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...
304 void IN_CycleWeapon (void)
308 qboolean found = false;
312 Con_Printf("bestweapon requires 1 or more parameters\n");
315 for (i = 1;i < Cmd_Argc();i++)
318 // figure out which weapon this character refers to
319 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
321 if (!strcmp(in_bestweapon_info[n].name, t))
323 // we found out what weapon this character refers to
324 // check if the inventory contains the weapon and enough ammo
325 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
327 // we found one of the weapons the player wanted
332 in_impulse = in_bestweapon_info[n].impulse;
335 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
341 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
345 in_impulse = in_bestweapon_info[first].impulse;
348 // if we couldn't find any of the weapons, there's nothing more we can do...
355 Returns 0.25 if a key was pressed and released during the frame,
356 0.5 if it was pressed and held
357 0 if held then released, and
358 1.0 if held for the entire time
361 float CL_KeyState (kbutton_t *key)
364 qboolean impulsedown, impulseup, down;
366 impulsedown = key->state & 2;
367 impulseup = key->state & 4;
368 down = key->state & 1;
371 if (impulsedown && !impulseup)
374 val = 0.5; // pressed and held this frame
376 val = 0; // I_Error ();
378 if (impulseup && !impulsedown)
381 val = 0; // I_Error ();
383 val = 0; // released this frame
385 if (!impulsedown && !impulseup)
388 val = 1.0; // held the entire frame
390 val = 0; // up the entire frame
392 if (impulsedown && impulseup)
395 val = 0.75; // released and re-pressed this frame
397 val = 0.25; // pressed and released this frame
400 key->state &= 1; // clear impulses
408 //==========================================================================
410 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
411 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
412 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
413 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
415 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
417 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
418 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
420 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
422 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
423 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
424 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"};
425 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
426 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
427 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)"};
428 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
429 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
430 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"};
431 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
432 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
433 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
434 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"};
435 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"};
436 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)"};
437 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
438 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
440 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
441 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
443 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
445 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
446 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)"};
447 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)"};
449 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
451 extern cvar_t v_flipped;
457 Moves the local angle positions
460 void CL_AdjustAngles (void)
465 if (in_speed.state & 1)
466 speed = cl.realframetime * cl_anglespeedkey.value;
468 speed = cl.realframetime;
470 if (!(in_strafe.state & 1))
472 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
473 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
475 if (in_klook.state & 1)
478 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
479 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
482 up = CL_KeyState (&in_lookup);
483 down = CL_KeyState(&in_lookdown);
485 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
486 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
491 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
492 if (cl.viewangles[YAW] >= 180)
493 cl.viewangles[YAW] -= 360;
494 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
495 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
498 int cl_ignoremousemoves = 2;
504 Send the intended movement message to the server
510 static float old_mouse_x = 0, old_mouse_y = 0;
512 // clamp before the move to prevent starting with bad angles
515 if(v_flipped.integer)
516 cl.viewangles[YAW] = -cl.viewangles[YAW];
518 // reset some of the command fields
519 cl.cmd.forwardmove = 0;
523 // get basic movement from keyboard
524 if (in_strafe.state & 1)
526 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
527 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
530 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
531 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
533 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
534 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
536 if (! (in_klook.state & 1) )
538 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
539 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
542 // adjust for speed key
543 if (in_speed.state & 1)
545 cl.cmd.forwardmove *= cl_movespeedkey.value;
