fteqw/engine/client/cl_input.c
Spoike 503eff6421 Reworked the filesystem. We now support a virtual filesystem. Many places accept stream usage, although many formats do not support this.
I'm not sure if this will break anything. It shouldn't do, but it might.

Not everything is ported over yet. Ideally there would be no more use of fopen anywhere else in the engine, and com_gamedir would be made static to fs.c
There are a couple of other changes too.

http/ftp stuff is currently disabled.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1728 fc73d0e0-1445-4013-8a0c-d673dee63da5
2005-12-21 03:07:33 +00:00

1562 lines
40 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl.input.c -- builds an intended movement command to send to the server
#include "quakedef.h"
#ifdef _WIN32
#include "winquake.h" //fps indep stuff.
#endif
float in_sensitivityscale = 1;
cvar_t cl_nodelta = {"cl_nodelta","0"};
cvar_t cl_c2spps = {"cl_c2spps", "0"};
cvar_t cl_c2sImpulseBackup = {"cl_c2sImpulseBackup","3"};
cvar_t cl_netfps = {"cl_netfps", "0"};
cvar_t cl_smartjump = {"cl_smartjump", "1"};
cvar_t cl_prydoncursor = {"cl_prydoncursor", "0"}; //for dp protocol
cvar_t cl_instantrotate = {"cl_instantrotate", "1", NULL, CVAR_SEMICHEAT};
usercmd_t independantphysics[MAX_SPLITS];
/*
===============================================================================
KEY BUTTONS
Continuous button event tracking is complicated by the fact that two different
input sources (say, mouse button 1 and the control key) can both press the
same button, but the button should only be released when both of the
pressing key have been released.
When a key event issues a button command (+forward, +attack, etc), it appends
its key number as a parameter to the command so it can be matched up with
the release.
state bit 0 is the current state of the key
state bit 1 is edge triggered on the up to down transition
state bit 2 is edge triggered on the down to up transition
===============================================================================
*/
kbutton_t in_mlook, in_klook;
kbutton_t in_left, in_right, in_forward, in_back;
kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t in_strafe, in_speed, in_use, in_jump, in_attack;
kbutton_t in_up, in_down;
kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
#define IN_IMPULSECACHE 256
int in_impulse[MAX_SPLITS][IN_IMPULSECACHE];
int in_nextimpulse[MAX_SPLITS];
int in_impulsespending[MAX_SPLITS];
void KeyDown (kbutton_t *b)
{
int k;
char *c;
int pnum;
c = Cmd_Argv(0);
pnum = atoi(c+strlen(c)-1);
if (c[1] == 'b'&&c[2] == 'u' && !atoi(c+strlen(c)-2))
pnum = 0;
else if (pnum)pnum--;
c = Cmd_Argv(1);
if (c[0])
k = atoi(c)&255;
else
k = -1; // typed manually at the console for continuous down
if (k == b->down[pnum][0] || k == b->down[pnum][1])
return; // repeating key
if (!b->down[pnum][0])
b->down[pnum][0] = k;
else if (!b->down[pnum][1])
b->down[pnum][1] = k;
else
{
Con_Printf ("Three keys down for a button!\n");
return;
}
if (b->state[pnum] & 1)
return; // still down
b->state[pnum] |= 1 + 2; // down + impulse down
}
void KeyUp (kbutton_t *b)
{
int k;
char *c;
int pnum;
c = Cmd_Argv(0);
pnum = atoi(c+strlen(c)-1);
if (c[1] == 'b'&&c[2] == 'u' && !atoi(c+strlen(c)-2))
pnum = 0;
else if (pnum)pnum--;
c = Cmd_Argv(1);
if (c[0])
k = atoi(c)&255;
else
{ // typed manually at the console, assume for unsticking, so clear all
b->down[pnum][0] = b->down[pnum][1] = 0;
b->state[pnum] = 4; // impulse up
return;
}
if (b->down[pnum][0] == k)
b->down[pnum][0] = 0;
else if (b->down[pnum][1] == k)
b->down[pnum][1] = 0;
else
return; // key up without coresponding down (menu pass through)
if (b->down[pnum][0] || b->down[pnum][1])
return; // some other key is still holding it down
if (!(b->state[pnum] & 1))
return; // still up (this should not happen)
b->state[pnum] &= ~1; // now up
b->state[pnum] |= 4; // impulse up
}
void IN_KLookDown (void) {KeyDown(&in_klook);}
void IN_KLookUp (void) {KeyUp(&in_klook);}
void IN_MLookDown (void) {KeyDown(&in_mlook);}
void IN_MLookUp (void) {
char *c;
int pnum;
c = Cmd_Argv(0);
pnum = atoi(c+strlen(c)-1);
if (pnum)pnum--;
KeyUp(&in_mlook);
if ( !(in_mlook.state[pnum]&1) && lookspring.value)
V_StartPitchDrift(pnum);
}
void IN_UpDown(void) {KeyDown(&in_up);}
void IN_UpUp(void) {KeyUp(&in_up);}
void IN_DownDown(void) {KeyDown(&in_down);}
