2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl.input.c -- builds an intended movement command to send to the server
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
29 ===============================================================================
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
46 ===============================================================================
50 kbutton_t in_mlook, in_klook;
51 kbutton_t in_left, in_right, in_forward, in_back;
52 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
64 void KeyDown (kbutton_t *b)
73 k = -1; // typed manually at the console for continuous down
75 if (k == b->down[0] || k == b->down[1])
76 return; // repeating key
84 Con_Print("Three keys down for a button!\n");
90 b->state |= 1 + 2; // down + impulse down
93 void KeyUp (kbutton_t *b)
102 { // typed manually at the console, assume for unsticking, so clear all
103 b->down[0] = b->down[1] = 0;
104 b->state = 4; // impulse up
110 else if (b->down[1] == k)
113 return; // key up without coresponding down (menu pass through)
114 if (b->down[0] || b->down[1])
115 return; // some other key is still holding it down
118 return; // still up (this should not happen)
119 b->state &= ~1; // now up
120 b->state |= 4; // impulse up
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
129 if ( !(in_mlook.state&1) && lookspring.value)
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
205 for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206 if(in_bestweapon_info[i].impulse == impulse)
208 if(i >= IN_BESTWEAPON_MAX)
210 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
213 strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214 in_bestweapon_info[i].impulse = impulse;
216 in_bestweapon_info[i].weaponbit = weaponbit;
217 if(activeweaponcode != -1)
218 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220 in_bestweapon_info[i].ammostat = ammostat;
222 in_bestweapon_info[i].ammomin = ammomin;
225 void IN_BestWeapon_ResetData (void)
227 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228 IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229 IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230 IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231 IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232 IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233 IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234 IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235 IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236 IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237 IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238 IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239 IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240 IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
243 void IN_BestWeapon_Register_f (void)
247 IN_BestWeapon_Register(
256 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262 IN_BestWeapon_ResetData();
266 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
270 void IN_BestWeapon (void)
276 Con_Printf("bestweapon requires 1 or more parameters\n");
279 for (i = 1;i < Cmd_Argc();i++)
282 // figure out which weapon this character refers to
283 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285 if (!strcmp(in_bestweapon_info[n].name, t))
287 // we found out what weapon this character refers to
288 // check if the inventory contains the weapon and enough ammo
289 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291 // we found one of the weapons the player wanted
292 // send an impulse to switch to it
293 in_impulse = in_bestweapon_info[n].impulse;
299 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301 // if we couldn't find any of the weapons, there's nothing more we can do...
304 void IN_CycleWeapon (void)
308 qboolean found = false;
312 Con_Printf("bestweapon requires 1 or more parameters\n");
315 for (i = 1;i < Cmd_Argc();i++)
318 // figure out which weapon this character refers to
319 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
321 if (!strcmp(in_bestweapon_info[n].name, t))
323 // we found out what weapon this character refers to
324 // check if the inventory contains the weapon and enough ammo
325 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
327 // we found one of the weapons the player wanted
332 in_impulse = in_bestweapon_info[n].impulse;
335 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
341 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
345 in_impulse = in_bestweapon_info[first].impulse;
348 // if we couldn't find any of the weapons, there's nothing more we can do...