546 cl.cmd.sidemove *= cl_movespeedkey.value;
547 cl.cmd.upmove *= cl_movespeedkey.value;
553 // allow mice or other external controllers to add to the move
556 // ignore a mouse move if mouse was activated/deactivated this frame
557 if (cl_ignoremousemoves)
559 cl_ignoremousemoves--;
564 // apply m_filter if it is on
567 if (m_filter.integer)
569 in_mouse_x = (mx + old_mouse_x) * 0.5;
570 in_mouse_y = (my + old_mouse_y) * 0.5;
575 // if not in menu, apply mouse move to viewangles/movement
576 if (!cl.csqc_wantsmousemove && in_client_mouse)
578 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
579 if (cl_prydoncursor.integer)
581 // mouse interacting with the scene, mostly stationary view
583 cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
584 cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
586 else if (in_strafe.state & 1)
588 // strafing mode, all looking is movement
590 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
591 if (noclip_anglehack)
592 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
594 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
596 else if ((in_mlook.state & 1) || freelook.integer)
598 // mouselook, lookstrafe causes turning to become strafing
600 if (lookstrafe.integer)
601 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
603 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
604 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
608 // non-mouselook, yaw turning and forward/back movement
609 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
610 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
614 if(v_flipped.integer)
616 cl.viewangles[YAW] = -cl.viewangles[YAW];
617 cl.cmd.sidemove = -cl.cmd.sidemove;
620 // clamp after the move to prevent rendering with bad angles
624 #include "cl_collision.h"
626 void CL_UpdatePrydonCursor(void)
630 if (!cl_prydoncursor.integer)
631 VectorClear(cl.cmd.cursor_screen);
634 if (cl.cmd.cursor_screen[0] < -1)
636 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
637 cl.cmd.cursor_screen[0] = -1;
639 if (cl.cmd.cursor_screen[0] > 1)
641 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
642 cl.cmd.cursor_screen[0] = 1;
644 if (cl.cmd.cursor_screen[1] < -1)
646 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
647 cl.cmd.cursor_screen[1] = -1;
649 if (cl.cmd.cursor_screen[1] > 1)
651 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
652 cl.cmd.cursor_screen[1] = 1;
655 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
656 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
657 cl.cmd.cursor_screen[2] = 1;
659 // calculate current view matrix
660 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
661 // calculate direction vector of cursor in viewspace by using frustum slopes
662 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);
663 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
664 // trace from view origin to the cursor
665 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);
668 typedef enum waterlevel_e
677 typedef struct cl_clientmovement_state_s
682 // current bounding box (different if crouched vs standing)
685 // currently on the ground
687 // currently crouching
689 // what kind of water (SUPERCONTENTS_LAVA for instance)
692 waterlevel_t waterlevel;
693 // weird hacks when jumping out of water
694 // (this is in seconds and counts down to 0)
700 cl_clientmovement_state_t;
702 #define NUMOFFSETS 27
703 static vec3_t offsets[NUMOFFSETS] =
705 // 1 no nudge (just return the original if this test passes)
706 { 0.000, 0.000, 0.000},
708 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
709 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
710 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
711 // 4 diagonal flat nudges
712 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
713 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
714 // 8 diagonal upward nudges
715 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
716 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
717 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
718 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
719 // 8 diagonal downward nudges
720 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
721 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
722 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
723 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
726 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
730 for (i = 0;i < NUMOFFSETS;i++)
732 VectorAdd(offsets[i], s->origin, neworigin);
733 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
735 VectorCopy(neworigin, s->origin);
739 // if all offsets failed, give up
743 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
745 vec3_t origin1, origin2;
748 // make sure player is not stuck
749 CL_ClientMovement_Unstick(s);
754 // wants to crouch, this always works..
760 // wants to stand, if currently crouching we need to check for a
764 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
765 if (!trace.startsolid)
771 VectorCopy(cl.playercrouchmins, s->mins);
772 VectorCopy(cl.playercrouchmaxs, s->maxs);
776 VectorCopy(cl.playerstandmins, s->mins);
777 VectorCopy(cl.playerstandmaxs, s->maxs);
781 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
782 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
783 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
784 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
786 // set watertype/waterlevel
787 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
788 s->waterlevel = WATERLEVEL_NONE;
789 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
792 s->waterlevel = WATERLEVEL_WETFEET;