void IN_DownUp(void) {KeyUp(&in_down);}
void IN_LeftDown(void) {KeyDown(&in_left);}
void IN_LeftUp(void) {KeyUp(&in_left);}
void IN_RightDown(void) {KeyDown(&in_right);}
void IN_RightUp(void) {KeyUp(&in_right);}
void IN_ForwardDown(void) {KeyDown(&in_forward);}
void IN_ForwardUp(void) {KeyUp(&in_forward);}
void IN_BackDown(void) {KeyDown(&in_back);}
void IN_BackUp(void) {KeyUp(&in_back);}
void IN_LookupDown(void) {KeyDown(&in_lookup);}
void IN_LookupUp(void) {KeyUp(&in_lookup);}
void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
void IN_MoverightDown(void) {KeyDown(&in_moveright);}
void IN_MoverightUp(void) {KeyUp(&in_moveright);}
void IN_SpeedDown(void) {KeyDown(&in_speed);}
void IN_SpeedUp(void) {KeyUp(&in_speed);}
void IN_StrafeDown(void) {KeyDown(&in_strafe);}
void IN_StrafeUp(void) {KeyUp(&in_strafe);}
void IN_AttackDown(void) {KeyDown(&in_attack);}
void IN_AttackUp(void) {KeyUp(&in_attack);}
void IN_UseDown (void) {KeyDown(&in_use);}
void IN_UseUp (void) {KeyUp(&in_use);}
void IN_JumpDown (void)
{
qboolean condition;
int pnum;
char *c;
c = Cmd_Argv(0);
pnum = atoi(c+strlen(c)-1);
if (pnum)pnum--;
condition = (cls.state == ca_active && cl_smartjump.value);
#ifdef Q2CLIENT
if (condition && cls.protocol == CP_QUAKE2)
KeyDown(&in_up);
else
#endif
if (condition && cl.stats[pnum][STAT_HEALTH] > 0 && !cls.demoplayback && !cl.spectator &&
cl.frames[cl.validsequence&UPDATE_MASK].playerstate[cl.playernum[pnum]].messagenum == cl.validsequence && cl.waterlevel[pnum] >= 2 && (!cl.teamfortress || !(in_forward.state[pnum] & 1))
)
KeyDown(&in_up);
else if (condition && cl.spectator && Cam_TrackNum(pnum) == -1)
KeyDown(&in_up);
else
KeyDown(&in_jump);
}
void IN_JumpUp (void)
{
if (cl_smartjump.value)
KeyUp(&in_up);
KeyUp(&in_jump);
}
void IN_Button3Down(void) {KeyDown(&in_button3);}
void IN_Button3Up(void) {KeyUp(&in_button3);}
void IN_Button4Down(void) {KeyDown(&in_button4);}
void IN_Button4Up(void) {KeyUp(&in_button4);}
void IN_Button5Down(void) {KeyDown(&in_button5);}
void IN_Button5Up(void) {KeyUp(&in_button5);}
void IN_Button6Down(void) {KeyDown(&in_button6);}
void IN_Button6Up(void) {KeyUp(&in_button6);}
void IN_Button7Down(void) {KeyDown(&in_button7);}
void IN_Button7Up(void) {KeyUp(&in_button7);}
void IN_Button8Down(void) {KeyDown(&in_button8);}
void IN_Button8Up(void) {KeyUp(&in_button8);}
float in_rotate;
void IN_Rotate_f (void) {in_rotate += atoi(Cmd_Argv(1));}
//is this useful?
//This function incorporates Tonik's impulse 8 7 6 5 4 3 2 1 to select the prefered weapon on the basis of having it.
//It also incorporates split screen input as well as impulse buffering
void IN_Impulse (void)
{
int newimp;
int best, i, imp, items;
char *c;
int pnum;
c = Cmd_Argv(0);
pnum = atoi(c+strlen(c)-1);
if (pnum)pnum--;
newimp = Q_atoi(Cmd_Argv(1));
if (Cmd_Argc() > 2)
{
items = cl.stats[pnum][STAT_ITEMS];
best = 0;
for (i = Cmd_Argc() - 1; i > 0; i--)
{
imp = Q_atoi(Cmd_Argv(i));
if (imp < 1 || imp > 8)
continue;
switch (imp)
{
case 1:
if (items & IT_AXE)
best = 1;
break;
case 2:
if (items & IT_SHOTGUN && cl.stats[pnum][STAT_SHELLS] >= 1)
best = 2;
break;
case 3:
if (items & IT_SUPER_SHOTGUN && cl.stats[pnum][STAT_SHELLS] >= 2)
best = 3;
break;
case 4:
if (items & IT_NAILGUN && cl.stats[pnum][STAT_NAILS] >= 1)
best = 4;
break;
case 5:
if (items & IT_SUPER_NAILGUN && cl.stats[pnum][STAT_NAILS] >= 2)
best = 5;
break;
case 6:
if (items & IT_GRENADE_LAUNCHER && cl.stats[pnum][STAT_ROCKETS] >= 1)
best = 6;
break;
case 7:
if (items & IT_ROCKET_LAUNCHER && cl.stats[pnum][STAT_ROCKETS] >= 1)
best = 7;
break;
case 8:
if (items & IT_LIGHTNING && cl.stats[pnum][STAT_CELLS] >= 1)
best = 8;
}
}
if (best)
newimp = best;
}
if (in_impulsespending[pnum]>=IN_IMPULSECACHE)
{
Con_Printf("Too many impulses, ignoring %i\n", newimp);
return;
}
in_impulse[pnum][(in_nextimpulse[pnum]+in_impulsespending[pnum])%IN_IMPULSECACHE] = newimp;
in_impulsespending[pnum]++;
}
/*
===============
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)
{
float val;
qboolean impulsedown, impulseup, down;
impulsedown = key->state[pnum] & 2;
impulseup = key->state[pnum] & 4;
down = key->state[pnum] & 1;
val = 0;
if (impulsedown && !impulseup)
{
if (down)
val = 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;
}
//==========================================================================
cvar_t cl_upspeed = {"cl_upspeed","400"};
