1
0
Fork 0
forked from fte/fteqw
fteqw/engine/client/cl_input.c
Spoike 9aed521689 make developer a little less spammy. move much of it to developer 2.
net_mtu "" now means something large for servers and something smaller for clients. this should give clients more freedom to screw up their connections as much as they want when servers are not configured. I dunno.
package manager now tries to include packages listed from default.fmf. note that this may include dlls etc so this isn't available for any other fmf (ie: ones specified via the commandline/file associations).
fix up trace logic to use skeletal data for skeletal models, finally fixing toneddu's big hitmodel crash. hopefully.
console links inherit background text colours, where possible.
fix text background colour weirdness for both freetype2 fonts and spaces.
qcc: implement support for mac line endings, matching scintilla's line numbers, although this breaks rogue due to stray carrage returns inside a single-line comment (easy to fix, assuming some scintilla-based editor, anyway).
server: reworked deltas overflow to do round-robin properly with priority for players, so things shouldn't stall when overloaded.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5067 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-04 19:36:06 +00:00

2226 lines
60 KiB
C

/*
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);
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_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 independantphysics[MAX_SPLITS];
vec3_t mousemovements[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_klook;
kbutton_t in_left, in_right, in_forward, in_back;
kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t in_strafe, in_speed, in_use, in_jump, in_attack;
kbutton_t in_rollleft, in_rollright, in_up, in_down;
kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
#define IN_IMPULSECACHE 32
int in_impulse[MAX_SPLITS][IN_IMPULSECACHE];
int in_nextimpulse[MAX_SPLITS];
int in_impulsespending[MAX_SPLITS];
qboolean cursor_active;
void KeyDown (kbutton_t *b)
{
int k;
char *c;
int pnum = CL_TargettedSplit(false);
c = Cmd_Argv(1);
if (c[0])
k = atoi(c)&255;
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_Printf ("Three keys down for a button!\n");
return;
}
if (b->state[pnum] & 1)
return; // still down
b->state[pnum] |= 1 + 2; // down + impulse down
}
void KeyUp (kbutton_t *b)
{
int k;
char *c;
int pnum = CL_TargettedSplit(false);
c = Cmd_Argv(1);
if (c[0])
k = atoi(c)&255;
else
{ // typed manually at the console, assume for unsticking, so clear all
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
}
void IN_KLookDown (void) {KeyDown(&in_klook);}
void IN_KLookUp (void) {KeyUp(&in_klook);}
void IN_MLookDown (void) {KeyDown(&in_mlook);}
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]);
}
void IN_UpDown(void) {KeyDown(&in_up);}
void IN_UpUp(void) {KeyUp(&in_up);}
void IN_DownDown(void) {KeyDown(&in_down);}
void IN_DownUp(void) {KeyUp(&in_down);}
void IN_LeftDown(void) {KeyDown(&in_left);}
void IN_LeftUp(void) {KeyUp(&in_left);}
void IN_RightDown(void) {KeyDown(&in_right);}
void IN_RightUp(void) {KeyUp(&in_right);}
void IN_ForwardDown(void) {KeyDown(&in_forward);}
