quakespasm/Quake/sv_user.c

855 lines
21 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers
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.
*/
// sv_user.c -- server code for moving users
#include "quakedef.h"
edict_t *sv_player;
extern cvar_t sv_friction;
cvar_t sv_edgefriction = {"edgefriction", "2", CVAR_NONE};
extern cvar_t sv_stopspeed;
static vec3_t forward, right, up;
// world
float *angles;
float *origin;
float *velocity;
qboolean onground;
usercmd_t cmd;
cvar_t sv_idealpitchscale = {"sv_idealpitchscale","0.8",CVAR_NONE};
cvar_t sv_altnoclip = {"sv_altnoclip","1",CVAR_ARCHIVE}; //johnfitz
qboolean SV_RunThink (edict_t *ent);
/*
===============
SV_SetIdealPitch
===============
*/
#define MAX_FORWARD 6
void SV_SetIdealPitch (void)
{
float angleval, sinval, cosval;
trace_t tr;
vec3_t top, bottom;
float z[MAX_FORWARD];
int i, j;
int step, dir, steps;
if (!((int)sv_player->v.flags & FL_ONGROUND))
return;
angleval = sv_player->v.angles[YAW] * M_PI*2 / 360;
sinval = sin(angleval);
cosval = cos(angleval);
for (i=0 ; i<MAX_FORWARD ; i++)
{
top[0] = sv_player->v.origin[0] + cosval*(i+3)*12;
top[1] = sv_player->v.origin[1] + sinval*(i+3)*12;
top[2] = sv_player->v.origin[2] + sv_player->v.view_ofs[2];
bottom[0] = top[0];
bottom[1] = top[1];
bottom[2] = top[2] - 160;
tr = SV_Move (top, vec3_origin, vec3_origin, bottom, 1, sv_player);
if (tr.allsolid)
return; // looking at a wall, leave ideal the way is was
if (tr.fraction == 1)
return; // near a dropoff
z[i] = top[2] + tr.fraction*(bottom[2]-top[2]);
}
dir = 0;
steps = 0;
for (j=1 ; j<i ; j++)
{
step = z[j] - z[j-1];
if (step > -ON_EPSILON && step < ON_EPSILON)
continue;
if (dir && ( step-dir > ON_EPSILON || step-dir < -ON_EPSILON ) )
return; // mixed changes
steps++;
dir = step;
}
if (!dir)
{
sv_player->v.idealpitch = 0;
return;
}
if (steps < 2)
return;
sv_player->v.idealpitch = -dir * sv_idealpitchscale.value;
}
/*
==================
SV_UserFriction
==================
*/
void SV_UserFriction (void)
{
float *vel;
float speed, newspeed, control;
vec3_t start, stop;
float friction;
trace_t trace;
vel = velocity;
speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
if (!speed)
return;
// if the leading edge is over a dropoff, increase friction
start[0] = stop[0] = origin[0] + vel[0]/speed*16;
start[1] = stop[1] = origin[1] + vel[1]/speed*16;
start[2] = origin[2] + sv_player->v.mins[2];
stop[2] = start[2] - 34;
trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, sv_player);
if (trace.fraction == 1.0)
friction = sv_friction.value*sv_edgefriction.value;
else
friction = sv_friction.value;
// apply friction
control = speed < sv_stopspeed.value ? sv_stopspeed.value : speed;
newspeed = speed - host_frametime*control*friction;
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
vel[0] = vel[0] * newspeed;
vel[1] = vel[1] * newspeed;
vel[2] = vel[2] * newspeed;
}
/*
==============
SV_Accelerate
==============
*/
cvar_t sv_maxspeed = {"sv_maxspeed", "320", CVAR_NOTIFY|CVAR_SERVERINFO};
cvar_t sv_accelerate = {"sv_accelerate", "10", CVAR_NONE};
void SV_Accelerate (float wishspeed, const vec3_t wishdir)
{
int i;
float addspeed, accelspeed, currentspeed;
currentspeed = DotProduct (velocity, wishdir);
addspeed = wishspeed - currentspeed;
