mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 08:21:05 +00:00
559144cb05
added cl_iDrive cvar. tried to solve invalid server address errors. fixed envmap+screenshot_cubemap commands (they write slightly different cubemaps). rework server favourites a little, to avoid conflicts with other engines. fix legacy rtlights on certain maps. added 'rgbgen entitylighting' for lighting with colormod support. decompiler should cope with more instructions now. pretty much just switch opcodes that are bugged now. implemented a couple of joint types into the bullet plugin. still useless though. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5180 fc73d0e0-1445-4013-8a0c-d673dee63da5
2287 lines
63 KiB
C
2287 lines
63 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cl.input.c -- builds an intended movement command to send to the server
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#include "quakedef.h"
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#ifdef _WIN32
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#include "winquake.h" //fps indep stuff.
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#endif
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float in_sensitivityscale = 1;
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static void QDECL CL_SpareMsec_Callback (struct cvar_s *var, char *oldvalue);
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#ifdef NQPROT
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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.");
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#endif
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cvar_t cl_nodelta = CVAR("cl_nodelta","0");
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cvar_t cl_c2sdupe = CVAR("cl_c2sdupe", "0");
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cvar_t cl_c2spps = CVAR("cl_c2spps", "0");
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cvar_t cl_c2sImpulseBackup = CVAR("cl_c2sImpulseBackup","3");
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cvar_t cl_netfps = CVAR("cl_netfps", "150");
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cvar_t cl_sparemsec = CVARC("cl_sparemsec", "10", CL_SpareMsec_Callback);
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cvar_t cl_queueimpulses = CVAR("cl_queueimpulses", "0");
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cvar_t cl_smartjump = CVAR("cl_smartjump", "1");
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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.");
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cvar_t cl_run = CVARD("cl_run", "0", "Enables autorun, inverting the state of the +speed key.");
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cvar_t cl_fastaccel = CVARD("cl_fastaccel", "1", "Begin moving at full speed instantly, instead of waiting a frame or so.");
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extern cvar_t cl_rollspeed;
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cvar_t cl_prydoncursor = CVAR("cl_prydoncursor", ""); //for dp protocol
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cvar_t cl_instantrotate = CVARF("cl_instantrotate", "1", CVAR_SEMICHEAT);
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cvar_t in_xflip = {"in_xflip", "0"};
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cvar_t prox_inmenu = CVAR("prox_inmenu", "0");
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usercmd_t cl_pendingcmd[MAX_SPLITS];
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/*kinda a hack...*/
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unsigned int con_splitmodifier;
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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.");
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extern cvar_t cl_splitscreen;
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int CL_TargettedSplit(qboolean nowrap)
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{
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int mod;
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//explicitly targetted at some seat number from the server
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if (Cmd_ExecLevel > RESTRICT_SERVER)
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return Cmd_ExecLevel - RESTRICT_SERVER-1;
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if (Cmd_ExecLevel == RESTRICT_SERVER)
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return 0;
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//locally executed command.
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if (nowrap)
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mod = MAX_SPLITS;
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else
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mod = cl.splitclients;
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if (mod < 1)
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return 0;
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if (con_splitmodifier > 0)
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return (con_splitmodifier - 1) % mod;
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else if (cl_forceseat.ival > 0)
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return (cl_forceseat.ival-1) % cl.splitclients;
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else
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return 0;
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}
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void CL_Split_f(void)
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{
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int tmp;
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char *c;
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c = Cmd_Argv(0);
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tmp = con_splitmodifier;
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if (*c == '+' || *c == '-')
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{
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con_splitmodifier = c[2]-'0';
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Cmd_ExecuteString(va("%c%s", *c, Cmd_Args()), Cmd_ExecLevel);
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}
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else
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{
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con_splitmodifier = c[1]-'0';
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Cmd_ExecuteString(Cmd_Args(), Cmd_ExecLevel);
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}
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con_splitmodifier = tmp;
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}
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void CL_SplitA_f(void)
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{
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int tmp;
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char *c, *args;
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c = Cmd_Argv(0);
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args = COM_Parse(Cmd_Args());
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if (!args)
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return;
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while(*args == ' ' || *args == '\t')
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args++;
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tmp = con_splitmodifier;
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con_splitmodifier = atoi(com_token);
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if (*c == '+' || *c == '-')
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Cmd_ExecuteString(va("%c%s", *c, args), Cmd_ExecLevel);
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else
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Cmd_ExecuteString(args, Cmd_ExecLevel);
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con_splitmodifier = tmp;
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}
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/*
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===============================================================================
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KEY BUTTONS
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Continuous button event tracking is complicated by the fact that two different
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input sources (say, mouse button 1 and the control key) can both press the
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same button, but the button should only be released when both of the
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pressing key have been released.
