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", "1", "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","20", "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 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
493 if (cl.viewangles[YAW] >= 180)
494 cl.viewangles[YAW] -= 360;
495 if (cl.viewangles[PITCH] >= 180)
496 cl.viewangles[PITCH] -= 360;
497 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
498 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
501 int cl_ignoremousemoves = 2;
507 Send the intended movement message to the server
513 static float old_mouse_x = 0, old_mouse_y = 0;
515 // clamp before the move to prevent starting with bad angles
518 if(v_flipped.integer)
519 cl.viewangles[YAW] = -cl.viewangles[YAW];
521 // reset some of the command fields
522 cl.cmd.forwardmove = 0;
526 // get basic movement from keyboard
527 if (in_strafe.state & 1)
529 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
530 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
533 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
534 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
536 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
537 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
539 if (! (in_klook.state & 1) )
541 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
542 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
545 // adjust for speed key
546 if (in_speed.state & 1)
548 cl.cmd.forwardmove *= cl_movespeedkey.value;
549 cl.cmd.sidemove *= cl_movespeedkey.value;
550 cl.cmd.upmove *= cl_movespeedkey.value;
553 // allow mice or other external controllers to add to the move
556 // apply m_filter if it is on
559 if (m_filter.integer)
561 in_mouse_x = (mx + old_mouse_x) * 0.5;
562 in_mouse_y = (my + old_mouse_y) * 0.5;
567 // ignore a mouse move if mouse was activated/deactivated this frame
568 if (cl_ignoremousemoves)
570 cl_ignoremousemoves--;
571 in_mouse_x = old_mouse_x = 0;
572 in_mouse_y = old_mouse_y = 0;
575 // if not in menu, apply mouse move to viewangles/movement
576 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
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;
613 else // don't pitch drift when csqc is controlling the mouse
616 if(v_flipped.integer)
618 cl.viewangles[YAW] = -cl.viewangles[YAW];
619 cl.cmd.sidemove = -cl.cmd.sidemove;
622 // clamp after the move to prevent rendering with bad angles
626 #include "cl_collision.h"
628 void CL_UpdatePrydonCursor(void)
632 if (!cl_prydoncursor.integer)
633 VectorClear(cl.cmd.cursor_screen);
636 if (cl.cmd.cursor_screen[0] < -1)
638 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
639 cl.cmd.cursor_screen[0] = -1;
641 if (cl.cmd.cursor_screen[0] > 1)
643 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
644 cl.cmd.cursor_screen[0] = 1;
646 if (cl.cmd.cursor_screen[1] < -1)
648 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
649 cl.cmd.cursor_screen[1] = -1;
651 if (cl.cmd.cursor_screen[1] > 1)
653 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
654 cl.cmd.cursor_screen[1] = 1;
657 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
658 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
659 cl.cmd.cursor_screen[2] = 1;
661 // calculate current view matrix
662 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
663 // calculate direction vector of cursor in viewspace by using frustum slopes
664 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);
665 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
666 // trace from view origin to the cursor
667 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);
670 typedef enum waterlevel_e
679 typedef struct cl_clientmovement_state_s
684 // current bounding box (different if crouched vs standing)
687 // currently on the ground
689 // currently crouching
691 // what kind of water (SUPERCONTENTS_LAVA for instance)
694 waterlevel_t waterlevel;
695 // weird hacks when jumping out of water
696 // (this is in seconds and counts down to 0)
702 cl_clientmovement_state_t;
704 #define NUMOFFSETS 27
705 static vec3_t offsets[NUMOFFSETS] =
707 // 1 no nudge (just return the original if this test passes)
708 { 0.000, 0.000, 0.000},
710 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
711 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
712 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
713 // 4 diagonal flat nudges
714 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
715 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
716 // 8 diagonal upward nudges
717 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
718 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
719 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
720 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
721 // 8 diagonal downward nudges
722 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
723 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
724 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
725 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
728 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
732 for (i = 0;i < NUMOFFSETS;i++)
734 VectorAdd(offsets[i], s->origin, neworigin);
735 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
737 VectorCopy(neworigin, s->origin);
741 // if all offsets failed, give up
745 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
747 vec3_t origin1, origin2;
750 // make sure player is not stuck
751 CL_ClientMovement_Unstick(s);
756 // wants to crouch, this always works..