void IN_ForwardUp(void) {KeyUp(&in_forward);}
void IN_BackDown(void) {KeyDown(&in_back);}
void IN_BackUp(void) {KeyUp(&in_back);}
void IN_LookupDown(void) {KeyDown(&in_lookup);}
void IN_LookupUp(void) {KeyUp(&in_lookup);}
void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
void IN_MoverightDown(void) {KeyDown(&in_moveright);}
void IN_MoverightUp(void) {KeyUp(&in_moveright);}
void IN_RollLeftDown(void) {KeyDown(&in_rollleft);}
void IN_RollLeftUp(void) {KeyUp(&in_rollleft);}
void IN_RollRightDown(void) {KeyDown(&in_rollright);}
void IN_RollRightUp(void) {KeyUp(&in_rollright);}
void IN_SpeedDown(void) {KeyDown(&in_speed);}
void IN_SpeedUp(void) {KeyUp(&in_speed);}
void IN_StrafeDown(void) {KeyDown(&in_strafe);}
void IN_StrafeUp(void) {KeyUp(&in_strafe);}
void IN_AttackDown(void) {KeyDown(&in_attack);}
void IN_AttackUp(void) {KeyUp(&in_attack);}
void IN_UseDown (void) {KeyDown(&in_use);}
void IN_UseUp (void) {KeyUp(&in_use);}
void IN_JumpDown (void)
{
qboolean condition;
int pnum = CL_TargettedSplit(false);
condition = (cls.state == ca_active && cl_smartjump.ival && !prox_inmenu.ival);
#ifdef Q2CLIENT
if (condition && cls.protocol == CP_QUAKE2)
KeyDown(&in_up);
else
#endif
#ifdef QUAKESTATS
if (condition && cl.playerview[pnum].stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.spectator &&
cl.inframes[cl.validsequence&UPDATE_MASK].playerstate[cl.playerview[pnum].playernum].messagenum == cl.validsequence && cl.playerview[pnum].waterlevel >= 2 && (!cl.teamfortress || !(in_forward.state[pnum] & 1))
)
KeyDown(&in_up);
else
#endif
if (condition && cl.spectator && cl.playerview[pnum].cam_state == CAM_FREECAM)
KeyDown(&in_up);
else
KeyDown(&in_jump);
}
void IN_JumpUp (void)
{
if (cl_smartjump.ival)
KeyUp(&in_up);
KeyUp(&in_jump);
}
void IN_Button3Down(void) {KeyDown(&in_button3);}
void IN_Button3Up(void) {KeyUp(&in_button3);}
void IN_Button4Down(void) {KeyDown(&in_button4);}
void IN_Button4Up(void) {KeyUp(&in_button4);}
void IN_Button5Down(void) {KeyDown(&in_button5);}
void IN_Button5Up(void) {KeyUp(&in_button5);}
void IN_Button6Down(void) {KeyDown(&in_button6);}
void IN_Button6Up(void) {KeyUp(&in_button6);}
void IN_Button7Down(void) {KeyDown(&in_button7);}
void IN_Button7Up(void) {KeyUp(&in_button7);}
void IN_Button8Down(void) {KeyDown(&in_button8);}
void IN_Button8Up(void) {KeyUp(&in_button8);}
float in_rotate;
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)
VFS_PRINTF(f, "+%s\n", buttons[b].name);
else if (b || all)
VFS_PRINTF(f, "-%s\n", buttons[b].name);
}
for (; s < MAX_SPLITS; s++)
{
VFS_PRINTF(f, "\n//Player %i buttons\n", s+1);
for (b = 0; b < countof(buttons); b++)
{
if (buttons[b].button->state[s]&1)
VFS_PRINTF(f, "+p%i %s\n", s+1, buttons[b].name);
else if (b || all)
VFS_PRINTF(f, "-p%i %s\n", s+1, 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");
void CL_GatherButtons (usercmd_t *cmd, int pnum)
{
unsigned int bits = 0;
if (in_attack .state[pnum] & 3) bits |= 1; in_attack.state[pnum] &= ~2;
if (in_jump .state[pnum] & 3) bits |= 2; in_jump.state[pnum] &= ~2;
if (in_use .state[pnum] & 3) bits |= 4; in_use.state[pnum] &= ~2;
if (in_button3.state[pnum] & 3) bits |= 4; in_button3.state[pnum] &= ~2; //yup, flag 4 twice.