793 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
794 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
796 s->waterlevel = WATERLEVEL_SWIMMING;
797 origin1[2] = s->origin[2] + 22;
798 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
799 s->waterlevel = WATERLEVEL_SUBMERGED;
803 // water jump prediction
804 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
805 s->waterjumptime = 0;
808 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
814 vec3_t currentorigin2;
816 vec3_t primalvelocity;
820 CL_ClientMovement_UpdateStatus(s);
821 VectorCopy(s->velocity, primalvelocity);
822 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
824 VectorMA(s->origin, t, s->velocity, neworigin);
825 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
826 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
828 // may be a step or wall, try stepping up
829 // first move forward at a higher level
830 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
831 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
832 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
833 if (!trace2.startsolid)
835 // then move down from there
836 VectorCopy(trace2.endpos, currentorigin2);
837 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
838 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
839 //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]);
840 // accept the new trace if it made some progress
841 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
844 VectorCopy(trace3.endpos, trace.endpos);
849 // check if it moved at all
850 if (trace.fraction >= 0.001)
851 VectorCopy(trace.endpos, s->origin);
853 // check if it moved all the way
854 if (trace.fraction == 1)
857 //if (trace.plane.normal[2] > 0.7)
858 // s->onground = true;
860 t -= t * trace.fraction;
862 f = DotProduct(s->velocity, trace.plane.normal);
863 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
865 if (s->waterjumptime > 0)
866 VectorCopy(primalvelocity, s->velocity);
870 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
877 // water jump only in certain situations
878 // this mimics quakeworld code
879 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
884 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
885 AngleVectors(yawangles, forward, NULL, NULL);
886 VectorMA(s->origin, 24, forward, spot);
888 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
891 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
893 VectorScale(forward, 50, s->velocity);
894 s->velocity[2] = 310;
895 s->waterjumptime = 2;
897 s->cmd.canjump = false;
902 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
904 // drift towards bottom
905 VectorSet(wishvel, 0, 0, -60);
913 // calculate movement vector
914 AngleVectors(s->cmd.viewangles, forward, right, up);
915 VectorSet(up, 0, 0, 1);
916 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
919 // split wishvel into wishspeed and wishdir
920 wishspeed = VectorLength(wishvel);
922 VectorScale(wishvel, 1 / wishspeed, wishdir);
924 VectorSet( wishdir, 0.0, 0.0, 0.0 );
925 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
930 if (s->waterjumptime <= 0)
933 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * s->waterlevel;
935 VectorScale(s->velocity, f, s->velocity);
937 // water acceleration
938 f = wishspeed - DotProduct(s->velocity, wishdir);
941 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
942 VectorMA(s->velocity, f, wishdir, s->velocity);
945 // holding jump button swims upward slowly
948 if (s->watertype & SUPERCONTENTS_LAVA)
950 else if (s->watertype & SUPERCONTENTS_SLIME)
954 if (gamemode == GAME_NEXUIZ)
955 s->velocity[2] = 200;
957 s->velocity[2] = 100;
962 CL_ClientMovement_Move(s);
965 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
980 // jump if on ground with jump button pressed but only if it has been
981 // released at least once since the last jump
984 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"
986 s->velocity[2] += cl.movevars_jumpvelocity;
988 s->cmd.canjump = false;
992 s->cmd.canjump = true;
994 // calculate movement vector
995 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
996 AngleVectors(yawangles, forward, right, up);
997 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
999 // split wishvel into wishspeed and wishdir
1000 wishspeed = VectorLength(wishvel);
1002 VectorScale(wishvel, 1 / wishspeed, wishdir);
1004 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1005 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1009 // check if onground
1012 // apply edge friction
1013 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1014 friction = cl.movevars_friction;
1015 if (f > 0 && cl.movevars_edgefriction != 1)
1019 // note: QW uses the full player box for the trace, and yet still
1020 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1021 // this mimics it for compatibility
1022 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1023 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1024 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1025 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1027 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1028 if (trace.fraction == 1 && !trace.startsolid)
1029 friction *= cl.movevars_edgefriction;
1031 // apply ground friction
1032 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1034 VectorScale(s->velocity, f, s->velocity);
1035 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1038 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1039 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1041 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1042 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1044 if (VectorLength2(s->velocity))
