wishvel, 1 / wishspeed, wishdir);
1046 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1047 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1052 if (s->waterjumptime <= 0)
1055 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1057 VectorScale(s->velocity, f, s->velocity);
1059 // water acceleration
1060 f = wishspeed - DotProduct(s->velocity, wishdir);
1063 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1064 VectorMA(s->velocity, f, wishdir, s->velocity);
1067 // holding jump button swims upward slowly
1070 if (s->watertype & SUPERCONTENTS_LAVA)
1071 s->velocity[2] = 50;
1072 else if (s->watertype & SUPERCONTENTS_SLIME)
1073 s->velocity[2] = 80;
1076 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1077 s->velocity[2] = 200;
1079 s->velocity[2] = 100;
1084 CL_ClientMovement_Move(s);
1087 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1089 if(forward == 0 && side == 0)
1090 return 0; // avoid division by zero
1091 angle -= RAD2DEG(atan2(side, forward));
1092 angle = (ANGLEMOD(angle + 180) - 180) / 45;
1097 return 1 - fabs(angle);
1100 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1116 return a * pow(fabs(b / a), lerp);
1119 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1121 vec_t zspeed, speed, dot, k;
1124 // this doesn't play well with analog input
1125 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1129 k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1134 k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1136 zspeed = s->velocity[2];
1138 speed = VectorNormalizeLength(s->velocity);
1140 dot = DotProduct(s->velocity, wishdir);
1142 if(dot > 0) { // we can't change direction while slowing down
1143 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1144 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1145 k *= cl.movevars_aircontrol;
1146 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1147 VectorNormalize(s->velocity);
1150 VectorScale(s->velocity, speed, s->velocity);
1151 s->velocity[2] = zspeed;
1154 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1157 (accelqw < 0 ? -1 : +1)
1159 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1162 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)
1169 vec_t vel_xy_current;
1170 vec_t vel_xy_backward, vel_xy_forward;
1173 if(stretchfactor > 0)
1174 speedclamp = stretchfactor;
1175 else if(accelqw < 0)
1178 speedclamp = -1; // no clamping
1183 if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1184 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1186 vel_straight = DotProduct(s->velocity, wishdir);
1187 vel_z = s->velocity[2];
1188 VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1189 VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1191 step = accel * s->cmd.frametime * wishspeed0;
1193 vel_xy_current = VectorLength(vel_xy);
1195 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1196 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1197 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1198 if(vel_xy_backward < 0)
1199 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1201 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
1203 if(sidefric < 0 && VectorLength2(vel_perpend))
1204 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1207 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1208 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1210 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1211 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1212 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1213 // obviously, this cannot be
1215 VectorScale(vel_perpend, f, vel_perpend);
1219 VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1223 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1225 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1229 vec_t vel_xy_preclamp;
1230 vel_xy_preclamp = VectorLength(s->velocity);
1231 if(vel_xy_preclamp > 0) // prevent division by zero
1233 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1234 if(vel_xy_current < vel_xy_preclamp)
1235 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1239 s->velocity[2] += vel_z;
1242 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1244 vec3_t curvel, wishvel, acceldir, curdir;
1245 float addspeed, accelspeed, curspeed;
1248 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1249 float bunnyaccel = cl.movevars_warsowbunny_accel;
1250 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1251 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1252 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1257 VectorCopy( s->velocity, curvel );
1259 curspeed = VectorLength( curvel );
1261 if( wishspeed > curspeed * 1.01f )
1263 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1264 if( accelspeed < wishspeed )
1265 wishspeed = accelspeed;
1269 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1272 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1274 VectorScale( wishdir, wishspeed, wishvel );
1275 VectorSubtract( wishvel, curvel, acceldir );
1276 addspeed = VectorNormalizeLength( acceldir );
1278 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1279 if( accelspeed > addspeed )
1280 accelspeed = addspeed;
1282 if( backtosideratio < 1.0f )
1284 VectorNormalize2( curvel, curdir );
1285 dot = DotProduct( acceldir, curdir );