762 // wants to stand, if currently crouching we need to check for a
766 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
767 if (!trace.startsolid)
773 VectorCopy(cl.playercrouchmins, s->mins);
774 VectorCopy(cl.playercrouchmaxs, s->maxs);
778 VectorCopy(cl.playerstandmins, s->mins);
779 VectorCopy(cl.playerstandmaxs, s->maxs);
783 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
784 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
785 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
786 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
788 // set watertype/waterlevel
789 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
790 s->waterlevel = WATERLEVEL_NONE;
791 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
794 s->waterlevel = WATERLEVEL_WETFEET;
795 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
796 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
798 s->waterlevel = WATERLEVEL_SWIMMING;
799 origin1[2] = s->origin[2] + 22;
800 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
801 s->waterlevel = WATERLEVEL_SUBMERGED;
805 // water jump prediction
806 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
807 s->waterjumptime = 0;
810 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
816 vec3_t currentorigin2;
818 vec3_t primalvelocity;
822 CL_ClientMovement_UpdateStatus(s);
823 VectorCopy(s->velocity, primalvelocity);
824 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
826 VectorMA(s->origin, t, s->velocity, neworigin);
827 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
828 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
830 // may be a step or wall, try stepping up
831 // first move forward at a higher level
832 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
833 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
834 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
835 if (!trace2.startsolid)
837 // then move down from there
838 VectorCopy(trace2.endpos, currentorigin2);
839 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
840 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
841 //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]);
842 // accept the new trace if it made some progress
843 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
846 VectorCopy(trace3.endpos, trace.endpos);
851 // check if it moved at all
852 if (trace.fraction >= 0.001)
853 VectorCopy(trace.endpos, s->origin);
855 // check if it moved all the way
856 if (trace.fraction == 1)
859 //if (trace.plane.normal[2] > 0.7)
860 // s->onground = true;
862 t -= t * trace.fraction;
864 f = DotProduct(s->velocity, trace.plane.normal);
865 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
867 if (s->waterjumptime > 0)
868 VectorCopy(primalvelocity, s->velocity);
872 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
879 // water jump only in certain situations
880 // this mimics quakeworld code
881 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
886 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
887 AngleVectors(yawangles, forward, NULL, NULL);
888 VectorMA(s->origin, 24, forward, spot);
890 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
893 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
895 VectorScale(forward, 50, s->velocity);
896 s->velocity[2] = 310;
897 s->waterjumptime = 2;
899 s->cmd.canjump = false;
904 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
906 // drift towards bottom
907 VectorSet(wishvel, 0, 0, -60);
915 // calculate movement vector
916 AngleVectors(s->cmd.viewangles, forward, right, up);
917 VectorSet(up, 0, 0, 1);
918 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
921 // split wishvel into wishspeed and wishdir
922 wishspeed = VectorLength(wishvel);
924 VectorScale(wishvel, 1 / wishspeed, wishdir);
926 VectorSet( wishdir, 0.0, 0.0, 0.0 );
927 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
932 if (s->waterjumptime <= 0)
935 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
937 VectorScale(s->velocity, f, s->velocity);
939 // water acceleration
940 f = wishspeed - DotProduct(s->velocity, wishdir);
943 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
944 VectorMA(s->velocity, f, wishdir, s->velocity);
947 // holding jump button swims upward slowly
950 if (s->watertype & SUPERCONTENTS_LAVA)
952 else if (s->watertype & SUPERCONTENTS_SLIME)
956 if (gamemode == GAME_NEXUIZ)
957 s->velocity[2] = 200;
959 s->velocity[2] = 100;
964 CL_ClientMovement_Move(s);
967 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
969 vec_t zspeed, speed, dot, k;
971 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
974 zspeed = s->velocity[2];
976 speed = VectorNormalizeLength(s->velocity);
978 dot = DotProduct(s->velocity, wishdir);
980 k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
982 if(dot > 0) { // we can't change direction while slowing down
