/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cl.input.c -- builds an intended movement command to send to the server #include "quakedef.h" #ifdef _WIN32 #include "winquake.h" //fps indep stuff. #endif float in_sensitivityscale = 1; static void QDECL CL_SpareMsec_Callback (struct cvar_s *var, char *oldvalue); #ifdef NQPROT cvar_t cl_movement = CVARD("cl_movement","1", "Specifies whether to send movement sequence info over DPP7 protocols (other protocols are unaffected). Unlike cl_nopred, this can result in different serverside behaviour."); #endif cvar_t cl_nodelta = CVAR("cl_nodelta","0"); cvar_t cl_c2sdupe = CVAR("cl_c2sdupe", "0"); cvar_t cl_c2spps = CVAR("cl_c2spps", "0"); cvar_t cl_c2sImpulseBackup = CVAR("cl_c2sImpulseBackup","3"); cvar_t cl_netfps = CVAR("cl_netfps", "150"); cvar_t cl_sparemsec = CVARC("cl_sparemsec", "10", CL_SpareMsec_Callback); cvar_t cl_queueimpulses = CVAR("cl_queueimpulses", "0"); cvar_t cl_smartjump = CVAR("cl_smartjump", "1"); cvar_t cl_iDrive = CVARFD("cl_iDrive", "1", CVAR_SEMICHEAT, "Effectively releases movement keys when the opposing key is pressed. This avoids dead-time when both keys are pressed. This can be emulated with various scripts, but that's messy."); cvar_t cl_run = CVARD("cl_run", "0", "Enables autorun, inverting the state of the +speed key."); cvar_t cl_fastaccel = CVARD("cl_fastaccel", "1", "Begin moving at full speed instantly, instead of waiting a frame or so."); extern cvar_t cl_rollspeed; cvar_t cl_prydoncursor = CVAR("cl_prydoncursor", ""); //for dp protocol cvar_t cl_instantrotate = CVARF("cl_instantrotate", "1", CVAR_SEMICHEAT); cvar_t in_xflip = {"in_xflip", "0"}; cvar_t prox_inmenu = CVAR("prox_inmenu", "0"); usercmd_t cl_pendingcmd[MAX_SPLITS]; /*kinda a hack...*/ unsigned int con_splitmodifier; cvar_t cl_forceseat = CVARAD("in_forceseat", "0", "in_forcesplitclient", "Overrides the device identifiers to control a specific client from any device. This can be used for debugging mods, where you only have one keyboard/mouse."); extern cvar_t cl_splitscreen; int CL_TargettedSplit(qboolean nowrap) { int mod; //explicitly targetted at some seat number from the server if (Cmd_ExecLevel > RESTRICT_SERVER) return Cmd_ExecLevel - RESTRICT_SERVER-1; if (Cmd_ExecLevel == RESTRICT_SERVER) return 0; //locally executed command. if (nowrap) mod = MAX_SPLITS; else mod = cl.splitclients; if (mod < 1) return 0; if (con_splitmodifier > 0) return (con_splitmodifier - 1) % mod; else if (cl_forceseat.ival > 0) return (cl_forceseat.ival-1) % cl.splitclients; else return 0; } void CL_Split_f(void) { int tmp; char *c; c = Cmd_Argv(0); tmp = con_splitmodifier; if (*c == '+' || *c == '-') { con_splitmodifier = c[2]-'0'; Cmd_ExecuteString(va("%c%s", *c, Cmd_Args()), Cmd_ExecLevel); } else { con_splitmodifier = c[1]-'0'; Cmd_ExecuteString(Cmd_Args(), Cmd_ExecLevel); } con_splitmodifier = tmp; } void CL_SplitA_f(void) { int tmp; char *c, *args; c = Cmd_Argv(0); args = COM_Parse(Cmd_Args()); if (!args) return; while(*args == ' ' || *args == '\t') args++; tmp = con_splitmodifier; con_splitmodifier = atoi(com_token); if (*c == '+' || *c == '-') Cmd_ExecuteString(va("%c%s", *c, args), Cmd_ExecLevel); else Cmd_ExecuteString(args, Cmd_ExecLevel); con_splitmodifier = tmp; } /* =============================================================================== KEY BUTTONS Continuous button event tracking is complicated by the fact that two different input sources (say, mouse button 1 and the control key) can both press the same button, but the button should only be released when both of the pressing key have been released. When a key event issues a button command (+forward, +attack, etc), it appends its key number as a parameter to the command so it can be matched up with the release. state bit 0 is the current state of the key state bit 1 is edge triggered on the up to down transition state bit 2 is edge triggered on the down to up transition =============================================================================== */ kbutton_t in_mlook, in_strafe, in_speed; static kbutton_t in_klook; static kbutton_t in_left, in_right, in_forward, in_back; static kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright; static kbutton_t in_use, in_jump, in_attack; static kbutton_t in_rollleft, in_rollright, in_up, in_down; static kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8; #define IN_IMPULSECACHE 32 static int in_impulse[MAX_SPLITS][IN_IMPULSECACHE]; static int in_nextimpulse[MAX_SPLITS]; static int in_impulsespending[MAX_SPLITS]; qboolean cursor_active; static void KeyDown (kbutton_t *b, kbutton_t *anti) { int k; char *c; int pnum = CL_TargettedSplit(false); c = Cmd_Argv(1); if (c[0]) k = atoi(c); else k = -1; // typed manually at the console for continuous down if (k == b->down[pnum][0] || k == b->down[pnum][1]) return; // repeating key if (!b->down[pnum][0]) b->down[pnum][0] = k; else if (!b->down[pnum][1]) b->down[pnum][1] = k; else { Con_DPrintf ("Three keys down for a button!\n"); return; } if (b->state[pnum] & 1) return; // still down b->state[pnum] |= 1 + 2; // down + impulse down if (anti && (anti->state[pnum] & 1) && cl_iDrive.ival) { //anti-keys are the opposing key. so +forward can auto-release +back for slightly faster-responding keypresses. b->suppressed[pnum] = anti; anti->suppressed[pnum] = NULL; anti->state[pnum] &= ~1; // now up anti->state[pnum] |= 4; // impulse up } } static void KeyUp (kbutton_t *b) { int k; char *c; int pnum = CL_TargettedSplit(false); c = Cmd_Argv(1); if (c[0]) k = atoi(c); else { // typed manually at the console, assume for unsticking, so clear all b->suppressed[pnum] = NULL; b->down[pnum][0] = b->down[pnum][1] = 0; b->state[pnum] = 4; // impulse up return; } if (b->down[pnum][0] == k) b->down[pnum][0] = 0; else if (b->down[pnum][1] == k) b->down[pnum][1] = 0; else return; // key up without coresponding down (menu pass through) if (b->down[pnum][0] || b->down[pnum][1]) return; // some other key is still holding it down if (!(b->state[pnum] & 1)) return; // still up (this should not happen) b->state[pnum] &= ~1; // now up b->state[pnum] |= 4; // impulse up if (b->suppressed[pnum]) { if (b->suppressed[pnum]->down[pnum][0] || b->suppressed[pnum]->down[pnum][1]) b->suppressed[pnum]->state[pnum] |= 1 + 2; b->suppressed[pnum] = NULL; } } static void IN_KLookDown (void) {KeyDown(&in_klook, NULL);} static void IN_KLookUp (void) {KeyUp(&in_klook);} static void IN_MLookDown (void) {KeyDown(&in_mlook, NULL);} static void IN_MLookUp (void) { int pnum = CL_TargettedSplit(false); KeyUp(&in_mlook); if ( !