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));}
208 in_bestweapon_info[] =
210 {"1", 1, IT_AXE, STAT_SHELLS, 0},
211 {"2", 2, IT_SHOTGUN, STAT_SHELLS, 1},
212 {"3", 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
213 {"4", 4, IT_NAILGUN, STAT_NAILS, 1},
214 {"5", 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
215 {"6", 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
216 {"7", 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
217 {"8", 8, IT_LIGHTNING, STAT_CELLS, 1},
218 {"9", 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
219 {"p", 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
220 {"w", 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
221 {"l", 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
222 {"h", 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
225 void IN_BestWeapon (void)
231 Con_Printf("bestweapon requires 1 or more parameters\n");
234 for (i = 1;i < Cmd_Argc();i++)
237 // figure out which weapon this character refers to
238 for (n = 0;in_bestweapon_info[n].name;n++)
240 if (!strcmp(in_bestweapon_info[n].name, t))
242 // we found out what weapon this character refers to
243 // check if the inventory contains the weapon and enough ammo
244 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
246 // we found one of the weapons the player wanted
247 // send an impulse to switch to it
248 in_impulse = in_bestweapon_info[n].impulse;
254 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
256 // if we couldn't find any of the weapons, there's nothing more we can do...
263 Returns 0.25 if a key was pressed and released during the frame,
264 0.5 if it was pressed and held
265 0 if held then released, and
266 1.0 if held for the entire time
269 float CL_KeyState (kbutton_t *key)
272 qboolean impulsedown, impulseup, down;
274 impulsedown = key->state & 2;
275 impulseup = key->state & 4;
276 down = key->state & 1;
279 if (impulsedown && !impulseup)
282 val = 0.5; // pressed and held this frame
284 val = 0; // I_Error ();
286 if (impulseup && !impulsedown)
289 val = 0; // I_Error ();
291 val = 0; // released this frame
293 if (!impulsedown && !impulseup)
296 val = 1.0; // held the entire frame
298 val = 0; // up the entire frame
300 if (impulsedown && impulseup)
303 val = 0.75; // released and re-pressed this frame
305 val = 0.25; // pressed and released this frame
308 key->state &= 1; // clear impulses
316 //==========================================================================
318 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
319 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
320 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
321 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
323 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
325 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
326 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
328 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
330 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
331 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
332 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
333 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
334 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)"};
335 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
336 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
337 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"};
338 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)"};
339 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
340 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
341 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"};
342 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"};
343 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)"};
344 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)"};
345 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
347 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
348 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
350 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
352 cvar_t cl_netinputpacketsperserverpacket = {CVAR_SAVE, "cl_netinputpacketsperserverpacket", "1.0", "send this many input packets per server packet received"};
353 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","20", "how many input packets to send to server each second (only used on old servers, and note this is multiplied by cl_netinputpacketsperserverpacket)"};
354 cvar_t cl_netinputpacketspersecond_qw = {CVAR_SAVE, "cl_netinputpacketspersecond","72", "how many input packets to send to a qw server each second (only used on qw servers)"};
355 cvar_t cl_netinputpacketlosstolerance = {CVAR_SAVE, "cl_netinputpacketlosstolerance", "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)"};
357 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
359 extern cvar_t v_flipped;
365 Moves the local angle positions
368 void CL_AdjustAngles (void)
373 if (in_speed.state & 1)
374 speed = cl.realframetime * cl_anglespeedkey.value;
376 speed = cl.realframetime;
378 if (!(in_strafe.state & 1))
380 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
381 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
383 if (in_klook.state & 1)
386 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
387 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
390 up = CL_KeyState (&in_lookup);
391 down = CL_KeyState(&in_lookdown);
393 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
394 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
399 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
400 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
401 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
402 if (cl.viewangles[YAW] >= 180)
403 cl.viewangles[YAW] -= 360;
404 if (cl.viewangles[PITCH] >= 180)
405 cl.viewangles[PITCH] -= 360;
406 if (cl.viewangles[ROLL] >= 180)
407 cl.viewangles[ROLL] -= 360;
409 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
410 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
413 qboolean cl_ignoremousemove = false;
419 Send the intended movement message to the server
425 static float old_mouse_x = 0, old_mouse_y = 0;
427 // clamp before the move to prevent starting with bad angles
430 if(v_flipped.integer)
431 cl.viewangles[YAW] = -cl.viewangles[YAW];
433 // reset some of the command fields
434 cl.cmd.forwardmove = 0;
438 // get basic movement from keyboard
439 if (in_strafe.state & 1)
441 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
442 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