1045 CL_ClientMovement_Move(s);
1049 if (s->waterjumptime <= 0)
1056 // apply air speed limit
1057 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1060 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1063 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1064 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1068 vel_straight = DotProduct(s->velocity, wishdir);
1069 vel_z = s->velocity[2];
1070 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1071 vel_perpend[2] -= vel_z;
1073 f = wishspeed - vel_straight;
1075 vel_straight += min(f, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * cl.movevars_airaccel_qw;
1077 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1079 VectorM(1 - (s->cmd.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1081 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1082 s->velocity[2] += vel_z;
1084 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1085 CL_ClientMovement_Move(s);
1089 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1091 //Con_Printf(" %f", frametime);
1093 s->cmd.canjump = true;
1094 s->waterjumptime -= s->cmd.frametime;
1095 CL_ClientMovement_UpdateStatus(s);
1096 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1097 CL_ClientMovement_Physics_Swim(s);
1099 CL_ClientMovement_Physics_Walk(s);
1102 extern cvar_t slowmo;
1103 void CL_UpdateMoveVars(void)
1105 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1108 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1110 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1111 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1112 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1113 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1114 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1115 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1116 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1117 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1118 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1119 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1120 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1121 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1122 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1123 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1124 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1125 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1126 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1127 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1131 cl.movevars_timescale = slowmo.value;
1132 cl.movevars_gravity = sv_gravity.value;
1133 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1134 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1135 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1136 cl.movevars_accelerate = cl_movement_accelerate.value;
1137 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1138 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1139 cl.movevars_friction = cl_movement_friction.value;
1140 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1141 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1142 cl.movevars_entgravity = 1;
1143 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1144 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1145 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1146 cl.movevars_stepheight = cl_movement_stepheight.value;
1147 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1148 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1152 void CL_ClientMovement_Replay(void)
1155 double totalmovemsec;
1156 cl_clientmovement_state_t s;
1158 if (cl.movement_predicted && !cl.movement_replay)
1161 // set up starting state for the series of moves
1162 memset(&s, 0, sizeof(s));
1163 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1164 VectorCopy(cl.mvelocity[0], s.velocity);
1165 s.crouched = true; // will be updated on first move
1166 //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]);
1169 for (i = 0;i < CL_MAX_USERCMDS;i++)
1170 if (cl.movecmd[i].sequence > cls.servermovesequence)
1171 totalmovemsec += cl.movecmd[i].msec;
1172 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);
1173 //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);
1174 if (cl.movement_predicted)
1176 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1178 // replay the input queue to predict current location
1179 // note: this relies on the fact there's always one queue item at the end
1181 // find how many are still valid
1182 for (i = 0;i < CL_MAX_USERCMDS;i++)
1183 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1185 // now walk them in oldest to newest order
1186 for (i--;i >= 0;i--)
1188 s.cmd = cl.movecmd[i];
1189 if (i < CL_MAX_USERCMDS - 1)
1190 s.cmd.canjump = cl.movecmd[i+1].canjump;
1191 // if a move is more than 50ms, do it as two moves (matching qwsv)
1192 //Con_Printf("%i ", s.cmd.msec);
1193 if (s.cmd.frametime > 0.05)
1195 s.cmd.frametime /= 2;
1196 CL_ClientMovement_PlayerMove(&s);
1198 CL_ClientMovement_PlayerMove(&s);
1199 cl.movecmd[i].canjump = s.cmd.canjump;
1205 // get the first movement queue entry to know whether to crouch and such
1206 s.cmd = cl.movecmd[0];
1208 CL_ClientMovement_UpdateStatus(&s);
1210 if (cls.demoplayback) // for bob, speedometer
1211 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1214 cl.movement_replay = false;
1215 // update the interpolation target position and velocity
1216 VectorCopy(s.origin, cl.movement_origin);
1217 VectorCopy(s.velocity, cl.movement_velocity);
1220 // update the onground flag if appropriate
1221 if (cl.movement_predicted)
