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_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
446 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "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)"};
447 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
449 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
451 extern cvar_t v_flipped;
457 Moves the local angle positions
460 void CL_AdjustAngles (void)
465 if (in_speed.state & 1)
466 speed = cl.realframetime * cl_anglespeedkey.value;
468 speed = cl.realframetime;
470 if (!(in_strafe.state & 1))
472 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
473 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
475 if (in_klook.state & 1)
478 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
479 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
482 up = CL_KeyState (&in_lookup);
483 down = CL_KeyState(&in_lookdown);
485 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
486 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
491 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
492 if (cl.viewangles[YAW] >= 180)
493 cl.viewangles[YAW] -= 360;
494 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
495 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
498 int cl_ignoremousemoves = 2;
504 Send the intended movement message to the server
510 static float old_mouse_x = 0, old_mouse_y = 0;
512 // clamp before the move to prevent starting with bad angles
515 if(v_flipped.integer)
516 cl.viewangles[YAW] = -cl.viewangles[YAW];
518 // reset some of the command fields
519 cl.cmd.forwardmove = 0;
523 // get basic movement from keyboard
524 if (in_strafe.state & 1)
526 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
527 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
530 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
531 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
533 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
534 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
536 if (! (in_klook.state & 1) )
538 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
539 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
542 // adjust for speed key
543 if (in_speed.state & 1)
545 cl.cmd.forwardmove *= cl_movespeedkey.value;
546 cl.cmd.sidemove *= cl_movespeedkey.value;
547 cl.cmd.upmove *= cl_movespeedkey.value;
553 // allow mice or other external controllers to add to the move
556 // ignore a mouse move if mouse was activated/deactivated this frame
557 if (cl_ignoremousemoves)
559 cl_ignoremousemoves--;
564 // apply m_filter if it is on
567 if (m_filter.integer)
569 in_mouse_x = (mx + old_mouse_x) * 0.5;
570 in_mouse_y = (my + old_mouse_y) * 0.5;
575 // if not in menu, apply mouse move to viewangles/movement
576 if (!cl.csqc_wantsmousemove && in_client_mouse)
578 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
579 if (cl_prydoncursor.integer)
581 // mouse interacting with the scene, mostly stationary view
583 cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
584 cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
586 else if (in_strafe.state & 1)
588 // strafing mode, all looking is movement
590 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
591 if (noclip_anglehack)
592 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
594 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
596 else if ((in_mlook.state & 1) || freelook.integer)
598 // mouselook, lookstrafe causes turning to become strafing
600 if (lookstrafe.integer)
601 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
603 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
604 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
608 // non-mouselook, yaw turning and forward/back movement
609 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
610 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
614 if(v_flipped.integer)
616 cl.viewangles[YAW] = -cl.viewangles[YAW];
617 cl.cmd.sidemove = -cl.cmd.sidemove;
620 // clamp after the move to prevent rendering with bad angles
624 #include "cl_collision.h"
626 void CL_UpdatePrydonCursor(void)
630 if (!cl_prydoncursor.integer)
631 VectorClear(cl.cmd.cursor_screen);
634 if (cl.cmd.cursor_screen[0] < -1)
636 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
637 cl.cmd.cursor_screen[0] = -1;
639 if (cl.cmd.cursor_screen[0] > 1)
641 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
642 cl.cmd.cursor_screen[0] = 1;
644 if (cl.cmd.cursor_screen[1] < -1)
646 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
647 cl.cmd.cursor_screen[1] = -1;
649 if (cl.cmd.cursor_screen[1] > 1)
651 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
652 cl.cmd.cursor_screen[1] = 1;
655 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
656 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
657 cl.cmd.cursor_screen[2] = 1;
659 // calculate current view matrix
660 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
661 // calculate direction vector of cursor in viewspace by using frustum slopes
662 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);
663 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
664 // trace from view origin to the cursor
665 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);