(in_mlook.state[pnum]&1) && lookspring.ival) V_StartPitchDrift(&cl.playerview[pnum]); } static void IN_UpDown(void) {KeyDown(&in_up, &in_down);} static void IN_UpUp(void) {KeyUp(&in_up);} static void IN_DownDown(void) {KeyDown(&in_down, &in_up);} static void IN_DownUp(void) {KeyUp(&in_down);} static void IN_LeftDown(void) {KeyDown(&in_left, &in_right);} static void IN_LeftUp(void) {KeyUp(&in_left);} static void IN_RightDown(void) {KeyDown(&in_right, &in_left);} static void IN_RightUp(void) {KeyUp(&in_right);} static void IN_ForwardDown(void) {KeyDown(&in_forward, &in_back);} static void IN_ForwardUp(void) {KeyUp(&in_forward);} static void IN_BackDown(void) {KeyDown(&in_back, &in_forward);} static void IN_BackUp(void) {KeyUp(&in_back);} static void IN_LookupDown(void) {KeyDown(&in_lookup, &in_lookdown);} static void IN_LookupUp(void) {KeyUp(&in_lookup);} static void IN_LookdownDown(void) {KeyDown(&in_lookdown, &in_lookup);} static void IN_LookdownUp(void) {KeyUp(&in_lookdown);} static void IN_MoveleftDown(void) {KeyDown(&in_moveleft, &in_moveright);} static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);} static void IN_MoverightDown(void) {KeyDown(&in_moveright, &in_moveleft);} static void IN_MoverightUp(void) {KeyUp(&in_moveright);} static void IN_RollLeftDown(void) {KeyDown(&in_rollleft, &in_rollright);} static void IN_RollLeftUp(void) {KeyUp(&in_rollleft);} static void IN_RollRightDown(void) {KeyDown(&in_rollright, &in_rollleft);} static void IN_RollRightUp(void) {KeyUp(&in_rollright);} static void IN_SpeedDown(void) {KeyDown(&in_speed, NULL);} static void IN_SpeedUp(void) {KeyUp(&in_speed);} static void IN_StrafeDown(void) {KeyDown(&in_strafe, NULL);} static void IN_StrafeUp(void) {KeyUp(&in_strafe);} static void IN_AttackDown(void) {KeyDown(&in_attack, NULL);} static void IN_AttackUp(void) {KeyUp(&in_attack);} static void IN_UseDown (void) {KeyDown(&in_use, NULL);} static void IN_UseUp (void) {KeyUp(&in_use);} static void IN_JumpDown (void) { qboolean condition; int pnum = CL_TargettedSplit(false); playerview_t *pv = &cl.playerview[pnum]; condition = (cls.state == ca_active && cl_smartjump.ival && !prox_inmenu.ival); #ifdef Q2CLIENT if (condition && cls.protocol == CP_QUAKE2) KeyDown(&in_up, &in_down); else #endif #ifdef QUAKESTATS if (condition && cl.playerview[pnum].stats[STAT_HEALTH] > 0 && !cls.demoplayback && !pv->spectator && (cls.protocol==CP_NETQUAKE || cl.inframes[cl.validsequence&UPDATE_MASK].playerstate[pv->playernum].messagenum == cl.validsequence) && cl.playerview[pnum].waterlevel >= 2 && (!cl.teamfortress || !(in_forward.state[pnum] & 1)) ) KeyDown(&in_up, &in_down); else #endif if (condition && pv->spectator && pv->cam_state == CAM_FREECAM) KeyDown(&in_up, &in_down); else KeyDown(&in_jump, &in_down); } static void IN_JumpUp (void) { if (cl_smartjump.ival) KeyUp(&in_up); KeyUp(&in_jump); } static void IN_Button3Down(void) {KeyDown(&in_button3, NULL);} static void IN_Button3Up(void) {KeyUp(&in_button3);} static void IN_Button4Down(void) {KeyDown(&in_button4, NULL);} static void IN_Button4Up(void) {KeyUp(&in_button4);} static void IN_Button5Down(void) {KeyDown(&in_button5, NULL);} static void IN_Button5Up(void) {KeyUp(&in_button5);} static void IN_Button6Down(void) {KeyDown(&in_button6, NULL);} static void IN_Button6Up(void) {KeyUp(&in_button6);} static void IN_Button7Down(void) {KeyDown(&in_button7, NULL);} static void IN_Button7Up(void) {KeyUp(&in_button7);} static void IN_Button8Down(void) {KeyDown(&in_button8, NULL);} static void IN_Button8Up(void) {KeyUp(&in_button8);} float in_rotate; static void IN_Rotate_f (void) {in_rotate += atoi(Cmd_Argv(1));} void IN_WriteButtons(vfsfile_t *f, qboolean all) { int s,b; struct { kbutton_t *button; char *name; } buttons [] = { {&in_mlook, "mlook"}, {&in_klook, "klook"}, {&in_left, "left"}, {&in_right, "right"}, {&in_forward, "forward"}, {&in_back, "back"}, {&in_lookup, "lookup"}, {&in_lookdown, "lookdown"}, {&in_moveleft, "moveleft"}, {&in_moveright, "moveright"}, {&in_strafe, "strafe"}, {&in_speed, "speed"}, {&in_use, "use"}, {&in_jump, "jump"}, {&in_attack, "attack"}, {&in_rollleft, "rollleft"}, {&in_rollright, "rollright"}, {&in_up, "up"}, {&in_down, "down"}, {&in_button3, "button3"}, {&in_button4, "button4"}, {&in_button5, "button5"}, {&in_button6, "button6"}, {&in_button7, "button7"}, {&in_button8, "button8"} }; s = 0; VFS_PRINTF(f, "\n//Player 1 buttons\n"); for (b = 0; b < countof(buttons); b++) { if ((buttons[b].button->state[s]&1) && (buttons[b].button->down[s][0]==-1 || buttons[b].button->down[s][1]==-1)) VFS_PRINTF(f, "+%s\n", buttons[b].name); else if (b || all) VFS_PRINTF(f, "-%s\n", buttons[b].name); } for (s = 1; s < MAX_SPLITS; s++) { VFS_PRINTF(f, "\n//Player %i buttons\n", s); for (b = 0; b < countof(buttons); b++) { if ((buttons[b].button->state[s]&1) && (buttons[b].button->down[s][0]==-1 || buttons[b].button->down[s][1]==-1)) VFS_PRINTF(f, "+p%i %s\n", s, buttons[b].name); else if (b || all) VFS_PRINTF(f, "-p%i %s\n", s, buttons[b].name); } } //FIXME: save device remappings to config. } //is this useful? //This function incorporates Tonik's impulse 8 7 6 5 4 3 2 1 to select the prefered weapon on the basis of having it. //It also incorporates split screen input as well as impulse buffering void IN_Impulse (void) { int newimp; int pnum = CL_TargettedSplit(false); newimp = Q_atoi(Cmd_Argv(1)); #ifdef QUAKESTATS if (Cmd_Argc() > 2) { int best, i, imp, items; items = cl.playerview[pnum].stats[STAT_ITEMS]; best = 0; for (i = Cmd_Argc() - 1; i > 0; i--) { imp = Q_atoi(Cmd_Argv(i)); if (imp < 1 || imp > 8) continue; switch (imp) { case 1: if (items & IT_AXE) best = 1; break; case 2: if (items & IT_SHOTGUN && cl.playerview[pnum].stats[STAT_SHELLS] >= 1) best = 2; break; case 3: if (items & IT_SUPER_SHOTGUN && cl.playerview[pnum].stats[STAT_SHELLS] >= 2) best = 3; break; case 4: if (items & IT_NAILGUN && cl.playerview[pnum].stats[STAT_NAILS] >= 1) best = 4; break; case 5: if (items & IT_SUPER_NAILGUN && cl.playerview[pnum].stats[STAT_NAILS] >= 2) best = 5; break; case 6: if (items & IT_GRENADE_LAUNCHER && cl.playerview[pnum].stats[STAT_ROCKETS] >= 1) best = 6; break; case 7: if (items & IT_ROCKET_LAUNCHER && cl.playerview[pnum].stats[STAT_ROCKETS] >= 1) best = 7; break; case 8: if (items & IT_LIGHTNING && cl.playerview[pnum].stats[STAT_CELLS] >= 1) best = 8; } } if (best) newimp = best; } #endif if (in_impulsespending[pnum]>=IN_IMPULSECACHE) { Con_Printf("Too many impulses, ignoring %i\n", newimp); return; } if (cl_queueimpulses.ival) { in_impulse[pnum][(in_nextimpulse[pnum]+in_impulsespending[pnum])%IN_IMPULSECACHE] = newimp; in_impulsespending[pnum]++; } else { in_impulse[pnum][(in_nextimpulse[pnum])%IN_IMPULSECACHE] = newimp; in_impulsespending[pnum]=1; } } void IN_Restart (void) { IN_Shutdown(); IN_ReInit(); //FIXME: re-assert explicit device re-mappings } /* =============== CL_KeyState Returns 0.25 if a key was pressed and released during the frame, 0.5 if it was pressed and held 0 if held then released, and 1.0 if held for the entire time =============== */ float CL_KeyState (kbutton_t *key, int pnum, qboolean noslowstart) { float val; qboolean impulsedown, impulseup, down; noslowstart = noslowstart && cl_fastaccel.ival; impulsedown = key->state[pnum] & 2; impulseup = key->state[pnum] & 4; down = key->state[pnum] & 1; val = 0; if (impulsedown && !impulseup) { if (down) val = noslowstart?1.0:0.5; // pressed and held this frame else val = 0; // I_Error (); } if (impulseup && !impulsedown) { if (down) val = 0; // I_Error (); else val = 0; // released this frame } if (!impulsedown && !impulseup) { if (down) val = 1.0; // held the entire frame else val = 0; // up the entire frame } if (impulsedown && impulseup) { if (down) val = 0.75; // released and re-pressed this frame else val = 0.25; // pressed and released this frame } key->state[pnum] &= 1; // clear impulses return val; } void CL_ProxyMenuHook(char *command, kbutton_t *key) { if ((key->state[0] & 3) == 3) //2 is impulse down, 1 is held down { key->state[0] = 0; // clear impulses Cbuf_AddText(command, RESTRICT_DEFAULT); } } void CL_ProxyMenuHooks(void) { if (!prox_inmenu.ival) return; CL_ProxyMenuHook("say proxy:menu down\n", &in_back); CL_ProxyMenuHook("say proxy:menu up\n", &in_forward); CL_ProxyMenuHook("say proxy:menu left\n", &in_left); CL_ProxyMenuHook("say proxy:menu right\n", &in_right); CL_ProxyMenuHook("say proxy:menu left\n", &in_moveleft); CL_ProxyMenuHook("say proxy:menu