float val;
qboolean impulsedown, impulseup, down;
- impulsedown = key->state & 2;
- impulseup = key->state & 4;
- down = key->state & 1;
+ impulsedown = (key->state & 2) != 0;
+ impulseup = (key->state & 4) != 0;
+ down = (key->state & 1) != 0;
val = 0;
if (impulsedown && !impulseup)
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_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"};
cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
s->velocity[2] = zspeed;
}
-void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t accel, vec_t accelqw, vec_t sidefric)
+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;
vec3_t vel_perpend;
vec_t addspeed;
+ vec_t savespeed;
+
+ 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];
addspeed = wishspeed - vel_straight;
if(addspeed > 0)
- vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed) * accelqw;
+ 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 * wishspeed) * (1 - accelqw);
+ vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed0) * (1 - accelqw);
- VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
+ if(sidefric < 0 && VectorLength2(vel_perpend))
+ {
+ vec_t f, fmin;
+ f = 1 + s->cmd.frametime * wishspeed * sidefric;
+ fmin = (savespeed - 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);
+ }
+ else
+ VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
s->velocity[2] += vel_z;
if (s->waterjumptime <= 0)
{
// apply air speed limit
- vec_t accel, wishspeed2, accelqw;
+ vec_t accel, wishspeed0, wishspeed2, accelqw;
qboolean accelerating;
accelqw = cl.movevars_airaccel_qw;
+ wishspeed0 = wishspeed;
wishspeed = min(wishspeed, cl.movevars_maxairspeed);
if (s->crouched)
wishspeed *= 0.5;
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, 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);
if(cl.movevars_aircontrol)
CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
{
if (cls.protocol == PROTOCOL_QUAKEWORLD)
{
+ cl.moveflags = 0;
}
else if (cl.stats[STAT_MOVEVARS_TICRATE])
{
+ cl.moveflags = cl.stats[STAT_MOVEFLAGS];
cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
}
else
{
+ cl.moveflags = 0;
cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
cl.movevars_timescale = slowmo.value;
cl.movevars_gravity = sv_gravity.value;
cl.movevars_warsowbunny_turnaccel = 0;
cl.movevars_warsowbunny_backtosideratio = 0;
}
+
+ if(!(cl.moveflags & MOVEFLAG_VALID))
+ {
+ if(gamemode == GAME_NEXUIZ)
+ cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
+ }
}
void CL_ClientMovement_Replay(void)
unsigned char data[1024];
double packettime;
int msecdelta;
+ qboolean quemove;
// if playing a demo, do nothing
if (!cls.netcon)
return;
- // we build up cl.movecmd[0] and then decide whether to send or not
- // the prediction code will use this command even though it has not been
- // sent yet
+ // we don't que moves during a lag spike (potential network timeout)
+ quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
+
+ // we build up cl.cmd and then decide whether to send or not
+ // we store this into cl.movecmd[0] for prediction each frame even if we
+ // do not send, to make sure that prediction is instant
cl.cmd.time = cl.time;
cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
cl.cmd.msec = 100;
cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
- cl.cmd.predicted = cl_movement.integer;
+ cl.cmd.predicted = cl_movement.integer != 0;
// movement is set by input code (forwardmove/sidemove/upmove)
// always dump the first two moves, because they may contain leftover inputs from the last level
break;
case PROTOCOL_DARKPLACES6:
case PROTOCOL_DARKPLACES7:
- // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
+ // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
break;
case PROTOCOL_UNKNOWN:
break;
}
- cl.movecmd[0] = cl.cmd;
+ if (quemove)
+ cl.movecmd[0] = cl.cmd;
// don't predict more than 200fps
if (realtime >= cl.lastpackettime + 0.005)
packettime = 0;
// do not send if we do not have anything useful to send
- if(msecdelta <= 0)
+ if(msecdelta <= 0 && cls.signon == SIGNONS && !cl.paused && cl.movevars_ticrate > 0)
return;
// always send if buttons changed or an impulse is pending
// even if it violates the rate limit!