668 void CL_ClientMovement_ExpireOldMoves(void)
672 // remove stale queue items
673 n = cl.movement_numqueue;
674 cl.movement_numqueue = 0;
675 if (cls.servermovesequence)
677 for (i = 0;i < n;i++)
679 if (cl.movement_queue[i].sequence > cls.servermovesequence)
680 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
682 cl.movement_replay_canjump = cl.movement_queue[i].canjump;
687 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
689 // if time has not advanced, do nothing
690 if (cl.movecmd[0].msec <= 0)
692 // add to input queue if there is room
693 if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
695 // add to input queue
696 cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence;
697 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
698 cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001;
699 VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
700 cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove;
701 cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove;
702 cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove;
703 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
704 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
705 cl.movement_numqueue++;
708 cl.movement_replay = true;
711 typedef enum waterlevel_e
720 typedef struct cl_clientmovement_state_s
725 // current bounding box (different if crouched vs standing)
728 // currently on the ground
730 // currently crouching
732 // what kind of water (SUPERCONTENTS_LAVA for instance)
735 waterlevel_t waterlevel;
736 // weird hacks when jumping out of water
737 // (this is in seconds and counts down to 0)
741 client_movementqueue_t q;
743 cl_clientmovement_state_t;
745 #define NUMOFFSETS 27
746 static vec3_t offsets[NUMOFFSETS] =
748 // 1 no nudge (just return the original if this test passes)
749 { 0.000, 0.000, 0.000},
751 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
752 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
753 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
754 // 4 diagonal flat nudges
755 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
756 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
757 // 8 diagonal upward nudges
758 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
759 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
760 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
761 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
762 // 8 diagonal downward nudges
763 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
764 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
765 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
766 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
769 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
773 for (i = 0;i < NUMOFFSETS;i++)
775 VectorAdd(offsets[i], s->origin, neworigin);
776 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
778 VectorCopy(neworigin, s->origin);
782 // if all offsets failed, give up
786 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
788 vec3_t origin1, origin2;
791 // make sure player is not stuck
792 CL_ClientMovement_Unstick(s);
797 // wants to crouch, this always works..
803 // wants to stand, if currently crouching we need to check for a
807 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
808 if (!trace.startsolid)
814 VectorCopy(cl.playercrouchmins, s->mins);
815 VectorCopy(cl.playercrouchmaxs, s->maxs);
819 VectorCopy(cl.playerstandmins, s->mins);
820 VectorCopy(cl.playerstandmaxs, s->maxs);
824 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
825 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
826 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
827 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
829 // set watertype/waterlevel
830 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
831 s->waterlevel = WATERLEVEL_NONE;
832 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
835 s->waterlevel = WATERLEVEL_WETFEET;
836 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
837 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
839 s->waterlevel = WATERLEVEL_SWIMMING;
840 origin1[2] = s->origin[2] + 22;
841 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
842 s->waterlevel = WATERLEVEL_SUBMERGED;
846 // water jump prediction
847 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
848 s->waterjumptime = 0;
851 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
857 vec3_t currentorigin2;
859 vec3_t primalvelocity;
863 CL_ClientMovement_UpdateStatus(s);
864 VectorCopy(s->velocity, primalvelocity);
865 for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
867 VectorMA(s->origin, t, s->velocity, neworigin);
868 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
869 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
871 // may be a step or wall, try stepping up
872 // first move forward at a higher level
873 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
874 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
875 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
876 if (!trace2.startsolid)
878 // then move down from there
879 VectorCopy(trace2.endpos, currentorigin2);
880 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