right\n", &in_moveright); CL_ProxyMenuHook("say proxy:menu use\n", &in_jump); } //========================================================================== cvar_t cl_upspeed = CVARF("cl_upspeed","400", CVAR_ARCHIVE); cvar_t cl_forwardspeed = CVARF("cl_forwardspeed","400", CVAR_ARCHIVE); cvar_t cl_backspeed = CVARFD("cl_backspeed","", CVAR_ARCHIVE, "The base speed that you move backwards at. If empty, uses the value of cl_forwardspeed instead."); cvar_t cl_sidespeed = CVARF("cl_sidespeed","400", CVAR_ARCHIVE); cvar_t cl_movespeedkey = CVAR("cl_movespeedkey","2.0"); cvar_t cl_yawspeed = CVAR("cl_yawspeed","140"); cvar_t cl_pitchspeed = CVAR("cl_pitchspeed","150"); cvar_t cl_anglespeedkey = CVAR("cl_anglespeedkey","1.5"); #define GATHERBIT(bname,bit) if (bname.state[pnum] & 3) {bits |= bit;} bname.state[pnum] &= ~2; void CL_GatherButtons (usercmd_t *cmd, int pnum) { unsigned int bits = 0; GATHERBIT(in_attack, 1); GATHERBIT(in_jump, 2); GATHERBIT(in_use, 4); GATHERBIT(in_button3, 4); //yup, flag 4 twice. GATHERBIT(in_button4, 8); GATHERBIT(in_button5, 16); GATHERBIT(in_button6, 32); GATHERBIT(in_button7, 64); GATHERBIT(in_button8, 128); cmd->buttons = bits; } /* ================ CL_AdjustAngles Moves the local angle positions ================ */ void CL_AdjustAngles (int pnum, double frametime) { float speed, quant; float up, down; if (in_speed.state[pnum] & 1) { if (ruleset_allow_frj.ival) speed = frametime * cl_anglespeedkey.ival; else speed = frametime * bound(-2, cl_anglespeedkey.ival, 2); } else speed = frametime; if (in_rotate && pnum==0 && !(cl.fpd & FPD_LIMIT_YAW)) { quant = in_rotate; if (!cl_instantrotate.ival) quant *= speed; in_rotate -= quant; if (ruleset_allow_frj.ival) cl.playerview[pnum].viewanglechange[YAW] += quant; } if (!(in_strafe.state[pnum] & 1)) { quant = cl_yawspeed.ival; if (cl.fpd & FPD_LIMIT_YAW || !ruleset_allow_frj.ival) quant = bound(-900, quant, 900); cl.playerview[pnum].viewanglechange[YAW] -= speed*quant * CL_KeyState (&in_right, pnum, false); cl.playerview[pnum].viewanglechange[YAW] += speed*quant * CL_KeyState (&in_left, pnum, false); } if (in_klook.state[pnum] & 1) { V_StopPitchDrift (&cl.playerview[pnum]); quant = cl_pitchspeed.ival; if (cl.fpd & FPD_LIMIT_PITCH || !ruleset_allow_frj.ival) quant = bound(-700, quant, 700); cl.playerview[pnum].viewanglechange[PITCH] -= speed*quant * CL_KeyState (&in_forward, pnum, false); cl.playerview[pnum].viewanglechange[PITCH] += speed*quant * CL_KeyState (&in_back, pnum, false); } quant = cl_rollspeed.ival; cl.playerview[pnum].viewanglechange[ROLL] -= speed*quant * CL_KeyState (&in_rollleft, pnum, false); cl.playerview[pnum].viewanglechange[ROLL] += speed*quant * CL_KeyState (&in_rollright, pnum, false); up = CL_KeyState (&in_lookup, pnum, false); down = CL_KeyState(&in_lookdown, pnum, false); quant = cl_pitchspeed.ival; if (!ruleset_allow_frj.ival) quant = bound(-700, quant, 700); cl.playerview[pnum].viewanglechange[PITCH] -= speed*cl_pitchspeed.ival * up; cl.playerview[pnum].viewanglechange[PITCH] += speed*cl_pitchspeed.ival * down; if (up || down) V_StopPitchDrift (&cl.playerview[pnum]); } /* ================ CL_BaseMove Send the intended movement message to the server ================ */ void CL_BaseMove (usercmd_t *cmd, int pnum, float priortime, float extratime) { float nscale = extratime?extratime / (extratime+priortime):0; float oscale = 1 - nscale; // // adjust for speed key // if ((in_speed.state[pnum] & 1) ^ cl_run.ival) nscale *= cl_movespeedkey.value; if (in_strafe.state[pnum] & 1) cmd->sidemove = cmd->sidemove*oscale + nscale*cl_sidespeed.value * (CL_KeyState (&in_right, pnum, true) - CL_KeyState (&in_left, pnum, true)) * (in_xflip.ival?-1:1); cmd->sidemove = cmd->sidemove*oscale + nscale*cl_sidespeed.value * (CL_KeyState (&in_moveright, pnum, true) - CL_KeyState (&in_moveleft, pnum, true)) * (in_xflip.ival?-1:1); cmd->upmove = cmd->upmove*oscale + nscale*cl_upspeed.value * (CL_KeyState (&in_up, pnum, true) - CL_KeyState (&in_down, pnum, true)); if (! (in_klook.state[pnum] & 1) ) { cmd->forwardmove = cmd->forwardmove*oscale + nscale*(cl_forwardspeed.value * CL_KeyState (&in_forward, pnum, true)) - ((*cl_backspeed.string?cl_backspeed.value:cl_forwardspeed.value) * CL_KeyState (&in_back, pnum, true)); } if (!priortime) //only gather buttons if we've not had any this frame. this avoids jump feeling weird with prediction. FIXME: should probably still allow +attack to reduce latency CL_GatherButtons(cmd, pnum); } void CL_ClampPitch (int pnum) { float mat[16]; float roll; static float oldtime; float timestep = realtime - oldtime; playerview_t *pv = &cl.playerview[pnum]; oldtime = realtime; if (cl.intermissionmode != IM_NONE) { memset(pv->viewanglechange, 0, sizeof(pv->viewanglechange)); return; } if (pv->pmovetype == PM_6DOF) { // vec3_t impact; // vec3_t norm; float mat2[16]; // vec3_t cross; vec3_t view[4]; // float dot; AngleVectors(pv->viewangles, view[0], view[1], view[2]); Matrix4x4_RM_FromVectors(mat, view[0], view[1], view[2], vec3_origin); Matrix4_Multiply(Matrix4x4_CM_NewRotation(-pv->viewanglechange[PITCH], 0, 1, 0), mat, mat2); Matrix4_Multiply(Matrix4x4_CM_NewRotation(pv->viewanglechange[YAW], 0, 0, 1), mat2, mat); #if 1 //roll angles Matrix4_Multiply(Matrix4x4_CM_NewRotation(pv->viewanglechange[ROLL], 1, 0, 0), mat, mat2); #else //auto-roll Matrix3x4_RM_ToVectors(mat, view[0], view[1], view[2], view[3]); VectorMA(pv->simorg, -48, view[2], view[3]); if (!TraceLineN(pv->simorg, view[3], impact, norm)) { norm[0] = 0; norm[1] = 0; norm[2] = 1; } /*keep the roll relative to the 'ground'*/ CrossProduct(norm, view[2], cross); dot = DotProduct(view[0], cross); roll = timestep * 360 * -(dot); Matrix4_Multiply(Matrix4x4_CM_NewRotation(roll, 1, 0, 0), mat, mat2); #endif Matrix3x4_RM_ToVectors(mat2, view[0], view[1], view[2], view[3]); VectorAngles(view[0], view[2], pv->viewangles, false); VectorClear(pv->viewanglechange); return; } #if 1 if ((pv->gravitydir[2] != -1 || pv->viewangles[2])) { float surfm[16], invsurfm[16]; float viewm[16]; vec3_t view[4]; vec3_t surf[3]; vec3_t vang; void PerpendicularVector( vec3_t dst, const vec3_t src ); /*calc current view matrix relative to the surface*/ AngleVectors(pv->viewangles, view[0], view[1], view[2]); VectorNegate(view[1], view[1]); /*calculate the surface axis with up from the pmove code and right/forwards relative to the player's directions*/ if (!pv->gravitydir[0] && !pv->gravitydir[1] && !pv->gravitydir[2]) { VectorSet(surf[2], 0, 0, 1); } else { VectorNegate(pv->gravitydir, surf[2]); } VectorNormalize(surf[2]); PerpendicularVector(surf[1], surf[2]); VectorNormalize(surf[1]); CrossProduct(surf[2], surf[1], surf[0]); VectorNegate(surf[0], surf[0]); VectorNormalize(surf[0]); Matrix4x4_RM_FromVectors(surfm, surf[0], surf[1], surf[2], vec3_origin); Matrix3x4_InvertTo4x4_Simple(surfm, invsurfm); /*calc current view matrix relative to the surface*/ Matrix4x4_RM_FromVectors(viewm, view[0], view[1], view[2], vec3_origin); Matrix4_Multiply(viewm, invsurfm, mat); /*convert that back to angles*/ Matrix3x4_RM_ToVectors(mat, view[0], view[1], view[2], view[3]); VectorAngles(view[0], view[2], vang, false); /*edit it*/ vang[PITCH] += pv->viewanglechange[PITCH]; vang[YAW] += pv->viewanglechange[YAW]; if (vang[PITCH] <= -180) vang[PITCH] += 360; if (vang[PITCH] > 180) vang[PITCH] -= 360; if (vang[ROLL] >= 180) vang[ROLL] -= 360; if (vang[ROLL] < -180) vang[ROLL] += 360; /*keep the player looking relative to their ground (smoothlyish)*/ if (!vang[ROLL]) { if (!pv->viewanglechange[PITCH] && !pv->viewanglechange[YAW] && !pv->viewanglechange[ROLL]) return; } else { if (fabs(vang[ROLL]) < host_frametime*180) vang[ROLL] = 0; else if (vang[ROLL] > 0) { // Con_Printf("Roll %f\n", vang[ROLL]); vang[ROLL] -= host_frametime*180; } else { // Con_Printf("Roll %f\n", vang[ROLL]); vang[ROLL] += host_frametime*180; } } VectorClear(pv->viewanglechange); /*clamp pitch*/ if (vang[PITCH] > cl.maxpitch) vang[PITCH] = cl.maxpitch; if (vang[PITCH] < cl.minpitch) vang[PITCH] = cl.minpitch; /*turn those angles back to a matrix*/ AngleVectors(vang, view[0], view[1], view[2]); VectorNegate(view[1], view[1]); Matrix4x4_RM_FromVectors(mat, view[0], view[1], view[2], vec3_origin); /*rotate back into world space*/ Matrix4_Multiply(mat, surfm, viewm); /*and figure out the final result*/ Matrix3x4_RM_ToVectors(viewm, view[0], view[1], view[2], view[3]); VectorAngles(view[0], view[2], cl.playerview[pnum].viewangles, false); if (pv->viewangles[ROLL] >= 360) pv->viewangles[ROLL] -= 360; if (pv->viewangles[ROLL] < 0) pv->viewangles[ROLL] += 360; if (pv->viewangles[PITCH] < -180) pv->viewangles[PITCH] += 360; return; } #endif pv->viewangles[PITCH] += pv->viewanglechange[PITCH]; pv->viewangles[YAW] += pv->viewanglechange[YAW]; pv->viewangles[ROLL] += pv->viewanglechange[ROLL]; pv->viewangles[YAW] /= 360; pv->viewangles[YAW] = pv->viewangles[YAW] - (int)pv->viewangles[YAW]; pv->viewangles[YAW] *= 360; VectorClear(pv->viewanglechange); #ifdef Q2CLIENT if (cls.protocol == CP_QUAKE2) { float pitch; pitch = SHORT2ANGLE(cl.q2frame.playerstate[pnum].pmove.delta_angles[PITCH]); if (pitch > 180) pitch -= 360; if (pv->viewangles[PITCH] + pitch < -360) pv->viewangles[PITCH] += 360; // wrapped if (pv->viewangles[PITCH] + pitch > 360) pv->viewangles[PITCH] -= 360; // wrapped if (pv->viewangles[PITCH] + pitch > cl.maxpitch) pv->viewangles[PITCH] = cl.maxpitch - pitch; if (pv->viewangles[PITCH] + pitch < cl.minpitch) pv->viewangles[PITCH] = cl.minpitch - pitch; } else #endif #ifdef Q3CLIENT if (cls.protocol == CP_QUAKE3) //q3 expects the cgame to do it { //no-op } else #endif { if (pv->viewangles[PITCH] > cl.maxpitch) pv->viewangles[PITCH] = cl.maxpitch; if (pv->viewangles[PITCH] < cl.minpitch) pv->viewangles[PITCH] = cl.minpitch; } // if (cl.viewangles[pnum][ROLL] > 50) // cl.viewangles[pnum][ROLL] = 50; // if (cl.viewangles[pnum][ROLL] < -50) // cl.viewangles[pnum][ROLL] = -50; roll = timestep*pv->viewangles[ROLL]*30; if ((pv->viewangles[ROLL]-roll < 0) != (pv->viewangles[ROLL]<0)) pv->viewangles[ROLL] = 0; else pv->viewangles[ROLL] -= timestep*pv->viewangles[ROLL]*3; } /* ============== CL_FinishMove ============== */ static void CL_FinishMove (usercmd_t *cmd, int pnum) { int i; CL_ClampPitch(pnum); // // always dump the first two message, because it may contain leftover inputs // from the last level // if (cl.movesequence <= 2) { cmd->buttons = 0; return; } // // figure button bits // CL_GatherButtons(cmd, pnum); for (i=0 ; i<3 ; i++) cmd->angles[i] = ((int)(cl.playerview[pnum].viewangles[i]*65536.0/360)&65535); if (in_impulsespending[pnum] && !cl.paused) { in_nextimpulse[pnum]++; in_impulsespending[pnum]--; cmd->impulse = in_impulse[pnum][(in_nextimpulse[pnum]-1)%IN_IMPULSECACHE]; } else cmd->impulse = 0; } void CL_UpdatePrydonCursor(usercmd_t *from, int pnum) { int hit; vec3_t cursor_end; vec3_t temp; vec3_t cursor_impact_normal; cursor_active = true; if (!cl_prydoncursor.ival) { //center the cursor from->cursor_screen[0] = 0; from->cursor_screen[1] = 0; } else { from->cursor_screen[0] = mousecursor_x/(vid.width/2.0f) - 1; from->cursor_screen[1] = mousecursor_y/(vid.height/2.0f) - 1; if (from->cursor_screen[0] < -1) from->cursor_screen[0] = -1; if (from->cursor_screen[1] < -1) from->cursor_screen[1] = -1; if (from->cursor_screen[0] > 1) from->cursor_screen[0] = 1; if (from->cursor_screen[1] > 1) from->cursor_screen[1] = 1; } /* if (cl.cmd.cursor_screen[0] < -1) { cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.realwidth * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[0] = -1; } if (cl.cmd.cursor_screen[0] > 1) { cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.realwidth * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[0] = 1; } if (cl.cmd.cursor_screen[1] < -1) { cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.realheight * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[1] = -1; } if (cl.cmd.cursor_screen[1] > 1) { cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.realheight * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[1] = 1; } */ VectorClear(from->cursor_start); temp[0] = (from->cursor_screen[0]+1)/2; temp[1] = (-from->cursor_screen[1]+1)/2; temp[2] = 1; VectorCopy(r_origin, from->cursor_start); Matrix4x4_CM_UnProject(temp, cursor_end, cl.playerview[pnum].viewangles, from->cursor_start, r_refdef.fov_x, r_refdef.fov_y); CL_SetSolidEntities(); //don't bother with players, they don't exist in NQ... CL_TraceLine(from->cursor_start, cursor_end, from->cursor_impact, cursor_impact_normal, &hit); if (hit>0) from->cursor_entitynumber = hit; else if (hit < 0) from->cursor_entitynumber = 0; //FIXME: ask csqc for the entity's entnum else from->cursor_entitynumber = 0; // P_RunParticleEffect(cursor_impact, vec3_origin, 15, 16); } #ifdef NQPROT void CLNQ_SendMove (usercmd_t *cmd, int pnum, sizebuf_t *buf) { int i; if (cls.demoplayback!=DPB_NONE) return; //err... don't bother... :) // // always dump the first two message, because it may contain leftover inputs // from the last level // if (cl.movesequence <= 2 || cls.state == ca_connected) { MSG_WriteByte (buf, clc_nop); return; } MSG_WriteByte (buf, clc_move); if (cls.protocol_nq >= CPNQ_DP7) { if (!cl_movement.ival) MSG_WriteLong(buf, 0); else MSG_WriteLong(buf, cl.movesequence); } else if (cls.fteprotocolextensions2 & PEXT2_PREDINFO) MSG_WriteShort(buf, cl.movesequence&0xffff); MSG_WriteFloat (buf, cmd->fservertime); // use latest time. because ping reports! for (i=0 ; i<3 ; i++) { if (cls.protocol_nq == CPNQ_FITZ666 || (cls.proquake_angles_hack && buf->prim.anglesize <= 1)) { //fitz/proquake protocols are always 16bit for this angle and 8bit elsewhere. rmq is always at least 16bit //the above logic should satify everything. MSG_WriteAngle16 (buf, cl.playerview[pnum].viewangles[i]); } else MSG_WriteAngle (buf, cl.playerview[pnum].viewangles[i]); } MSG_WriteShort (buf, cmd->forwardmove); MSG_WriteShort (buf, cmd->sidemove); MSG_WriteShort (buf, cmd->upmove); if (cls.protocol_nq >= CPNQ_DP6 || (cls.fteprotocolextensions2 & PEXT2_PRYDONCURSOR)) { MSG_WriteLong (buf, cmd->buttons); MSG_WriteByte (buf, cmd->impulse); MSG_WriteShort (buf, cmd->cursor_screen[0] * 32767.0f); MSG_WriteShort (buf, cmd->cursor_screen[1] * 32767.0f); MSG_WriteFloat (buf, cmd->cursor_start[0]); MSG_WriteFloat (buf, cmd->cursor_start[1]); MSG_WriteFloat (buf, cmd->cursor_start[2]); MSG_WriteFloat (buf, cmd->cursor_impact[0]); MSG_WriteFloat (buf, cmd->cursor_impact[1]); MSG_WriteFloat (buf, cmd->cursor_impact[2]); MSG_WriteEntity (buf, cmd->cursor_entitynumber); } else { MSG_WriteByte (buf, cmd->buttons); MSG_WriteByte (buf, cmd->impulse); } } void QDECL Name_Callback(struct cvar_s *var, char *oldvalue) { if (cls.state <= ca_connected) return; if (cls.protocol != CP_NETQUAKE) return; CL_SendClientCommand(true, "name \"%s\"\n", var->string); } void CLNQ_SendCmd(sizebuf_t *buf) { int i; int seat; usercmd_t *cmd; i = cl.movesequence & UPDATE_MASK; cl.outframes[i].senttime = realtime; cl.outframes[i].latency = -1; cl.outframes[i].server_message_num = cl.validsequence; cl.outframes[i].cmd_sequence = cl.movesequence; cl.outframes[i].sentgametime = cl.movesequence_time; for (seat = 0; seat < cl.splitclients; seat++) { cmd = &cl.outframes[i].cmd[seat]; *cmd = cl_pendingcmd[seat]; cmd->fservertime = cl.movesequence_time; // cmd->msec = (cl.time - cl.outframes[(i-1)&UPDATE_MASK].sentgametime)*1000; #ifdef CSQC_DAT CSQC_Input_Frame(seat, cmd); #endif } //inputs are only sent once we receive an entity. if (cls.signon == 4) { for (seat = 0; seat < cl.splitclients; seat++) { // send the unreliable message // if (independantphysics[seat].impulse && !cls.netchan.message.cursize) // CLNQ_SendMove (&cl.outframes[i].cmd[seat], seat, &cls.netchan.message); // else CLNQ_SendMove (&cl.outframes[i].cmd[seat], seat, buf); } } else MSG_WriteByte (buf, clc_nop); for (i = 0; i < cl.numackframes; i++) { MSG_WriteByte(buf, clcdp_ackframe); MSG_WriteLong(buf, cl.ackframes[i]); } cl.numackframes = 0; } #else void Name_Callback(struct cvar_s *var, char *oldvalue) { } #endif float CL_FilterTime (double time, float wantfps, float limit, qboolean ignoreserver) //now returns the extra time not taken in this slot. Note that negative 1 means uncapped. { float fps, fpscap; if (cls.timedemo) return -1; if (cls.protocol == CP_QUAKE3) ignoreserver = true; /*ignore the server if we're playing demos, sending to the server only as replies, or if its meant to be disabled (netfps depending on where its called from)*/ if (cls.demoplayback != DPB_NONE || (cls.protocol != CP_QUAKEWORLD && cls.protocol != CP_NETQUAKE) || ignoreserver) { if (!wantfps) return -1; fps = max (1.0, wantfps); } else { fpscap = cls.maxfps ? max (30.0, cls.maxfps) : 0x7fff; #ifdef IRCCONNECT if (cls.netchan.remote_address.type == NA_IRC) fps = bound (0.1, wantfps, fpscap); //if we're connected via irc, allow a greatly reduced minimum cap else #endif if (wantfps < 1) fps = fpscap; else fps = bound (6.7, wantfps, fpscap); //we actually cap ourselves to 150msecs (1000/7 = 142) } //its not time yet if (time < ceil(1000 / fps)) return 0; //clamp it if we have over 1.5 frame banked somehow if (limit && time - (1000 / fps) > (1000 / fps)*limit) return (1000 / fps) * limit; //report how much spare time the caller now has return time - (1000 / fps); } typedef struct clcmdbuf_s { struct clcmdbuf_s *next; int len; qboolean reliable; char command[4]; //this is dynamically allocated, so this is variably sized. } clcmdbuf_t; clcmdbuf_t *clientcmdlist; void VARGS CL_SendClientCommand(qboolean reliable, char *format, ...) { qboolean oldallow; va_list argptr; char string[2048]; clcmdbuf_t *buf, *prev; if (cls.demoplayback && cls.demoplayback != DPB_EZTV) return; //no point. va_start (argptr, format); Q_vsnprintfz (string,sizeof(string), format,argptr); va_end (argptr); #ifdef Q3CLIENT if (cls.protocol == CP_QUAKE3) { CLQ3_SendClientCommand("%s", string); return; } #endif oldallow = CL_AllowIndependantSendCmd(false); buf = Z_Malloc(sizeof(*buf)+strlen(string)); strcpy(buf->command, string); buf->len = strlen(buf->command); buf->reliable = reliable; //add to end of the list so that the first of the list is the first to be sent. if (!clientcmdlist) clientcmdlist = buf; else { for (prev = clientcmdlist; prev->next; prev=prev->next) ; prev->next = buf; } CL_AllowIndependantSendCmd(oldallow); } int CL_RemoveClientCommands(char *command) { clcmdbuf_t *next, *first; int removed = 0; int len = strlen(command); CL_AllowIndependantSendCmd(false); if (!clientcmdlist) return 0; while(!strncmp(clientcmdlist->command, command, len)) { next = clientcmdlist->next; Z_Free(clientcmdlist); clientcmdlist=next; removed++; if (!clientcmdlist) return removed; } first = clientcmdlist; while(first->next) { if (!strncmp(first->next->command, command, len)) { next = first->next->next; Z_Free(first->next); first->next = next; removed++; } else first = first->next; } return removed; } void CL_FlushClientCommands(void) { clcmdbuf_t *next; CL_AllowIndependantSendCmd(false); while(clientcmdlist) { Con_DPrintf("Flushed command %s\n", clientcmdlist->command); next = clientcmdlist->next; Z_Free(clientcmdlist); clientcmdlist=next; } } qboolean runningindepphys; #ifdef MULTITHREAD void *indeplock; void *indepthread; qboolean allowindepphys; qboolean CL_AllowIndependantSendCmd(qboolean allow) { qboolean ret = allowindepphys; if (!runningindepphys) return ret; if (allowindepphys != allow && runningindepphys) { if (allow) Sys_UnlockMutex(indeplock); else Sys_LockMutex(indeplock); allowindepphys = allow; } return ret; } int CL_IndepPhysicsThread(void *param) { double sleeptime; double fps; double time, lasttime; double spare; lasttime = Sys_DoubleTime(); while(runningindepphys) { time = Sys_DoubleTime(); spare = CL_FilterTime((time - lasttime)*1000, cl_netfps.value, 1.5, false); if (spare) { time -= spare/1000.0f; Sys_LockMutex(indeplock); if (cls.state) CL_SendCmd(time - lasttime, false); lasttime = time; Sys_UnlockMutex(indeplock); } fps = cl_netfps.value; if (fps < 4) fps = 4; while (fps < 100) fps*=2; sleeptime = 1/fps; Sys_Sleep(sleeptime); } return 0; } void CL_UseIndepPhysics(qboolean allow) { if (runningindepphys == allow) return; if (allow) { //enable it indeplock = Sys_CreateMutex(); runningindepphys = true; indepthread = Sys_CreateThread("indepphys", CL_IndepPhysicsThread, NULL, THREADP_HIGHEST, 8192); allowindepphys = true; } else { //shut it down. runningindepphys = false; //tell thread to exit gracefully Sys_LockMutex(indeplock); Sys_WaitOnThread(indepthread); Sys_UnlockMutex(indeplock); Sys_DestroyMutex(indeplock); } } #else qboolean CL_AllowIndependantSendCmd(qboolean allow) { return false; } void CL_UseIndepPhysics(qboolean allow) { } #endif static void QDECL CL_SpareMsec_Callback (struct cvar_s *var, char *oldvalue) { if (var->value > 50) { Cvar_ForceSet(var, "50"); return; } else if (var->value < 0) { Cvar_ForceSet(var, "0"); return; } } void CL_UpdateSeats(void) { if (!cls.netchan.message.cursize && cl.allocated_client_slots > 1 && cls.state == ca_active && cl.splitclients && (cls.fteprotocolextensions & PEXT_SPLITSCREEN) && cl.worldmodel) { int targ = cl_splitscreen.ival+1; if (targ > MAX_SPLITS) targ = MAX_SPLITS; if (cl.splitclients < targ) { char *ver; char buffer[2048]; char newinfo[2048]; Q_strncpyz(newinfo, cls.userinfo[cl.splitclients], sizeof(newinfo)); //some userinfos should always have a value if (!*Info_ValueForKey(newinfo, "name")) //$name-2 Info_SetValueForKey(newinfo, "name", va("%s-%i\n", Info_ValueForKey(cls.userinfo[0], "name"), cl.splitclients+1), sizeof(newinfo)); if (cls.protocol != CP_QUAKE2) { if (!*Info_ValueForKey(newinfo, "team")) //put players on the same team by default. this avoids team damage in coop, and if you're playing on the same computer then you probably want to be on the same team anyway. Info_SetValueForKey(newinfo, "team", Info_ValueForKey(cls.userinfo[0], "team"), sizeof(newinfo)); if (!*Info_ValueForKey(newinfo, "bottomcolor")) //bottom colour implies team in nq Info_SetValueForKey(newinfo, "bottomcolor", Info_ValueForKey(cls.userinfo[0], "bottomcolor"), sizeof(newinfo)); if (!*Info_ValueForKey(newinfo, "topcolor")) //should probably pick a random top colour or something Info_SetValueForKey(newinfo, "topcolor", Info_ValueForKey(cls.userinfo[0], "topcolor"), sizeof(newinfo)); } if (!*Info_ValueForKey(newinfo, "skin")) //give players the same skin by default, because we can. q2 cares for teams. qw might as well (its not like anyone actually uses them thanks to enemy-skin forcing). Info_SetValueForKey(newinfo, "skin", Info_ValueForKey(cls.userinfo[0], "skin"), sizeof(newinfo)); #ifdef SVNREVISION if (strcmp(STRINGIFY(SVNREVISION), "-")) ver = va("%s v%i.