355 Returns 0.25 if a key was pressed and released during the frame,
356 0.5 if it was pressed and held
357 0 if held then released, and
358 1.0 if held for the entire time
361 float CL_KeyState (kbutton_t *key)
364 qboolean impulsedown, impulseup, down;
366 impulsedown = key->state & 2;
367 impulseup = key->state & 4;
368 down = key->state & 1;
371 if (impulsedown && !impulseup)
374 val = 0.5; // pressed and held this frame
376 val = 0; // I_Error ();
378 if (impulseup && !impulsedown)
381 val = 0; // I_Error ();
383 val = 0; // released this frame
385 if (!impulsedown && !impulseup)
388 val = 1.0; // held the entire frame
390 val = 0; // up the entire frame
392 if (impulsedown && impulseup)
395 val = 0.75; // released and re-pressed this frame
397 val = 0.25; // pressed and released this frame
400 key->state &= 1; // clear impulses
408 //==========================================================================
410 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
411 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
412 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
413 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
415 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
417 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
418 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
420 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
422 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
423 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
424 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
425 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
426 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
427 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
428 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
429 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
430 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
431 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
432 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
433 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
434 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
435 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
436 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
437 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
438 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
440 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
441 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
443 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
445 cvar_t cl_netinputpacketsperserverpacket = {CVAR_SAVE, "cl_netinputpacketsperserverpacket", "1.0", "send this many input packets per server packet received"};
446 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)"};
447 cvar_t cl_netinputpacketspersecond_qw = {CVAR_SAVE, "cl_netinputpacketspersecond_qw","72", "how many input packets to send to a qw server each second (only used on qw servers)"};
448 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)"};
450 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
452 extern cvar_t v_flipped;
458 Moves the local angle positions
461 void CL_AdjustAngles (void)
466 if (in_speed.state & 1)
467 speed = cl.realframetime * cl_anglespeedkey.value;
469 speed = cl.realframetime;
471 if (!(in_strafe.state & 1))
473 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
474 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
476 if (in_klook.state & 1)
479 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
480 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
483 up = CL_KeyState (&in_lookup);
484 down = CL_KeyState(&in_lookdown);
486 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
487 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
492 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
493 if (cl.viewangles[YAW] >= 180)
494 cl.viewangles[YAW] -= 360;
495 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
496 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
499 int cl_ignoremousemoves = 2;
505 Send the intended movement message to the server
511 static float old_mouse_x = 0, old_mouse_y = 0;
513 // clamp before the move to prevent starting with bad angles
516 if(v_flipped.integer)
517 cl.viewangles[YAW] = -cl.viewangles[YAW];
519 // reset some of the command fields
520 cl.cmd.forwardmove = 0;
524 // get basic movement from keyboard
525 if (in_strafe.state & 1)
527 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
528 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
531 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
532 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
534 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
535 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
537 if (! (in_klook.state & 1) )
539 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
540 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
543 // adjust for speed key
544 if (in_speed.state & 1)
546 cl.cmd.forwardmove *= cl_movespeedkey.value;
547 cl.cmd.sidemove *= cl_movespeedkey.value;
548 cl.cmd.upmove *= cl_movespeedkey.value;
554 // allow mice or other external controllers to add to the move
557 // ignore a mouse move if mouse was activated/deactivated this frame
558 if (cl_ignoremousemoves)
560 cl_ignoremousemoves--;
565 // apply m_filter if it is on
568 if (m_filter.integer)
570 in_mouse_x = (mx + old_mouse_x) * 0.5;
571 in_mouse_y = (my + old_mouse_y) * 0.5;
576 // if not in menu, apply mouse move to viewangles/movement
577 if (!cl.csqc_wantsmousemove && in_client_mouse)