445 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
446 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
448 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
449 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
451 if (! (in_klook.state & 1) )
453 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
454 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
457 // adjust for speed key
458 if (in_speed.state & 1)
460 cl.cmd.forwardmove *= cl_movespeedkey.value;
461 cl.cmd.sidemove *= cl_movespeedkey.value;
462 cl.cmd.upmove *= cl_movespeedkey.value;
468 // allow mice or other external controllers to add to the move
471 // ignore a mouse move if mouse was activated/deactivated this frame
472 if (cl_ignoremousemove)
474 cl_ignoremousemove = false;
479 // apply m_filter if it is on
482 if (m_filter.integer)
484 in_mouse_x = (mx + old_mouse_x) * 0.5;
485 in_mouse_y = (my + old_mouse_y) * 0.5;
490 // if not in menu, apply mouse move to viewangles/movement
491 if (!cl.csqc_wantsmousemove && in_client_mouse)
493 if (cl_prydoncursor.integer)
495 // mouse interacting with the scene, mostly stationary view
497 cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
498 cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
500 else if (in_strafe.state & 1)
502 // strafing mode, all looking is movement
504 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
505 if (noclip_anglehack)
506 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
508 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
510 else if ((in_mlook.state & 1) || freelook.integer)
512 // mouselook, lookstrafe causes turning to become strafing
514 if (lookstrafe.integer)
515 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
517 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
518 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
522 // non-mouselook, yaw turning and forward/back movement
523 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
524 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
528 if(v_flipped.integer)
530 cl.viewangles[YAW] = -cl.viewangles[YAW];
531 cl.cmd.sidemove = -cl.cmd.sidemove;
534 // clamp after the move to prevent rendering with bad angles
538 #include "cl_collision.h"
540 void CL_UpdatePrydonCursor(void)
544 if (!cl_prydoncursor.integer)
545 VectorClear(cl.cmd.cursor_screen);
548 if (cl.cmd.cursor_screen[0] < -1)
550 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
551 cl.cmd.cursor_screen[0] = -1;
553 if (cl.cmd.cursor_screen[0] > 1)
555 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
556 cl.cmd.cursor_screen[0] = 1;
558 if (cl.cmd.cursor_screen[1] < -1)
560 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
561 cl.cmd.cursor_screen[1] = -1;
563 if (cl.cmd.cursor_screen[1] > 1)
565 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
566 cl.cmd.cursor_screen[1] = 1;
569 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
570 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
571 cl.cmd.cursor_screen[2] = 1;
573 // calculate current view matrix
574 Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
575 // calculate direction vector of cursor in viewspace by using frustum slopes
576 VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
577 Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
578 // trace from view origin to the cursor
579 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);
582 void CL_ClientMovement_ExpireOldMoves(void)
586 // remove stale queue items
587 n = cl.movement_numqueue;
588 cl.movement_numqueue = 0;
589 if (cls.servermovesequence)
591 for (i = 0;i < n;i++)
593 if (cl.movement_queue[i].sequence > cls.servermovesequence)
594 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
596 cl.movement_replay_canjump = cl.movement_queue[i].canjump;
601 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
603 // if time has not advanced, do nothing
604 if (cl.movecmd[0].msec <= 0)
606 // add to input queue if there is room
607 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
609 // add to input queue
610 cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence;
611 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
612 cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001;
613 VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
614 cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove;
615 cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove;
616 cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove;
617 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
618 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
619 cl.movement_numqueue++;
622 cl.movement_replay = true;
625 typedef enum waterlevel_e
634 typedef struct cl_clientmovement_state_s
639 // current bounding box (different if crouched vs standing)
642 // currently on the ground
644 // currently crouching
646 // what kind of water (SUPERCONTENTS_LAVA for instance)
649 waterlevel_t waterlevel;
650 // weird hacks when jumping out of water
651 // (this is in seconds and counts down to 0)
655 client_movementqueue_t q;
657 cl_clientmovement_state_t;
659 #define NUMOFFSETS 27
660 static vec3_t offsets[NUMOFFSETS] =
662 // 1 no nudge (just return the original if this test passes)
663 { 0.000, 0.000, 0.000},
665 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
666 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
667 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
668 // 4 diagonal flat nudges
669 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
670 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
671 // 8 diagonal upward nudges
672 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
673 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
674 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
675 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
676 // 8 diagonal downward nudges
677 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
678 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
679 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
680 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
683 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
687 for (i = 0;i < NUMOFFSETS;i++)
689 VectorAdd(offsets[i], s->origin, neworigin);
690 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
692 VectorCopy(neworigin, s->origin);
696 // if all offsets failed, give up
700 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
702 vec3_t origin1, origin2;
705 // make sure player is not stuck
706 CL_ClientMovement_Unstick(s);
711 // wants to crouch, this always works..