881 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
882 //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]);
883 // accept the new trace if it made some progress
884 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
887 VectorCopy(trace3.endpos, trace.endpos);
892 // check if it moved at all
893 if (trace.fraction >= 0.001)
894 VectorCopy(trace.endpos, s->origin);
896 // check if it moved all the way
897 if (trace.fraction == 1)
900 //if (trace.plane.normal[2] > 0.7)
901 // s->onground = true;
903 t -= t * trace.fraction;
905 f = DotProduct(s->velocity, trace.plane.normal);
906 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
908 if (s->waterjumptime > 0)
909 VectorCopy(primalvelocity, s->velocity);
913 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
920 // water jump only in certain situations
921 // this mimics quakeworld code
922 if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
927 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
928 AngleVectors(yawangles, forward, NULL, NULL);
929 VectorMA(s->origin, 24, forward, spot);
931 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
934 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
936 VectorScale(forward, 50, s->velocity);
937 s->velocity[2] = 310;
938 s->waterjumptime = 2;
940 s->q.canjump = false;
945 if (!VectorLength2(s->q.move))
947 // drift towards bottom
948 VectorSet(wishvel, 0, 0, -60);
956 // calculate movement vector
957 AngleVectors(s->q.viewangles, forward, right, up);
958 VectorSet(up, 0, 0, 1);
959 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
962 // split wishvel into wishspeed and wishdir
963 wishspeed = VectorLength(wishvel);
965 VectorScale(wishvel, 1 / wishspeed, wishdir);
967 VectorSet( wishdir, 0.0, 0.0, 0.0 );
968 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
973 if (s->waterjumptime <= 0)
976 f = 1 - s->q.frametime * cl.movevars_waterfriction * s->waterlevel;
978 VectorScale(s->velocity, f, s->velocity);
980 // water acceleration
981 f = wishspeed - DotProduct(s->velocity, wishdir);
984 f = min(cl.movevars_wateraccelerate * s->q.frametime * wishspeed, f);
985 VectorMA(s->velocity, f, wishdir, s->velocity);
988 // holding jump button swims upward slowly
991 if (s->watertype & SUPERCONTENTS_LAVA)
993 else if (s->watertype & SUPERCONTENTS_SLIME)
997 if (gamemode == GAME_NEXUIZ)
998 s->velocity[2] = 200;
1000 s->velocity[2] = 100;
1005 CL_ClientMovement_Move(s);
1008 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1023 // jump if on ground with jump button pressed but only if it has been
1024 // released at least once since the last jump
1027 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"
1029 s->velocity[2] += cl.movevars_jumpvelocity;
1030 s->onground = false;
1031 s->q.canjump = false;
1035 s->q.canjump = true;
1037 // calculate movement vector
1038 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
1039 AngleVectors(yawangles, forward, right, up);
1040 VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
1042 // split wishvel into wishspeed and wishdir
1043 wishspeed = VectorLength(wishvel);
1045 VectorScale(wishvel, 1 / wishspeed, wishdir);
1047 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1048 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1052 // check if onground
1055 // apply edge friction
1056 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1057 friction = cl.movevars_friction;
1058 if (f > 0 && cl.movevars_edgefriction != 1)
1062 // note: QW uses the full player box for the trace, and yet still
1063 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1064 // this mimics it for compatibility
1065 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1066 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1067 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1068 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1070 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1071 if (trace.fraction == 1 && !trace.startsolid)
1072 friction *= cl.movevars_edgefriction;
1074 // apply ground friction
1075 f = 1 - s->q.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1077 VectorScale(s->velocity, f, s->velocity);
1078 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1081 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1082 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1084 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1085 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1087 if (VectorLength2(s->velocity))
1088 CL_ClientMovement_Move(s);
1092 if (s->waterjumptime <= 0)
1099 // apply air speed limit
1100 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1103 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1106 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1107 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1111 vel_straight = DotProduct(s->velocity, wishdir);
1112 vel_z = s->velocity[2];
1113 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1114 vel_perpend[2] -= vel_z;
1116 f = wishspeed - vel_straight;
1118 vel_straight += min(f, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * cl.movevars_airaccel_qw;