cvar_t cl_forwardspeed = {"cl_forwardspeed","400", NULL, CVAR_ARCHIVE};
cvar_t cl_backspeed = {"cl_backspeed","400", NULL, CVAR_ARCHIVE};
cvar_t cl_sidespeed = {"cl_sidespeed","400"};
cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0"};
cvar_t cl_yawspeed = {"cl_yawspeed","140"};
cvar_t cl_pitchspeed = {"cl_pitchspeed","150"};
cvar_t cl_anglespeedkey = {"cl_anglespeedkey","1.5"};
/*
================
CL_AdjustAngles
Moves the local angle positions
================
*/
void CL_AdjustAngles (int pnum)
{
float speed, quant;
float up, down;
if (in_speed.state[pnum] & 1)
speed = host_frametime * cl_anglespeedkey.value;
else
speed = host_frametime;
if (in_rotate && pnum==0)
{
quant = in_rotate;
// if (quant < -800)
// quant = -800;
// else if (quant > 800)
// quant = 800;
if (!cl_instantrotate.value)
quant *= speed;
in_rotate -= quant;
cl.viewangles[pnum][YAW] += quant;
}
if (!(in_strafe.state[pnum] & 1))
{
cl.viewangles[pnum][YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right, pnum);
cl.viewangles[pnum][YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left, pnum);
cl.viewangles[pnum][YAW] = anglemod(cl.viewangles[pnum][YAW]);
}
if (in_klook.state[pnum] & 1)
{
V_StopPitchDrift (pnum);
cl.viewangles[pnum][PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward, pnum);
cl.viewangles[pnum][PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back, pnum);
}
up = CL_KeyState (&in_lookup, pnum);
down = CL_KeyState(&in_lookdown, pnum);
cl.viewangles[pnum][PITCH] -= speed*cl_pitchspeed.value * up;
cl.viewangles[pnum][PITCH] += speed*cl_pitchspeed.value * down;
if (up || down)
V_StopPitchDrift (pnum);
CL_ClampPitch(pnum);
if (cl.viewangles[pnum][ROLL] > 50)
cl.viewangles[pnum][ROLL] = 50;
if (cl.viewangles[pnum][ROLL] < -50)
cl.viewangles[pnum][ROLL] = -50;
}
/*
================
CL_BaseMove
Send the intended movement message to the server
================
*/
void CL_BaseMove (usercmd_t *cmd, int pnum, float extra, float wantfps)
{
float scale = 1;//extra/1000.0f * 1/wantfps;
//
// adjust for speed key
//
if (in_speed.state[pnum] & 1)
scale *= cl_movespeedkey.value;
if (in_strafe.state[pnum] & 1)
{
cmd->sidemove += scale*cl_sidespeed.value * CL_KeyState (&in_right, pnum);
cmd->sidemove -= scale*cl_sidespeed.value * CL_KeyState (&in_left, pnum);
}
cmd->sidemove += scale*cl_sidespeed.value * CL_KeyState (&in_moveright, pnum);
cmd->sidemove -= scale*cl_sidespeed.value * CL_KeyState (&in_moveleft, pnum);
#ifdef IN_XFLIP
if(in_xflip.value) cmd->sidemove *= -1;
#endif
cmd->upmove += scale*cl_upspeed.value * CL_KeyState (&in_up, pnum);
cmd->upmove -= scale*cl_upspeed.value * CL_KeyState (&in_down, pnum);
if (! (in_klook.state[pnum] & 1) )
{
cmd->forwardmove += scale*cl_forwardspeed.value * CL_KeyState (&in_forward, pnum);
cmd->forwardmove -= scale*cl_backspeed.value * CL_KeyState (&in_back, pnum);
}
}
int MakeChar (int i)
{
if (i < -127*4)
i = -127*4;
if (i > 127*4)
i = 127*4;
return i;
}
void CL_ClampPitch (int pnum)
{
#ifdef Q2CLIENT
float pitch;
if (cls.protocol == CP_QUAKE2)
{
pitch = SHORT2ANGLE(cl.q2frame.playerstate.pmove.delta_angles[PITCH]);
if (pitch > 180)
pitch -= 360;
if (cl.viewangles[pnum][PITCH] + pitch < -360)
cl.viewangles[pnum][PITCH] += 360; // wrapped
if (cl.viewangles[pnum][PITCH] + pitch > 360)
cl.viewangles[pnum][PITCH] -= 360; // wrapped
if (cl.viewangles[pnum][PITCH] + pitch > cl.maxpitch)
cl.viewangles[pnum][PITCH] = cl.maxpitch - pitch;
if (cl.viewangles[pnum][PITCH] + pitch < cl.minpitch)
cl.viewangles[pnum][PITCH] = cl.minpitch - pitch;
}
else
#endif
{
if (cl.viewangles[pnum][PITCH] > cl.maxpitch)
cl.viewangles[pnum][PITCH] = cl.maxpitch;
if (cl.viewangles[pnum][PITCH] < cl.minpitch)
cl.viewangles[pnum][PITCH] = cl.minpitch;
}
}
/*
==============
CL_FinishMove
==============
*/
void CL_FinishMove (usercmd_t *cmd, int msecs, int pnum)
{
int i;
int bits;
//
// always dump the first two message, because it may contain leftover inputs
// from the last level
//
if (++cl.movemessages <= 2)
{
cmd->buttons = 0;
return;
}
//
// figure button bits
//
bits = 0;
if (in_attack .state[pnum] & 3) bits |= 1; in_attack.state[pnum] &= ~2;
if (in_jump .state[pnum] & 3) bits |= 2; in_jump.state[pnum] &= ~2;
if (in_use .state[pnum] & 3) bits |= 4; in_use.state[pnum] &= ~2;
if (in_button3.state[pnum] & 3) bits |= 4; in_button3.state[pnum] &= ~2; //yup, flag 4 twice.