717 // wants to stand, if currently crouching we need to check for a
721 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
722 if (!trace.startsolid)
728 VectorCopy(cl.playercrouchmins, s->mins);
729 VectorCopy(cl.playercrouchmaxs, s->maxs);
733 VectorCopy(cl.playerstandmins, s->mins);
734 VectorCopy(cl.playerstandmaxs, s->maxs);
738 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
739 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
740 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
741 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
743 // set watertype/waterlevel
744 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
745 s->waterlevel = WATERLEVEL_NONE;
746 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
749 s->waterlevel = WATERLEVEL_WETFEET;
750 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
751 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
753 s->waterlevel = WATERLEVEL_SWIMMING;
754 origin1[2] = s->origin[2] + 22;
755 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
756 s->waterlevel = WATERLEVEL_SUBMERGED;
760 // water jump prediction
761 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
762 s->waterjumptime = 0;
765 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
771 vec3_t currentorigin2;
773 vec3_t primalvelocity;
777 CL_ClientMovement_UpdateStatus(s);
778 VectorCopy(s->velocity, primalvelocity);
779 for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
781 VectorMA(s->origin, t, s->velocity, neworigin);
782 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
783 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
785 // may be a step or wall, try stepping up
786 // first move forward at a higher level
787 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
788 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
789 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
790 if (!trace2.startsolid)
792 // then move down from there
793 VectorCopy(trace2.endpos, currentorigin2);
794 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
795 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
796 //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]);
797 // accept the new trace if it made some progress
798 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
801 VectorCopy(trace3.endpos, trace.endpos);
806 // check if it moved at all
807 if (trace.fraction >= 0.001)
808 VectorCopy(trace.endpos, s->origin);
810 // check if it moved all the way
811 if (trace.fraction == 1)
814 //if (trace.plane.normal[2] > 0.7)
815 // s->onground = true;
817 t -= t * trace.fraction;
819 f = DotProduct(s->velocity, trace.plane.normal);
820 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
822 if (s->waterjumptime > 0)
823 VectorCopy(primalvelocity, s->velocity);
827 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
834 // water jump only in certain situations
835 // this mimics quakeworld code
836 if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
841 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
842 AngleVectors(yawangles, forward, NULL, NULL);
843 VectorMA(s->origin, 24, forward, spot);
845 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
848 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
850 VectorScale(forward, 50, s->velocity);
851 s->velocity[2] = 310;
852 s->waterjumptime = 2;
854 s->q.canjump = false;
859 if (!VectorLength2(s->q.move))
861 // drift towards bottom
862 VectorSet(wishvel, 0, 0, -60);
870 // calculate movement vector
871 AngleVectors(s->q.viewangles, forward, right, up);
872 VectorSet(up, 0, 0, 1);
873 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
876 // split wishvel into wishspeed and wishdir
877 wishspeed = VectorLength(wishvel);
879 VectorScale(wishvel, 1 / wishspeed, wishdir);
881 VectorSet( wishdir, 0.0, 0.0, 0.0 );
882 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
887 if (s->waterjumptime <= 0)
890 f = 1 - s->q.frametime * cl.movevars_waterfriction * s->waterlevel;
892 VectorScale(s->velocity, f, s->velocity);
894 // water acceleration
895 f = wishspeed - DotProduct(s->velocity, wishdir);
898 f = min(cl.movevars_wateraccelerate * s->q.frametime * wishspeed, f);
899 VectorMA(s->velocity, f, wishdir, s->velocity);
902 // holding jump button swims upward slowly
905 if (s->watertype & SUPERCONTENTS_LAVA)
907 else if (s->watertype & SUPERCONTENTS_SLIME)
911 if (gamemode == GAME_NEXUIZ)
912 s->velocity[2] = 200;
914 s->velocity[2] = 100;
919 CL_ClientMovement_Move(s);
922 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
937 // jump if on ground with jump button pressed but only if it has been
938 // released at least once since the last jump
941 if (s->onground && s->q.canjump)
943 s->velocity[2] += cl.movevars_jumpvelocity;
945 s->q.canjump = false;
951 // calculate movement vector
952 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
953 AngleVectors(yawangles, forward, right, up);
954 VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
956 // split wishvel into wishspeed and wishdir
957 wishspeed = VectorLength(wishvel);
959 VectorScale(wishvel, 1 / wishspeed, wishdir);
961 VectorSet( wishdir, 0.0, 0.0, 0.0 );
962 wishspeed = min(wishspeed, cl.movevars_maxspeed);
969 // apply edge friction
970 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
971 friction = cl.movevars_friction;
972 if (f > 0 && cl.movevars_edgefriction != 1)
976 // note: QW uses the full player box for the trace, and yet still
977 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
978 // this mimics it for compatibility
979 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
980 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
981 if (cls.protocol == PROTOCOL_QUAKEWORLD)
982 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
