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"};
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"};
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)"};
-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)"};
-cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
+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"};
+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"};
cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
for (i = 0;i < NUMOFFSETS;i++)
{
VectorAdd(offsets[i], s->origin, neworigin);
- if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
+ if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
{
VectorCopy(neworigin, s->origin);
return true;
// low ceiling first
if (s->crouched)
{
- trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+ trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
if (!trace.startsolid)
s->crouched = false;
}
// set onground
VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
- trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+ trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
// set watertype/waterlevel
VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
s->waterlevel = WATERLEVEL_NONE;
- s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
+ s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
if (s->watertype)
{
s->waterlevel = WATERLEVEL_WETFEET;
origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
- if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+ if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
{
s->waterlevel = WATERLEVEL_SWIMMING;
origin1[2] = s->origin[2] + 22;
- if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+ if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
s->waterlevel = WATERLEVEL_SUBMERGED;
}
}
for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
{
VectorMA(s->origin, t, s->velocity, neworigin);
- trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+ trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
if (trace.fraction < 1 && trace.plane.normal[2] == 0)
{
// may be a step or wall, try stepping up
// first move forward at a higher level
VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
- trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+ trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
if (!trace2.startsolid)
{
// then move down from there
VectorCopy(trace2.endpos, currentorigin2);
VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
- trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+ trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
//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]);
// accept the new trace if it made some progress
if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
AngleVectors(yawangles, forward, NULL, NULL);
VectorMA(s->origin, 24, forward, spot);
spot[2] += 8;
- if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
+ if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
{
spot[2] += 24;
- if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
+ if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
{
VectorScale(forward, 50, s->velocity);
s->velocity[2] = 310;
CL_ClientMovement_Move(s);
}
+static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
+{
+ if(forward == 0 && side == 0)
+ return 0; // avoid division by zero
+ angle -= RAD2DEG(atan2(side, forward));
+ angle = (ANGLEMOD(angle + 180) - 180) / 45;
+ if(angle > 1)
+ return 0;
+ if(angle < -1)
+ return 0;
+ return 1 - fabs(angle);
+}
+
void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
{
vec_t zspeed, speed, dot, k;
+#if 0
+ // this doesn't play well with analog input
if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
return;
-
+ k = 32;
+#else
+ k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
+ if(k <= 0)
+ return;
+#endif
+
+ k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
+
zspeed = s->velocity[2];
s->velocity[2] = 0;
speed = VectorNormalizeLength(s->velocity);
dot = DotProduct(s->velocity, wishdir);
- k = 32;
k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
if(dot > 0) { // we can't change direction while slowing down
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 vel_straight, vel_z;
+ vec_t vel_straight;
+ vec_t vel_z;
vec3_t vel_perpend;
- vec_t addspeed;
- vec_t savespeed;
+ vec_t step;
+ vec3_t vel_xy;
+ vec_t vel_xy_current;
+ vec_t vel_xy_backward, vel_xy_forward;
+ qboolean speedclamp;
+
+ speedclamp = (accelqw < 0);
+ if(speedclamp)
+ accelqw = -accelqw;
if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
- savespeed = VectorLength2(s->velocity);
-
vel_straight = DotProduct(s->velocity, wishdir);
vel_z = s->velocity[2];
- VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend); vel_perpend[2] -= vel_z;
-
- addspeed = wishspeed - vel_straight;
- if(addspeed > 0)
- vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed0) * accelqw;
- if(wishspeed > 0)
- vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed0) * (1 - accelqw);
-
+ VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
+ VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
+
+ step = accel * s->cmd.frametime * wishspeed0;
+
+ vel_xy_current = VectorLength(vel_xy);
+ 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)
+ vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
+
+ vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
+
if(sidefric < 0 && VectorLength2(vel_perpend))
+ // 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;
- fmin = (savespeed - vel_straight*vel_straight) / VectorLength2(vel_perpend);
+ f = 1 - s->cmd.frametime * wishspeed * sidefric;
+ fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
if(fmin <= 0)
VectorScale(vel_perpend, f, vel_perpend);
else
- VectorScale(vel_perpend, min(1.0f, max(fmin, f)), vel_perpend);
+ {
+ fmin = sqrt(fmin);
+ VectorScale(vel_perpend, bound(fmin, f, 1.0f), vel_perpend);
+ }
}
else
VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
+
+ if(speedclamp)
+ {
+ vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
+ if(vel_xy_current > 0) // prevent division by zero
+ {
+ VectorNormalize(s->velocity);
+ VectorScale(s->velocity, vel_xy_current, s->velocity);
+ }
+ }
+
s->velocity[2] += vel_z;
}
VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
if (cls.protocol == PROTOCOL_QUAKEWORLD)
- trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+ trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
else
- trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+ trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
if (trace.fraction == 1 && !trace.startsolid)
friction *= cl.movevars_edgefriction;
}
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)
s.cmd.canjump = cl.movecmd[i+1].canjump;
// if a move is more than 50ms, do it as two moves (matching qwsv)
//Con_Printf("%i ", s.cmd.msec);
- if (s.cmd.frametime > 0.05)
+ if(s.cmd.frametime > 0.0005)
{
- s.cmd.frametime /= 2;
+ if (s.cmd.frametime > 0.05)
+ {
+ s.cmd.frametime /= 2;
+ CL_ClientMovement_PlayerMove(&s);
+ }
CL_ClientMovement_PlayerMove(&s);
+ cl.movecmd[i].canjump = s.cmd.canjump;
}
- CL_ClientMovement_PlayerMove(&s);
- cl.movecmd[i].canjump = s.cmd.canjump;
}
//Con_Printf("\n");
+ CL_ClientMovement_UpdateStatus(&s);
}
else
{
// get the first movement queue entry to know whether to crouch and such
s.cmd = cl.movecmd[0];
}
- CL_ClientMovement_UpdateStatus(&s);
if (cls.demoplayback) // for bob, speedometer
VectorCopy(cl.mvelocity[0], cl.movement_velocity);
MSG_WriteByte(buf, to->msec);
}
+void CL_NewFrameReceived(int num)
+{
+ if (developer_networkentities.integer >= 10)
+ Con_Printf("recv: svc_entities %i\n", num);
+ cl.latestframenums[cl.latestframenumsposition] = num;
+ cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
+ cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
+}
+
/*
==============
CL_SendMove
return;
// always send if buttons changed or an impulse is pending
// even if it violates the rate limit!
- important = !cl.cmd.impulse && (!cl_netimmediatebuttons.integer || cl.cmd.buttons == cl.movecmd[1].buttons);
+ important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
// don't send too often (cl_netfps)
if (!important && realtime < cl.lastpackettime + packettime)
return;
if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
{
- // ack the last few frame numbers
+ // ack entity frame numbers received since the last input was sent
// (redundent to improve handling of client->server packet loss)
- // for LATESTFRAMENUMS == 3 case this is 15 bytes
+ // if cl_netrepeatinput is 1 and client framerate matches server
+ // framerate, this is 10 bytes, if client framerate is lower this
+ // will be more...
+ int i, j;
+ int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
+ if (oldsequence < 1)
+ oldsequence = 1;
for (i = 0;i < LATESTFRAMENUMS;i++)
{
- if (cl.latestframenums[i] > 0)
+ j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
+ if (cl.latestsendnums[j] >= oldsequence)
{
if (developer_networkentities.integer >= 10)
- Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
+ Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
MSG_WriteByte(&buf, clc_ackframe);
- MSG_WriteLong(&buf, cl.latestframenums[i]);
+ MSG_WriteLong(&buf, cl.latestframenums[j]);
}
}
}