if (in_button4.state[pnum] & 3) bits |= 8; in_button4.state[pnum] &= ~2;
if (in_button5.state[pnum] & 3) bits |= 16; in_button5.state[pnum] &= ~2;
if (in_button6.state[pnum] & 3) bits |= 32; in_button6.state[pnum] &= ~2;
if (in_button7.state[pnum] & 3) bits |= 64; in_button7.state[pnum] &= ~2;
if (in_button8.state[pnum] & 3) bits |= 128; in_button8.state[pnum] &= ~2;
cmd->buttons = bits;
// send milliseconds of time to apply the move
cmd->msec = msecs;
for (i=0 ; i<3 ; i++)
cmd->angles[i] = ((int)(cl.viewangles[pnum][i]*65536.0/360)&65535);
if (in_impulsespending[pnum])
{
in_nextimpulse[pnum]++;
in_impulsespending[pnum]--;
cmd->impulse = in_impulse[pnum][(in_nextimpulse[pnum]-1)%IN_IMPULSECACHE];
}
else
cmd->impulse = 0;
}
float cursor_screen[2];
void CL_DrawPrydonCursor(void)
{
if (cls.protocol == CP_NETQUAKE)
if (nq_dp_protocol >= 6)
if (cl_prydoncursor.value)
{
mpic_t *pic = Draw_SafeCachePic(va("gfx/prydoncursor%03i.lmp", (int)cl_prydoncursor.value));
if (pic)
Draw_Pic((int)((cursor_screen[0] + 1) * 0.5 * vid.width), (int)((cursor_screen[1] + 1) * 0.5 * vid.height), pic);
else
Draw_Character((int)((cursor_screen[0] + 1) * 0.5 * vid.width), (int)((cursor_screen[1] + 1) * 0.5 * vid.height), '+');
}
}
void ML_UnProject(vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float wdivh, float fovy);
void CL_UpdatePrydonCursor(usercmd_t *from, float cursor_screen[2], vec3_t cursor_start, vec3_t cursor_impact, int *entnum)
{
vec3_t cursor_end;
vec3_t temp;
vec3_t cursor_impact_normal;
if (!cl_prydoncursor.value)
{ //center the cursor
cursor_screen[0] = 0;
cursor_screen[1] = 0;
}
else
{
cursor_screen[0] += from->sidemove/10000.0f;
cursor_screen[1] -= from->forwardmove/10000.0f;
if (cursor_screen[0] < -1)
cursor_screen[0] = -1;
if (cursor_screen[1] < -1)
cursor_screen[1] = -1;
if (cursor_screen[0] > 1)
cursor_screen[0] = 1;
if (cursor_screen[1] > 1)
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;
}
*/
// cursor_screen[0] = bound(-1, cursor_screen[0], 1);
// cursor_screen[1] = bound(-1, cursor_screen[1], 1);
VectorCopy(vec3_origin, cursor_start);
temp[0] = (cursor_screen[0]+1)/2;
temp[1] = (-cursor_screen[1]+1)/2;
temp[2] = 1;
ML_UnProject(temp, cursor_end, cl.viewangles[0], vec3_origin, (float)vid.width/vid.height, scr_fov.value );
VectorScale(cursor_end, 100000, cursor_end);
VectorAdd(cursor_start, cl.simorg[0], cursor_start);
VectorAdd(cursor_end, cl.simorg[0], cursor_end);
cursor_start[2]+=cl.viewheight[0];
cursor_end[2]+=cl.viewheight[0];
CL_SetSolidEntities();
//don't bother with players, they don't exist in NQ...
TraceLineN(cursor_start, cursor_end, cursor_impact, cursor_impact_normal);
// CL_SelectTraceLine(cursor_start, cursor_end, cursor_impact, entnum);
// makes sparks where cursor is
//CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
// P_RunParticleEffectType(cursor_impact, vec3_origin, 1, pt_gunshot);
//P_ParticleTrail(cursor_start, cursor_impact, 0, NULL);
}
#ifdef NQPROT
void CLNQ_SendMove (usercmd_t *cmd, int pnum, sizebuf_t *buf)
{
int bits;
int i;
vec3_t cursor_start, cursor_impact;
int cursor_entitynumber=0;//I hate warnings as errors
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.movemessages <= 2)
return;
MSG_WriteByte (buf, clc_move);
if (nq_dp_protocol>=7)
MSG_WriteLong(buf, 0);
MSG_WriteFloat (buf, cl.gametime); // so server can get ping times
for (i=0 ; i<3 ; i++)
MSG_WriteAngle (buf, cl.viewangles[pnum][i]);
MSG_WriteShort (buf, cmd->forwardmove);
MSG_WriteShort (buf, cmd->sidemove);
MSG_WriteShort (buf, cmd->upmove);
//
// send button bits
//
bits = 0;
if (in_attack.state[pnum] & 3 ) bits |= 1; in_attack.state[pnum] &= ~2;
if (in_jump.state[pnum] & 3) bits |= 2; in_jump.state[pnum] &= ~2;
if (in_use.state[pnum] & 3) bits |= 4; in_use.state[pnum] &= ~2;
if (in_button3.state[pnum] & 3) bits |= 4; in_button3.state[pnum] &= ~2; //yup, flag 4 twice.
if (in_button4.state[pnum] & 3) bits |= 8; in_button4.state[pnum] &= ~2;
if (in_button5.state[pnum] & 3) bits |= 16; in_button5.state[pnum] &= ~2;
if (in_button6.state[pnum] & 3) bits |= 32; in_button6.state[pnum] &= ~2;
if (in_button7.state[pnum] & 3) bits |= 64; in_button7.state[pnum] &= ~2;
if (in_button8.state[pnum] & 3) bits |= 128; in_button8.state[pnum] &= ~2;
if (nq_dp_protocol >= 6)
{
CL_UpdatePrydonCursor(cmd, cursor_screen, cursor_start, cursor_impact, &cursor_entitynumber);
MSG_WriteLong (buf, bits);
}
else
MSG_WriteByte (buf, bits);
if (in_impulsespending[pnum])
{
in_nextimpulse[pnum]++;
in_impulsespending[pnum]--;
MSG_WriteByte(buf, in_impulse[pnum][(in_nextimpulse[pnum]-1)%IN_IMPULSECACHE]);
}
else
MSG_WriteByte (buf, 0);
if (nq_dp_protocol >= 6)
{
MSG_WriteShort (buf, cursor_screen[0] * 32767.0f);
MSG_WriteShort (buf, cursor_screen[1] * 32767.0f);
MSG_WriteFloat (buf, cursor_start[0]);
MSG_WriteFloat (buf, cursor_start[1]);
MSG_WriteFloat (buf, cursor_start[2]);
MSG_WriteFloat (buf, cursor_impact[0]);
MSG_WriteFloat (buf, cursor_impact[1]);
MSG_WriteFloat (buf, cursor_impact[2]);
MSG_WriteShort (buf, cursor_entitynumber);
}
}
void CLNQ_SendCmd(void)
{
extern int cl_latestframenum, nq_dp_protocol;
sizebuf_t unrel;
char unrel_buf[256];
if (cls.state <= ca_connected)
return;
memset(&unrel, 0, sizeof(unrel));
unrel.data = unrel_buf;
unrel.maxsize = sizeof(unrel_buf);
if (cls.signon == 4)
{
// send the unreliable message
if (independantphysics[0].impulse && !cls.netchan.message.cursize)
CLNQ_SendMove (&independantphysics[0], 0, &cls.netchan.message);
else
CLNQ_SendMove (&independantphysics[0], 0, &unrel);
}
if (name.modified)
{
name.modified = false;
CL_SendClientCommand(true, "name \"%s\"\n", name.string);
}
if (nq_dp_protocol > 0)
{
MSG_WriteByte(&cls.netchan.message, 50);
MSG_WriteLong(&cls.netchan.message, cl_latestframenum);
}
Netchan_Transmit(&cls.netchan, unrel.cursize, unrel.data, 2500);
memset(&independantphysics[0], 0, sizeof(independantphysics[0]));
cl.allowsendpacket = false;
}
#endif
float CL_FilterTime (double time, float wantfps) //now returns the extra time not taken in this slot. Note that negative 1 means uncapped.