1287 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1290 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1293 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1309 // jump if on ground with jump button pressed but only if it has been
1310 // released at least once since the last jump
1313 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1315 s->velocity[2] += cl.movevars_jumpvelocity;
1316 s->onground = false;
1317 s->cmd.canjump = false;
1321 s->cmd.canjump = true;
1323 // calculate movement vector
1324 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1325 AngleVectors(yawangles, forward, right, up);
1326 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1328 // split wishvel into wishspeed and wishdir
1329 wishspeed = VectorLength(wishvel);
1331 VectorScale(wishvel, 1 / wishspeed, wishdir);
1333 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1334 // check if onground
1337 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1341 // apply edge friction
1342 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1345 friction = cl.movevars_friction;
1346 if (cl.movevars_edgefriction != 1)
1350 // note: QW uses the full player box for the trace, and yet still
1351 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1352 // this mimics it for compatibility
1353 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1354 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1355 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1356 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
1358 trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true, false);
1359 if (trace.fraction == 1 && !trace.startsolid)
1360 friction *= cl.movevars_edgefriction;
1362 // apply ground friction
1363 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1365 VectorScale(s->velocity, f, s->velocity);
1367 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1370 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1371 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1373 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1374 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1376 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1377 s->velocity[2] -= gravity * 0.5f;
1379 s->velocity[2] -= gravity;
1381 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1383 if (VectorLength2(s->velocity))
1384 CL_ClientMovement_Move(s);
1385 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1387 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1388 s->velocity[2] -= gravity * 0.5f;
1393 if (s->waterjumptime <= 0)
1395 // apply air speed limit
1396 vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1397 qboolean accelerating;
1399 accelqw = cl.movevars_airaccel_qw;
1400 wishspeed0 = wishspeed;
1401 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1404 accel = cl.movevars_airaccelerate;
1406 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1407 wishspeed2 = wishspeed;
1410 if(cl.movevars_airstopaccelerate != 0)
1413 curdir[0] = s->velocity[0];
1414 curdir[1] = s->velocity[1];
1416 VectorNormalize(curdir);
1417 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1419 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
1420 if(cl.movevars_maxairstrafespeed)
1421 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1422 if(cl.movevars_airstrafeaccelerate)
1423 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1424 if(cl.movevars_airstrafeaccel_qw)
1426 (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1428 (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1431 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1432 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1434 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);
1436 if(cl.movevars_aircontrol)
1437 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1439 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1440 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1441 s->velocity[2] -= gravity * 0.5f;
1443 s->velocity[2] -= gravity;
1444 CL_ClientMovement_Move(s);
1445 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1447 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1448 s->velocity[2] -= gravity * 0.5f;
1453 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1455 //Con_Printf(" %f", frametime);
1457 s->cmd.canjump = true;
1458 s->waterjumptime -= s->cmd.frametime;
1459 CL_ClientMovement_UpdateStatus(s);
1460 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1461 CL_ClientMovement_Physics_Swim(s);
1463 CL_ClientMovement_Physics_Walk(s);
1466 extern cvar_t slowmo;
1467 void CL_UpdateMoveVars(void)