579 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
580 if (cl_prydoncursor.integer)
582 // mouse interacting with the scene, mostly stationary view
584 cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
585 cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
587 else if (in_strafe.state & 1)
589 // strafing mode, all looking is movement
591 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
592 if (noclip_anglehack)
593 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
595 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
597 else if ((in_mlook.state & 1) || freelook.integer)
599 // mouselook, lookstrafe causes turning to become strafing
601 if (lookstrafe.integer)
602 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
604 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
605 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
609 // non-mouselook, yaw turning and forward/back movement
610 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
611 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
615 if(v_flipped.integer)
617 cl.viewangles[YAW] = -cl.viewangles[YAW];
618 cl.cmd.sidemove = -cl.cmd.sidemove;
621 // clamp after the move to prevent rendering with bad angles
625 #include "cl_collision.h"
627 void CL_UpdatePrydonCursor(void)
631 if (!cl_prydoncursor.integer)
632 VectorClear(cl.cmd.cursor_screen);
635 if (cl.cmd.cursor_screen[0] < -1)
637 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
638 cl.cmd.cursor_screen[0] = -1;
640 if (cl.cmd.cursor_screen[0] > 1)
642 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
643 cl.cmd.cursor_screen[0] = 1;
645 if (cl.cmd.cursor_screen[1] < -1)
647 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
648 cl.cmd.cursor_screen[1] = -1;
650 if (cl.cmd.cursor_screen[1] > 1)
652 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
653 cl.cmd.cursor_screen[1] = 1;
656 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
657 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
658 cl.cmd.cursor_screen[2] = 1;
660 // calculate current view matrix
661 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
662 // calculate direction vector of cursor in viewspace by using frustum slopes
663 VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
664 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
665 // trace from view origin to the cursor
666 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);
669 void CL_ClientMovement_ExpireOldMoves(void)
673 // remove stale queue items
674 n = cl.movement_numqueue;
675 cl.movement_numqueue = 0;
676 if (cls.servermovesequence)
678 for (i = 0;i < n;i++)
680 if (cl.movement_queue[i].sequence > cls.servermovesequence)
681 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
683 cl.movement_replay_canjump = cl.movement_queue[i].canjump;
688 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
690 // if time has not advanced, do nothing
691 if (cl.movecmd[0].msec <= 0)
693 // add to input queue if there is room
694 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
696 // add to input queue
697 cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence;
698 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
699 cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001;
700 VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
701 cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove;
702 cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove;
703 cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove;
704 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
705 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
706 cl.movement_numqueue++;
709 cl.movement_replay = true;
712 typedef enum waterlevel_e
721 typedef struct cl_clientmovement_state_s
726 // current bounding box (different if crouched vs standing)
729 // currently on the ground
731 // currently crouching
733 // what kind of water (SUPERCONTENTS_LAVA for instance)
736 waterlevel_t waterlevel;
737 // weird hacks when jumping out of water
738 // (this is in seconds and counts down to 0)
742 client_movementqueue_t q;
744 cl_clientmovement_state_t;
746 #define NUMOFFSETS 27
747 static vec3_t offsets[NUMOFFSETS] =
749 // 1 no nudge (just return the original if this test passes)
750 { 0.000, 0.000, 0.000},
752 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
753 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
754 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
755 // 4 diagonal flat nudges
756 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
757 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
758 // 8 diagonal upward nudges
759 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
760 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
761 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
762 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
763 // 8 diagonal downward nudges
764 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
765 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
766 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
767 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
770 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
774 for (i = 0;i < NUMOFFSETS;i++)
776 VectorAdd(offsets[i], s->origin, neworigin);
777 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
779 VectorCopy(neworigin, s->origin);
783 // if all offsets failed, give up
787 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
789 vec3_t origin1, origin2;
792 // make sure player is not stuck
793 CL_ClientMovement_Unstick(s);
798 // wants to crouch, this always works..