{
extern cvar_t rate;
float fps, fpscap;
if (cls.timedemo || cls.protocol == CP_QUAKE3)
return -1;
if (cls.demoplayback != DPB_NONE || cls.protocol != CP_QUAKEWORLD)
{
if (!wantfps)
return -1;
fps = max (30.0, wantfps);
}
else
{
fpscap = cls.maxfps ? max (30.0, cls.maxfps) : 0x7fff;
if (wantfps < 1)
fps = fpscap;
else
fps = bound (10.0, wantfps, fpscap);
}
if (time < 1000 / fps)
return false;
return time - (1000 / fps);
}
qboolean allowindepphys;
typedef struct clcmdbuf_s {
struct clcmdbuf_s *next;
int len;
qboolean reliable;
char command[4]; //this is dynamically allocated, so this is variably sized.
} clcmdbuf_t;
clcmdbuf_t *clientcmdlist;
void VARGS CL_SendClientCommand(qboolean reliable, char *format, ...)
{
qboolean oldallow;
va_list argptr;
char string[2048];
clcmdbuf_t *buf, *prev;
va_start (argptr, format);
_vsnprintf (string,sizeof(string)-1, format,argptr);
va_end (argptr);
Con_DPrintf("Queing stringcmd %s\n", string);
#ifdef Q3CLIENT
if (cls.protocol == CP_QUAKE3)
{
CLQ3_SendClientCommand("%s", string);
return;
}
#endif
oldallow = allowindepphys;
CL_AllowIndependantSendCmd(false);
buf = Z_Malloc(sizeof(*buf)+strlen(string));
strcpy(buf->command, string);
buf->len = strlen(buf->command);
buf->reliable = reliable;
//add to end of the list so that the first of the list is the first to be sent.
if (!clientcmdlist)
clientcmdlist = buf;
else
{
for (prev = clientcmdlist; prev->next; prev=prev->next)
;
prev->next = buf;
}
CL_AllowIndependantSendCmd(oldallow);
}
int CL_RemoveClientCommands(char *command)
{
clcmdbuf_t *next, *first;
int removed = 0;
int len = strlen(command);
CL_AllowIndependantSendCmd(false);
if (!clientcmdlist)
return 0;
while(!strncmp(clientcmdlist->command, command, len))
{
next = clientcmdlist->next;
Z_Free(clientcmdlist);
clientcmdlist=next;
removed++;
if (!clientcmdlist)
return removed;
}
first = clientcmdlist;
while(first->next)
{
if (!strncmp(first->next->command, command, len))
{
next = first->next->next;
Z_Free(first->next);
first->next = next;
removed++;
}
else
first = first->next;
}
return removed;
}
void CL_FlushClientCommands(void)
{
clcmdbuf_t *next;
CL_AllowIndependantSendCmd(false);
while(clientcmdlist)
{
Con_DPrintf("Flushed command %s\n", clientcmdlist->command);
next = clientcmdlist->next;
Z_Free(clientcmdlist);
clientcmdlist=next;
}
}
qboolean runningindepphys;
#ifdef _WIN32
CRITICAL_SECTION indepcriticialsection;
HANDLE indepphysicsthread;
void CL_AllowIndependantSendCmd(qboolean allow)
{
if (!runningindepphys)
return;
if (allowindepphys != allow && runningindepphys)
{
if (allow)
LeaveCriticalSection(&indepcriticialsection);
else
EnterCriticalSection(&indepcriticialsection);
allowindepphys = allow;
}
}
unsigned long _stdcall CL_IndepPhysicsThread(void *param)
{
int sleeptime;
float fps;
float time, lasttime;
lasttime = Sys_DoubleTime();
while(1)
{
EnterCriticalSection(&indepcriticialsection);
time = Sys_DoubleTime();
if (cls.state)
CL_SendCmd(time - lasttime);
lasttime = time;
LeaveCriticalSection(&indepcriticialsection);
fps = cl_netfps.value;
if (fps < 4)
fps = 4;
while (fps < 100)
fps*=2;
sleeptime = 1000/fps;
if (sleeptime)
Sleep(sleeptime);
}
}
void CL_UseIndepPhysics(qboolean allow)
{
if (runningindepphys == allow)
return;
if (allow)
{ //enable it
DWORD tid; //*sigh*...
InitializeCriticalSection(&indepcriticialsection);
runningindepphys = true;
indepphysicsthread = CreateThread(NULL, 8192, CL_IndepPhysicsThread, NULL, 0, &tid);
allowindepphys = 1;
}
else
{
//shut it down.