1223 // when predicted we simply set the flag according to the UpdateStatus
1224 cl.onground = s.onground;
1228 // when not predicted, cl.onground is cleared by cl_parse.c each time
1229 // an update packet is received, but can be forced on here to hide
1230 // server inconsistencies in the onground flag
1231 // (which mostly occur when stepping up stairs at very high framerates
1232 // where after the step up the move continues forward and not
1233 // downward so the ground is not detected)
1235 // such onground inconsistencies can cause jittery gun bobbing and
1236 // stair smoothing, so we set onground if UpdateStatus says so
1241 // react to onground state changes (for gun bob)
1244 if (!cl.oldonground)
1245 cl.hitgroundtime = cl.movecmd[0].time;
1246 cl.lastongroundtime = cl.movecmd[0].time;
1248 cl.oldonground = cl.onground;
1251 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1256 if (to->viewangles[0] != from->viewangles[0])
1257 bits |= QW_CM_ANGLE1;
1258 if (to->viewangles[1] != from->viewangles[1])
1259 bits |= QW_CM_ANGLE2;
1260 if (to->viewangles[2] != from->viewangles[2])
1261 bits |= QW_CM_ANGLE3;
1262 if (to->forwardmove != from->forwardmove)
1263 bits |= QW_CM_FORWARD;
1264 if (to->sidemove != from->sidemove)
1266 if (to->upmove != from->upmove)
1268 if (to->buttons != from->buttons)
1269 bits |= QW_CM_BUTTONS;
1270 if (to->impulse != from->impulse)
1271 bits |= QW_CM_IMPULSE;
1273 MSG_WriteByte(buf, bits);
1274 if (bits & QW_CM_ANGLE1)
1275 MSG_WriteAngle16i(buf, to->viewangles[0]);
1276 if (bits & QW_CM_ANGLE2)
1277 MSG_WriteAngle16i(buf, to->viewangles[1]);
1278 if (bits & QW_CM_ANGLE3)
1279 MSG_WriteAngle16i(buf, to->viewangles[2]);
1280 if (bits & QW_CM_FORWARD)
1281 MSG_WriteShort(buf, to->forwardmove);
1282 if (bits & QW_CM_SIDE)
1283 MSG_WriteShort(buf, to->sidemove);
1284 if (bits & QW_CM_UP)
1285 MSG_WriteShort(buf, to->upmove);
1286 if (bits & QW_CM_BUTTONS)
1287 MSG_WriteByte(buf, to->buttons);
1288 if (bits & QW_CM_IMPULSE)
1289 MSG_WriteByte(buf, to->impulse);
1290 MSG_WriteByte(buf, to->msec);
1298 usercmd_t nullcmd; // for delta compression of qw moves
1299 void CL_SendMove(void)
1301 int i, j, packetloss;
1307 unsigned char data[1024];
1311 // if playing a demo, do nothing
1315 // we build up cl.movecmd[0] and then decide whether to send or not
1316 // the prediction code will use this command even though it has not been
1318 cl.cmd.time = cl.time;
1319 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1322 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1324 if (in_attack.state & 3) bits |= 1;
1325 if (in_jump.state & 3) bits |= 2;
1326 if (in_button3.state & 3) bits |= 4;
1327 if (in_button4.state & 3) bits |= 8;
1328 if (in_button5.state & 3) bits |= 16;
1329 if (in_button6.state & 3) bits |= 32;
1330 if (in_button7.state & 3) bits |= 64;
1331 if (in_button8.state & 3) bits |= 128;
1332 if (in_use.state & 3) bits |= 256;
1333 if (key_dest != key_game || key_consoleactive) bits |= 512;
1334 if (cl_prydoncursor.integer) bits |= 1024;
1335 if (in_button9.state & 3) bits |= 2048;
1336 if (in_button10.state & 3) bits |= 4096;
1337 if (in_button11.state & 3) bits |= 8192;
1338 if (in_button12.state & 3) bits |= 16384;
1339 if (in_button13.state & 3) bits |= 32768;
1340 if (in_button14.state & 3) bits |= 65536;
1341 if (in_button15.state & 3) bits |= 131072;
1342 if (in_button16.state & 3) bits |= 262144;
1343 // button bits 19-31 unused currently
1344 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1345 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1346 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1347 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1348 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1350 // set buttons and impulse
1351 cl.cmd.buttons = bits;
1352 cl.cmd.impulse = in_impulse;
1355 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1357 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1358 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1359 // ridiculous value rejection (matches qw)
1360 if (cl.cmd.msec > 250)
1362 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1364 cl.cmd.predicted = cl_movement.integer;
1366 // movement is set by input code (forwardmove/sidemove/upmove)
1367 // always dump the first two moves, because they may contain leftover inputs from the last level
1368 if (cl.cmd.sequence <= 2)
1369 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1371 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1373 switch (cls.protocol)
1375 case PROTOCOL_QUAKEWORLD:
1376 case PROTOCOL_QUAKE:
1377 case PROTOCOL_QUAKEDP:
1378 case PROTOCOL_NEHAHRAMOVIE:
1379 case PROTOCOL_NEHAHRABJP:
1380 case PROTOCOL_NEHAHRABJP2:
1381 case PROTOCOL_NEHAHRABJP3:
1382 case PROTOCOL_DARKPLACES1:
1383 case PROTOCOL_DARKPLACES2:
1384 case PROTOCOL_DARKPLACES3:
1385 case PROTOCOL_DARKPLACES4:
1386 case PROTOCOL_DARKPLACES5:
1388 case PROTOCOL_DARKPLACES6:
1389 case PROTOCOL_DARKPLACES7:
1390 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1391 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1393 case PROTOCOL_UNKNOWN:
1397 cl.movecmd[0] = cl.cmd;
1399 // don't predict more than 200fps
1400 if (realtime >= cl.lastpackettime + 0.005)
1401 cl.movement_replay = true; // redo the prediction
1403 // now decide whether to actually send this move
1404 // (otherwise it is only for prediction)
1406 // don't send too often or else network connections can get clogged by a
1407 // high renderer framerate
1408 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1409 // send input every frame in singleplayer
1412 // always send if buttons changed or an impulse is pending
1413 // even if it violates the rate limit!