%02i %s", DISTRIBUTION, FTE_VER_MAJOR, FTE_VER_MINOR, STRINGIFY(SVNREVISION)); else #endif ver = va("%s v%i.%02i", DISTRIBUTION, FTE_VER_MAJOR, FTE_VER_MINOR); Info_SetValueForStarKey(newinfo, "*ver", ver, sizeof(newinfo)); CL_SendClientCommand(true, "addseat %i %s", cl.splitclients, COM_QuotedString(newinfo, buffer, sizeof(buffer), false)); } else if (cl.splitclients > targ) CL_SendClientCommand(true, "addseat %i", targ); } } /* ================= CL_SendCmd ================= */ vec3_t accum[MAX_SPLITS]; qboolean CL_WriteDeltas (int plnum, sizebuf_t *buf) { int i; usercmd_t *cmd, *oldcmd; qboolean dontdrop = false; i = (cls.netchan.outgoing_sequence-2) & UPDATE_MASK; cmd = &cl.outframes[i].cmd[plnum]; if (cl_c2sImpulseBackup.ival >= 2) dontdrop = dontdrop || cmd->impulse; MSG_WriteDeltaUsercmd (buf, &nullcmd, cmd); oldcmd = cmd; i = (cls.netchan.outgoing_sequence-1) & UPDATE_MASK; if (cl_c2sImpulseBackup.ival >= 3) dontdrop = dontdrop || cmd->impulse; cmd = &cl.outframes[i].cmd[plnum]; MSG_WriteDeltaUsercmd (buf, oldcmd, cmd); oldcmd = cmd; i = (cls.netchan.outgoing_sequence) & UPDATE_MASK; if (cl_c2sImpulseBackup.ival >= 1) dontdrop = dontdrop || cmd->impulse; cmd = &cl.outframes[i].cmd[plnum]; MSG_WriteDeltaUsercmd (buf, oldcmd, cmd); return dontdrop; } #ifdef Q2CLIENT qboolean CLQ2_SendCmd (sizebuf_t *buf) { int seq_hash; qboolean dontdrop = false; usercmd_t *cmd; int checksumIndex, i; int lightlev; int seat; cl.movesequence = cls.netchan.outgoing_sequence; //make sure its correct even over map changes. seq_hash = cl.movesequence; for (seat = 0; seat < cl.splitclients; seat++) { // send this and the previous cmds in the message, so // if the last packet was dropped, it can be recovered i = cl.movesequence & UPDATE_MASK; cmd = &cl.outframes[i].cmd[seat]; //q2admin is retarded and kicks you if you get a stall. if (cmd->msec > 100) cmd->msec = 100; if (cls.resendinfo) { MSG_WriteByte (&cls.netchan.message, clcq2_userinfo); MSG_WriteString (&cls.netchan.message, cls.userinfo[seat]); cls.resendinfo = false; } MSG_WriteByte (buf, clcq2_move); if (seat) { //multi-seat still has an extra clc_move per seat //but no checksum (pointless when its opensource anyway) //no sequence (only seat 0 reports that) checksumIndex = -1; } else { // save the position for a checksum qbyte if (cls.protocol_q2 == PROTOCOL_VERSION_R1Q2 || cls.protocol_q2 == PROTOCOL_VERSION_Q2PRO) checksumIndex = -1; else { checksumIndex = buf->cursize; MSG_WriteByte (buf, 0); } if (!cl.q2frame.valid || cl_nodelta.ival || (cls.demorecording && !cls.demohadkeyframe)) MSG_WriteLong (buf, -1); // no compression else MSG_WriteLong (buf, cl.q2frame.serverframe); } lightlev = R_LightPoint(cl.playerview[seat].simorg); // msecs = msecs - (double)msecstouse; i = cls.netchan.outgoing_sequence & UPDATE_MASK; cmd = &cl.outframes[i].cmd[seat]; *cmd = cl_pendingcmd[seat]; cmd->lightlevel = (lightlev>255)?255:lightlev; cl.outframes[i].senttime = realtime; cl.outframes[i].latency = -1; memset(&cl_pendingcmd[seat], 0, sizeof(cl_pendingcmd[seat])); if (cmd->buttons) cmd->buttons |= 128; //fixme: this isn't really what's meant by the anykey. // calculate a checksum over the move commands dontdrop |= CL_WriteDeltas(seat, buf); if (checksumIndex >= 0) { buf->data[checksumIndex] = Q2COM_BlockSequenceCRCByte( buf->data + checksumIndex + 1, buf->cursize - checksumIndex - 1, seq_hash); } } if (cl.sendprespawn || !cls.protocol_q2) buf->cursize = 0; //tastyspleen.net is alergic. else CL_UpdateSeats(); return dontdrop; } #endif qboolean CLQW_SendCmd (sizebuf_t *buf, qboolean actuallysend) { int seq_hash; qboolean dontdrop = false; usercmd_t *cmd; int checksumIndex, firstsize, plnum; int clientcount, lost; int curframe; int st = buf->cursize; int chatstate; cl.movesequence = cls.netchan.outgoing_sequence; //make sure its correct even over map changes. curframe = cl.movesequence & UPDATE_MASK; seq_hash = cl.movesequence; cl.outframes[curframe].server_message_num = cl.validsequence; cl.outframes[curframe].cmd_sequence = cl.movesequence; cl.outframes[curframe].senttime = realtime; cl.outframes[curframe].latency = -1; // send this and the previous cmds in the message, so // if the last packet was dropped, it can be recovered clientcount = cl.splitclients; if (!clientcount) clientcount = 1; chatstate = 0; chatstate |= Key_Dest_Has(~kdm_game)?1:0; chatstate |= vid.activeapp?0:2; for (plnum = 0; plnumlightlevel = 0; #ifdef CSQC_DAT if (!runningindepphys) CSQC_Input_Frame(plnum, cmd); #endif memset(&cl_pendingcmd[plnum], 0, sizeof(cl_pendingcmd[plnum])); } cmd = &cl.outframes[curframe].cmd[0]; if (cmd->cursor_screen[0] || cmd->cursor_screen[1] || cmd->cursor_entitynumber || cmd->cursor_start[0] || cmd->cursor_start[1] || cmd->cursor_start[2] || cmd->cursor_impact[0] || cmd->cursor_impact[1] || cmd->cursor_impact[2]) { MSG_WriteByte (buf, clcfte_prydoncursor); MSG_WriteShort(buf, cmd->cursor_screen[0] * 32767.0f); MSG_WriteShort(buf, cmd->cursor_screen[1] * 32767.0f); MSG_WriteFloat(buf, cmd->cursor_start[0]); MSG_WriteFloat(buf, cmd->cursor_start[1]); MSG_WriteFloat(buf, cmd->cursor_start[2]); MSG_WriteFloat(buf, cmd->cursor_impact[0]); MSG_WriteFloat(buf, cmd->cursor_impact[1]); MSG_WriteFloat(buf, cmd->cursor_impact[2]); MSG_WriteEntity(buf, cmd->cursor_entitynumber); } MSG_WriteByte (buf, clc_move); // save the position for a checksum qbyte checksumIndex = buf->cursize; MSG_WriteByte (buf, 0); // write our lossage percentage lost = CL_CalcNet(r_netgraph.value); MSG_WriteByte (buf, (qbyte)lost); firstsize=0; for (plnum = 0; plnumcursize; } // calculate a checksum over the move commands buf->data[checksumIndex] = COM_BlockSequenceCRCByte( buf->data + checksumIndex + 1, firstsize - checksumIndex - 1, seq_hash); // request delta compression of entities if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP-1) cl.validsequence = 0; //delta_sequence is the _expected_ previous sequences, so is set before it arrives. if (cl.validsequence && !cl_nodelta.ival && cls.state == ca_active && !cls.demorecording) { cl.inframes[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = cl.validsequence; MSG_WriteByte (buf, clc_delta); // Con_Printf("%i\n", cl.validsequence); MSG_WriteByte (buf, cl.validsequence&255); } else cl.inframes[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = -1; if (cl.sendprespawn || !actuallysend) buf->cursize = st; //don't send movement commands while we're still supposedly downloading. mvdsv does not like that. else CL_UpdateSeats(); return dontdrop; } void CL_SendCmd (double frametime, qboolean mainloop) { sizebuf_t buf; qbyte data[MAX_DATAGRAM]; int i, plnum; usercmd_t *cmd; float wantfps; int fullsend; //-1: send for sequence, with no usercmd. 0: update input frame, but don't send anything. 