1120 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1122 VectorM(1 - (s->q.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1124 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1125 s->velocity[2] += vel_z;
1127 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1128 CL_ClientMovement_Move(s);
1132 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1134 //Con_Printf(" %f", frametime);
1136 s->q.canjump = true;
1137 s->waterjumptime -= s->q.frametime;
1138 CL_ClientMovement_UpdateStatus(s);
1139 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1140 CL_ClientMovement_Physics_Swim(s);
1142 CL_ClientMovement_Physics_Walk(s);
1145 extern cvar_t slowmo;
1146 void CL_UpdateMoveVars(void)
1148 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1151 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1153 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1154 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1155 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1156 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1157 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1158 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1159 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1160 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1161 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1162 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1163 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1164 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1165 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1166 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1167 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1168 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1169 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1170 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1174 cl.movevars_timescale = slowmo.value;
1175 cl.movevars_gravity = sv_gravity.value;
1176 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1177 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1178 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1179 cl.movevars_accelerate = cl_movement_accelerate.value;
1180 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1181 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1182 cl.movevars_friction = cl_movement_friction.value;
1183 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1184 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1185 cl.movevars_entgravity = 1;
1186 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1187 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1188 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1189 cl.movevars_stepheight = cl_movement_stepheight.value;
1190 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1191 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1195 void CL_ClientMovement_Replay(void)
1199 double totalmovetime;
1200 cl_clientmovement_state_t s;
1202 CL_ClientMovement_ExpireOldMoves();
1204 // set up starting state for the series of moves
1205 memset(&s, 0, sizeof(s));
1206 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1207 VectorCopy(cl.mvelocity[0], s.velocity);
1208 s.crouched = true; // will be updated on first move
1209 //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]);
1212 for (i = 0;i < cl.movement_numqueue - 1;i++)
1213 totalmovetime += cl.movement_queue[i].frametime;
1214 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);
1215 //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);
1216 if (cl.movement_predicted)
1218 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1220 // replay the input queue to predict current location
1221 // note: this relies on the fact there's always one queue item at the end
1223 canjump = cl.movement_replay_canjump;
1224 for (i = 0;i < cl.movement_numqueue;i++)
1226 s.q = cl.movement_queue[i];
1227 s.q.canjump = canjump;
1228 // if a move is more than 50ms, do it as two moves (matching qwsv)
1229 if (s.q.frametime > 0.05)
1231 s.q.frametime *= 0.5;
1232 CL_ClientMovement_PlayerMove(&s);
1234 CL_ClientMovement_PlayerMove(&s);
1235 canjump = cl.movement_queue[i].canjump = s.q.canjump;
1240 // get the first movement queue entry to know whether to crouch and such
1241 s.q = cl.movement_queue[0];
1243 CL_ClientMovement_UpdateStatus(&s);
1245 if (cl.movement_replay)
1247 cl.movement_replay = false;
1248 // update interpolation timestamps if time has passed
1249 if (cl.movement_time[0] != cl.movecmd[0].time)
1251 cl.movement_time[1] = cl.movement_time[0];
1252 cl.movement_time[0] = cl.movecmd[0].time;
1253 cl.movement_time[2] = cl.movecmd[0].time;//time;
1254 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1255 //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1256 //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1259 // update the interpolation target position and velocity
1260 VectorCopy(s.origin, cl.movement_origin);
1261 VectorCopy(s.velocity, cl.movement_velocity);
1263 else if(cls.demoplayback) // for bob, speedometer
1264 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1266 // update the onground flag if appropriate
1267 if (cl.movement_predicted)
1269 // when predicted we simply set the flag according to the UpdateStatus
1270 cl.onground = s.onground;