984 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
985 if (trace.fraction == 1 && !trace.startsolid)
986 friction *= cl.movevars_edgefriction;
988 // apply ground friction
989 f = 1 - s->q.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
991 VectorScale(s->velocity, f, s->velocity);
992 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
995 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
996 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
998 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
999 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1001 if (VectorLength2(s->velocity))
1002 CL_ClientMovement_Move(s);
1006 if (s->waterjumptime <= 0)
1013 // apply air speed limit
1014 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1017 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1020 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1021 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1025 vel_straight = DotProduct(s->velocity, wishdir);
1026 vel_z = s->velocity[2];
1027 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1028 vel_perpend[2] -= vel_z;
1030 f = wishspeed - vel_straight;
1032 vel_straight += min(f, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * cl.movevars_airaccel_qw;
1034 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1036 VectorM(1 - (s->q.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1038 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1039 s->velocity[2] += vel_z;
1041 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1042 CL_ClientMovement_Move(s);
1046 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1048 //Con_Printf(" %f", frametime);
1050 s->q.canjump = true;
1051 s->waterjumptime -= s->q.frametime;
1052 CL_ClientMovement_UpdateStatus(s);
1053 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1054 CL_ClientMovement_Physics_Swim(s);
1056 CL_ClientMovement_Physics_Walk(s);
1059 extern cvar_t slowmo;
1060 void CL_UpdateMoveVars(void)
1062 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1063 cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond_qw.value, 100);
1064 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1066 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1067 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1068 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1069 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1070 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1071 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1072 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1073 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1074 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1075 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1076 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1077 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1078 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1079 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1080 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1081 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1082 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1083 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1084 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1088 cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond.value, 100);
1089 cl.movevars_timescale = slowmo.value;
1090 cl.movevars_gravity = sv_gravity.value;
1091 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1092 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1093 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1094 cl.movevars_accelerate = cl_movement_accelerate.value;
1095 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1096 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1097 cl.movevars_friction = cl_movement_friction.value;
1098 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1099 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1100 cl.movevars_entgravity = 1;
1101 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1102 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1103 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1104 cl.movevars_stepheight = cl_movement_stepheight.value;
1105 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1106 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1110 void CL_ClientMovement_Replay(void)
1114 double totalmovetime;
1115 cl_clientmovement_state_t s;
1117 CL_ClientMovement_ExpireOldMoves();
1119 // set up starting state for the series of moves
1120 memset(&s, 0, sizeof(s));
1121 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1122 VectorCopy(cl.mvelocity[0], s.velocity);
1123 s.crouched = true; // will be updated on first move
1124 //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]);
1127 for (i = 0;i < cl.movement_numqueue - 1;i++)
1128 totalmovetime += cl.movement_queue[i].frametime;
1129 cl.movement_predicted = totalmovetime * 1000.0 >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1130 //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovetime * 1000.0, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1131 if (cl.movement_predicted)
1133 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1135 // replay the input queue to predict current location
1136 // note: this relies on the fact there's always one queue item at the end
1138 canjump = cl.movement_replay_canjump;
1139 for (i = 0;i < cl.movement_numqueue;i++)
1141 s.q = cl.movement_queue[i];
1142 s.q.canjump = canjump;
1143 // if a move is more than 50ms, do it as two moves (matching qwsv)
1144 if (s.q.frametime > 0.05)
1146 s.q.frametime *= 0.5;
1147 CL_ClientMovement_PlayerMove(&s);
1149 CL_ClientMovement_PlayerMove(&s);
1150 canjump = cl.movement_queue[i].canjump = s.q.canjump;