EnterCriticalSection(&indepcriticialsection);
TerminateThread(indepphysicsthread, 0);
CloseHandle(indepphysicsthread);
LeaveCriticalSection(&indepcriticialsection);
DeleteCriticalSection(&indepcriticialsection);
runningindepphys = false;
}
}
#else
void CL_AllowIndependantSendCmd(qboolean allow)
{
}
void CL_UseIndepPhysics(qboolean allow)
{
}
#endif
/*
=================
CL_SendCmd
=================
*/
vec3_t accum[MAX_SPLITS];
void CL_SendCmd (float frametime)
{
sizebuf_t buf;
qbyte data[512];
int i, plnum;
usercmd_t *cmd, *oldcmd;
int checksumIndex;
int lost;
int seq_hash;
int firstsize;
float wantfps;
qbyte lightlev;
static float pps_balance = 0;
static int dropcount = 0;
static float msecs;
int msecstouse;
qboolean dontdrop=false;
int clientcount;
extern cvar_t cl_maxfps;
int cursor_entitynumber=0;//I hate warnings as errors
if (cls.demoplayback != DPB_NONE)
{
if (cls.demoplayback == DPB_MVD)
{
extern cvar_t cl_splitscreen;
i = cls.netchan.outgoing_sequence & UPDATE_MASK;
cl.frames[i].senttime = realtime; // we haven't gotten a reply yet
cl.frames[i].receivedtime = -1; // we haven't gotten a reply yet
if (cl.splitclients > cl_splitscreen.value+1)
{
cl.splitclients = cl_splitscreen.value+1;
if (cl.splitclients < 1)
cl.splitclients = 1;
}
for (plnum = 0; plnum < cl.splitclients; plnum++)
{
cmd = &cl.frames[i].cmd[0];
memset(cmd, 0, sizeof(*cmd));
cmd->msec = frametime*1000;
independantphysics[0].msec = 0;
CL_AdjustAngles (plnum);
// get basic movement from keyboard
CL_BaseMove (cmd, plnum, 1, 1);
// allow mice or other external controllers to add to the move
IN_Move (cmd, plnum);
// if we are spectator, try autocam
if (cl.spectator)
Cam_Track(plnum, cmd);
CL_FinishMove(cmd, (int)(frametime*1000), plnum);
Cam_FinishMove(plnum, cmd);
}
cls.netchan.outgoing_sequence++;
}
return; // sendcmds come from the demo
}
buf.maxsize = sizeof(data);
buf.cursize = 0;
buf.data = data;
CL_SendDownloadReq(&buf);
{
clcmdbuf_t *next;
while (clientcmdlist)
{
next = clientcmdlist->next;
if (clientcmdlist->reliable)
{
MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
MSG_WriteString (&cls.netchan.message, clientcmdlist->command);
}
else
{
MSG_WriteByte (&buf, clc_stringcmd);
MSG_WriteString (&buf, clientcmdlist->command);
}
Con_DPrintf("Sending stringcmd %s\n", clientcmdlist->command);
Z_Free(clientcmdlist);
clientcmdlist = next;
}
}
if (msecs>150) //q2 has 200 slop.
msecs=150;
msecs += frametime*1000;
// Con_Printf("%f\n", msecs);
if (msecs<0)
msecs=0; //erm.
// if (cls.state < ca_active)
// msecs = 0;
msecstouse = (int)msecs; //casts round down.
if (msecstouse > 255)
msecstouse = 255;
wantfps = cl_netfps.value<=0?cl_maxfps.value:cl_netfps.value;
if (wantfps < cls.maxfps ? max (30.0, cls.maxfps) : 0x7fff)
wantfps = cls.maxfps ? max (30.0, cls.maxfps) : 0x7fff;
for (plnum = 0; plnum < cl.splitclients; plnum++)
{
// CL_BaseMove (&independantphysics[plnum], plnum, (msecstouse - independantphysics[plnum].msec), wantfps);
CL_AdjustAngles (plnum);
IN_Move (&independantphysics[plnum], plnum);
for (i=0 ; i<3 ; i++)
independantphysics[plnum].angles[i] = ((int)(cl.viewangles[plnum][i]*65536.0/360)&65535);
if (!independantphysics[plnum].msec)
{
CL_BaseMove (&independantphysics[plnum], plnum, (msecstouse - independantphysics[plnum].msec), wantfps);
CL_FinishMove(&independantphysics[plnum], msecstouse, plnum);
}
// if we are spectator, try autocam
if (cl.spectator)
Cam_Track(plnum, &independantphysics[plnum]);
Cam_FinishMove(plnum, &independantphysics[plnum]);
independantphysics[plnum].msec = msecstouse;
}
// if (!CL_FilterTime(msecstouse, cl_netfps.value<=0?cl_maxfps.value:cl_netfps.value) && msecstouse<255 && cls.state == ca_active)
// {
// return;
// }
#ifdef NQPROT
if (cls.protocol == CP_NETQUAKE)
{
if (!cl.allowsendpacket)
return;
msecs -= msecstouse;
CLNQ_SendCmd ();
return;
}
#endif
#ifdef Q3CLIENT
if (cls.protocol == CP_QUAKE3)
{
CLQ3_SendCmd(&independantphysics[0]);
memset(&independantphysics[0], 0, sizeof(independantphysics[0]));
return;
}
#endif
// Con_Printf("sending %i msecs\n", msecstouse);
seq_hash = cls.netchan.outgoing_sequence;
// 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;
if (1) //wait for server data before sending clc_move stuff? nope, mvdsv doesn't like that.
{
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
i = cls.netchan.outgoing_sequence & UPDATE_MASK;
cmd = &cl.frames[i].cmd[plnum];
if (cls.resendinfo)
{
MSG_WriteByte (&cls.netchan.message, clcq2_userinfo);
MSG_WriteString (&cls.netchan.message, cls.userinfo);
cls.resendinfo = false;
}
MSG_WriteByte (&buf, clcq2_move);
// save the position for a checksum qbyte
checksumIndex = buf.cursize;
MSG_WriteByte (&buf, 0);
if (!cl.q2frame.valid || cl_nodelta.value)
MSG_WriteLong (&buf, -1); // no compression
else
MSG_WriteLong (&buf, cl.q2frame.serverframe);
if (R_LightPoint)
lightlev = R_LightPoint(cl.simorg[0]);
else
lightlev = 255;
}
else
#endif
{
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();
MSG_WriteByte (&buf, (qbyte)lost);
lightlev = 0;
}
msecs -= msecstouse;
firstsize=0;
for (plnum = 0; plnum<clientcount; plnum++)
{
i = cls.netchan.outgoing_sequence & UPDATE_MASK;
cmd = &cl.frames[i].cmd[plnum];
*cmd = independantphysics[plnum];
cl.frames[i].senttime = realtime;
memset(&independantphysics[plnum], 0, sizeof(independantphysics[plnum]));
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2 && cmd->buttons)
cmd->buttons |= 128; //fixme: this isn't really what's meant by the anykey.