1414 if (!cl_netimmediatebuttons.integer || (cl.movecmd[0].buttons == cl.movecmd[1].buttons && !cl.movecmd[0].impulse))
1416 // don't choke the connection with packets (obey rate limit)
1417 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1419 // don't send too often (cl_netfps)
1420 if (realtime < cl.lastpackettime + packettime)
1423 // try to round off the lastpackettime to a multiple of the packet interval
1424 // (this causes it to emit packets at a steady beat)
1426 cl.lastpackettime = floor(realtime / packettime) * packettime;
1428 cl.lastpackettime = realtime;
1430 buf.maxsize = sizeof(data);
1434 // send the movement message
1435 // PROTOCOL_QUAKE clc_move = 16 bytes total
1436 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1437 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1438 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1439 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1440 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1441 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1442 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1443 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1444 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1445 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1447 // set prydon cursor info
1448 CL_UpdatePrydonCursor();
1450 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1452 switch (cls.protocol)
1454 case PROTOCOL_QUAKEWORLD:
1455 MSG_WriteByte(&buf, qw_clc_move);
1456 // save the position for a checksum byte
1457 checksumindex = buf.cursize;
1458 MSG_WriteByte(&buf, 0);
1459 // packet loss percentage
1460 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1461 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1463 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1464 MSG_WriteByte(&buf, packetloss);
1465 // write most recent 3 moves
1466 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1467 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1468 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1469 // calculate the checksum
1470 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1471 // if delta compression history overflows, request no delta
1472 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1473 cl.qw_validsequence = 0;
1474 // request delta compression if appropriate
1475 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1477 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1478 MSG_WriteByte(&buf, qw_clc_delta);
1479 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1482 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1484 case PROTOCOL_QUAKE:
1485 case PROTOCOL_QUAKEDP:
1486 case PROTOCOL_NEHAHRAMOVIE:
1487 case PROTOCOL_NEHAHRABJP:
1488 case PROTOCOL_NEHAHRABJP2:
1489 case PROTOCOL_NEHAHRABJP3:
1491 MSG_WriteByte (&buf, clc_move);
1492 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1494 for (i = 0;i < 3;i++)
1495 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1497 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1498 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1499 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1501 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1502 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1504 case PROTOCOL_DARKPLACES2:
1505 case PROTOCOL_DARKPLACES3:
1507 MSG_WriteByte (&buf, clc_move);
1508 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1510 for (i = 0;i < 3;i++)
1511 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1513 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1514 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1515 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1517 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1518 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1520 case PROTOCOL_DARKPLACES1:
1521 case PROTOCOL_DARKPLACES4:
1522 case PROTOCOL_DARKPLACES5:
1524 MSG_WriteByte (&buf, clc_move);
1525 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1527 for (i = 0;i < 3;i++)
1528 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1530 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1531 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1532 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1534 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1535 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1536 case PROTOCOL_DARKPLACES6:
1537 case PROTOCOL_DARKPLACES7:
1538 // set the maxusercmds variable to limit how many should be sent
1539 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1540 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1541 if (!cl.cmd.predicted)
1544 // send the latest moves in order, the old ones will be
1545 // ignored by the server harmlessly, however if the previous
1546 // packets were lost these moves will be used
1548 // this reduces packet loss impact on gameplay.