1469 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1473 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1475 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1476 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1477 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1478 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1479 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1480 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1481 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1482 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1483 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1484 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1485 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1486 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1487 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1488 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1489 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1490 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1491 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1492 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1493 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1494 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1495 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1496 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1497 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1498 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1499 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1500 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1501 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1502 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1503 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1504 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1505 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1506 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1507 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1508 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1513 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1514 cl.movevars_timescale = slowmo.value;
1515 cl.movevars_gravity = sv_gravity.value;
1516 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1517 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1518 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1519 cl.movevars_accelerate = cl_movement_accelerate.value;
1520 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1521 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1522 cl.movevars_friction = cl_movement_friction.value;
1523 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1524 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1525 cl.movevars_entgravity = 1;
1526 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1527 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1528 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1529 cl.movevars_stepheight = cl_movement_stepheight.value;
1530 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1531 cl.movevars_airaccel_qw_stretchfactor = 0;
1532 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1533 cl.movevars_airstopaccelerate = 0;
1534 cl.movevars_airstrafeaccelerate = 0;
1535 cl.movevars_maxairstrafespeed = 0;
1536 cl.movevars_airstrafeaccel_qw = 0;
1537 cl.movevars_aircontrol = 0;
1538 cl.movevars_aircontrol_power = 2;
1539 cl.movevars_aircontrol_penalty = 0;
1540 cl.movevars_warsowbunny_airforwardaccel = 0;
1541 cl.movevars_warsowbunny_accel = 0;
1542 cl.movevars_warsowbunny_topspeed = 0;
1543 cl.movevars_warsowbunny_turnaccel = 0;
1544 cl.movevars_warsowbunny_backtosideratio = 0;
1545 cl.movevars_airspeedlimit_nonqw = 0;
1548 if(!(cl.moveflags & MOVEFLAG_VALID))
1550 if(gamemode == GAME_NEXUIZ)
1551 cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1554 if(cl.movevars_aircontrol_power <= 0)
1555 cl.movevars_aircontrol_power = 2; // CPMA default
1558 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1560 // if a move is more than 50ms, do it as two moves (matching qwsv)
1561 //Con_Printf("%i ", s.cmd.msec);
1562 if(s->cmd.frametime > 0.0005)
1564 if (s->cmd.frametime > 0.05)
1566 s->cmd.frametime /= 2;
1567 CL_ClientMovement_PlayerMove(s);
1569 CL_ClientMovement_PlayerMove(s);
1573 // we REALLY need this handling to happen, even if the move is not executed
1575 s->cmd.canjump = true;
1579 void CL_ClientMovement_Replay(void)
1582 double totalmovemsec;
1583 cl_clientmovement_state_t s;
1585 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1587 if (cl.movement_predicted && !cl.movement_replay)
1590 if (!cl_movement_replay.integer)
1593 // set up starting state for the series of moves
1594 memset(&s, 0, sizeof(s));
1595 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1596 VectorCopy(cl.mvelocity[0], s.velocity);
1597 s.crouched = true; // will be updated on first move
1598 //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]);
1601 for (i = 0;i < CL_MAX_USERCMDS;i++)
1602 if (cl.movecmd[i].sequence > cls.servermovesequence)
1603 totalmovemsec += cl.movecmd[i].msec;
1604 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);
1605 //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);
1606 if (cl.movement_predicted)
1608 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1610 // replay the input queue to predict current location
1611 // note: this relies on the fact there's always one queue item at the end
1613 // find how many are still valid
1614 for (i = 0;i < CL_MAX_USERCMDS;i++)
1615 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1617 // now walk them in oldest to newest order
1618 for (i--;i >= 0;i--)
1620 s.cmd = cl.movecmd[i];
1621 if (i < CL_MAX_USERCMDS - 1)
1622 s.cmd.canjump = cl.movecmd[i+1].canjump;
1624 CL_ClientMovement_PlayerMove_Frame(&s);
1626 cl.movecmd[i].canjump = s.cmd.canjump;
1629 CL_ClientMovement_UpdateStatus(&s);
1633 // get the first movement queue entry to know whether to crouch and such
1634 s.cmd = cl.movecmd[0];
1637 if (!cls.demoplayback) // for bob, speedometer
1639 cl.movement_replay = false;
1640 // update the interpolation target position and velocity