983 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
984 VectorNormalize(s->velocity);
987 VectorScale(s->velocity, speed, s->velocity);
988 s->velocity[2] = zspeed;
991 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1006 // jump if on ground with jump button pressed but only if it has been
1007 // released at least once since the last jump
1010 if (s->onground && (s->cmd.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"
1012 s->velocity[2] += cl.movevars_jumpvelocity;
1013 s->onground = false;
1014 s->cmd.canjump = false;
1018 s->cmd.canjump = true;
1020 // calculate movement vector
1021 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1022 AngleVectors(yawangles, forward, right, up);
1023 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1025 // split wishvel into wishspeed and wishdir
1026 wishspeed = VectorLength(wishvel);
1028 VectorScale(wishvel, 1 / wishspeed, wishdir);
1030 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1031 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1035 // check if onground
1038 // apply edge friction
1039 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1042 friction = cl.movevars_friction;
1043 if (cl.movevars_edgefriction != 1)
1047 // note: QW uses the full player box for the trace, and yet still
1048 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1049 // this mimics it for compatibility
1050 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1051 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1052 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1053 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1055 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1056 if (trace.fraction == 1 && !trace.startsolid)
1057 friction *= cl.movevars_edgefriction;
1059 // apply ground friction
1060 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1062 VectorScale(s->velocity, f, s->velocity);
1064 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1067 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1068 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1070 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1071 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1073 if (VectorLength2(s->velocity))
1074 CL_ClientMovement_Move(s);
1078 if (s->waterjumptime <= 0)
1084 float wishspeed2, accel;
1086 // apply air speed limit
1087 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1088 accel = cl.movevars_airaccelerate;
1091 wishspeed2 = wishspeed;
1092 if(cl.movevars_airstopaccelerate != 0)
1093 if(DotProduct(s->velocity, wishdir) < 0)
1094 accel = cl.movevars_airstopaccelerate;
1095 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1097 if(cl.movevars_maxairstrafespeed)
1098 if(wishspeed > cl.movevars_maxairstrafespeed)
1099 wishspeed = cl.movevars_maxairstrafespeed;
1100 if(cl.movevars_airstrafeaccelerate)
1101 accel = cl.movevars_airstrafeaccelerate;
1106 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1109 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1110 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1114 vel_straight = DotProduct(s->velocity, wishdir);
1115 vel_z = s->velocity[2];
1116 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1117 vel_perpend[2] -= vel_z;
1119 f = wishspeed - vel_straight;
1121 vel_straight += min(f, accel * s->cmd.frametime * wishspeed) * cl.movevars_airaccel_qw;
1123 vel_straight += min(wishspeed, accel * s->cmd.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1125 VectorM(1 - (s->cmd.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1127 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1128 s->velocity[2] += vel_z;
1130 if(cl.movevars_aircontrol)
1131 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1133 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1134 CL_ClientMovement_Move(s);
1138 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1140 //Con_Printf(" %f", frametime);
1142 s->cmd.canjump = true;
1143 s->waterjumptime -= s->cmd.frametime;
1144 CL_ClientMovement_UpdateStatus(s);
1145 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1146 CL_ClientMovement_Physics_Swim(s);
1148 CL_ClientMovement_Physics_Walk(s);
1151 extern cvar_t slowmo;
1152 void CL_UpdateMoveVars(void)