if (addspeed <= 0)
return;
accelspeed = sv_accelerate.value*host_frametime*wishspeed;
if (accelspeed > addspeed)
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
velocity[i] += accelspeed*wishdir[i];
}
void SV_AirAccelerate (float wishspeed, vec3_t wishveloc)
{
int i;
float addspeed, wishspd, accelspeed, currentspeed;
wishspd = VectorNormalize (wishveloc);
if (wishspd > 30)
wishspd = 30;
currentspeed = DotProduct (velocity, wishveloc);
addspeed = wishspd - currentspeed;
if (addspeed <= 0)
return;
// accelspeed = sv_accelerate.value * host_frametime;
accelspeed = sv_accelerate.value*wishspeed * host_frametime;
if (accelspeed > addspeed)
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
velocity[i] += accelspeed*wishveloc[i];
}
void DropPunchAngle (void)
{
float len;
len = VectorNormalize (sv_player->v.punchangle);
len -= 10*host_frametime;
if (len < 0)
len = 0;
VectorScale (sv_player->v.punchangle, len, sv_player->v.punchangle);
}
/*
===================
SV_WaterMove
===================
*/
void SV_WaterMove (void)
{
int i;
vec3_t wishvel;
float speed, newspeed, wishspeed, addspeed, accelspeed;
//
// user intentions
//
AngleVectors (sv_player->v.v_angle, forward, right, up);
for (i=0 ; i<3 ; i++)
wishvel[i] = forward[i]*cmd.forwardmove + right[i]*cmd.sidemove;
if (sv_player->onladder)
{
wishvel[2] *= 1+fabs(wishvel[2]/200)*9; //exaggerate vertical movement.
if (sv_player->v.button2)
wishvel[2] += 400; //make jump climb (you can turn around and move off to fall)
}
if (!cmd.forwardmove && !cmd.sidemove && !cmd.upmove && !sv_player->onladder)
wishvel[2] -= 60; // drift towards bottom
else
wishvel[2] += cmd.upmove;
wishspeed = VectorLength(wishvel);
if (wishspeed > sv_maxspeed.value)
{
VectorScale (wishvel, sv_maxspeed.value/wishspeed, wishvel);
wishspeed = sv_maxspeed.value;
}
wishspeed *= 0.7;
//
// water friction
//
speed = VectorLength (velocity);
if (speed)
{
newspeed = speed - host_frametime * speed * sv_friction.value;
if (newspeed < 0)
newspeed = 0;
VectorScale (velocity, newspeed/speed, velocity);
}
else
newspeed = 0;
//
// water acceleration
//
if (!wishspeed)
return;
addspeed = wishspeed - newspeed;
if (addspeed <= 0)
return;
VectorNormalize (wishvel);
accelspeed = sv_accelerate.value * wishspeed * host_frametime;
if (accelspeed > addspeed)
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
velocity[i] += accelspeed * wishvel[i];
}
void SV_WaterJump (void)
{
if (qcvm->time > sv_player->v.teleport_time
|| !sv_player->v.waterlevel)
{
sv_player->v.flags = (int)sv_player->v.flags & ~FL_WATERJUMP;
sv_player->v.teleport_time = 0;
}
sv_player->v.velocity[0] = sv_player->v.movedir[0];
sv_player->v.velocity[1] = sv_player->v.movedir[1];
}
/*
===================
SV_NoclipMove -- johnfitz
new, alternate noclip. old noclip is still handled in SV_AirMove
===================
*/
void SV_NoclipMove (void)
{
AngleVectors (sv_player->v.v_angle, forward, right, up);
velocity[0] = forward[0]*cmd.forwardmove + right[0]*cmd.sidemove;
velocity[1] = forward[1]*cmd.forwardmove + right[1]*cmd.sidemove;
velocity[2] = forward[2]*cmd.forwardmove + right[2]*cmd.sidemove;
velocity[2] += cmd.upmove*2; //doubled to match running speed
if (VectorLength (velocity) > sv_maxspeed.value)
{
VectorNormalize (velocity);