if (in_button4.state[pnum] & 3) bits |= 8; in_button4.state[pnum] &= ~2;
if (in_button5.state[pnum] & 3) bits |= 16; in_button5.state[pnum] &= ~2;
if (in_button6.state[pnum] & 3) bits |= 32; in_button6.state[pnum] &= ~2;
if (in_button7.state[pnum] & 3) bits |= 64; in_button7.state[pnum] &= ~2;
if (in_button8.state[pnum] & 3) bits |= 128; in_button8.state[pnum] &= ~2;
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 extra, float wantfps)
{
float scale = 1;//extra/1000.0f * 1/wantfps;
//
// adjust for speed key
//
if ((in_speed.state[pnum] & 1) ^ cl_run.ival)
scale *= cl_movespeedkey.value;
if (in_strafe.state[pnum] & 1)
{
cmd->sidemove += scale*cl_sidespeed.value * CL_KeyState (&in_right, pnum, true);
cmd->sidemove -= scale*cl_sidespeed.value * CL_KeyState (&in_left, pnum, true);
}
cmd->sidemove += scale*cl_sidespeed.value * CL_KeyState (&in_moveright, pnum, true);
cmd->sidemove -= scale*cl_sidespeed.value * CL_KeyState (&in_moveleft, pnum, true);
if(in_xflip.ival) cmd->sidemove *= -1;
cmd->upmove += scale*cl_upspeed.value * CL_KeyState (&in_up, pnum, true);
cmd->upmove -= scale*cl_upspeed.value * CL_KeyState (&in_down, pnum, true);
if (! (in_klook.state[pnum] & 1) )
{
cmd->forwardmove += scale*cl_forwardspeed.value * CL_KeyState (&in_forward, pnum, true);
cmd->forwardmove -= scale*(*cl_backspeed.string?cl_backspeed.value:cl_forwardspeed.value) * CL_KeyState (&in_back, pnum, true);
}
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
==============
*/
void CL_FinishMove (usercmd_t *cmd, int msecs, 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);
// send milliseconds of time to apply the move
cmd->msec = msecs;
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)
{
static float oldgametime;
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)
{
extern cvar_t cl_nopred;
if (cl_nopred.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, cl.gametime); // so server can get ping times
cmd->msec = bound(0, cl.gametime - oldgametime, .25)*1000;
oldgametime = cl.gametime;
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;
for (seat = 0; seat < cl.splitclients; seat++)
{
cmd = &cl.outframes[i].cmd[seat];
*cmd = independantphysics[seat];
cmd->lightlevel = 0;
#ifdef CSQC_DAT
CSQC_Input_Frame(seat, cmd);
#endif
memset(&independantphysics[seat], 0, sizeof(independantphysics[seat]));
}
//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);
}
}
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, 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 (time - (1000 / fps) > (1000 / fps)*1.5)
return (1000 / fps) * 1.5;
//report how much spare time the caller now has
return time - (1000 / fps);
}
qboolean allowindepphys;
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 = allowindepphys;
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;
void CL_AllowIndependantSendCmd(qboolean allow)
{
if (!runningindepphys)
return;
if (allowindepphys != allow && runningindepphys)
{
if (allow)
Sys_UnlockMutex(indeplock);
else
Sys_LockMutex(indeplock);
allowindepphys = allow;
}
}
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, 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
void CL_AllowIndependantSendCmd(qboolean allow)
{
}
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 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));
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 = independantphysics[seat];
cmd->lightlevel = (lightlev>255)?255:lightlev;
cl.outframes[i].senttime = realtime;
cl.outframes[i].latency = -1;
memset(&independantphysics[seat], 0, sizeof(independantphysics[0]));
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; plnum<clientcount; plnum++)
{
if (cl.playerview[plnum].chatstate != chatstate)
{
if (chatstate)
CL_SetInfo(plnum, "chat", va("%i", chatstate));
else
CL_SetInfo(plnum, "chat", "");
cl.playerview[plnum].chatstate = chatstate;
}
cmd = &cl.outframes[curframe].cmd[plnum];
*cmd = independantphysics[plnum];
cmd->lightlevel = 0;
#ifdef CSQC_DAT
if (!runningindepphys)
CSQC_Input_Frame(plnum, cmd);
#endif