804 // wants to stand, if currently crouching we need to check for a
808 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
809 if (!trace.startsolid)
815 VectorCopy(cl.playercrouchmins, s->mins);
816 VectorCopy(cl.playercrouchmaxs, s->maxs);
820 VectorCopy(cl.playerstandmins, s->mins);
821 VectorCopy(cl.playerstandmaxs, s->maxs);
825 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
826 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
827 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
828 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
830 // set watertype/waterlevel
831 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
832 s->waterlevel = WATERLEVEL_NONE;
833 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
836 s->waterlevel = WATERLEVEL_WETFEET;
837 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
838 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
840 s->waterlevel = WATERLEVEL_SWIMMING;
841 origin1[2] = s->origin[2] + 22;
842 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
843 s->waterlevel = WATERLEVEL_SUBMERGED;
847 // water jump prediction
848 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
849 s->waterjumptime = 0;
852 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
858 vec3_t currentorigin2;
860 vec3_t primalvelocity;
864 CL_ClientMovement_UpdateStatus(s);
865 VectorCopy(s->velocity, primalvelocity);
866 for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
868 VectorMA(s->origin, t, s->velocity, neworigin);
869 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
870 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
872 // may be a step or wall, try stepping up
873 // first move forward at a higher level
874 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
875 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
876 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
877 if (!trace2.startsolid)
879 // then move down from there
880 VectorCopy(trace2.endpos, currentorigin2);
881 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
882 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
883 //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]);
884 // accept the new trace if it made some progress
885 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
888 VectorCopy(trace3.endpos, trace.endpos);
893 // check if it moved at all
894 if (trace.fraction >= 0.001)
895 VectorCopy(trace.endpos, s->origin);
897 // check if it moved all the way
898 if (trace.fraction == 1)
901 //if (trace.plane.normal[2] > 0.7)
902 // s->onground = true;
904 t -= t * trace.fraction;
906 f = DotProduct(s->velocity, trace.plane.normal);
907 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
909 if (s->waterjumptime > 0)
910 VectorCopy(primalvelocity, s->velocity);
914 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
921 // water jump only in certain situations
922 // this mimics quakeworld code
923 if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
928 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
929 AngleVectors(yawangles, forward, NULL, NULL);
930 VectorMA(s->origin, 24, forward, spot);
932 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
935 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
937 VectorScale(forward, 50, s->velocity);
938 s->velocity[2] = 310;
939 s->waterjumptime = 2;
941 s->q.canjump = false;
946 if (!VectorLength2(s->q.move))
948 // drift towards bottom
949 VectorSet(wishvel, 0, 0, -60);
957 // calculate movement vector
958 AngleVectors(s->q.viewangles, forward, right, up);
959 VectorSet(up, 0, 0, 1);
960 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
963 // split wishvel into wishspeed and wishdir
964 wishspeed = VectorLength(wishvel);
966 VectorScale(wishvel, 1 / wishspeed, wishdir);
968 VectorSet( wishdir, 0.0, 0.0, 0.0 );
969 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
974 if (s->waterjumptime <= 0)
977 f = 1 - s->q.frametime * cl.movevars_waterfriction * s->waterlevel;
979 VectorScale(s->velocity, f, s->velocity);
981 // water acceleration
982 f = wishspeed - DotProduct(s->velocity, wishdir);
985 f = min(cl.movevars_wateraccelerate * s->q.frametime * wishspeed, f);
986 VectorMA(s->velocity, f, wishdir, s->velocity);
989 // holding jump button swims upward slowly
992 if (s->watertype & SUPERCONTENTS_LAVA)
994 else if (s->watertype & SUPERCONTENTS_SLIME)
998 if (gamemode == GAME_NEXUIZ)
999 s->velocity[2] = 200;
1001 s->velocity[2] = 100;
1006 CL_ClientMovement_Move(s);
1009 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1024 // jump if on ground with jump button pressed but only if it has been
1025 // released at least once since the last jump
1028 if (s->onground && (s->q.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1030 s->velocity[2] += cl.movevars_jumpvelocity;
1031 s->onground = false;
1032 s->q.canjump = false;
1036 s->q.canjump = true;
1038 // calculate movement vector
1039 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
1040 AngleVectors(yawangles, forward, right, up);
1041 VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
1043 // split wishvel into wishspeed and wishdir
1044 wishspeed = VectorLength(wishvel);
1046 VectorScale(wishvel, 1 / wishspeed, wishdir);
1048 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1049 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1053 // check if onground
1056 // apply edge friction
1057 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1058 friction = cl.movevars_friction;
1059 if (f > 0 && cl.movevars_edgefriction != 1)
1063 // note: QW uses the full player box for the trace, and yet still
1064 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1065 // this mimics it for compatibility