#endif
if (plnum)
MSG_WriteByte (&buf, clc_move);
i = (cls.netchan.outgoing_sequence-2) & UPDATE_MASK;
cmd = &cl.frames[i].cmd[plnum];
cmd->lightlevel = lightlev;
if (cl_c2sImpulseBackup.value >= 2)
dontdrop = dontdrop || cmd->impulse;
MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence-1) & UPDATE_MASK;
if (cl_c2sImpulseBackup.value >= 3)
dontdrop = dontdrop || cmd->impulse;
cmd = &cl.frames[i].cmd[plnum];
cmd->lightlevel = lightlev;
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
if (cl_c2sImpulseBackup.value >= 1)
dontdrop = dontdrop || cmd->impulse;
cmd = &cl.frames[i].cmd[plnum];
cmd->lightlevel = lightlev;
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
if (!firstsize)
firstsize = buf.cursize;
}
// calculate a checksum over the move commands
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
buf.data[checksumIndex] = Q2COM_BlockSequenceCRCByte(
buf.data + checksumIndex + 1, firstsize - checksumIndex - 1,
seq_hash);
else
#endif
buf.data[checksumIndex] = COM_BlockSequenceCRCByte(
buf.data + checksumIndex + 1, firstsize - checksumIndex - 1,
seq_hash);
}
// request delta compression of entities
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKEWORLD)
#endif
if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP-1)
cl.validsequence = 0;
if (
#ifdef Q2CLIENT
cls.protocol == CP_QUAKEWORLD &&
#endif
cl.validsequence && !cl_nodelta.value && cls.state == ca_active &&
!cls.demorecording)
{
cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = cl.validsequence;
MSG_WriteByte (&buf, clc_delta);
MSG_WriteByte (&buf, cl.validsequence&255);
}
else
cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = -1;
i = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
cmd = &cl.frames[i].cmd[0];
if (cls.demorecording)
CL_WriteDemoCmd(cmd);
//shamelessly stolen from fuhquake
if (cl_c2spps.value>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.value;
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.frames[i].receivedtime = -3;
// drop this message
cls.netchan.outgoing_sequence++;
dropcount++;
return;
}
}
else
{
pps_balance = 0;
dropcount = 0;
}
//
// deliver the message
//
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data, 2500);
if (cls.netchan.fatal_error)
{
cls.netchan.fatal_error = false;
cls.netchan.message.overflowed = false;
cls.netchan.message.cursize = 0;
}
}
static char *VARGS vahunk(char *format, ...)
{
va_list argptr;
char string[1024];
char *ret;
va_start (argptr, format);
_vsnprintf (string,sizeof(string)-1, format,argptr);
va_end (argptr);
ret = Hunk_Alloc(strlen(string)+1);
strcpy(ret, string);
return ret;
}
void CL_RegisterSplitCommands(void)
{
static int oldsplit;
char spn[8];
int sp;
for (sp = 0; sp < MAX_SPLITS; sp++)
{
if (sp)
sprintf(spn, "%i", sp+1);
else
*spn = '\0';
if (sp < cl.splitclients)
{
if (oldsplit & (1<<sp))
continue;
oldsplit |= (1<<sp);
Cmd_AddRemCommand (vahunk("+moveup%s", spn), IN_UpDown);
Cmd_AddRemCommand (vahunk("-moveup%s", spn), IN_UpUp);
Cmd_AddRemCommand (vahunk("+movedown%s", spn), IN_DownDown);
Cmd_AddRemCommand (vahunk("-movedown%s", spn), IN_DownUp);
Cmd_AddRemCommand (vahunk("+left%s", spn), IN_LeftDown);
Cmd_AddRemCommand (vahunk("-left%s", spn), IN_LeftUp);
Cmd_AddRemCommand (vahunk("+right%s", spn), IN_RightDown);
Cmd_AddRemCommand (vahunk("-right%s", spn), IN_RightUp);
Cmd_AddRemCommand (vahunk("+forward%s", spn), IN_ForwardDown);
Cmd_AddRemCommand (vahunk("-forward%s", spn), IN_ForwardUp);
Cmd_AddRemCommand (vahunk("+back%s", spn), IN_BackDown);
Cmd_AddRemCommand (vahunk("-back%s", spn), IN_BackUp);
Cmd_AddRemCommand (vahunk("+lookup%s", spn), IN_LookupDown);
Cmd_AddRemCommand (vahunk("-lookup%s", spn), IN_LookupUp);
Cmd_AddRemCommand (vahunk("+lookdown%s", spn), IN_LookdownDown);
Cmd_AddRemCommand (vahunk("-lookdown%s", spn), IN_LookdownUp);
Cmd_AddRemCommand (vahunk("+strafe%s", spn), IN_StrafeDown);
Cmd_AddRemCommand (vahunk("-strafe%s", spn), IN_StrafeUp);
Cmd_AddRemCommand (vahunk("+moveleft%s", spn), IN_MoveleftDown);
Cmd_AddRemCommand (vahunk("-moveleft%s", spn), IN_MoveleftUp);
Cmd_AddRemCommand (vahunk("+moveright%s", spn), IN_MoverightDown);
Cmd_AddRemCommand (vahunk("-moveright%s", spn), IN_MoverightUp);
Cmd_AddRemCommand (vahunk("+speed%s", spn), IN_SpeedDown);