1154 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1157 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1159 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1160 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1161 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1162 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1163 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1164 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1165 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1166 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1167 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1168 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1169 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1170 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1171 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1172 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1173 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1174 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1175 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1176 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1177 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1178 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1179 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1180 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1184 cl.movevars_timescale = slowmo.value;
1185 cl.movevars_gravity = sv_gravity.value;
1186 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1187 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1188 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1189 cl.movevars_accelerate = cl_movement_accelerate.value;
1190 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1191 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1192 cl.movevars_friction = cl_movement_friction.value;
1193 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1194 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1195 cl.movevars_entgravity = 1;
1196 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1197 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1198 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1199 cl.movevars_stepheight = cl_movement_stepheight.value;
1200 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1201 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1202 cl.movevars_airstopaccelerate = 0;
1203 cl.movevars_airstrafeaccelerate = 0;
1204 cl.movevars_maxairstrafespeed = 0;
1205 cl.movevars_aircontrol = 0;
1209 void CL_ClientMovement_Replay(void)
1212 double totalmovemsec;
1213 cl_clientmovement_state_t s;
1215 if (cl.movement_predicted && !cl.movement_replay)
1218 // set up starting state for the series of moves
1219 memset(&s, 0, sizeof(s));
1220 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1221 VectorCopy(cl.mvelocity[0], s.velocity);
1222 s.crouched = true; // will be updated on first move
1223 //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]);
1226 for (i = 0;i < CL_MAX_USERCMDS;i++)
1227 if (cl.movecmd[i].sequence > cls.servermovesequence)
1228 totalmovemsec += cl.movecmd[i].msec;
1229 cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1230 //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1231 if (cl.movement_predicted)
1233 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1235 // replay the input queue to predict current location
1236 // note: this relies on the fact there's always one queue item at the end
1238 // find how many are still valid
1239 for (i = 0;i < CL_MAX_USERCMDS;i++)
1240 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1242 // now walk them in oldest to newest order
1243 for (i--;i >= 0;i--)
1245 s.cmd = cl.movecmd[i];
1246 if (i < CL_MAX_USERCMDS - 1)
1247 s.cmd.canjump = cl.movecmd[i+1].canjump;
1248 // if a move is more than 50ms, do it as two moves (matching qwsv)
1249 //Con_Printf("%i ", s.cmd.msec);
1250 if (s.cmd.frametime > 0.05)
1252 s.cmd.frametime /= 2;
1253 CL_ClientMovement_PlayerMove(&s);
1255 CL_ClientMovement_PlayerMove(&s);
1256 cl.movecmd[i].canjump = s.cmd.canjump;
1262 // get the first movement queue entry to know whether to crouch and such
1263 s.cmd = cl.movecmd[0];
1265 CL_ClientMovement_UpdateStatus(&s);
1267 if (cls.demoplayback) // for bob, speedometer
1268 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1271 cl.movement_replay = false;
1272 // update the interpolation target position and velocity
1273 VectorCopy(s.origin, cl.movement_origin);
1274 VectorCopy(s.velocity, cl.movement_velocity);
1277 // update the onground flag if appropriate
1278 if (cl.movement_predicted)
1280 // when predicted we simply set the flag according to the UpdateStatus
1281 cl.onground = s.onground;
1285 // when not predicted, cl.onground is cleared by cl_parse.c each time
1286 // an update packet is received, but can be forced on here to hide
1287 // server inconsistencies in the onground flag
1288 // (which mostly occur when stepping up stairs at very high framerates
1289 // where after the step up the move continues forward and not
1290 // downward so the ground is not detected)
1292 // such onground inconsistencies can cause jittery gun bobbing and
1293 // stair smoothing, so we set onground if UpdateStatus says so
1298 // react to onground state changes (for gun bob)
1301 if (!cl.oldonground)
1302 cl.hitgroundtime = cl.movecmd[0].time;
1303 cl.lastongroundtime = cl.movecmd[0].time;
1305 cl.oldonground = cl.onground;