1066 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1067 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1068 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1069 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1071 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1072 if (trace.fraction == 1 && !trace.startsolid)
1073 friction *= cl.movevars_edgefriction;
1075 // apply ground friction
1076 f = 1 - s->q.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1078 VectorScale(s->velocity, f, s->velocity);
1079 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1082 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1083 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1085 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1086 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1088 if (VectorLength2(s->velocity))
1089 CL_ClientMovement_Move(s);
1093 if (s->waterjumptime <= 0)
1100 // apply air speed limit
1101 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1104 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1107 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1108 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1112 vel_straight = DotProduct(s->velocity, wishdir);
1113 vel_z = s->velocity[2];
1114 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1115 vel_perpend[2] -= vel_z;
1117 f = wishspeed - vel_straight;
1119 vel_straight += min(f, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * cl.movevars_airaccel_qw;
1121 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1123 VectorM(1 - (s->q.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1125 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1126 s->velocity[2] += vel_z;
1128 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1129 CL_ClientMovement_Move(s);
1133 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1135 //Con_Printf(" %f", frametime);
1137 s->q.canjump = true;
1138 s->waterjumptime -= s->q.frametime;
1139 CL_ClientMovement_UpdateStatus(s);
1140 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1141 CL_ClientMovement_Physics_Swim(s);
1143 CL_ClientMovement_Physics_Walk(s);
1146 extern cvar_t slowmo;
1147 void CL_UpdateMoveVars(void)
1149 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1150 cl.movevars_packetinterval = 1.0 / bound(1, cl_netinputpacketspersecond_qw.value, 100);
1151 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1153 cl.movevars_packetinterval = cl.statsf[STAT_MOVEVARS_TICRATE] * cl.statsf[STAT_MOVEVARS_TIMESCALE] / bound(1, cl_netinputpacketsperserverpacket.value, 10);
1154 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1155 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1156 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1157 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1158 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1159 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1160 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1161 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1162 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1163 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1164 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1165 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1166 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1167 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1168 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1169 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1170 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1171 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1175 cl.movevars_packetinterval = slowmo.value / bound(1, cl_netinputpacketspersecond.value, 100);
1176 cl.movevars_timescale = slowmo.value;
1177 cl.movevars_gravity = sv_gravity.value;
1178 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1179 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1180 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1181 cl.movevars_accelerate = cl_movement_accelerate.value;
1182 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1183 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1184 cl.movevars_friction = cl_movement_friction.value;
1185 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1186 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1187 cl.movevars_entgravity = 1;
1188 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1189 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1190 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1191 cl.movevars_stepheight = cl_movement_stepheight.value;
1192 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1193 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1197 void CL_ClientMovement_Replay(void)
1201 double totalmovetime;
1202 cl_clientmovement_state_t s;
1204 CL_ClientMovement_ExpireOldMoves();
1206 // set up starting state for the series of moves
1207 memset(&s, 0, sizeof(s));
1208 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1209 VectorCopy(cl.mvelocity[0], s.velocity);
1210 s.crouched = true; // will be updated on first move
1211 //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]);
1214 for (i = 0;i < cl.movement_numqueue - 1;i++)
1215 totalmovetime += cl.movement_queue[i].frametime;
1216 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);
1217 //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);
1218 if (cl.movement_predicted)
1220 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1222 // replay the input queue to predict current location
1223 // note: this relies on the fact there's always one queue item at the end
1225 canjump = cl.movement_replay_canjump;
1226 for (i = 0;i < cl.movement_numqueue;i++)
1228 s.q = cl.movement_queue[i];
1229 s.q.canjump = canjump;
1230 // if a move is more than 50ms, do it as two moves (matching qwsv)