VectorScale (velocity, sv_maxspeed.value, velocity);
}
}
/*
===================
SV_AirMove
===================
*/
void SV_AirMove (void)
{
int i;
vec3_t wishvel, wishdir;
float wishspeed;
float fmove, smove;
AngleVectors (sv_player->v.angles, forward, right, up);
fmove = cmd.forwardmove;
smove = cmd.sidemove;
// hack to not let you back into teleporter
if (qcvm->time < sv_player->v.teleport_time && fmove < 0)
fmove = 0;
for (i=0 ; i<3 ; i++)
wishvel[i] = forward[i]*fmove + right[i]*smove;
if ( (int)sv_player->v.movetype != MOVETYPE_WALK)
wishvel[2] = cmd.upmove;
else
wishvel[2] = 0;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
if (wishspeed > sv_maxspeed.value)
{
VectorScale (wishvel, sv_maxspeed.value/wishspeed, wishvel);
wishspeed = sv_maxspeed.value;
}
if ( sv_player->v.movetype == MOVETYPE_NOCLIP)
{ // noclip
VectorCopy (wishvel, velocity);
}
else if ( onground )
{
SV_UserFriction ();
SV_Accelerate (wishspeed, wishdir);
}
else
{ // not on ground, so little effect on velocity
SV_AirAccelerate (wishspeed, wishvel);
}
}
/*
===================
SV_ClientThink
the move fields specify an intended velocity in pix/sec
the angle fields specify an exact angular motion in degrees
===================
*/
void SV_ClientThink (void)
{
vec3_t v_angle;
if (sv_player->v.movetype == MOVETYPE_NONE)
return;
onground = (int)sv_player->v.flags & FL_ONGROUND;
origin = sv_player->v.origin;
velocity = sv_player->v.velocity;
DropPunchAngle ();
//
// if dead, behave differently
//
if (sv_player->v.health <= 0)
return;
//
// angles
// show 1/3 the pitch angle and all the roll angle
cmd = host_client->cmd;
angles = sv_player->v.angles;
VectorAdd (sv_player->v.v_angle, sv_player->v.punchangle, v_angle);
angles[ROLL] = V_CalcRoll (sv_player->v.angles, sv_player->v.velocity)*4;
if (!sv_player->v.fixangle)
{
angles[PITCH] = -v_angle[PITCH]/3;
angles[YAW] = v_angle[YAW];
}
if ( (int)sv_player->v.flags & FL_WATERJUMP )
{
SV_WaterJump ();
return;
}
//
// walk
//
//johnfitz -- alternate noclip
if (sv_player->v.movetype == MOVETYPE_NOCLIP && sv_altnoclip.value)
SV_NoclipMove ();
else if ((sv_player->v.waterlevel >= 2||sv_player->onladder) && sv_player->v.movetype != MOVETYPE_NOCLIP)
SV_WaterMove ();
else
SV_AirMove ();
//johnfitz
}
/*
===================
SV_ReadClientMove
===================
*/
void SV_ReadClientMove (usercmd_t *move)
{
int i;
vec3_t angle;
int buttonbits;
int newimpulse;
unsigned int inweapon;
float curs_screen[2];
vec3_t curs_start, curs_impact;
unsigned int curs_entity;
eval_t *eval;
qboolean drop = false;
float timestamp;
vec3_t movevalues;
int sequence;
eval_t *val;
if (host_client->protocol_pext2 & PEXT2_PREDINFO)
{
i = (unsigned short)MSG_ReadShort();
sequence = (host_client->lastmovemessage & 0xffff0000) | (i&0xffff);
//tollerance of a few old frames, so we can have redundancy for packetloss
if (sequence+0x100 < host_client->lastmovemessage)
sequence += 0x10000;
if (sequence <= host_client->lastmovemessage)
drop = true;
}
else
sequence = 0;
//read the data
timestamp = MSG_ReadFloat();
for (i=0 ; i<3 ; i++)
{
if (sv.protocol == PROTOCOL_NETQUAKE && !(host_client->protocol_pext2 & PEXT2_PREDINFO) && !NET_QSocketGetProQuakeAngleHack(host_client->netconnection))