1308 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1313 if (to->viewangles[0] != from->viewangles[0])
1314 bits |= QW_CM_ANGLE1;
1315 if (to->viewangles[1] != from->viewangles[1])
1316 bits |= QW_CM_ANGLE2;
1317 if (to->viewangles[2] != from->viewangles[2])
1318 bits |= QW_CM_ANGLE3;
1319 if (to->forwardmove != from->forwardmove)
1320 bits |= QW_CM_FORWARD;
1321 if (to->sidemove != from->sidemove)
1323 if (to->upmove != from->upmove)
1325 if (to->buttons != from->buttons)
1326 bits |= QW_CM_BUTTONS;
1327 if (to->impulse != from->impulse)
1328 bits |= QW_CM_IMPULSE;
1330 MSG_WriteByte(buf, bits);
1331 if (bits & QW_CM_ANGLE1)
1332 MSG_WriteAngle16i(buf, to->viewangles[0]);
1333 if (bits & QW_CM_ANGLE2)
1334 MSG_WriteAngle16i(buf, to->viewangles[1]);
1335 if (bits & QW_CM_ANGLE3)
1336 MSG_WriteAngle16i(buf, to->viewangles[2]);
1337 if (bits & QW_CM_FORWARD)
1338 MSG_WriteShort(buf, (short) to->forwardmove);
1339 if (bits & QW_CM_SIDE)
1340 MSG_WriteShort(buf, (short) to->sidemove);
1341 if (bits & QW_CM_UP)
1342 MSG_WriteShort(buf, (short) to->upmove);
1343 if (bits & QW_CM_BUTTONS)
1344 MSG_WriteByte(buf, to->buttons);
1345 if (bits & QW_CM_IMPULSE)
1346 MSG_WriteByte(buf, to->impulse);
1347 MSG_WriteByte(buf, to->msec);
1355 usercmd_t nullcmd; // for delta compression of qw moves
1356 void CL_SendMove(void)
1358 int i, j, packetloss;
1364 unsigned char data[1024];
1368 // if playing a demo, do nothing
1372 // we build up cl.movecmd[0] and then decide whether to send or not
1373 // the prediction code will use this command even though it has not been
1375 cl.cmd.time = cl.time;
1376 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1379 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1381 if (in_attack.state & 3) bits |= 1;
1382 if (in_jump.state & 3) bits |= 2;
1383 if (in_button3.state & 3) bits |= 4;
1384 if (in_button4.state & 3) bits |= 8;
1385 if (in_button5.state & 3) bits |= 16;
1386 if (in_button6.state & 3) bits |= 32;
1387 if (in_button7.state & 3) bits |= 64;
1388 if (in_button8.state & 3) bits |= 128;
1389 if (in_use.state & 3) bits |= 256;
1390 if (key_dest != key_game || key_consoleactive) bits |= 512;
1391 if (cl_prydoncursor.integer) bits |= 1024;
1392 if (in_button9.state & 3) bits |= 2048;
1393 if (in_button10.state & 3) bits |= 4096;
1394 if (in_button11.state & 3) bits |= 8192;
1395 if (in_button12.state & 3) bits |= 16384;
1396 if (in_button13.state & 3) bits |= 32768;
1397 if (in_button14.state & 3) bits |= 65536;
1398 if (in_button15.state & 3) bits |= 131072;
1399 if (in_button16.state & 3) bits |= 262144;
1400 // button bits 19-31 unused currently
1401 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1402 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1403 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1404 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1405 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1407 // set buttons and impulse
1408 cl.cmd.buttons = bits;
1409 cl.cmd.impulse = in_impulse;
1412 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1414 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1415 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1416 // ridiculous value rejection (matches qw)
1417 if (cl.cmd.msec > 250)
1419 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1421 cl.cmd.predicted = cl_movement.integer;
1423 // movement is set by input code (forwardmove/sidemove/upmove)
1424 // always dump the first two moves, because they may contain leftover inputs from the last level
1425 if (cl.cmd.sequence <= 2)
1426 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1428 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1430 switch (cls.protocol)
1432 case PROTOCOL_QUAKEWORLD:
1433 case PROTOCOL_QUAKE:
1434 case PROTOCOL_QUAKEDP:
1435 case PROTOCOL_NEHAHRAMOVIE:
1436 case PROTOCOL_NEHAHRABJP:
1437 case PROTOCOL_NEHAHRABJP2:
1438 case PROTOCOL_NEHAHRABJP3:
1439 case PROTOCOL_DARKPLACES1:
1440 case PROTOCOL_DARKPLACES2:
1441 case PROTOCOL_DARKPLACES3:
1442 case PROTOCOL_DARKPLACES4:
1443 case PROTOCOL_DARKPLACES5:
1445 case PROTOCOL_DARKPLACES6:
1446 case PROTOCOL_DARKPLACES7:
1447 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1448 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1450 case PROTOCOL_UNKNOWN:
1454 cl.movecmd[0] = cl.cmd;
1456 // don't predict more than 200fps
1457 if (realtime >= cl.lastpackettime + 0.005)
1458 cl.movement_replay = true; // redo the prediction
1460 // now decide whether to actually send this move
1461 // (otherwise it is only for prediction)
1463 // don't send too often or else network connections can get clogged by a
1464 // high renderer framerate
1465 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1466 // send input every frame in singleplayer
1469 // always send if buttons changed or an impulse is pending
1470 // even if it violates the rate limit!