1155 // get the first movement queue entry to know whether to crouch and such
1156 s.q = cl.movement_queue[0];
1158 CL_ClientMovement_UpdateStatus(&s);
1160 if (cl.movement_replay)
1162 cl.movement_replay = false;
1163 // update interpolation timestamps if time has passed
1164 if (cl.movement_time[0] != cl.movecmd[0].time)
1166 cl.movement_time[1] = cl.movement_time[0];
1167 cl.movement_time[0] = cl.movecmd[0].time;
1168 cl.movement_time[2] = cl.time;
1169 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1170 //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1171 //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1174 // update the interpolation target position and velocity
1175 VectorCopy(s.origin, cl.movement_origin);
1176 VectorCopy(s.velocity, cl.movement_velocity);
1179 // update the onground flag if appropriate
1180 if (cl.movement_predicted)
1182 // when predicted we simply set the flag according to the UpdateStatus
1183 cl.onground = s.onground;
1187 // when not predicted, cl.onground is cleared by cl_parse.c each time
1188 // an update packet is received, but can be forced on here to hide
1189 // server inconsistencies in the onground flag
1190 // (which mostly occur when stepping up stairs at very high framerates
1191 // where after the step up the move continues forward and not
1192 // downward so the ground is not detected)
1194 // such onground inconsistencies can cause jittery gun bobbing and
1195 // stair smoothing, so we set onground if UpdateStatus says so
1200 // react to onground state changes (for gun bob)
1203 if (!cl.oldonground)
1204 cl.hitgroundtime = cl.movecmd[0].time;
1205 cl.lastongroundtime = cl.movecmd[0].time;
1207 cl.oldonground = cl.onground;
1210 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1215 if (to->viewangles[0] != from->viewangles[0])
1216 bits |= QW_CM_ANGLE1;
1217 if (to->viewangles[1] != from->viewangles[1])
1218 bits |= QW_CM_ANGLE2;
1219 if (to->viewangles[2] != from->viewangles[2])
1220 bits |= QW_CM_ANGLE3;
1221 if (to->forwardmove != from->forwardmove)
1222 bits |= QW_CM_FORWARD;
1223 if (to->sidemove != from->sidemove)
1225 if (to->upmove != from->upmove)
1227 if (to->buttons != from->buttons)
1228 bits |= QW_CM_BUTTONS;
1229 if (to->impulse != from->impulse)
1230 bits |= QW_CM_IMPULSE;
1232 MSG_WriteByte(buf, bits);
1233 if (bits & QW_CM_ANGLE1)
1234 MSG_WriteAngle16i(buf, to->viewangles[0]);
1235 if (bits & QW_CM_ANGLE2)
1236 MSG_WriteAngle16i(buf, to->viewangles[1]);
1237 if (bits & QW_CM_ANGLE3)
1238 MSG_WriteAngle16i(buf, to->viewangles[2]);
1239 if (bits & QW_CM_FORWARD)
1240 MSG_WriteShort(buf, to->forwardmove);
1241 if (bits & QW_CM_SIDE)
1242 MSG_WriteShort(buf, to->sidemove);
1243 if (bits & QW_CM_UP)
1244 MSG_WriteShort(buf, to->upmove);
1245 if (bits & QW_CM_BUTTONS)
1246 MSG_WriteByte(buf, to->buttons);
1247 if (bits & QW_CM_IMPULSE)
1248 MSG_WriteByte(buf, to->impulse);
1249 MSG_WriteByte(buf, to->msec);
1257 usercmd_t nullcmd; // for delta compression of qw moves
1258 void CL_SendMove(void)
1260 int i, j, packetloss;
1263 unsigned char data[1024];
1264 static double lastsendtime = 0;
1268 CL_ClientMovement_ExpireOldMoves();
1270 // if playing a demo, do nothing
1274 // don't send too often or else network connections can get clogged by a high renderer framerate
1275 packettime = cl.movevars_ticrate;
1276 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1277 packettime /= (double)bound(1, cl_netinputpacketsperserverpacket.value, 10);
1278 // send input every frame in singleplayer
1281 // quakeworld servers take only frametimes
1282 // predicted dp7 servers take current interpolation time
1283 // unpredicted servers take an echo of the latest server timestamp
1284 cl.cmd.time = cl.time;
1285 cl.cmd.sequence = cls.movesequence;
1286 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1288 if (realtime < lastsendtime + packettime)
1290 cl.cmd.sequence = cls.netcon->qw.outgoing_sequence;
1294 // movement should be sent immediately whenever a server
1295 // packet is received, to minimize ping times
1296 if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
1300 // don't let it fall behind if CL_SendMove hasn't been called recently
1301 // (such is the case when framerate is too low for instance)
1302 lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
1303 // set the flag indicating that we sent a packet recently
1304 cl.movement_needupdate = false;
1306 buf.maxsize = sizeof(data);
1310 // conditions for sending a move:
1311 // if the move advances time or if the game is paused (in which case time
1312 // is not advancing)
1313 // don't send a new input packet if the connection is still saturated from
1314 // the last one (or chat messages, etc)
1315 // note: this behavior comes from QW
1316 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1319 // increase the move counter since we intend to send a move
1322 // send the movement message
1323 // PROTOCOL_QUAKE clc_move = 16 bytes total
1324 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1325 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1326 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1327 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1328 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1329 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1330 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1331 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1332 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1333 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1335 // set prydon cursor info
1336 CL_UpdatePrydonCursor();
1339 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1341 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
1342 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