1274 // when not predicted, cl.onground is cleared by cl_parse.c each time
1275 // an update packet is received, but can be forced on here to hide
1276 // server inconsistencies in the onground flag
1277 // (which mostly occur when stepping up stairs at very high framerates
1278 // where after the step up the move continues forward and not
1279 // downward so the ground is not detected)
1281 // such onground inconsistencies can cause jittery gun bobbing and
1282 // stair smoothing, so we set onground if UpdateStatus says so
1287 // react to onground state changes (for gun bob)
1290 if (!cl.oldonground)
1291 cl.hitgroundtime = cl.movecmd[0].time;
1292 cl.lastongroundtime = cl.movecmd[0].time;
1294 cl.oldonground = cl.onground;
1297 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1302 if (to->viewangles[0] != from->viewangles[0])
1303 bits |= QW_CM_ANGLE1;
1304 if (to->viewangles[1] != from->viewangles[1])
1305 bits |= QW_CM_ANGLE2;
1306 if (to->viewangles[2] != from->viewangles[2])
1307 bits |= QW_CM_ANGLE3;
1308 if (to->forwardmove != from->forwardmove)
1309 bits |= QW_CM_FORWARD;
1310 if (to->sidemove != from->sidemove)
1312 if (to->upmove != from->upmove)
1314 if (to->buttons != from->buttons)
1315 bits |= QW_CM_BUTTONS;
1316 if (to->impulse != from->impulse)
1317 bits |= QW_CM_IMPULSE;
1319 MSG_WriteByte(buf, bits);
1320 if (bits & QW_CM_ANGLE1)
1321 MSG_WriteAngle16i(buf, to->viewangles[0]);
1322 if (bits & QW_CM_ANGLE2)
1323 MSG_WriteAngle16i(buf, to->viewangles[1]);
1324 if (bits & QW_CM_ANGLE3)
1325 MSG_WriteAngle16i(buf, to->viewangles[2]);
1326 if (bits & QW_CM_FORWARD)
1327 MSG_WriteShort(buf, to->forwardmove);
1328 if (bits & QW_CM_SIDE)
1329 MSG_WriteShort(buf, to->sidemove);
1330 if (bits & QW_CM_UP)
1331 MSG_WriteShort(buf, to->upmove);
1332 if (bits & QW_CM_BUTTONS)
1333 MSG_WriteByte(buf, to->buttons);
1334 if (bits & QW_CM_IMPULSE)
1335 MSG_WriteByte(buf, to->impulse);
1336 MSG_WriteByte(buf, to->msec);
1344 usercmd_t nullcmd; // for delta compression of qw moves
1345 void CL_SendMove(void)
1347 int i, j, packetloss;
1350 unsigned char data[1024];
1354 CL_ClientMovement_ExpireOldMoves();
1356 // if playing a demo, do nothing
1361 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1363 if (in_attack.state & 3) bits |= 1;
1364 if (in_jump.state & 3) bits |= 2;
1365 if (in_button3.state & 3) bits |= 4;
1366 if (in_button4.state & 3) bits |= 8;
1367 if (in_button5.state & 3) bits |= 16;
1368 if (in_button6.state & 3) bits |= 32;
1369 if (in_button7.state & 3) bits |= 64;
1370 if (in_button8.state & 3) bits |= 128;
1371 if (in_use.state & 3) bits |= 256;
1372 if (key_dest != key_game || key_consoleactive) bits |= 512;
1373 if (cl_prydoncursor.integer) bits |= 1024;
1374 if (in_button9.state & 3) bits |= 2048;
1375 if (in_button10.state & 3) bits |= 4096;
1376 if (in_button11.state & 3) bits |= 8192;
1377 if (in_button12.state & 3) bits |= 16384;
1378 if (in_button13.state & 3) bits |= 32768;
1379 if (in_button14.state & 3) bits |= 65536;
1380 if (in_button15.state & 3) bits |= 131072;
1381 if (in_button16.state & 3) bits |= 262144;
1382 // button bits 19-31 unused currently
1383 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1384 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1385 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1386 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1387 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1389 // don't send too often or else network connections can get clogged by a high renderer framerate
1390 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1391 // send input every frame in singleplayer
1394 // send the current interpolation time
1395 cl.cmd.time = cl.time;
1396 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1397 if (realtime < cl.lastpackettime + packettime && (!cl_netimmediatebuttons.integer || (bits == cl.cmd.buttons && in_impulse == cl.cmd.impulse)))
1399 // try to round off the lastpackettime to a multiple of the packet interval
1400 // (this causes it to emit packets at a steady beat, and takes advantage
1401 // of the time drift compensation in the cl.time code)
1403 cl.lastpackettime = floor(realtime / packettime) * packettime;
1405 cl.lastpackettime = realtime;
1406 // set the flag indicating that we sent a packet recently
1407 cl.movement_needupdate = false;
1409 buf.maxsize = sizeof(data);
1413 // conditions for sending a move:
1414 // if the move advances time or if the game is paused (in which case time
1415 // is not advancing)
1416 // don't send a new input packet if the connection is still saturated from
1417 // the last one (or chat messages, etc)
1418 // note: this behavior comes from QW
1419 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1422 // send the movement message
1423 // PROTOCOL_QUAKE clc_move = 16 bytes total
1424 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1425 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1426 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1427 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1428 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1429 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1430 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1431 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1432 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1433 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1435 // set prydon cursor info