1471 if (!cl.movecmd[0].impulse && (!cl_netimmediatebuttons.integer || cl.movecmd[0].buttons == cl.movecmd[1].buttons))
1473 // don't choke the connection with packets (obey rate limit)
1474 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1476 // don't send too often (cl_netfps)
1477 if (realtime < cl.lastpackettime + packettime)
1480 // try to round off the lastpackettime to a multiple of the packet interval
1481 // (this causes it to emit packets at a steady beat)
1483 cl.lastpackettime = floor(realtime / packettime) * packettime;
1485 cl.lastpackettime = realtime;
1487 buf.maxsize = sizeof(data);
1491 // send the movement message
1492 // PROTOCOL_QUAKE clc_move = 16 bytes total
1493 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1494 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1495 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1496 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1497 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1498 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1499 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1500 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1501 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1502 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1504 // set prydon cursor info
1505 CL_UpdatePrydonCursor();
1507 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1509 switch (cls.protocol)
1511 case PROTOCOL_QUAKEWORLD:
1512 MSG_WriteByte(&buf, qw_clc_move);
1513 // save the position for a checksum byte
1514 checksumindex = buf.cursize;
1515 MSG_WriteByte(&buf, 0);
1516 // packet loss percentage
1517 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1518 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1520 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1521 MSG_WriteByte(&buf, packetloss);
1522 // write most recent 3 moves
1523 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1524 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1525 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1526 // calculate the checksum
1527 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1528 // if delta compression history overflows, request no delta
1529 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1530 cl.qw_validsequence = 0;
1531 // request delta compression if appropriate
1532 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1534 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1535 MSG_WriteByte(&buf, qw_clc_delta);
1536 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1539 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1541 case PROTOCOL_QUAKE:
1542 case PROTOCOL_QUAKEDP:
1543 case PROTOCOL_NEHAHRAMOVIE:
1544 case PROTOCOL_NEHAHRABJP:
1545 case PROTOCOL_NEHAHRABJP2:
1546 case PROTOCOL_NEHAHRABJP3:
1548 MSG_WriteByte (&buf, clc_move);
1549 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1551 for (i = 0;i < 3;i++)
1552 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1554 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1555 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1556 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1558 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1559 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1561 case PROTOCOL_DARKPLACES2:
1562 case PROTOCOL_DARKPLACES3:
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_WriteAngle32f (&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 case PROTOCOL_DARKPLACES1:
1578 case PROTOCOL_DARKPLACES4:
1579 case PROTOCOL_DARKPLACES5:
1581 MSG_WriteByte (&buf, clc_move);
1582 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1584 for (i = 0;i < 3;i++)
1585 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1587 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1588 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1589 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1591 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1592 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1593 case PROTOCOL_DARKPLACES6:
1594 case PROTOCOL_DARKPLACES7:
1595 // set the maxusercmds variable to limit how many should be sent
1596 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1597 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1598 if (!cl.cmd.predicted)
1601 // send the latest moves in order, the old ones will be
1602 // ignored by the server harmlessly, however if the previous
1603 // packets were lost these moves will be used
1605 // this reduces packet loss impact on gameplay.