1343 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
1344 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
1345 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
1346 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
1347 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
1348 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
1349 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
1350 if (key_dest != key_game || key_consoleactive) bits |= 512;
1351 if (cl_prydoncursor.integer) bits |= 1024;
1352 if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
1353 if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
1354 if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
1355 if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
1356 if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
1357 if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
1358 if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
1359 if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
1360 // button bits 19-31 unused currently
1361 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1362 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1363 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1364 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1365 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1366 cl.cmd.buttons = bits;
1369 cl.cmd.impulse = in_impulse;
1372 // movement is set by input code (forwardmove/sidemove/upmove)
1375 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1377 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000));
1378 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1379 // ridiculous value rejection (matches qw)
1380 if (cl.cmd.msec > 250)
1383 cl.cmd.predicted = cl_movement.integer;
1385 // always dump the first two messages, because they may contain leftover inputs from the last level
1386 if (cl.cmd.sequence <= 2)
1387 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1389 // update the cl.movecmd array which holds the most recent moves
1390 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1391 cl.movecmd[i] = cl.movecmd[i-1];
1392 cl.movecmd[0] = cl.cmd;
1394 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1398 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1400 MSG_WriteByte(&buf, qw_clc_move);
1401 // save the position for a checksum byte
1402 checksumindex = buf.cursize;
1403 MSG_WriteByte(&buf, 0);
1404 // packet loss percentage
1405 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1406 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1408 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1409 MSG_WriteByte(&buf, packetloss);
1410 // write most recent 3 moves
1411 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1412 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1413 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1414 // calculate the checksum
1415 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1416 // if delta compression history overflows, request no delta
1417 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1418 cl.qw_validsequence = 0;
1419 // request delta compression if appropriate
1420 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1422 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1423 MSG_WriteByte(&buf, qw_clc_delta);
1424 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1427 cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1429 else if (cls.signon == SIGNONS)
1431 if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE || cls.protocol == PROTOCOL_NEHAHRABJP || cls.protocol == PROTOCOL_NEHAHRABJP2 || cls.protocol == PROTOCOL_NEHAHRABJP3)
1434 MSG_WriteByte (&buf, clc_move);
1435 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1437 for (i = 0;i < 3;i++)
1438 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1440 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1441 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1442 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1444 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1445 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1447 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1450 MSG_WriteByte (&buf, clc_move);
1451 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1453 for (i = 0;i < 3;i++)
1454 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1456 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1457 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1458 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1460 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1461 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1463 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1466 MSG_WriteByte (&buf, clc_move);
1467 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1469 for (i = 0;i < 3;i++)
1470 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1472 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1473 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1474 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1476 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1477 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1479 else if (cls.signon == SIGNONS)
1484 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1485 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1487 // set the maxusercmds variable to limit how many should be sent
1488 maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1489 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1490 if (!cl.cmd.predicted)
1493 // send the latest moves in order, the old ones will be
1494 // ignored by the server harmlessly, however if the previous
1495 // packets were lost these moves will be used
1497 // this reduces packet loss impact on gameplay.