1436 CL_UpdatePrydonCursor();
1438 // set buttons and impulse
1439 cl.cmd.buttons = bits;
1440 cl.cmd.impulse = in_impulse;
1442 // clear button 'click' states
1443 in_attack.state &= ~2;
1444 in_jump.state &= ~2;
1445 in_button3.state &= ~2;
1446 in_button4.state &= ~2;
1447 in_button5.state &= ~2;
1448 in_button6.state &= ~2;
1449 in_button7.state &= ~2;
1450 in_button8.state &= ~2;
1452 in_button9.state &= ~2;
1453 in_button10.state &= ~2;
1454 in_button11.state &= ~2;
1455 in_button12.state &= ~2;
1456 in_button13.state &= ~2;
1457 in_button14.state &= ~2;
1458 in_button15.state &= ~2;
1459 in_button16.state &= ~2;
1464 // movement is set by input code (forwardmove/sidemove/upmove)
1467 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1469 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000));
1470 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1471 // ridiculous value rejection (matches qw)
1472 if (cl.cmd.msec > 250)
1475 cl.cmd.predicted = cl_movement.integer;
1477 // always dump the first two messages, because they may contain leftover inputs from the last level
1478 if (cl.cmd.sequence <= 2)
1479 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1481 // update the cl.movecmd array which holds the most recent moves
1482 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1483 cl.movecmd[i] = cl.movecmd[i-1];
1484 cl.movecmd[0] = cl.cmd;
1486 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1490 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1492 MSG_WriteByte(&buf, qw_clc_move);
1493 // save the position for a checksum byte
1494 checksumindex = buf.cursize;
1495 MSG_WriteByte(&buf, 0);
1496 // packet loss percentage
1497 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1498 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1500 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1501 MSG_WriteByte(&buf, packetloss);
1502 // write most recent 3 moves
1503 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1504 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1505 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1506 // calculate the checksum
1507 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1508 // if delta compression history overflows, request no delta
1509 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1510 cl.qw_validsequence = 0;
1511 // request delta compression if appropriate
1512 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1514 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1515 MSG_WriteByte(&buf, qw_clc_delta);
1516 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1519 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1521 else if (cls.signon == SIGNONS)
1523 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)
1525 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1528 MSG_WriteByte (&buf, clc_move);
1529 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1531 for (i = 0;i < 3;i++)
1532 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1534 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1535 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1536 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1538 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1539 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1541 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1543 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1546 MSG_WriteByte (&buf, clc_move);
1547 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1549 for (i = 0;i < 3;i++)
1550 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1552 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1553 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1554 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1556 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1557 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1559 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1561 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1564 MSG_WriteByte (&buf, clc_move);
1565 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1567 for (i = 0;i < 3;i++)
1568 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1570 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1571 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1572 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1574 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1575 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1577 else if (cls.signon == SIGNONS)
1582 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1583 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1585 // set the maxusercmds variable to limit how many should be sent
1586 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1587 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1588 if (!cl.cmd.predicted)
1591 // send the latest moves in order, the old ones will be
1592 // ignored by the server harmlessly, however if the previous
1593 // packets were lost these moves will be used
1595 // this reduces packet loss impact on gameplay.