1641 VectorCopy(s.origin, cl.movement_origin);
1642 VectorCopy(s.velocity, cl.movement_velocity);
1645 // update the onground flag if appropriate
1646 if (cl.movement_predicted)
1648 // when predicted we simply set the flag according to the UpdateStatus
1649 cl.onground = s.onground;
1653 // when not predicted, cl.onground is cleared by cl_parse.c each time
1654 // an update packet is received, but can be forced on here to hide
1655 // server inconsistencies in the onground flag
1656 // (which mostly occur when stepping up stairs at very high framerates
1657 // where after the step up the move continues forward and not
1658 // downward so the ground is not detected)
1660 // such onground inconsistencies can cause jittery gun bobbing and
1661 // stair smoothing, so we set onground if UpdateStatus says so
1667 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1672 if (to->viewangles[0] != from->viewangles[0])
1673 bits |= QW_CM_ANGLE1;
1674 if (to->viewangles[1] != from->viewangles[1])
1675 bits |= QW_CM_ANGLE2;
1676 if (to->viewangles[2] != from->viewangles[2])
1677 bits |= QW_CM_ANGLE3;
1678 if (to->forwardmove != from->forwardmove)
1679 bits |= QW_CM_FORWARD;
1680 if (to->sidemove != from->sidemove)
1682 if (to->upmove != from->upmove)
1684 if (to->buttons != from->buttons)
1685 bits |= QW_CM_BUTTONS;
1686 if (to->impulse != from->impulse)
1687 bits |= QW_CM_IMPULSE;
1689 MSG_WriteByte(buf, bits);
1690 if (bits & QW_CM_ANGLE1)
1691 MSG_WriteAngle16i(buf, to->viewangles[0]);
1692 if (bits & QW_CM_ANGLE2)
1693 MSG_WriteAngle16i(buf, to->viewangles[1]);
1694 if (bits & QW_CM_ANGLE3)
1695 MSG_WriteAngle16i(buf, to->viewangles[2]);
1696 if (bits & QW_CM_FORWARD)
1697 MSG_WriteShort(buf, (short) to->forwardmove);
1698 if (bits & QW_CM_SIDE)
1699 MSG_WriteShort(buf, (short) to->sidemove);
1700 if (bits & QW_CM_UP)
1701 MSG_WriteShort(buf, (short) to->upmove);
1702 if (bits & QW_CM_BUTTONS)
1703 MSG_WriteByte(buf, to->buttons);
1704 if (bits & QW_CM_IMPULSE)
1705 MSG_WriteByte(buf, to->impulse);
1706 MSG_WriteByte(buf, to->msec);
1709 void CL_NewFrameReceived(int num)
1711 if (developer_networkentities.integer >= 10)
1712 Con_Printf("recv: svc_entities %i\n", num);
1713 cl.latestframenums[cl.latestframenumsposition] = num;
1714 cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1715 cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1718 void CL_RotateMoves(const matrix4x4_t *m)
1720 // rotate viewangles in all previous moves
1724 for (i = 0;i < CL_MAX_USERCMDS;i++)
1726 if (cl.movecmd[i].sequence > cls.servermovesequence)
1728 usercmd_t *c = &cl.movecmd[i];
1729 AngleVectors(c->viewangles, f, r, u);
1730 Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1731 Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1732 AnglesFromVectors(c->viewangles, f, u, false);
1742 usercmd_t nullcmd; // for delta compression of qw moves
1743 void CL_SendMove(void)
1745 int i, j, packetloss;
1751 unsigned char data[1024];
1757 // if playing a demo, do nothing
1761 // we don't que moves during a lag spike (potential network timeout)
1762 quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1764 // we build up cl.cmd and then decide whether to send or not
1765 // we store this into cl.movecmd[0] for prediction each frame even if we
1766 // do not send, to make sure that prediction is instant
1767 cl.cmd.time = cl.time;
1768 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1771 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1773 if (in_attack.state & 3) bits |= 1;
1774 if (in_jump.state & 3) bits |= 2;
1775 if (in_button3.state & 3) bits |= 4;
1776 if (in_button4.state & 3) bits |= 8;
1777 if (in_button5.state & 3) bits |= 16;
1778 if (in_button6.state & 3) bits |= 32;
1779 if (in_button7.state & 3) bits |= 64;
1780 if (in_button8.state & 3) bits |= 128;
1781 if (in_use.state & 3) bits |= 256;
1782 if (key_dest != key_game || key_consoleactive) bits |= 512;
1783 if (cl_prydoncursor.integer > 0) bits |= 1024;
1784 if (in_button9.state & 3) bits |= 2048;
1785 if (in_button10.state & 3) bits |= 4096;
1786 if (in_button11.state & 3) bits |= 8192;
1787 if (in_button12.state & 3) bits |= 16384;
1788 if (in_button13.state & 3) bits |= 32768;
1789 if (in_button14.state & 3) bits |= 65536;
1790 if (in_button15.state & 3) bits |= 131072;
1791 if (in_button16.state & 3) bits |= 262144;
1792 // button bits 19-31 unused currently
1793 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1794 if(cl_prydoncursor.integer > 0)
1796 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1797 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1798 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1799 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1802 // set buttons and impulse
1803 cl.cmd.buttons = bits;
1804 cl.cmd.impulse = in_impulse;
1807 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1809 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1810 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1811 // ridiculous value rejection (matches qw)
1812 if (cl.cmd.msec > 250)
1814 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1816 cl.cmd.predicted = cl_movement.integer != 0;
1818 // movement is set by input code (forwardmove/sidemove/upmove)
1819 // always dump the first two moves, because they may contain leftover inputs from the last level