1498 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1500 // don't repeat any stale moves
1501 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1504 MSG_WriteByte (&buf, clc_move);
1505 if (cls.protocol != PROTOCOL_DARKPLACES6)
1506 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1507 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1509 for (i = 0;i < 3;i++)
1510 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1512 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1513 MSG_WriteCoord16i (&buf, cmd->sidemove);
1514 MSG_WriteCoord16i (&buf, cmd->upmove);
1516 MSG_WriteLong (&buf, cmd->buttons);
1517 MSG_WriteByte (&buf, cmd->impulse);
1518 // PRYDON_CLIENTCURSOR
1520 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1521 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1522 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1523 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1524 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1525 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1526 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1527 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1528 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1533 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1535 // ack the last few frame numbers
1536 // (redundent to improve handling of client->server packet loss)
1537 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1538 for (i = 0;i < LATESTFRAMENUMS;i++)
1540 if (cl.latestframenums[i] > 0)
1542 if (developer_networkentities.integer >= 10)
1543 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1544 MSG_WriteByte(&buf, clc_ackframe);
1545 MSG_WriteLong(&buf, cl.latestframenums[i]);
1550 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1551 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1553 // acknowledge any recently received data blocks
1554 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1556 MSG_WriteByte(&buf, clc_ackdownloaddata);
1557 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1558 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1559 cls.dp_downloadack[i].start = 0;
1560 cls.dp_downloadack[i].size = 0;
1563 // send the reliable message (forwarded commands) if there is one
1564 if (buf.cursize || cls.netcon->message.cursize)
1565 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1567 if (cls.netcon->message.overflowed)
1569 Con_Print("CL_SendMove: lost server connection\n");
1571 Host_ShutdownServer();
1580 void CL_InitInput (void)
1582 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1583 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1584 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1585 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1586 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1587 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1588 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1589 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1590 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1591 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1592 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1593 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1594 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1595 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1596 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1597 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1598 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1599 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1600 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1601 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1602 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1603 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1604 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1605 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1606 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1607 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1608 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1609 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1610 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1611 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1612 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1613 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1614 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1616 // LordHavoc: added use button
1617 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1618 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1620 // LordHavoc: added 6 new buttons
1621 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1622 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1623 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1624 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1625 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1626 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1627 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1628 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1629 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1630 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1631 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1632 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1633 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1634 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1635 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1636 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1637 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1638 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1639 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1640 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1641 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1642 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1643 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1644 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1645 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1646 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1647 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1648 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1650 // LordHavoc: added bestweapon command
1651 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)");
1653 Cvar_RegisterVariable(&cl_movement);
1654 Cvar_RegisterVariable(&cl_movement_minping);
1655 Cvar_RegisterVariable(&cl_movement_maxspeed);
1656 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1657 Cvar_RegisterVariable(&cl_movement_stopspeed);
1658 Cvar_RegisterVariable(&cl_movement_friction);
1659 Cvar_RegisterVariable(&cl_movement_wallfriction);
1660 Cvar_RegisterVariable(&cl_movement_waterfriction);
1661 Cvar_RegisterVariable(&cl_movement_edgefriction);
1662 Cvar_RegisterVariable(&cl_movement_stepheight);
1663 Cvar_RegisterVariable(&cl_movement_accelerate);
1664 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1665 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1666 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1667 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1668 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1670 Cvar_RegisterVariable(&in_pitch_min);
1671 Cvar_RegisterVariable(&in_pitch_max);
1672 Cvar_RegisterVariable(&m_filter);
1674 Cvar_RegisterVariable(&cl_netinputpacketsperserverpacket);
1675 Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1676 Cvar_RegisterVariable(&cl_netinputpacketspersecond_qw);
1677 Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1679 Cvar_RegisterVariable(&cl_nodelta);