- if (!cl.movecmd[0].impulse && (!cl_netimmediatebuttons.integer || cl.movecmd[0].buttons == cl.movecmd[1].buttons))
+ if (!cl.cmd.impulse && (!cl_netimmediatebuttons.integer || cl.cmd.buttons == cl.movecmd[1].buttons))
{
// don't choke the connection with packets (obey rate limit)
if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
MSG_WriteByte(&buf, 0);
// packet loss percentage
for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
- if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
+ if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
packetloss++;
packetloss = packetloss * 100 / NETGRAPH_PACKETS;
MSG_WriteByte(&buf, packetloss);
// write most recent 3 moves
QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
- QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
+ QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
// calculate the checksum
buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
// if delta compression history overflows, request no delta
case PROTOCOL_NEHAHRABJP3:
// 5 bytes
MSG_WriteByte (&buf, clc_move);
- MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
+ MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
// 3 bytes
for (i = 0;i < 3;i++)
- MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
+ MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
// 6 bytes
- MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
- MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
- MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+ MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
+ MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
+ MSG_WriteCoord16i (&buf, cl.cmd.upmove);
// 2 bytes
- MSG_WriteByte (&buf, cl.movecmd[0].buttons);
- MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+ MSG_WriteByte (&buf, cl.cmd.buttons);
+ MSG_WriteByte (&buf, cl.cmd.impulse);
break;
case PROTOCOL_DARKPLACES2:
case PROTOCOL_DARKPLACES3:
// 5 bytes
MSG_WriteByte (&buf, clc_move);
- MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
+ MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
// 12 bytes
for (i = 0;i < 3;i++)
- MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
+ MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
// 6 bytes
- MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
- MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
- MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+ MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
+ MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
+ MSG_WriteCoord16i (&buf, cl.cmd.upmove);
// 2 bytes
- MSG_WriteByte (&buf, cl.movecmd[0].buttons);
- MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+ MSG_WriteByte (&buf, cl.cmd.buttons);
+ MSG_WriteByte (&buf, cl.cmd.impulse);
break;
case PROTOCOL_DARKPLACES1:
case PROTOCOL_DARKPLACES4:
case PROTOCOL_DARKPLACES5:
// 5 bytes
MSG_WriteByte (&buf, clc_move);
- MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
+ MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
// 6 bytes
for (i = 0;i < 3;i++)
- MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
+ MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
// 6 bytes
- MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
- MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
- MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+ MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
+ MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
+ MSG_WriteCoord16i (&buf, cl.cmd.upmove);
// 2 bytes
- MSG_WriteByte (&buf, cl.movecmd[0].buttons);
- MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+ MSG_WriteByte (&buf, cl.cmd.buttons);
+ MSG_WriteByte (&buf, cl.cmd.impulse);
case PROTOCOL_DARKPLACES6:
case PROTOCOL_DARKPLACES7:
// set the maxusercmds variable to limit how many should be sent
if (buf.cursize || cls.netcon->message.cursize)
NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
- // update the cl.movecmd array which holds the most recent moves,
- // because we now need a new slot for the next input
- for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
- cl.movecmd[i] = cl.movecmd[i-1];
- cl.movecmd[0].msec = 0;
- cl.movecmd[0].frametime = 0;
+ if (quemove)
+ {
+ // update the cl.movecmd array which holds the most recent moves,
+ // because we now need a new slot for the next input
+ for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
+ cl.movecmd[i] = cl.movecmd[i-1];
+ cl.movecmd[0].msec = 0;
+ cl.movecmd[0].frametime = 0;
+ }
// clear button 'click' states
in_attack.state &= ~2;
Cvar_RegisterVariable(&cl_movecliptokeyboard);
Cvar_RegisterVariable(&cl_movement);
+ Cvar_RegisterVariable(&cl_movement_nettimeout);
Cvar_RegisterVariable(&cl_movement_minping);
Cvar_RegisterVariable(&cl_movement_track_canjump);
Cvar_RegisterVariable(&cl_movement_maxspeed);