1820 if (cl.cmd.sequence <= 2)
1821 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1823 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1825 switch (cls.protocol)
1827 case PROTOCOL_QUAKEWORLD:
1828 case PROTOCOL_QUAKE:
1829 case PROTOCOL_QUAKEDP:
1830 case PROTOCOL_NEHAHRAMOVIE:
1831 case PROTOCOL_NEHAHRABJP:
1832 case PROTOCOL_NEHAHRABJP2:
1833 case PROTOCOL_NEHAHRABJP3:
1834 case PROTOCOL_DARKPLACES1:
1835 case PROTOCOL_DARKPLACES2:
1836 case PROTOCOL_DARKPLACES3:
1837 case PROTOCOL_DARKPLACES4:
1838 case PROTOCOL_DARKPLACES5:
1840 case PROTOCOL_DARKPLACES6:
1841 case PROTOCOL_DARKPLACES7:
1842 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1843 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1845 case PROTOCOL_UNKNOWN:
1850 cl.movecmd[0] = cl.cmd;
1852 // don't predict more than 200fps
1853 if (realtime >= cl.lastpackettime + 0.005)
1854 cl.movement_replay = true; // redo the prediction
1856 // now decide whether to actually send this move
1857 // (otherwise it is only for prediction)
1859 // don't send too often or else network connections can get clogged by a
1860 // high renderer framerate
1861 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1862 if (cl.movevars_timescale && cl.movevars_ticrate)
1864 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1865 packettime = min(packettime, maxtic);
1868 // do not send 0ms packets because they mess up physics
1869 if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1871 // always send if buttons changed or an impulse is pending
1872 // even if it violates the rate limit!
1873 important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1874 // don't send too often (cl_netfps)
1875 if (!important && realtime < cl.lastpackettime + packettime)
1877 // don't choke the connection with packets (obey rate limit)
1878 // it is important that this check be last, because it adds a new
1879 // frame to the shownetgraph output and any cancelation after this
1880 // will produce a nasty spike-like look to the netgraph
1881 // we also still send if it is important
1882 if (!NetConn_CanSend(cls.netcon) && !important)
1884 // try to round off the lastpackettime to a multiple of the packet interval
1885 // (this causes it to emit packets at a steady beat)
1887 cl.lastpackettime = floor(realtime / packettime) * packettime;
1889 cl.lastpackettime = realtime;
1891 buf.maxsize = sizeof(data);
1895 // send the movement message
1896 // PROTOCOL_QUAKE clc_move = 16 bytes total
1897 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1898 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1899 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1900 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1901 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1902 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1903 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1904 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1905 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1906 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1908 // set prydon cursor info
1909 CL_UpdatePrydonCursor();
1911 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1913 switch (cls.protocol)
1915 case PROTOCOL_QUAKEWORLD:
1916 MSG_WriteByte(&buf, qw_clc_move);
1917 // save the position for a checksum byte
1918 checksumindex = buf.cursize;
1919 MSG_WriteByte(&buf, 0);
1920 // packet loss percentage
1921 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1922 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1924 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1925 MSG_WriteByte(&buf, packetloss);
1926 // write most recent 3 moves
1927 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1928 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1929 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1930 // calculate the checksum
1931 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1932 // if delta compression history overflows, request no delta
1933 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1934 cl.qw_validsequence = 0;
1935 // request delta compression if appropriate
1936 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1938 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1939 MSG_WriteByte(&buf, qw_clc_delta);
1940 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1943 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1945 case PROTOCOL_QUAKE:
1946 case PROTOCOL_QUAKEDP:
1947 case PROTOCOL_NEHAHRAMOVIE:
1948 case PROTOCOL_NEHAHRABJP:
1949 case PROTOCOL_NEHAHRABJP2:
1950 case PROTOCOL_NEHAHRABJP3:
1952 MSG_WriteByte (&buf, clc_move);
1953 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1954 // 3 bytes (6 bytes in proquake)
1955 if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1957 for (i = 0;i < 3;i++)
1958 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1962 for (i = 0;i < 3;i++)
1963 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1966 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1967 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1968 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1970 MSG_WriteByte (&buf, cl.cmd.buttons);
1971 MSG_WriteByte (&buf, cl.cmd.impulse);
1973 case PROTOCOL_DARKPLACES2:
1974 case PROTOCOL_DARKPLACES3:
1976 MSG_WriteByte (&buf, clc_move);