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When a key event issues a button command (+forward, +attack, etc), it appends
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its key number as a parameter to the command so it can be matched up with
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the release.
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state bit 0 is the current state of the key
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state bit 1 is edge triggered on the up to down transition
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state bit 2 is edge triggered on the down to up transition
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===============================================================================
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*/
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kbutton_t in_mlook, in_strafe, in_speed;
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static kbutton_t in_klook;
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static kbutton_t in_left, in_right, in_forward, in_back;
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static kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
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static kbutton_t in_use, in_jump, in_attack;
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static kbutton_t in_rollleft, in_rollright, in_up, in_down;
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static kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
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#define IN_IMPULSECACHE 32
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static int in_impulse[MAX_SPLITS][IN_IMPULSECACHE];
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static int in_nextimpulse[MAX_SPLITS];
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static int in_impulsespending[MAX_SPLITS];
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qboolean cursor_active;
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static void KeyDown (kbutton_t *b, kbutton_t *anti)
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{
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int k;
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char *c;
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int pnum = CL_TargettedSplit(false);
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c = Cmd_Argv(1);
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if (c[0])
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k = atoi(c);
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else
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k = -1; // typed manually at the console for continuous down
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if (k == b->down[pnum][0] || k == b->down[pnum][1])
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return; // repeating key
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if (!b->down[pnum][0])
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b->down[pnum][0] = k;
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else if (!b->down[pnum][1])
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b->down[pnum][1] = k;
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else
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{
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Con_Printf ("Three keys down for a button!\n");
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return;
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}
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if (b->state[pnum] & 1)
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return; // still down
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b->state[pnum] |= 1 + 2; // down + impulse down
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if (anti && (anti->state[pnum] & 1) && cl_iDrive.ival)
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{ //anti-keys are the opposing key. so +forward can auto-release +back for slightly faster-responding keypresses.
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b->suppressed[pnum] = anti;
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anti->suppressed[pnum] = NULL;
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anti->state[pnum] &= ~1; // now up
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anti->state[pnum] |= 4; // impulse up
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}
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}
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static void KeyUp (kbutton_t *b)
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{
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int k;
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char *c;
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int pnum = CL_TargettedSplit(false);
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c = Cmd_Argv(1);
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if (c[0])
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k = atoi(c);
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else
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{ // typed manually at the console, assume for unsticking, so clear all
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b->suppressed[pnum] = NULL;
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b->down[pnum][0] = b->down[pnum][1] = 0;
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b->state[pnum] = 4; // impulse up
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return;
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}
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if (b->down[pnum][0] == k)
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b->down[pnum][0] = 0;
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else if (b->down[pnum][1] == k)
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b->down[pnum][1] = 0;
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else
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return; // key up without coresponding down (menu pass through)
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if (b->down[pnum][0] || b->down[pnum][1])
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return; // some other key is still holding it down
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if (!(b->state[pnum] & 1))
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return; // still up (this should not happen)
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b->state[pnum] &= ~1; // now up
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b->state[pnum] |= 4; // impulse up
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if (b->suppressed[pnum])
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{
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if (b->suppressed[pnum]->down[pnum][0] || b->suppressed[pnum]->down[pnum][1])
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b->suppressed[pnum]->state[pnum] |= 1 + 2;
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b->suppressed[pnum] = NULL;
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}
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}
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static void IN_KLookDown (void) {KeyDown(&in_klook, NULL);}
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static void IN_KLookUp (void) {KeyUp(&in_klook);}
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static void IN_MLookDown (void) {KeyDown(&in_mlook, NULL);}
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static void IN_MLookUp (void)
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{
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int pnum = CL_TargettedSplit(false);
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KeyUp(&in_mlook);
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if ( !(in_mlook.state[pnum]&1) && lookspring.ival)
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V_StartPitchDrift(&cl.playerview[pnum]);
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}