memset(&independantphysics[plnum], 0, sizeof(independantphysics[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; plnum<clientcount; plnum++)
{
cmd = &cl.outframes[curframe].cmd[plnum];
if (plnum)
MSG_WriteByte (buf, clc_move);
dontdrop = CL_WriteDeltas(plnum, buf) || dontdrop;
if (!firstsize)
firstsize = buf->cursize;
}
// 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;
int msecstouse;
qboolean dontdrop=false;
float usetime;
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++)
{
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;
independantphysics[0].msec = 0;
CL_AdjustAngles (plnum, frametime);
// get basic movement from keyboard
CL_BaseMove (cmd, plnum, 1, 1);
// allow mice or other external controllers to add to the move
IN_Move (mousemovements[plnum], plnum, frametime);
independantphysics[plnum].forwardmove += mousemovements[plnum][0];
independantphysics[plnum].sidemove += mousemovements[plnum][1];
independantphysics[plnum].upmove += mousemovements[plnum][2];
VectorClear(mousemovements[plnum]);
// if we are spectator, try autocam
if (cl.spectator)
Cam_Track(&cl.playerview[plnum], cmd);
CL_FinishMove(cmd, cmd->msec, plnum);
Cam_FinishMove(&cl.playerview[plnum], cmd);
#ifdef CSQC_DAT
CSQC_Input_Frame(plnum, cmd);
#endif
if (cls.state == ca_active)
{
player_state_t *from, *to;
playerview_t *pv = &cl.playerview[plnum];
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;
#ifdef IRCCONNECT
if (cls.netchan.remote_address.type != NA_IRC)
#endif
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, 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.
#ifdef HLCLIENT
if (!CLHL_BuildUserInput(msecstouse, &independantphysics[0]))
#endif
for (plnum = 0; plnum < cl.splitclients; plnum++)
{
// CL_BaseMove (&independantphysics[plnum], plnum, (msecstouse - independantphysics[plnum].msec), wantfps);
CL_AdjustAngles (plnum, frametime);
IN_Move (mousemovements[plnum], plnum, frametime);
CL_ClampPitch(plnum);
independantphysics[plnum].forwardmove += mousemovements[plnum][0];
independantphysics[plnum].sidemove += mousemovements[plnum][1];
independantphysics[plnum].upmove += mousemovements[plnum][2];
VectorClear(mousemovements[plnum]);
for (i=0 ; i<3 ; i++)
independantphysics[plnum].angles[i] = ((int)(cl.playerview[plnum].viewangles[i]*65536.0/360)&65535);
if (!independantphysics[plnum].msec)
{
CL_BaseMove (&independantphysics[plnum], plnum, (msecstouse - independantphysics[plnum].msec), wantfps);
CL_FinishMove(&independantphysics[plnum], msecstouse, plnum);
Cbuf_Waited(); //its okay to stop waiting now
}
// if we are spectator, try autocam
// if (cl.spectator)
Cam_Track(&cl.playerview[plnum], &independantphysics[plnum]);
Cam_FinishMove(&cl.playerview[plnum], &independantphysics[plnum]);
independantphysics[plnum].msec = usetime;
//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 && (independantphysics[plnum].msec > 12.9 && independantphysics[plnum].msec < 13) && cls.maxfps == 77)
independantphysics[plnum].msec = 13;
}
//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 == 12)
msecstouse = 13;
// if (msecstouse > 127)
// Con_Printf("%i\n", msecstouse, msecs);
#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;
cmd = &independantphysics[0];
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, 0);
else
{
Vector2Clear(cmd->cursor_screen);
VectorClear(cmd->cursor_start);
VectorClear(cmd->cursor_impact);
cmd->cursor_entitynumber = 0;
}
switch (cls.protocol)
{
#ifdef NQPROT
case CP_NETQUAKE:
msecs -= (double)msecstouse;
CLNQ_SendCmd (&buf);
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(&independantphysics[0]);
memset(&independantphysics[0], 0, sizeof(independantphysics[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;
}
}
i = cl.movesequence & UPDATE_MASK;
cmd = &cl.outframes[i].cmd[0];
if (cls.demorecording)
CL_WriteDemoCmd(cmd);
// Con_DPrintf("generated sequence %i\n", cl.movesequence);
cl.movesequence++;
#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[i].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[i].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_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);
}