1596 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1598 // don't repeat any stale moves
1599 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1602 MSG_WriteByte (&buf, clc_move);
1603 if (cls.protocol != PROTOCOL_DARKPLACES6)
1604 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1605 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1607 for (i = 0;i < 3;i++)
1608 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1610 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1611 MSG_WriteCoord16i (&buf, cmd->sidemove);
1612 MSG_WriteCoord16i (&buf, cmd->upmove);
1614 MSG_WriteLong (&buf, cmd->buttons);
1615 MSG_WriteByte (&buf, cmd->impulse);
1616 // PRYDON_CLIENTCURSOR
1618 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1619 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1620 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1621 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1622 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1623 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1624 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1625 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1626 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1631 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1633 // ack the last few frame numbers
1634 // (redundent to improve handling of client->server packet loss)
1635 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1636 for (i = 0;i < LATESTFRAMENUMS;i++)
1638 if (cl.latestframenums[i] > 0)
1640 if (developer_networkentities.integer >= 10)
1641 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1642 MSG_WriteByte(&buf, clc_ackframe);
1643 MSG_WriteLong(&buf, cl.latestframenums[i]);
1648 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1649 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1651 // acknowledge any recently received data blocks
1652 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1654 MSG_WriteByte(&buf, clc_ackdownloaddata);
1655 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1656 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1657 cls.dp_downloadack[i].start = 0;
1658 cls.dp_downloadack[i].size = 0;
1661 // send the reliable message (forwarded commands) if there is one
1662 if (buf.cursize || cls.netcon->message.cursize)
1663 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1665 if (cls.netcon->message.overflowed)
1667 Con_Print("CL_SendMove: lost server connection\n");
1669 Host_ShutdownServer();
1678 void CL_InitInput (void)
1680 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1681 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1682 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1683 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1684 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1685 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1686 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1687 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1688 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1689 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1690 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1691 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1692 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1693 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1694 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1695 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1696 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1697 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1698 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1699 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1700 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1701 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1702 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1703 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1704 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1705 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1706 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1707 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1708 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1709 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1710 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1711 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1712 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1714 // LordHavoc: added use button
1715 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1716 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1718 // LordHavoc: added 6 new buttons
1719 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1720 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1721 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1722 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1723 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1724 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1725 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1726 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1727 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1728 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1729 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1730 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1731 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1732 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1733 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1734 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1735 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1736 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1737 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1738 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1739 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1740 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1741 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1742 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1743 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1744 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1745 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1746 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1748 // LordHavoc: added bestweapon command
1749 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)");
1750 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");
1751 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1753 Cvar_RegisterVariable(&cl_movement);
1754 Cvar_RegisterVariable(&cl_movement_minping);
1755 Cvar_RegisterVariable(&cl_movement_track_canjump);
1756 Cvar_RegisterVariable(&cl_movement_maxspeed);
1757 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1758 Cvar_RegisterVariable(&cl_movement_stopspeed);
1759 Cvar_RegisterVariable(&cl_movement_friction);
1760 Cvar_RegisterVariable(&cl_movement_wallfriction);
1761 Cvar_RegisterVariable(&cl_movement_waterfriction);
1762 Cvar_RegisterVariable(&cl_movement_edgefriction);
1763 Cvar_RegisterVariable(&cl_movement_stepheight);
1764 Cvar_RegisterVariable(&cl_movement_accelerate);
1765 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1766 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1767 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1768 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1769 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1771 Cvar_RegisterVariable(&in_pitch_min);
1772 Cvar_RegisterVariable(&in_pitch_max);
1773 Cvar_RegisterVariable(&m_filter);
1775 Cvar_RegisterVariable(&cl_netfps);
1776 Cvar_RegisterVariable(&cl_netrepeatinput);
1777 Cvar_RegisterVariable(&cl_netimmediatebuttons);
1779 Cvar_RegisterVariable(&cl_nodelta);