cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
+cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
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"};
cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
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"};
}
// if not in menu, apply mouse move to viewangles/movement
- if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
+ if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
{
float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
- if (cl_prydoncursor.integer > 0)
- {
- // mouse interacting with the scene, mostly stationary view
- V_StopPitchDrift();
- cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
- cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
- }
- else if (in_strafe.state & 1)
+ if (in_strafe.state & 1)
{
// strafing mode, all looking is movement
V_StopPitchDrift();
}
}
else // don't pitch drift when csqc is controlling the mouse
+ {
+ // mouse interacting with the scene, mostly stationary view
V_StopPitchDrift();
+ // update prydon cursor
+ cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
+ cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
+ }
if(v_flipped.integer)
{
s->velocity[2] = 80;
else
{
- if (gamemode == GAME_NEXUIZ)
+ if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
s->velocity[2] = 200;
else
s->velocity[2] = 100;
return 1 - fabs(angle);
}
+static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
+{
+ if(a == 0)
+ {
+ if(lerp < 1)
+ return 0;
+ else
+ return b;
+ }
+ if(b == 0)
+ {
+ if(lerp > 0)
+ return 0;
+ else
+ return a;
+ }
+ return a * pow(fabs(b / a), lerp);
+}
+
void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
{
vec_t zspeed, speed, dot, k;
speed = VectorNormalizeLength(s->velocity);
dot = DotProduct(s->velocity, wishdir);
- k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
if(dot > 0) { // we can't change direction while slowing down
+ k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
+ speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
+ k *= cl.movevars_aircontrol;
VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
VectorNormalize(s->velocity);
}
s->velocity[2] = zspeed;
}
-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 sidefric)
+float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
+{
+ return
+ (accelqw < 0 ? -1 : +1)
+ *
+ bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
+}
+
+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 sidefric, vec_t speedlimit)
{
vec_t vel_straight;
vec_t vel_z;
step = accel * s->cmd.frametime * wishspeed0;
vel_xy_current = VectorLength(vel_xy);
+ if(speedlimit > 0)
+ accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
if(vel_xy_backward < 0)
// negative: only apply so much sideways friction to stay below the speed you could get by "braking"
{
vec_t f, fmin;
- f = 1 - s->cmd.frametime * wishspeed * sidefric;
+ f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
+ // assume: fmin > 1
+ // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
+ // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
+ // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
+ // obviously, this cannot be
if(fmin <= 0)
VectorScale(vel_perpend, f, vel_perpend);
else
{
fmin = sqrt(fmin);
- VectorScale(vel_perpend, bound(fmin, f, 1.0f), vel_perpend);
+ VectorScale(vel_perpend, max(fmin, f), vel_perpend);
}
}
else
- VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
+ VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
vec_t addspeed;
vec_t accelspeed;
vec_t f;
+ vec_t gravity;
vec3_t forward;
vec3_t right;
vec3_t up;
accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
}
- s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
+ if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
+ gravity = 0;
+ else
+ gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
+ if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
+ s->velocity[2] -= gravity * 0.5f;
+ else
+ s->velocity[2] -= gravity;
if (cls.protocol == PROTOCOL_QUAKEWORLD)
s->velocity[2] = 0;
if (VectorLength2(s->velocity))
CL_ClientMovement_Move(s);
+ if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
+ s->velocity[2] -= gravity * 0.5f;
}
else
{
if (s->waterjumptime <= 0)
{
// apply air speed limit
- vec_t accel, wishspeed0, wishspeed2, accelqw;
+ vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
qboolean accelerating;
accelqw = cl.movevars_airaccel_qw;
// CPM: air control
if(cl.movevars_airstopaccelerate != 0)
- if(DotProduct(s->velocity, wishdir) < 0)
- accel = cl.movevars_airstopaccelerate;
- // this doesn't play well with analog input, but can't really be
- // fixed like the AirControl can. So, don't set the maxairstrafe*
- // cvars when you want to support analog input.