angle[i] = MSG_ReadAngle (sv.protocolflags);
else
angle[i] = MSG_ReadAngle16 (sv.protocolflags); //johnfitz -- 16-bit angles for PROTOCOL_FITZQUAKE
}
movevalues[0] = MSG_ReadShort ();
movevalues[1] = MSG_ReadShort ();
movevalues[2] = MSG_ReadShort ();
if (host_client->protocol_pext2 & PEXT2_PRYDONCURSOR)
buttonbits = MSG_ReadLong();
else
buttonbits = MSG_ReadByte();
newimpulse = MSG_ReadByte();
inweapon = (buttonbits & (1u<<30))?MSG_ReadLong():0;
curs_screen[0] = (buttonbits & (1u<<31))?MSG_ReadShort()/32767.0:0;
curs_screen[1] = (buttonbits & (1u<<31))?MSG_ReadShort()/32767.0:0;
curs_start[0] = (buttonbits & (1u<<31))?MSG_ReadFloat():0;
curs_start[1] = (buttonbits & (1u<<31))?MSG_ReadFloat():0;
curs_start[2] = (buttonbits & (1u<<31))?MSG_ReadFloat():0;
curs_impact[0] = (buttonbits & (1u<<31))?MSG_ReadFloat():0;
curs_impact[1] = (buttonbits & (1u<<31))?MSG_ReadFloat():0;
curs_impact[2] = (buttonbits & (1u<<31))?MSG_ReadFloat():0;
curs_entity = (buttonbits & (1u<<31))?MSG_ReadEntity(host_client->protocol_pext2):0;
buttonbits &= ~((1u<<30)|(1u<<31));
if (drop)
return; //okay, we don't care about that then
// calc ping times
host_client->lastmovemessage = sequence;
if (!(host_client->protocol_pext2 & PEXT2_PREDINFO))
{
host_client->ping_times[host_client->num_pings%NUM_PING_TIMES]
= qcvm->time - timestamp;
host_client->num_pings++;
} //otherwise time is still useful for determining the input frame's time value
// read movement
VectorCopy (angle, host_client->edict->v.v_angle);
move->forwardmove = movevalues[0];
move->sidemove = movevalues[1];
move->upmove = movevalues[2];
// read buttons
host_client->edict->v.button0 = (buttonbits & 1)>>0;
//button1 was meant to be 'use', but got reused by too many mods to get implemented now
host_client->edict->v.button2 = (buttonbits & 2)>>1;
if ((val = GetEdictFieldValue(host_client->edict, qcvm->extfields.button3)))
val->_float = (buttonbits & 4)>>2;
if ((val = GetEdictFieldValue(host_client->edict, qcvm->extfields.button4)))
val->_float = (buttonbits & 8)>>3;
if ((val = GetEdictFieldValue(host_client->edict, qcvm->extfields.button5)))
val->_float = (buttonbits & 0x10)>>4;
if ((val = GetEdictFieldValue(host_client->edict, qcvm->extfields.button6)))
val->_float = (buttonbits & 0x20)>>5;
if ((val = GetEdictFieldValue(host_client->edict, qcvm->extfields.button7)))
val->_float = (buttonbits & 0x40)>>6;
if ((val = GetEdictFieldValue(host_client->edict, qcvm->extfields.button8)))
val->_float = (buttonbits & 0x80)>>7;
if (newimpulse)
host_client->edict->v.impulse = newimpulse;
eval = GetEdictFieldValue(host_client->edict, qcvm->extfields.movement);
if (eval)
{
eval->vector[0] = move->forwardmove;
eval->vector[1] = move->sidemove;
eval->vector[2] = move->upmove;
}
//FIXME: attempt to apply physics command now, if the mod has custom physics+csqc-prediction
if (qcvm->extfuncs.SV_RunClientCommand)
{
pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
PR_ExecuteProgram(pr_global_struct->PlayerPreThink);
if (!SV_RunThink (host_client->edict))
return; //ent was removed? o.O
if (timestamp > qcvm->time)
timestamp = qcvm->time; //don't let the client exceed the current time
if (timestamp < qcvm->time-0.5)
timestamp = qcvm->time-0.5; //don't let the client bank too much time for bursts...