1231 if (s.q.frametime > 0.05)
1233 s.q.frametime *= 0.5;
1234 CL_ClientMovement_PlayerMove(&s);
1236 CL_ClientMovement_PlayerMove(&s);
1237 canjump = cl.movement_queue[i].canjump = s.q.canjump;
1242 // get the first movement queue entry to know whether to crouch and such
1243 s.q = cl.movement_queue[0];
1245 CL_ClientMovement_UpdateStatus(&s);
1247 if (cl.movement_replay)
1249 cl.movement_replay = false;
1250 // update interpolation timestamps if time has passed
1251 if (cl.movement_time[0] != cl.movecmd[0].time)
1253 cl.movement_time[1] = cl.movement_time[0];
1254 cl.movement_time[0] = cl.movecmd[0].time;
1255 cl.movement_time[2] = cl.time;
1256 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1257 //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1258 //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1261 // update the interpolation target position and velocity
1262 VectorCopy(s.origin, cl.movement_origin);
1263 VectorCopy(s.velocity, cl.movement_velocity);
1265 else if(cls.demoplayback) // for bob, speedometer
1266 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1268 // update the onground flag if appropriate
1269 if (cl.movement_predicted)
1271 // when predicted we simply set the flag according to the UpdateStatus
1272 cl.onground = s.onground;
1276 // when not predicted, cl.onground is cleared by cl_parse.c each time
1277 // an update packet is received, but can be forced on here to hide
1278 // server inconsistencies in the onground flag
1279 // (which mostly occur when stepping up stairs at very high framerates
1280 // where after the step up the move continues forward and not
1281 // downward so the ground is not detected)
1283 // such onground inconsistencies can cause jittery gun bobbing and
1284 // stair smoothing, so we set onground if UpdateStatus says so
1289 // react to onground state changes (for gun bob)
1292 if (!cl.oldonground)
1293 cl.hitgroundtime = cl.movecmd[0].time;
1294 cl.lastongroundtime = cl.movecmd[0].time;
1296 cl.oldonground = cl.onground;
1299 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1304 if (to->viewangles[0] != from->viewangles[0])
1305 bits |= QW_CM_ANGLE1;
1306 if (to->viewangles[1] != from->viewangles[1])
1307 bits |= QW_CM_ANGLE2;
1308 if (to->viewangles[2] != from->viewangles[2])
1309 bits |= QW_CM_ANGLE3;
1310 if (to->forwardmove != from->forwardmove)
1311 bits |= QW_CM_FORWARD;
1312 if (to->sidemove != from->sidemove)
1314 if (to->upmove != from->upmove)
1316 if (to->buttons != from->buttons)
1317 bits |= QW_CM_BUTTONS;
1318 if (to->impulse != from->impulse)
1319 bits |= QW_CM_IMPULSE;
1321 MSG_WriteByte(buf, bits);
1322 if (bits & QW_CM_ANGLE1)
1323 MSG_WriteAngle16i(buf, to->viewangles[0]);
1324 if (bits & QW_CM_ANGLE2)
1325 MSG_WriteAngle16i(buf, to->viewangles[1]);
1326 if (bits & QW_CM_ANGLE3)
1327 MSG_WriteAngle16i(buf, to->viewangles[2]);
1328 if (bits & QW_CM_FORWARD)
1329 MSG_WriteShort(buf, to->forwardmove);
1330 if (bits & QW_CM_SIDE)
1331 MSG_WriteShort(buf, to->sidemove);
1332 if (bits & QW_CM_UP)
1333 MSG_WriteShort(buf, to->upmove);
1334 if (bits & QW_CM_BUTTONS)
1335 MSG_WriteByte(buf, to->buttons);
1336 if (bits & QW_CM_IMPULSE)
1337 MSG_WriteByte(buf, to->impulse);
1338 MSG_WriteByte(buf, to->msec);
1346 usercmd_t nullcmd; // for delta compression of qw moves
1347 void CL_SendMove(void)
1349 int i, j, packetloss;
1352 unsigned char data[1024];
1356 CL_ClientMovement_ExpireOldMoves();
1358 // if playing a demo, do nothing
1362 // don't send too often or else network connections can get clogged by a high renderer framerate
1363 packettime = cl.movevars_packetinterval;
1364 // send input every frame in singleplayer
1367 // send the current interpolation time
1368 cl.cmd.time = cl.time;
1369 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1370 if (cl.cmd.time < cl.lastpackettime + packettime && (cl.mtime[0] != cl.mtime[1] || !cl.movement_needupdate))
1372 // try to round off the lastpackettime to a multiple of the packet interval
1373 // (this causes it to emit packets at a steady beat, and takes advantage
1374 // of the time drift compensation in the cl.time code)
1376 cl.lastpackettime = floor(cl.cmd.time / packettime) * packettime;
1378 cl.lastpackettime = cl.cmd.time;
1379 // set the flag indicating that we sent a packet recently
1380 cl.movement_needupdate = false;
1382 buf.maxsize = sizeof(data);
1386 // conditions for sending a move:
1387 // if the move advances time or if the game is paused (in which case time
1388 // is not advancing)
1389 // don't send a new input packet if the connection is still saturated from
1390 // the last one (or chat messages, etc)
1391 // note: this behavior comes from QW
1392 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1395 // send the movement message
1396 // PROTOCOL_QUAKE clc_move = 16 bytes total
1397 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1398 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1399 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1400 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1401 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1402 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1403 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1404 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1405 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1406 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1408 // set prydon cursor info
1409 CL_UpdatePrydonCursor();
1412 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1414 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
1415 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
1416 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
1417 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