1977 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1979 for (i = 0;i < 3;i++)
1980 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1982 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1983 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1984 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1986 MSG_WriteByte (&buf, cl.cmd.buttons);
1987 MSG_WriteByte (&buf, cl.cmd.impulse);
1989 case PROTOCOL_DARKPLACES1:
1990 case PROTOCOL_DARKPLACES4:
1991 case PROTOCOL_DARKPLACES5:
1993 MSG_WriteByte (&buf, clc_move);
1994 MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1996 for (i = 0;i < 3;i++)
1997 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1999 MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2000 MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2001 MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2003 MSG_WriteByte (&buf, cl.cmd.buttons);
2004 MSG_WriteByte (&buf, cl.cmd.impulse);
2005 case PROTOCOL_DARKPLACES6:
2006 case PROTOCOL_DARKPLACES7:
2007 // set the maxusercmds variable to limit how many should be sent
2008 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2009 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2010 if (!cl.cmd.predicted)
2013 // send the latest moves in order, the old ones will be
2014 // ignored by the server harmlessly, however if the previous
2015 // packets were lost these moves will be used
2017 // this reduces packet loss impact on gameplay.
2018 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2020 // don't repeat any stale moves
2021 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2024 MSG_WriteByte (&buf, clc_move);
2025 if (cls.protocol != PROTOCOL_DARKPLACES6)
2026 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2027 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2029 for (i = 0;i < 3;i++)
2030 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2032 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2033 MSG_WriteCoord16i (&buf, cmd->sidemove);
2034 MSG_WriteCoord16i (&buf, cmd->upmove);
2036 MSG_WriteLong (&buf, cmd->buttons);
2037 MSG_WriteByte (&buf, cmd->impulse);
2038 // PRYDON_CLIENTCURSOR
2040 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2041 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2042 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2043 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2044 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2045 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2046 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2047 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2048 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2051 case PROTOCOL_UNKNOWN:
2056 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2058 // ack entity frame numbers received since the last input was sent
2059 // (redundent to improve handling of client->server packet loss)
2060 // if cl_netrepeatinput is 1 and client framerate matches server
2061 // framerate, this is 10 bytes, if client framerate is lower this
2064 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2065 if (oldsequence < 1)
2067 for (i = 0;i < LATESTFRAMENUMS;i++)
2069 j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2070 if (cl.latestsendnums[j] >= oldsequence)
2072 if (developer_networkentities.integer >= 10)
2073 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2074 MSG_WriteByte(&buf, clc_ackframe);
2075 MSG_WriteLong(&buf, cl.latestframenums[j]);
2080 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2081 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2083 // acknowledge any recently received data blocks
2084 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2086 MSG_WriteByte(&buf, clc_ackdownloaddata);
2087 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2088 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2089 cls.dp_downloadack[i].start = 0;
2090 cls.dp_downloadack[i].size = 0;
2093 // send the reliable message (forwarded commands) if there is one
2094 if (buf.cursize || cls.netcon->message.cursize)
2095 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2099 // update the cl.movecmd array which holds the most recent moves,
2100 // because we now need a new slot for the next input
2101 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2102 cl.movecmd[i] = cl.movecmd[i-1];
2103 cl.movecmd[0].msec = 0;
2104 cl.movecmd[0].frametime = 0;
2107 // clear button 'click' states
2108 in_attack.state &= ~2;
2109 in_jump.state &= ~2;
2110 in_button3.state &= ~2;
2111 in_button4.state &= ~2;
2112 in_button5.state &= ~2;
2113 in_button6.state &= ~2;
2114 in_button7.state &= ~2;
2115 in_button8.state &= ~2;
2117 in_button9.state &= ~2;
2118 in_button10.state &= ~2;
2119 in_button11.state &= ~2;
2120 in_button12.state &= ~2;
2121 in_button13.state &= ~2;
2122 in_button14.state &= ~2;
2123 in_button15.state &= ~2;
2124 in_button16.state &= ~2;
2128 if (cls.netcon->message.overflowed)
2130 Con_Print("CL_SendMove: lost server connection\n");
2132 SV_LockThreadMutex();
2133 Host_ShutdownServer();
2134 SV_UnlockThreadMutex();
2143 void CL_InitInput (void)