if (timestamp < host_client->lastmovetime)
timestamp = host_client->lastmovetime; //don't let the client report times in the past (to get extra time with the next clc_move)
if (qcvm->extglobals.input_timelength)
*qcvm->extglobals.input_timelength = timestamp - host_client->lastmovetime;
host_client->lastmovetime = timestamp;
if (qcvm->extglobals.input_buttons)
*qcvm->extglobals.input_buttons = buttonbits;
if (qcvm->extglobals.input_impulse)
*qcvm->extglobals.input_impulse = newimpulse;
if (qcvm->extglobals.input_movevalues)
VectorCopy(movevalues, qcvm->extglobals.input_movevalues);
if (qcvm->extglobals.input_angles)
VectorCopy(angle, qcvm->extglobals.input_angles);
if (qcvm->extglobals.input_weapon)
*qcvm->extglobals.input_weapon = inweapon;
if (qcvm->extglobals.input_cursor_screen)
qcvm->extglobals.input_cursor_screen[0] = curs_screen[0], qcvm->extglobals.input_cursor_screen[1] = curs_screen[1];
if (qcvm->extglobals.input_cursor_trace_start)
VectorCopy(curs_start, qcvm->extglobals.input_cursor_trace_start);
if (qcvm->extglobals.input_cursor_trace_endpos)
VectorCopy(curs_impact, qcvm->extglobals.input_cursor_trace_endpos);
if (qcvm->extglobals.input_cursor_entitynumber)
*qcvm->extglobals.input_cursor_entitynumber = curs_entity;
pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
PR_ExecuteProgram(qcvm->extfuncs.SV_RunClientCommand);
pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
PR_ExecuteProgram(pr_global_struct->PlayerPostThink);
}
}
void SV_ReadQCRequest(void)
{
int e;
char args[8];
const char *rname, *fname;
func_t f;
int i;
client_t *cl = host_client;
for (i = 0; ; )
{
byte ev = MSG_ReadByte();
/*if (ev >= 200 && ev < 200+MAX_SPLITS)
{
ev -= 200;
while (ev-- && cl)
cl = cl->controlled;
continue;
}*/
if (i >= sizeof(args)-1)
{
if (ev != ev_void)
{
msg_badread = true;
return;
}
goto done;
}
switch(ev)
{
default:
args[i] = '?';
G_INT(OFS_PARM0+i*3) = MSG_ReadLong();
break;
case ev_void:
goto done;
case ev_float:
args[i] = 'f';
G_FLOAT(OFS_PARM0+i*3) = MSG_ReadFloat();
break;
case ev_vector:
args[i] = 'v';
G_FLOAT(OFS_PARM0+i*3+0) = MSG_ReadFloat();
G_FLOAT(OFS_PARM0+i*3+1) = MSG_ReadFloat();
G_FLOAT(OFS_PARM0+i*3+2) = MSG_ReadFloat();
break;
case ev_ext_integer:
args[i] = 'i';
G_INT(OFS_PARM0+i*3) = MSG_ReadLong();
break;
case ev_string:
args[i] = 's';
G_INT(OFS_PARM0+i*3) = PR_MakeTempString(MSG_ReadString());
break;
case ev_entity:
args[i] = 'e';
e = MSG_ReadEntity(host_client->protocol_pext2);
if (e < 0 || e >= qcvm->num_edicts)
e = 0;
G_INT(OFS_PARM0+i*3) = EDICT_TO_PROG(EDICT_NUM(e));
break;
}
i++;
}
done:
args[i] = 0;
rname = MSG_ReadString();
if (i)
fname = va("CSEv_%s_%s", rname, args);
else
fname = va("CSEv_%s", rname);
f = PR_FindExtFunction(fname);
/*if (!f)
{
if (i)
rname = va("Cmd_%s_%s", rname, args);
else
rname = va("Cmd_%s", rname);
f = PR_FindExtFunction(rname);
}*/
if (!cl)
; //bad seat! not going to warn as they might have been removed recently
else if (f)
{
pr_global_struct->self = EDICT_TO_PROG(cl->edict);
PR_ExecuteProgram(f);
}
else
SV_ClientPrintf("qcrequest \"%s\" not supported\n", fname);
}
/*
===================
SV_ReadClientMessage
Returns false if the client should be killed
===================
*/
qboolean SV_ReadClientMessage (void)
{
int ccmd;
const char *s;
MSG_BeginReading ();
while (1)
{
if (!host_client->active)
return false; // a command caused an error
if (msg_badread)
{
Sys_Printf ("SV_ReadClientMessage: badread\n");
return false;
}
ccmd = MSG_ReadChar ();
switch (ccmd)
{
case -1:
return true; //msg_badread, meaning we just hit eof.