1606 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1608 // don't repeat any stale moves
1609 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1612 MSG_WriteByte (&buf, clc_move);
1613 if (cls.protocol != PROTOCOL_DARKPLACES6)
1614 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1615 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1617 for (i = 0;i < 3;i++)
1618 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1620 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1621 MSG_WriteCoord16i (&buf, cmd->sidemove);
1622 MSG_WriteCoord16i (&buf, cmd->upmove);
1624 MSG_WriteLong (&buf, cmd->buttons);
1625 MSG_WriteByte (&buf, cmd->impulse);
1626 // PRYDON_CLIENTCURSOR
1628 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1629 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1630 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1631 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1632 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1633 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1634 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1635 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1636 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1639 case PROTOCOL_UNKNOWN:
1644 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1646 // ack the last few frame numbers
1647 // (redundent to improve handling of client->server packet loss)
1648 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1649 for (i = 0;i < LATESTFRAMENUMS;i++)
1651 if (cl.latestframenums[i] > 0)
1653 if (developer_networkentities.integer >= 10)
1654 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1655 MSG_WriteByte(&buf, clc_ackframe);
1656 MSG_WriteLong(&buf, cl.latestframenums[i]);
1661 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1662 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1664 // acknowledge any recently received data blocks
1665 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1667 MSG_WriteByte(&buf, clc_ackdownloaddata);
1668 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1669 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1670 cls.dp_downloadack[i].start = 0;
1671 cls.dp_downloadack[i].size = 0;
1674 // send the reliable message (forwarded commands) if there is one
1675 if (buf.cursize || cls.netcon->message.cursize)
1676 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1678 // update the cl.movecmd array which holds the most recent moves,
1679 // because we now need a new slot for the next input
1680 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1681 cl.movecmd[i] = cl.movecmd[i-1];
1682 cl.movecmd[0].msec = 0;
1683 cl.movecmd[0].frametime = 0;
1685 // clear button 'click' states
1686 in_attack.state &= ~2;
1687 in_jump.state &= ~2;
1688 in_button3.state &= ~2;
1689 in_button4.state &= ~2;
1690 in_button5.state &= ~2;
1691 in_button6.state &= ~2;
1692 in_button7.state &= ~2;
1693 in_button8.state &= ~2;
1695 in_button9.state &= ~2;
1696 in_button10.state &= ~2;
1697 in_button11.state &= ~2;
1698 in_button12.state &= ~2;
1699 in_button13.state &= ~2;
1700 in_button14.state &= ~2;
1701 in_button15.state &= ~2;
1702 in_button16.state &= ~2;
1706 if (cls.netcon->message.overflowed)
1708 Con_Print("CL_SendMove: lost server connection\n");
1710 Host_ShutdownServer();
1719 void CL_InitInput (void)
1721 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1722 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1723 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1724 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1725 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1726 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1727 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1728 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1729 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1730 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1731 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1732 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1733 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1734 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1735 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1736 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1737 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1738 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1739 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1740 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1741 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1742 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1743 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1744 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1745 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1746 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1747 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1748 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1749 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1750 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1751 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1752 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1753 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1755 // LordHavoc: added use button
1756 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1757 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1759 // LordHavoc: added 6 new buttons
1760 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1761 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1762 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1763 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1764 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1765 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1766 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1767 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1768 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1769 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1770 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1771 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1772 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1773 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1774 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1775 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1776 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1777 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1778 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1779 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1780 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1781 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1782 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1783 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1784 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1785 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1786 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1787 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1789 // LordHavoc: added bestweapon command
1790 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)");
1791 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");
1792 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1794 Cvar_RegisterVariable(&cl_movement);
1795 Cvar_RegisterVariable(&cl_movement_minping);
1796 Cvar_RegisterVariable(&cl_movement_track_canjump);
1797 Cvar_RegisterVariable(&cl_movement_maxspeed);
1798 Cvar_RegisterVariable(&cl_movement_maxairspeed);
1799 Cvar_RegisterVariable(&cl_movement_stopspeed);
1800 Cvar_RegisterVariable(&cl_movement_friction);
1801 Cvar_RegisterVariable(&cl_movement_wallfriction);
1802 Cvar_RegisterVariable(&cl_movement_waterfriction);
1803 Cvar_RegisterVariable(&cl_movement_edgefriction);
1804 Cvar_RegisterVariable(&cl_movement_stepheight);
1805 Cvar_RegisterVariable(&cl_movement_accelerate);
1806 Cvar_RegisterVariable(&cl_movement_airaccelerate);
1807 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1808 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1809 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1810 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1812 Cvar_RegisterVariable(&in_pitch_min);
1813 Cvar_RegisterVariable(&in_pitch_max);
1814 Cvar_RegisterVariable(&m_filter);
1816 Cvar_RegisterVariable(&cl_netfps);
1817 Cvar_RegisterVariable(&cl_netrepeatinput);
1818 Cvar_RegisterVariable(&cl_netimmediatebuttons);
1820 Cvar_RegisterVariable(&cl_nodelta);