2145 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2146 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2147 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2148 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2149 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2150 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2151 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2152 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2153 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2154 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2155 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2156 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2157 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2158 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2159 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2160 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2161 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2162 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2163 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2164 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2165 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2166 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2167 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2168 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2169 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2170 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2171 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2172 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2173 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2174 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2175 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2176 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2177 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2179 // LordHavoc: added use button
2180 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2181 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2183 // LordHavoc: added 6 new buttons
2184 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2185 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2186 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2187 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2188 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2189 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2190 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2191 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2192 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2193 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2194 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2195 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2196 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2197 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2198 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2199 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2200 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2201 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2202 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2203 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2204 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2205 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2206 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2207 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2208 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2209 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2210 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2211 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2213 // LordHavoc: added bestweapon command
2214 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)");
2216 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");
2218 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2220 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2221 Cvar_RegisterVariable(&cl_movement);
2222 Cvar_RegisterVariable(&cl_movement_replay);
2223 Cvar_RegisterVariable(&cl_movement_nettimeout);
2224 Cvar_RegisterVariable(&cl_movement_minping);
2225 Cvar_RegisterVariable(&cl_movement_track_canjump);
2226 Cvar_RegisterVariable(&cl_movement_maxspeed);
2227 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2228 Cvar_RegisterVariable(&cl_movement_stopspeed);
2229 Cvar_RegisterVariable(&cl_movement_friction);
2230 Cvar_RegisterVariable(&cl_movement_wallfriction);
2231 Cvar_RegisterVariable(&cl_movement_waterfriction);
2232 Cvar_RegisterVariable(&cl_movement_edgefriction);
2233 Cvar_RegisterVariable(&cl_movement_stepheight);
2234 Cvar_RegisterVariable(&cl_movement_accelerate);
2235 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2236 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2237 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2238 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2239 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2241 Cvar_RegisterVariable(&in_pitch_min);
2242 Cvar_RegisterVariable(&in_pitch_max);
2243 Cvar_RegisterVariable(&m_filter);
2244 Cvar_RegisterVariable(&m_accelerate);
2245 Cvar_RegisterVariable(&m_accelerate_minspeed);
2246 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2247 Cvar_RegisterVariable(&m_accelerate_filter);
2249 Cvar_RegisterVariable(&cl_netfps);
2250 Cvar_RegisterVariable(&cl_netrepeatinput);
2251 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2253 Cvar_RegisterVariable(&cl_nodelta);
2255 Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);