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static void IN_UpDown(void) {KeyDown(&in_up, &in_down);}
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static void IN_UpUp(void) {KeyUp(&in_up);}
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static void IN_DownDown(void) {KeyDown(&in_down, &in_up);}
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static void IN_DownUp(void) {KeyUp(&in_down);}
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static void IN_LeftDown(void) {KeyDown(&in_left, &in_right);}
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static void IN_LeftUp(void) {KeyUp(&in_left);}
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static void IN_RightDown(void) {KeyDown(&in_right, &in_left);}
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static void IN_RightUp(void) {KeyUp(&in_right);}
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static void IN_ForwardDown(void) {KeyDown(&in_forward, &in_back);}
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static void IN_ForwardUp(void) {KeyUp(&in_forward);}
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static void IN_BackDown(void) {KeyDown(&in_back, &in_forward);}
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static void IN_BackUp(void) {KeyUp(&in_back);}
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static void IN_LookupDown(void) {KeyDown(&in_lookup, &in_lookdown);}
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static void IN_LookupUp(void) {KeyUp(&in_lookup);}
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static void IN_LookdownDown(void) {KeyDown(&in_lookdown, &in_lookup);}
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static void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
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static void IN_MoveleftDown(void) {KeyDown(&in_moveleft, &in_moveright);}
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static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
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static void IN_MoverightDown(void) {KeyDown(&in_moveright, &in_moveleft);}
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static void IN_MoverightUp(void) {KeyUp(&in_moveright);}
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static void IN_RollLeftDown(void) {KeyDown(&in_rollleft, &in_rollright);}
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static void IN_RollLeftUp(void) {KeyUp(&in_rollleft);}
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static void IN_RollRightDown(void) {KeyDown(&in_rollright, &in_rollleft);}
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static void IN_RollRightUp(void) {KeyUp(&in_rollright);}
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static void IN_SpeedDown(void) {KeyDown(&in_speed, NULL);}
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static void IN_SpeedUp(void) {KeyUp(&in_speed);}
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static void IN_StrafeDown(void) {KeyDown(&in_strafe, NULL);}
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static void IN_StrafeUp(void) {KeyUp(&in_strafe);}
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static void IN_AttackDown(void) {KeyDown(&in_attack, NULL);}
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static void IN_AttackUp(void) {KeyUp(&in_attack);}
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static void IN_UseDown (void) {KeyDown(&in_use, NULL);}
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static void IN_UseUp (void) {KeyUp(&in_use);}
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static void IN_JumpDown (void)
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{
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qboolean condition;
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int pnum = CL_TargettedSplit(false);
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playerview_t *pv = &cl.playerview[pnum];
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condition = (cls.state == ca_active && cl_smartjump.ival && !prox_inmenu.ival);
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#ifdef Q2CLIENT
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if (condition && cls.protocol == CP_QUAKE2)
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KeyDown(&in_up, &in_down);
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else
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#endif
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#ifdef QUAKESTATS
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if (condition && cl.playerview[pnum].stats[STAT_HEALTH] > 0 && !cls.demoplayback && !pv->spectator &&
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(cls.protocol==CP_NETQUAKE || cl.inframes[cl.validsequence&UPDATE_MASK].playerstate[pv->playernum].messagenum == cl.validsequence)
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&& cl.playerview[pnum].waterlevel >= 2 && (!cl.teamfortress || !(in_forward.state[pnum] & 1))
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)
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KeyDown(&in_up, &in_down);
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else
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#endif
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if (condition && pv->spectator && pv->cam_state == CAM_FREECAM)
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KeyDown(&in_up, &in_down);
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else
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KeyDown(&in_jump, &in_down);
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}
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static void IN_JumpUp (void)
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{
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if (cl_smartjump.ival)
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KeyUp(&in_up);
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KeyUp(&in_jump);
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}
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static void IN_Button3Down(void) {KeyDown(&in_button3, NULL);}
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static void IN_Button3Up(void) {KeyUp(&in_button3);}
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static void IN_Button4Down(void) {KeyDown(&in_button4, NULL);}
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static void IN_Button4Up(void) {KeyUp(&in_button4);}
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static void IN_Button5Down(void) {KeyDown(&in_button5, NULL);}
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static void IN_Button5Up(void) {KeyUp(&in_button5);}
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static void IN_Button6Down(void) {KeyDown(&in_button6, NULL);}
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static void IN_Button6Up(void) {KeyUp(&in_button6);}
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static void IN_Button7Down(void) {KeyDown(&in_button7, NULL);}
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static void IN_Button7Up(void) {KeyUp(&in_button7);}
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static void IN_Button8Down(void) {KeyDown(&in_button8, NULL);}
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static void IN_Button8Up(void) {KeyUp(&in_button8);}
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float in_rotate;
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static void IN_Rotate_f (void) {in_rotate += atoi(Cmd_Argv(1));}
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void IN_WriteButtons(vfsfile_t *f, qboolean all)
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{
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int s,b;
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struct
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{
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kbutton_t *button;
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char *name;
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} buttons [] =