- if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
{
- if(cl.movevars_maxairstrafespeed)
- {
- if(wishspeed > cl.movevars_maxairstrafespeed)
- wishspeed = cl.movevars_maxairstrafespeed;
- if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
- accelqw = 1;
- // otherwise, CPMA-style air acceleration misbehaves a lot
- // if partially non-QW acceleration is used (as in, strafing
- // would get faster than moving forward straight)
- }
- if(cl.movevars_airstrafeaccelerate)
- {
- accel = cl.movevars_airstrafeaccelerate;
- if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
- accelqw = 1;
- // otherwise, CPMA-style air acceleration misbehaves a lot
- // if partially non-QW acceleration is used (as in, strafing
- // would get faster than moving forward straight)
- }
+ vec3_t curdir;
+ curdir[0] = s->velocity[0];
+ curdir[1] = s->velocity[1];
+ curdir[2] = 0;
+ VectorNormalize(curdir);
+ accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
}
+ 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
+ if(cl.movevars_maxairstrafespeed)
+ wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
+ if(cl.movevars_airstrafeaccelerate)
+ accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
+ if(cl.movevars_airstrafeaccel_qw)
+ accelqw =
+ (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
+ *
+ (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
// !CPM
if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
else
- CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
+ CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
if(cl.movevars_aircontrol)
CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
}
- s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
+ gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
+ if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
+ s->velocity[2] -= gravity * 0.5f;
+ else
+ s->velocity[2] -= gravity;
CL_ClientMovement_Move(s);
+ if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
+ s->velocity[2] -= gravity * 0.5f;
}
}
cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
+ cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
+ cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
+ cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
+ cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
}
else
{
cl.movevars_airstopaccelerate = 0;
cl.movevars_airstrafeaccelerate = 0;
cl.movevars_maxairstrafespeed = 0;
+ cl.movevars_airstrafeaccel_qw = 0;
cl.movevars_aircontrol = 0;
+ cl.movevars_aircontrol_power = 2;
+ cl.movevars_aircontrol_penalty = 0;
cl.movevars_warsowbunny_airforwardaccel = 0;
cl.movevars_warsowbunny_accel = 0;
cl.movevars_warsowbunny_topspeed = 0;
cl.movevars_warsowbunny_turnaccel = 0;
cl.movevars_warsowbunny_backtosideratio = 0;
+ cl.movevars_airspeedlimit_nonqw = 0;
}
if(!(cl.moveflags & MOVEFLAG_VALID))
if(gamemode == GAME_NEXUIZ)
cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
}
+
+ if(cl.movevars_aircontrol_power <= 0)
+ cl.movevars_aircontrol_power = 2; // CPMA default
}
void CL_ClientMovement_Replay(void)
if (cl.movement_predicted && !cl.movement_replay)
return;
+ if (!cl_movement_replay.integer)
+ return;
+
// set up starting state for the series of moves
memset(&s, 0, sizeof(s));
VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
if (in_button16.state & 3) bits |= 262144;
// button bits 19-31 unused currently
// rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
- if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
- if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
- if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
- if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
+ if(cl_prydoncursor.integer > 0)
+ {
+ if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
+ if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
+ if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
+ if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
+ }
// set buttons and impulse
cl.cmd.buttons = bits;
break;
case PROTOCOL_DARKPLACES6:
case PROTOCOL_DARKPLACES7:
- // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
+ // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
break;
case PROTOCOL_UNKNOWN:
// 5 bytes
MSG_WriteByte (&buf, clc_move);
MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
- // 3 bytes
- for (i = 0;i < 3;i++)
- MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
+ // 3 bytes (6 bytes in proquake)
+ if (cls.proquake_servermod == 1) // MOD_PROQUAKE
+ {
+ for (i = 0;i < 3;i++)
+ MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
+ }
+ else
+ {
+ for (i = 0;i < 3;i++)
+ MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
+ }
// 6 bytes
MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
Cvar_RegisterVariable(&cl_movecliptokeyboard);
Cvar_RegisterVariable(&cl_movement);
+ Cvar_RegisterVariable(&cl_movement_replay);
Cvar_RegisterVariable(&cl_movement_nettimeout);
Cvar_RegisterVariable(&cl_movement_minping);
Cvar_RegisterVariable(&cl_movement_track_canjump);