1: time for a new usercmd static float pps_balance = 0; static int dropcount = 0; static double msecs; static double msecsround; qboolean dontdrop=false; float usetime; //how many msecs we can use for the new frame int msecstouse; //usetime truncated to network precision (how much we'll actually eat) float framemsecs; //how long we're saying the input frame should be (differs from realtime with nq as we want to send frames reguarly, but note this might end up with funny-duration frames). qboolean xonoticworkaround; clcmdbuf_t *next; if (runningindepphys) { double curtime; static double lasttime; curtime = Sys_DoubleTime(); frametime = curtime - lasttime; lasttime = curtime; } CL_ProxyMenuHooks(); if (cls.demoplayback != DPB_NONE || cls.state <= ca_demostart) { cursor_active = false; if (!cls.state || cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV) { extern cvar_t cl_splitscreen; cl.ackedmovesequence = cl.movesequence; i = cl.movesequence & UPDATE_MASK; cl.movesequence++; cl.outframes[i].server_message_num = cl.validsequence; cl.outframes[i].cmd_sequence = cl.movesequence; cl.outframes[i].senttime = realtime; // we haven't gotten a reply yet // cl.outframes[i].receivedtime = -1; // we haven't gotten a reply yet if (cl.splitclients > cl_splitscreen.ival+1) { cl.splitclients = cl_splitscreen.ival+1; if (cl.splitclients < 1) cl.splitclients = 1; } for (plnum = 0; plnum < cl.splitclients; plnum++) { vec3_t mousemovements; playerview_t *pv = &cl.playerview[plnum]; cmd = &cl.outframes[i].cmd[plnum]; memset(cmd, 0, sizeof(*cmd)); msecs += frametime*1000; if (msecs > 50) msecs = 50; cmd->msec = msecs; msecs -= cmd->msec; cl_pendingcmd[plnum].msec = 0; CL_AdjustAngles (plnum, frametime); // get basic movement from keyboard CL_BaseMove (cmd, plnum, 0, 1); // allow mice or other external controllers to add to the move VectorClear(mousemovements); IN_Move (mousemovements, plnum, frametime); cl_pendingcmd[plnum].forwardmove += mousemovements[0]; cl_pendingcmd[plnum].sidemove += mousemovements[1]; cl_pendingcmd[plnum].upmove += mousemovements[2]; // if we are spectator, try autocam if (pv->spectator) Cam_Track(pv, cmd); CL_FinishMove(cmd, plnum); Cam_FinishMove(pv, cmd); #ifdef CSQC_DAT CSQC_Input_Frame(plnum, cmd); #endif if (cls.state == ca_active) { player_state_t *from, *to; from = &cl.inframes[cl.ackedmovesequence & UPDATE_MASK].playerstate[pv->playernum]; to = &cl.inframes[cl.movesequence & UPDATE_MASK].playerstate[pv->playernum]; CL_PredictUsercmd(pv->playernum, pv->viewentity, from, to, &cl.outframes[cl.ackedmovesequence & UPDATE_MASK].cmd[plnum]); } } while (clientcmdlist) { next = clientcmdlist->next; CL_Demo_ClientCommand(clientcmdlist->command); Con_DLPrintf(2, "Sending stringcmd %s\n", clientcmdlist->command); Z_Free(clientcmdlist); clientcmdlist = next; } cls.netchan.outgoing_sequence = cl.movesequence; } IN_Move (NULL, 0, frametime); Cbuf_Waited(); //its okay to stop waiting now return; // sendcmds come from the demo } memset(&buf, 0, sizeof(buf)); buf.maxsize = sizeof(data); buf.cursize = 0; buf.data = data; buf.prim = cls.netchan.message.prim; xonoticworkaround = cls.protocol == CP_NETQUAKE && CPNQ_IS_DP && cl.time && !cl.paused; if (xonoticworkaround) { if (cl.movesequence_time > cl.time + 0.5) cl.movesequence_time = cl.time + 0.5; //shouldn't really happen if (cl.movesequence_time < cl.time - 0.5) cl.movesequence_time = cl.time - 0.5; //shouldn't really happen framemsecs = (cl.time - cl.movesequence_time)*1000; wantfps = cl_netfps.value; usetime = CL_FilterTime(framemsecs, wantfps, 5, false); if (usetime > 0) { usetime = framemsecs - usetime; fullsend = true; } else { usetime = framemsecs - usetime; fullsend = false; } msecstouse = usetime; framemsecs = msecstouse; msecs = 0; } else { msecs += frametime*1000; // Con_Printf("%f\n", msecs); wantfps = cl_netfps.value; fullsend = true; msecstouse = 0; #ifndef CLIENTONLY if (sv.state && cls.state != ca_active) { fullsend = -1; msecstouse = usetime = msecs; msecs = 0; } else #endif { // while we're not playing send a slow keepalive fullsend to stop mvdsv from screwing up if (cls.state < ca_active && !cls.download) { #ifdef IRCCONNECT //don't spam irc. if (cls.netchan.remote_address.type == NA_IRC) wantfps = 0.5; else #endif wantfps = 12.5; } if (!runningindepphys && (cl_netfps.value > 0 || !fullsend)) { float spare; spare = CL_FilterTime(msecs, wantfps, (/*cls.protocol == CP_NETQUAKE*/0?0:1.5), false); usetime = msecsround + (msecs - spare); msecstouse = (int)usetime; if (!spare) fullsend = false; else { msecsround = usetime - msecstouse; msecs = spare + msecstouse; } } else { usetime = msecsround + msecs; msecstouse = (int)usetime; msecsround = usetime - msecstouse; } } if (msecstouse > 200) // cap at 200 to avoid servers splitting movement more than four times msecstouse = 200; // align msecstouse to avoid servers wasting our msecs if (msecstouse > 100) msecstouse &= ~3; // align to 4 else if (msecstouse > 50) msecstouse &= ~1; // align to 2 if (msecstouse <= 0) //FIXME fullsend = false; if (usetime <= 0) return; //infinite frame times = weirdness. framemsecs = msecstouse; if (cls.protocol == CP_NETQUAKE) framemsecs = 1000*(cl.time - cl.movesequence_time); } #ifdef HLCLIENT if (!CLHL_BuildUserInput(msecstouse, &cl_pendingcmd[0])) #endif for (plnum = 0; plnum < (cl.splitclients?cl.splitclients:1); plnum++) { vec3_t mousemovements; CL_AdjustAngles (plnum, frametime); VectorClear(mousemovements); IN_Move (mousemovements, plnum, frametime); CL_ClampPitch(plnum); cl_pendingcmd[plnum].forwardmove += mousemovements[0]; //FIXME: this will get nuked by CL_BaseMove. cl_pendingcmd[plnum].sidemove += mousemovements[1]; cl_pendingcmd[plnum].upmove += mousemovements[2]; for (i=0 ; i<3 ; i++) cl_pendingcmd[plnum].angles[i] = ((int)(cl.playerview[plnum].viewangles[i]*65536.0/360)&65535); CL_BaseMove (&cl_pendingcmd[plnum], plnum, cl_pendingcmd[plnum].msec, framemsecs); if (!cl_pendingcmd[plnum].msec) { CL_FinishMove(&cl_pendingcmd[plnum], plnum); Cbuf_Waited(); //its okay to stop waiting now } cl_pendingcmd[plnum].msec = framemsecs; // if we are spectator, try autocam // if (cl.spectator) Cam_Track(&cl.playerview[plnum], &cl_pendingcmd[plnum]); Cam_FinishMove(&cl.playerview[plnum], &cl_pendingcmd[plnum]); } //the main loop isn't allowed to send if (runningindepphys && mainloop) return; // if (skipcmd) // return; if (!fullsend) return; // when we're actually playing we try to match netfps exactly to avoid gameplay problems // if (msecstouse > 127) // Con_Printf("%i\n", msecstouse, msecs); //HACK: 1000/77 = 12.98. nudge it just under so we never appear to be using 83fps at 77fps (which can trip cheat detection in mods that expect 72 fps when many servers are configured for 77) //so lets just never use 12. if (fullsend && cls.maxfps == 77) for (plnum = 0; plnum < (cl.splitclients?cl.splitclients:1); plnum++) if (cl_pendingcmd[plnum].msec > 12.9 && cl_pendingcmd[plnum].msec < 13) cl_pendingcmd[plnum].msec = 13; #ifdef NQPROT if (cls.protocol != CP_NETQUAKE || cls.netchan.nqreliable_allowed) #endif { CL_SendDownloadReq(&buf); while (clientcmdlist) { next = clientcmdlist->next; if (clientcmdlist->reliable) { if (cls.netchan.message.cursize + 2+strlen(clientcmdlist->command)+100 > cls.netchan.message.maxsize) break; MSG_WriteByte (&cls.netchan.message, clc_stringcmd); MSG_WriteString (&cls.netchan.message, clientcmdlist->command); } else { if (buf.cursize + 2+strlen(clientcmdlist->command)+100 <= buf.maxsize) { MSG_WriteByte (&buf, clc_stringcmd); MSG_WriteString (&buf, clientcmdlist->command); } } Con_DLPrintf(2, "Sending stringcmd %s\n", clientcmdlist->command); Z_Free(clientcmdlist); clientcmdlist = next; } } // if we're not doing clc_moves and etc, don't continue unless we wrote something previous // or we have something on the reliable buffer (or we're loopback and don't care about flooding) if (!fullsend && cls.netchan.remote_address.type != NA_LOOPBACK && buf.cursize < 1 && cls.netchan.message.cursize < 1) return; if (fullsend) { if (!cls.state) { msecs -= (double)msecstouse; return; } cursor_active = false; for (plnum = 0; plnum < cl.splitclients; plnum++) { cmd = &cl_pendingcmd[plnum]; if (((cls.fteprotocolextensions2 & PEXT2_PRYDONCURSOR)||(cls.protocol == CP_NETQUAKE && cls.protocol_nq >= CPNQ_DP6)) && (*cl_prydoncursor.string && cl_prydoncursor.ival >= 0) && cls.state == ca_active) CL_UpdatePrydonCursor(cmd, plnum); else { Vector2Clear(cmd->cursor_screen); VectorClear(cmd->cursor_start); VectorClear(cmd->cursor_impact); cmd->cursor_entitynumber = 0; } } if (xonoticworkaround) cl.movesequence_time += msecstouse/1000.0; else cl.movesequence_time = cl.time; switch (cls.protocol) { #ifdef NQPROT case CP_NETQUAKE: msecs -= (double)msecstouse; CLNQ_SendCmd (&buf); dontdrop = true; break; #endif case CP_QUAKEWORLD: msecs -= (double)msecstouse; dontdrop = CLQW_SendCmd (&buf, fullsend == true); break; #ifdef Q2CLIENT case CP_QUAKE2: msecs -= (double)msecstouse; dontdrop = CLQ2_SendCmd (&buf); break; #endif #ifdef Q3CLIENT case CP_QUAKE3: msecs -= (double)msecstouse; CLQ3_SendCmd(&cl_pendingcmd[0]); memset(&cl_pendingcmd[0], 0, sizeof(cl_pendingcmd[0])); //don't bank too much, because that results in banking speedcheats if (msecs > 200) msecs = 200; return; // Q3 does it's own thing #endif default: Host_EndGame("Invalid protocol in CL_SendCmd: %i", cls.protocol); return; } if (cls.demorecording) CL_WriteDemoCmd(&cl.outframes[cl.movesequence & UPDATE_MASK].cmd[0]); // Con_DPrintf("generated sequence %i\n", cl.movesequence); cl.movesequence++; //clear enough of the pending command for the next frame. for (plnum = 0; plnum < cl.splitclients; plnum++) { cl_pendingcmd[plnum].msec = 0; cl_pendingcmd[plnum].impulse = 0; cl_pendingcmd[plnum].buttons = 0; } } #ifdef IRCCONNECT if (cls.netchan.remote_address.type == NA_IRC) { if (dropcount >= 2) { dropcount = 0; } else { // don't count this message when calculating PL cl.outframes[cls.netchan.outgoing_sequence&UPDATE_MASK].latency = -3; // drop this message cls.netchan.outgoing_sequence++; dropcount++; return; } } else #endif //shamelessly stolen from fuhquake if (cl_c2spps.ival>0) { pps_balance += frametime; // never drop more than 2 messages in a row -- that'll cause PL // and don't drop if one of the last two movemessages have an impulse if (pps_balance > 0 || dropcount >= 2 || dontdrop) { float pps; pps = cl_c2spps.ival; if (pps < 10) pps = 10; if (pps > 72) pps = 72; pps_balance -= 1 / pps; // bound pps_balance. FIXME: is there a better way? if (pps_balance > 0.1) pps_balance = 0.1; if (pps_balance < -0.1) pps_balance = -0.1; dropcount = 0; } else { // don't count this message when calculating PL cl.outframes[(cl.movesequence-1) & UPDATE_MASK].latency = -3; // drop this message cls.netchan.outgoing_sequence++; dropcount++; return; } } else { pps_balance = 0; dropcount = 0; } #ifdef VOICECHAT if (cls.protocol == CP_QUAKE2) S_Voip_Transmit(clcq2_voicechat, &buf); else S_Voip_Transmit(clcfte_voicechat, &buf); #endif // // deliver the message // cls.netchan.dupe = cl_c2sdupe.ival; Netchan_Transmit (&cls.netchan, buf.cursize, buf.data, 2500); //don't bank too much, because that results in banking speedcheats if (msecs > 200) msecs = 200; if (cls.netchan.fatal_error) { cls.netchan.fatal_error = false; cls.netchan.message.overflowed = false; cls.netchan.message.cursize = 0; } } void CL_SendCvar_f (void) { cvar_t *var; char *val; char *name = Cmd_Argv(1); var = Cvar_FindVar(name); if (!var) val = ""; else if (var->flags & CVAR_NOUNSAFEEXPAND) val = ""; else val = var->string; CL_SendClientCommand(true, "sentcvar %s \"%s\"", name, val); } /* ============ CL_InitInput ============ */ void CL_InitInput (void) { static char pcmd[MAX_SPLITS][3][5]; int sp; #define inputnetworkcvargroup "client networking options" cl.splitclients = 1; Cmd_AddCommand("rotate", IN_Rotate_f); Cmd_AddCommand("in_restart", IN_Restart); Cmd_AddCommand("sendcvar", CL_SendCvar_f); Cvar_Register (&cl_fastaccel, inputnetworkcvargroup); Cvar_Register (&in_xflip, inputnetworkcvargroup); Cvar_Register (&cl_nodelta, inputnetworkcvargroup); Cvar_Register (&prox_inmenu, inputnetworkcvargroup); Cvar_Register (&cl_c2sdupe, inputnetworkcvargroup); Cvar_Register (&cl_c2sImpulseBackup, inputnetworkcvargroup); Cvar_Register (&cl_c2spps, inputnetworkcvargroup); Cvar_Register (&cl_queueimpulses, inputnetworkcvargroup); Cvar_Register (&cl_netfps, inputnetworkcvargroup); Cvar_Register (&cl_sparemsec, inputnetworkcvargroup); Cvar_Register (&cl_run, inputnetworkcvargroup); Cvar_Register (&cl_iDrive, inputnetworkcvargroup); #ifdef NQPROT Cvar_Register (&cl_movement, inputnetworkcvargroup); #endif Cvar_Register (&cl_smartjump, inputnetworkcvargroup); Cvar_Register (&cl_prydoncursor, inputnetworkcvargroup); Cvar_Register (&cl_instantrotate, inputnetworkcvargroup); Cvar_Register (&cl_forceseat, inputnetworkcvargroup); for (sp = 0; sp < MAX_SPLITS; sp++) { Q_snprintfz(pcmd[sp][0], sizeof(pcmd[sp][0]), "p%i", sp+1); Q_snprintfz(pcmd[sp][1], sizeof(pcmd[sp][1]), "+p%i", sp+1); Q_snprintfz(pcmd[sp][2], sizeof(pcmd[sp][2]), "-p%i", sp+1); Cmd_AddCommand (pcmd[sp][0], CL_Split_f); Cmd_AddCommand (pcmd[sp][1], CL_Split_f); Cmd_AddCommand (pcmd[sp][2], CL_Split_f); /*default mlook to pressed, (on android we split the two sides of the screen)*/ in_mlook.state[sp] = 1; } /*then alternative arged ones*/ Cmd_AddCommand ("p", CL_SplitA_f); Cmd_AddCommand ("+p", CL_SplitA_f); Cmd_AddCommand ("-p", CL_SplitA_f); Cmd_AddCommand ("+moveup", IN_UpDown); Cmd_AddCommand ("-moveup", IN_UpUp); Cmd_AddCommand ("+movedown", IN_DownDown); Cmd_AddCommand ("-movedown", IN_DownUp); Cmd_AddCommand ("+left", IN_LeftDown); Cmd_AddCommand ("-left", IN_LeftUp); Cmd_AddCommand ("+right", IN_RightDown); Cmd_AddCommand ("-right", IN_RightUp); Cmd_AddCommand ("+forward", IN_ForwardDown); Cmd_AddCommand ("-forward", IN_ForwardUp); Cmd_AddCommand ("+back", IN_BackDown); Cmd_AddCommand ("-back", IN_BackUp); Cmd_AddCommand ("+lookup", IN_LookupDown); Cmd_AddCommand ("-lookup", IN_LookupUp); Cmd_AddCommand ("+lookdown", IN_LookdownDown); Cmd_AddCommand ("-lookdown", IN_LookdownUp); Cmd_AddCommand ("+strafe", IN_StrafeDown); Cmd_AddCommand ("-strafe", IN_StrafeUp); Cmd_AddCommand ("+moveleft", IN_MoveleftDown); Cmd_AddCommand ("-moveleft", IN_MoveleftUp); Cmd_AddCommand ("+moveright", IN_MoverightDown); Cmd_AddCommand ("-moveright", IN_MoverightUp); Cmd_AddCommand ("+rollleft", IN_RollLeftDown); Cmd_AddCommand ("-rollleft", IN_RollLeftUp); Cmd_AddCommand ("+rollright", IN_RollRightDown); Cmd_AddCommand ("-rollright", IN_RollRightUp); Cmd_AddCommand ("+speed", IN_SpeedDown); Cmd_AddCommand ("-speed", IN_SpeedUp); Cmd_AddCommand ("+attack", IN_AttackDown); Cmd_AddCommand ("-attack", IN_AttackUp); Cmd_AddCommand ("+use", IN_UseDown); Cmd_AddCommand ("-use", IN_UseUp); Cmd_AddCommand ("+jump", IN_JumpDown); Cmd_AddCommand ("-jump", IN_JumpUp); Cmd_AddCommand ("impulse", IN_Impulse); Cmd_AddCommandD("weapon", IN_Impulse, "Partial implementation for compatibility"); //for pseudo-compat with ezquake. Cmd_AddCommand ("+klook", IN_KLookDown); Cmd_AddCommand ("-klook", IN_KLookUp); Cmd_AddCommand ("+mlook", IN_MLookDown); Cmd_AddCommand ("-mlook", IN_MLookUp); Cmd_AddCommand ("+button3", IN_Button3Down); Cmd_AddCommand ("-button3", IN_Button3Up); Cmd_AddCommand ("+button4", IN_Button4Down); Cmd_AddCommand ("-button4", IN_Button4Up); Cmd_AddCommand ("+button5", IN_Button5Down); Cmd_AddCommand ("-button5", IN_Button5Up); Cmd_AddCommand ("+button6", IN_Button6Down); Cmd_AddCommand ("-button6", IN_Button6Up); Cmd_AddCommand ("+button7", IN_Button7Down); Cmd_AddCommand ("-button7", IN_Button7Up); Cmd_AddCommand ("+button8", IN_Button8Down); Cmd_AddCommand ("-button8", IN_Button8Up); }