1549 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1551 // don't repeat any stale moves
1552 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1555 MSG_WriteByte (&buf, clc_move);
1556 if (cls.protocol != PROTOCOL_DARKPLACES6)
1557 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1558 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1560 for (i = 0;i < 3;i++)
1561 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1563 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1564 MSG_WriteCoord16i (&buf, cmd->sidemove);
1565 MSG_WriteCoord16i (&buf, cmd->upmove);
1567 MSG_WriteLong (&buf, cmd->buttons);
1568 MSG_WriteByte (&buf, cmd->impulse);
1569 // PRYDON_CLIENTCURSOR
1571 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1572 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1573 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1574 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1575 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1576 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1577 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1578 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1579 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1582 case PROTOCOL_UNKNOWN:
1587 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1589 // ack the last few frame numbers
1590 // (redundent to improve handling of client->server packet loss)
1591 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1592 for (i = 0;i < LATESTFRAMENUMS;i++)
1594 if (cl.latestframenums[i] > 0)
1596 if (developer_networkentities.integer >= 10)
1597 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1598 MSG_WriteByte(&buf, clc_ackframe);
1599 MSG_WriteLong(&buf, cl.latestframenums[i]);
1604 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1605 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1607 // acknowledge any recently received data blocks
1608 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1610 MSG_WriteByte(&buf, clc_ackdownloaddata);
1611 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1612 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1613 cls.dp_downloadack[i].start = 0;
1614 cls.dp_downloadack[i].size = 0;
1617 // send the reliable message (forwarded commands) if there is one
1618 if (buf.cursize || cls.netcon->message.cursize)
1619 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1621 // update the cl.movecmd array which holds the most recent moves,
1622 // because we now need a new slot for the next input
1623 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1624 cl.movecmd[i] = cl.movecmd[i-1];
1625 cl.movecmd[0].msec = 0;
1626 cl.movecmd[0].frametime = 0;
1628 // clear button 'click' states
1629 in_attack.state &= ~2;
1630 in_jump.state &= ~2;
1631 in_button3.state &= ~2;
1632 in_button4.state &= ~2;
1633 in_button5.state &= ~2;
1634 in_button6.state &= ~2;
1635 in_button7.state &= ~2;
1636 in_button8.state &= ~2;
1638 in_button9.state &= ~2;
1639 in_button10.state &= ~2;
1640 in_button11.state &= ~2;
1641 in_button12.state &= ~2;
1642 in_button13.state &= ~2;
1643 in_button14.state &= ~2;
1644 in_button15.state &= ~2;
1645 in_button16.state &= ~2;
1649 if (cls.netcon->message.overflowed)
1651 Con_Print("CL_SendMove: lost server connection\n");
1653 Host_ShutdownServer();
1662 void CL_InitInput (void)
1664 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1665 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1666 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1667 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1668 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1669 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1670 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1671 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1672 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1673 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1674 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1675 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1676 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1677 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1678 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1679 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1680 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1681 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1682 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1683 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1684 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1685 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1686 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1687 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1688 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1689 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1690 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1691 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1692 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1693 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1694 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1695 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1696 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1698 // LordHavoc: added use button
1699 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1700 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1702 // LordHavoc: added 6 new buttons
1703 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1704 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1705 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1706 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1707 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1708 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1709 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1710 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1711 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1712 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1713 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1714 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1715 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1716 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1717 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1718 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1719 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1720 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1721 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1722 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1723 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1724 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1725 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1726 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1727 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1728 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1729 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1730 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1732 // LordHavoc: added bestweapon command
1733 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)");
1734 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");
1735 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1737 Cvar_RegisterVariable(&cl_movement);
1738 Cvar_RegisterVariable(&cl_movement_minping);
1739 Cvar_RegisterVariable(&cl_movement_track_canjump);
1740 Cvar_RegisterVariable(&cl_movement_maxspeed);
1741 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1742 Cvar_RegisterVariable(&cl_movement_stopspeed);
1743 Cvar_RegisterVariable(&cl_movement_friction);
1744 Cvar_RegisterVariable(&cl_movement_wallfriction);
1745 Cvar_RegisterVariable(&cl_movement_waterfriction);
1746 Cvar_RegisterVariable(&cl_movement_edgefriction);
1747 Cvar_RegisterVariable(&cl_movement_stepheight);
1748 Cvar_RegisterVariable(&cl_movement_accelerate);
1749 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1750 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1751 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1752 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1753 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1755 Cvar_RegisterVariable(&in_pitch_min);
1756 Cvar_RegisterVariable(&in_pitch_max);
1757 Cvar_RegisterVariable(&m_filter);
1759 Cvar_RegisterVariable(&cl_netfps);
1760 Cvar_RegisterVariable(&cl_netrepeatinput);
1761 Cvar_RegisterVariable(&cl_netimmediatebuttons);
1763 Cvar_RegisterVariable(&cl_nodelta);