1418 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
1419 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
1420 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
1421 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
1422 if (in_use.state & 3) bits |= 256;in_use.state &= ~2;
1423 if (key_dest != key_game || key_consoleactive) bits |= 512;
1424 if (cl_prydoncursor.integer) bits |= 1024;
1425 if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2;
1426 if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2;
1427 if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2;
1428 if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2;
1429 if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2;
1430 if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2;
1431 if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2;
1432 if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2;
1433 // button bits 19-31 unused currently
1434 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1435 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1436 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1437 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1438 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1439 cl.cmd.buttons = bits;
1442 cl.cmd.impulse = in_impulse;
1445 // movement is set by input code (forwardmove/sidemove/upmove)
1448 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1450 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000));
1451 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1452 // ridiculous value rejection (matches qw)
1453 if (cl.cmd.msec > 250)
1456 cl.cmd.predicted = cl_movement.integer;
1458 // always dump the first two messages, because they may contain leftover inputs from the last level
1459 if (cl.cmd.sequence <= 2)
1460 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1462 // update the cl.movecmd array which holds the most recent moves
1463 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1464 cl.movecmd[i] = cl.movecmd[i-1];
1465 cl.movecmd[0] = cl.cmd;
1467 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1471 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1473 MSG_WriteByte(&buf, qw_clc_move);
1474 // save the position for a checksum byte
1475 checksumindex = buf.cursize;
1476 MSG_WriteByte(&buf, 0);
1477 // packet loss percentage
1478 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1479 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1481 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1482 MSG_WriteByte(&buf, packetloss);
1483 // write most recent 3 moves
1484 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1485 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1486 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1487 // calculate the checksum
1488 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1489 // if delta compression history overflows, request no delta
1490 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1491 cl.qw_validsequence = 0;
1492 // request delta compression if appropriate
1493 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1495 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1496 MSG_WriteByte(&buf, qw_clc_delta);
1497 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1500 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1502 else if (cls.signon == SIGNONS)
1504 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)
1506 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1509 MSG_WriteByte (&buf, clc_move);
1510 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1512 for (i = 0;i < 3;i++)
1513 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1515 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1516 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1517 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1519 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1520 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1522 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1524 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1527 MSG_WriteByte (&buf, clc_move);
1528 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1530 for (i = 0;i < 3;i++)
1531 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1533 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1534 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1535 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1537 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1538 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1540 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1542 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1545 MSG_WriteByte (&buf, clc_move);
1546 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1548 for (i = 0;i < 3;i++)
1549 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1551 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1552 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1553 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1555 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1556 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1558 else if (cls.signon == SIGNONS)
1563 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1564 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1566 // set the maxusercmds variable to limit how many should be sent
1567 maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1568 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1569 if (!cl.cmd.predicted)
1572 // send the latest moves in order, the old ones will be
1573 // ignored by the server harmlessly, however if the previous
1574 // packets were lost these moves will be used
1576 // this reduces packet loss impact on gameplay.