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{
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{&in_mlook, "mlook"},
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{&in_klook, "klook"},
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{&in_left, "left"},
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{&in_right, "right"},
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{&in_forward, "forward"},
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{&in_back, "back"},
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{&in_lookup, "lookup"},
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{&in_lookdown, "lookdown"},
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{&in_moveleft, "moveleft"},
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{&in_moveright, "moveright"},
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{&in_strafe, "strafe"},
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{&in_speed, "speed"},
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{&in_use, "use"},
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{&in_jump, "jump"},
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{&in_attack, "attack"},
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{&in_rollleft, "rollleft"},
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{&in_rollright, "rollright"},
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{&in_up, "up"},
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{&in_down, "down"},
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{&in_button3, "button3"},
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{&in_button4, "button4"},
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{&in_button5, "button5"},
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{&in_button6, "button6"},
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{&in_button7, "button7"},
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{&in_button8, "button8"}
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};
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s = 0;
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VFS_PRINTF(f, "\n//Player 1 buttons\n");
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for (b = 0; b < countof(buttons); b++)
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{
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if (buttons[b].button->state[s]&1)
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VFS_PRINTF(f, "+%s\n", buttons[b].name);
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else if (b || all)
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VFS_PRINTF(f, "-%s\n", buttons[b].name);
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}
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for (; s < MAX_SPLITS; s++)
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{
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VFS_PRINTF(f, "\n//Player %i buttons\n", s+1);
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for (b = 0; b < countof(buttons); b++)
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{
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if (buttons[b].button->state[s]&1)
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VFS_PRINTF(f, "+p%i %s\n", s+1, buttons[b].name);
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else if (b || all)
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VFS_PRINTF(f, "-p%i %s\n", s+1, buttons[b].name);
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}
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}
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//FIXME: save device remappings to config.
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}
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//is this useful?
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//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.
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//It also incorporates split screen input as well as impulse buffering
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void IN_Impulse (void)
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{
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int newimp;
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int pnum = CL_TargettedSplit(false);
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newimp = Q_atoi(Cmd_Argv(1));
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#ifdef QUAKESTATS
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if (Cmd_Argc() > 2)
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{
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int best, i, imp, items;
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items = cl.playerview[pnum].stats[STAT_ITEMS];
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best = 0;
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for (i = Cmd_Argc() - 1; i > 0; i--)
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{
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imp = Q_atoi(Cmd_Argv(i));
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if (imp < 1 || imp > 8)
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continue;
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switch (imp)
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{
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case 1:
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if (items & IT_AXE)
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best = 1;
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break;
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case 2:
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if (items & IT_SHOTGUN && cl.playerview[pnum].stats[STAT_SHELLS] >= 1)
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best = 2;
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break;
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case 3:
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if (items & IT_SUPER_SHOTGUN && cl.playerview[pnum].stats[STAT_SHELLS] >= 2)
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best = 3;
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break;
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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);
|
|
}
|
|
}
|
|
|
|
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; 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 = cl_pendingcmd[plnum];
|
|
|
|
cmd->lightlevel = 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; 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;
|
|
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).
|
|
|
|
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;
|
|
|
|
if (cls.protocol == CP_NETQUAKE && cl.time && !cl.paused)
|
|
{
|
|
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, 1.5, false);
|
|
if (usetime > 0)
|
|
{
|
|
usetime = framemsecs - usetime;
|
|
fullsend = true;
|
|
}
|
|
else
|
|
{
|
|
usetime = framemsecs - usetime;
|
|
fullsend = false;
|
|
}
|
|
framemsecs = usetime;
|
|
}
|
|
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?0:1.5), 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.
|
|
|
|
cl.movesequence_time = cl.time;
|
|
framemsecs = msecstouse;
|
|
|
|
if (cls.protocol == CP_NETQUAKE)
|
|
framemsecs = 0;
|
|
}
|
|
|
|
#ifdef HLCLIENT
|
|
if (!CLHL_BuildUserInput(msecstouse, &independantphysics[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]);
|
|
|
|
//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 && (cl_pendingcmd[plnum].msec > 12.9 && cl_pendingcmd[plnum].msec < 13) && cls.maxfps == 77)
|
|
cl_pendingcmd[plnum].msec = 13;
|
|
}
|
|
msecstouse = cl_pendingcmd[0].msec;
|
|
|
|
//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);
|
|
|
|
#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;
|
|
}
|
|
}
|
|
|
|
cl.movesequence_time += framemsecs/1000.0;
|
|
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[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_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);
|
|
}
|