default:
Sys_Printf ("SV_ReadClientMessage: unknown command char\n");
return false;
case clc_nop:
// Sys_Printf ("clc_nop\n");
break;
case clc_stringcmd:
s = MSG_ReadString ();
if (q_strncasecmp(s, "spawn", 5) && q_strncasecmp(s, "begin", 5) && q_strncasecmp(s, "prespawn", 8) && qcvm->extfuncs.SV_ParseClientCommand)
{ //the spawn/begin/prespawn are because of numerous mods that disobey the rules.
//at a minimum, we must be able to join the server, so that we can see any sprints/bprints (because dprint sucks, yes there's proper ways to deal with this, but moders don't always know them).
client_t *ohc = host_client;
G_INT(OFS_PARM0) = PR_SetEngineString(s);
pr_global_struct->time = qcvm->time;
pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
PR_ExecuteProgram(qcvm->extfuncs.SV_ParseClientCommand);
host_client = ohc;
}
else
Cmd_ExecuteString (s, src_client);
break;
case clc_disconnect:
// Sys_Printf ("SV_ReadClientMessage: client disconnected\n");
return false;
case clc_move:
if (!host_client->spawned)
return true; //this is to suck up any stale moves on map changes, so we don't get confused (quite so easily) when protocols are changed between maps
SV_ReadClientMove (&host_client->cmd);
break;
case clcdp_ackframe:
SVFTE_Ack(host_client, MSG_ReadLong());
break;
case clcdp_ackdownloaddata:
Host_DownloadAck(host_client);
break;
case clcfte_qcrequest:
SV_ReadQCRequest();
break;
case clcfte_voicechat:
SV_VoiceReadPacket(host_client);
break;
}
}
return true;
}
/*
==================
SV_RunClients
==================
*/
void SV_RunClients (void)
{
int i;
//receive from clients first
//Spike -- reworked this to query the network code for an active connection.
//this allows the network code to serve multiple clients with the same listening port.
//this solves server-side nats, which is important for coop etc.
while(1)
{
struct qsocket_s *sock = NET_GetServerMessage();
if (!sock)
break; //no more this frame
for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
{
if (host_client->netconnection == sock)
{
sv_player = host_client->edict;
if (!SV_ReadClientMessage ())
{
SV_DropClient (false); // client misbehaved...
break;
}
}
}
}
//then do the per-frame stuff
for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
{
if (!host_client->active)
continue;
sv_player = host_client->edict;
if (!host_client->spawned)
{
// clear client movement until a new packet is received
memset (&host_client->cmd, 0, sizeof(host_client->cmd));
continue;
}
if (!host_client->netconnection)
{
//botclients can't receive packets. don't even try.
//not sure where to put this code, but here seems sane enough.
//fill in the user's desired stuff according to a few things.
eval_t *ev = GetEdictFieldValue(host_client->edict, qcvm->extfields.movement);
if (ev) //.movement normally works the other way around. oh well.
{
host_client->cmd.forwardmove = ev->vector[0];
host_client->cmd.sidemove = ev->vector[1];
host_client->cmd.upmove = ev->vector[2];
}
host_client->cmd.viewangles[0] = host_client->edict->v.v_angle[0];
host_client->cmd.viewangles[1] = host_client->edict->v.v_angle[1];
host_client->cmd.viewangles[2] = host_client->edict->v.v_angle[2];
}
// always pause in single player if in console or menus
if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) )
SV_ClientThink ();
}
}