1577 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1579 // don't repeat any stale moves
1580 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1583 MSG_WriteByte (&buf, clc_move);
1584 if (cls.protocol != PROTOCOL_DARKPLACES6)
1585 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1586 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1588 for (i = 0;i < 3;i++)
1589 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1591 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1592 MSG_WriteCoord16i (&buf, cmd->sidemove);
1593 MSG_WriteCoord16i (&buf, cmd->upmove);
1595 MSG_WriteLong (&buf, cmd->buttons);
1596 MSG_WriteByte (&buf, cmd->impulse);
1597 // PRYDON_CLIENTCURSOR
1599 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1600 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1601 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1602 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1603 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1604 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1605 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1606 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1607 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1612 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1614 // ack the last few frame numbers
1615 // (redundent to improve handling of client->server packet loss)
1616 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1617 for (i = 0;i < LATESTFRAMENUMS;i++)
1619 if (cl.latestframenums[i] > 0)
1621 if (developer_networkentities.integer >= 10)
1622 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1623 MSG_WriteByte(&buf, clc_ackframe);
1624 MSG_WriteLong(&buf, cl.latestframenums[i]);
1629 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1630 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1632 // acknowledge any recently received data blocks
1633 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1635 MSG_WriteByte(&buf, clc_ackdownloaddata);
1636 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1637 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1638 cls.dp_downloadack[i].start = 0;
1639 cls.dp_downloadack[i].size = 0;
1642 // send the reliable message (forwarded commands) if there is one
1643 if (buf.cursize || cls.netcon->message.cursize)
1644 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1646 if (cls.netcon->message.overflowed)
1648 Con_Print("CL_SendMove: lost server connection\n");
1650 Host_ShutdownServer();
1659 void CL_InitInput (void)
1661 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1662 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1663 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1664 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1665 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1666 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1667 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1668 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1669 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1670 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1671 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1672 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1673 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1674 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1675 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1676 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1677 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1678 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1679 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1680 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1681 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1682 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1683 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1684 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1685 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1686 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1687 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1688 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1689 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1690 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1691 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1692 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1693 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1695 // LordHavoc: added use button
1696 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1697 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1699 // LordHavoc: added 6 new buttons
1700 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1701 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1702 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1703 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1704 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1705 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1706 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1707 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1708 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1709 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1710 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1711 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1712 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1713 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1714 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1715 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1716 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1717 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1718 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1719 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1720 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1721 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1722 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1723 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1724 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1725 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1726 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1727 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1729 // LordHavoc: added bestweapon command
1730 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)");
1731 Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
1732 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1734 Cvar_RegisterVariable(&cl_movement);
1735 Cvar_RegisterVariable(&cl_movement_minping);
1736 Cvar_RegisterVariable(&cl_movement_track_canjump);
1737 Cvar_RegisterVariable(&cl_movement_maxspeed);
1738 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1739 Cvar_RegisterVariable(&cl_movement_stopspeed);
1740 Cvar_RegisterVariable(&cl_movement_friction);
1741 Cvar_RegisterVariable(&cl_movement_wallfriction);
1742 Cvar_RegisterVariable(&cl_movement_waterfriction);
1743 Cvar_RegisterVariable(&cl_movement_edgefriction);
1744 Cvar_RegisterVariable(&cl_movement_stepheight);
1745 Cvar_RegisterVariable(&cl_movement_accelerate);
1746 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1747 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1748 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1749 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1750 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1752 Cvar_RegisterVariable(&in_pitch_min);
1753 Cvar_RegisterVariable(&in_pitch_max);
1754 Cvar_RegisterVariable(&m_filter);
1756 Cvar_RegisterVariable(&cl_netinputpacketsperserverpacket);
1757 Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1758 Cvar_RegisterVariable(&cl_netinputpacketspersecond_qw);
1759 Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1761 Cvar_RegisterVariable(&cl_nodelta);