Cmd_AddRemCommand (vahunk("-speed%s", spn), IN_SpeedUp);
Cmd_AddRemCommand (vahunk("+attack%s", spn), IN_AttackDown);
Cmd_AddRemCommand (vahunk("-attack%s", spn), IN_AttackUp);
Cmd_AddRemCommand (vahunk("+use%s", spn), IN_UseDown);
Cmd_AddRemCommand (vahunk("-use%s", spn), IN_UseUp);
Cmd_AddRemCommand (vahunk("+jump%s", spn), IN_JumpDown);
Cmd_AddRemCommand (vahunk("-jump%s", spn), IN_JumpUp);
Cmd_AddRemCommand (vahunk("impulse%s", spn), IN_Impulse);
Cmd_AddRemCommand (vahunk("+klook%s", spn), IN_KLookDown);
Cmd_AddRemCommand (vahunk("-klook%s", spn), IN_KLookUp);
Cmd_AddRemCommand (vahunk("+mlook%s", spn), IN_MLookDown);
Cmd_AddRemCommand (vahunk("-mlook%s", spn), IN_MLookUp);
Cmd_AddRemCommand (vahunk("+button3%s", spn), IN_Button3Down);
Cmd_AddRemCommand (vahunk("-button3%s", spn), IN_Button3Up);
Cmd_AddRemCommand (vahunk("+button4%s", spn), IN_Button4Down);
Cmd_AddRemCommand (vahunk("-button4%s", spn), IN_Button4Up);
Cmd_AddRemCommand (vahunk("+button5%s", spn), IN_Button5Down);
Cmd_AddRemCommand (vahunk("-button5%s", spn), IN_Button5Up);
Cmd_AddRemCommand (vahunk("+button6%s", spn), IN_Button6Down);
Cmd_AddRemCommand (vahunk("-button6%s", spn), IN_Button6Up);
Cmd_AddRemCommand (vahunk("+button7%s", spn), IN_Button7Down);
Cmd_AddRemCommand (vahunk("-button7%s", spn), IN_Button7Up);
Cmd_AddRemCommand (vahunk("+button8%s", spn), IN_Button8Down);
Cmd_AddRemCommand (vahunk("-button8%s", spn), IN_Button8Up);
}
else
{
if (!(oldsplit & (1<<sp)))
continue;
oldsplit &= ~(1<<sp);
Cmd_RemoveCommand (vahunk("+moveup%s", spn));
Cmd_RemoveCommand (vahunk("-moveup%s", spn));
Cmd_RemoveCommand (vahunk("+movedown%s", spn));
Cmd_RemoveCommand (vahunk("-movedown%s", spn));
Cmd_RemoveCommand (vahunk("+left%s", spn));
Cmd_RemoveCommand (vahunk("-left%s", spn));
Cmd_RemoveCommand (vahunk("+right%s", spn));
Cmd_RemoveCommand (vahunk("-right%s", spn));
Cmd_RemoveCommand (vahunk("+forward%s", spn));
Cmd_RemoveCommand (vahunk("-forward%s", spn));
Cmd_RemoveCommand (vahunk("+back%s", spn));
Cmd_RemoveCommand (vahunk("-back%s", spn));
Cmd_RemoveCommand (vahunk("+lookup%s", spn));
Cmd_RemoveCommand (vahunk("-lookup%s", spn));
Cmd_RemoveCommand (vahunk("+lookdown%s", spn));
Cmd_RemoveCommand (vahunk("-lookdown%s", spn));
Cmd_RemoveCommand (vahunk("+strafe%s", spn));
Cmd_RemoveCommand (vahunk("-strafe%s", spn));
Cmd_RemoveCommand (vahunk("+moveleft%s", spn));
Cmd_RemoveCommand (vahunk("-moveleft%s", spn));
Cmd_RemoveCommand (vahunk("+moveright%s", spn));
Cmd_RemoveCommand (vahunk("-moveright%s", spn));
Cmd_RemoveCommand (vahunk("+speed%s", spn));
Cmd_RemoveCommand (vahunk("-speed%s", spn));
Cmd_RemoveCommand (vahunk("+attack%s", spn));
Cmd_RemoveCommand (vahunk("-attack%s", spn));
Cmd_RemoveCommand (vahunk("+use%s", spn));
Cmd_RemoveCommand (vahunk("-use%s", spn));
Cmd_RemoveCommand (vahunk("+jump%s", spn));
Cmd_RemoveCommand (vahunk("-jump%s", spn));
Cmd_RemoveCommand (vahunk("impulse%s", spn));
Cmd_RemoveCommand (vahunk("+klook%s", spn));
Cmd_RemoveCommand (vahunk("-klook%s", spn));
Cmd_RemoveCommand (vahunk("+mlook%s", spn));
Cmd_RemoveCommand (vahunk("-mlook%s", spn));
Cmd_RemoveCommand (vahunk("+button3%s", spn));
Cmd_RemoveCommand (vahunk("-button3%s", spn));
Cmd_RemoveCommand (vahunk("+button4%s", spn));
Cmd_RemoveCommand (vahunk("-button4%s", spn));
Cmd_RemoveCommand (vahunk("+button5%s", spn));
Cmd_RemoveCommand (vahunk("-button5%s", spn));
Cmd_RemoveCommand (vahunk("+button6%s", spn));
Cmd_RemoveCommand (vahunk("-button6%s", spn));
Cmd_RemoveCommand (vahunk("+button7%s", spn));
Cmd_RemoveCommand (vahunk("-button7%s", spn));
Cmd_RemoveCommand (vahunk("+button8%s", spn));
Cmd_RemoveCommand (vahunk("-button8%s", spn));
}
}
}
/*
============
CL_InitInput
============
*/
void CL_InitInput (void)
{
#define inputnetworkcvargroup "client networking options"
cl.splitclients = 1;
CL_RegisterSplitCommands();
Cmd_AddCommand("rotate", IN_Rotate_f);
Cvar_Register (&cl_nodelta, inputnetworkcvargroup);
Cvar_Register (&cl_c2sImpulseBackup, inputnetworkcvargroup);
Cvar_Register (&cl_c2spps, inputnetworkcvargroup);
Cvar_Register (&cl_netfps, inputnetworkcvargroup);
Cvar_Register (&cl_smartjump, inputnetworkcvargroup);
Cvar_Register (&cl_prydoncursor, inputnetworkcvargroup);
Cvar_Register (&cl_instantrotate, inputnetworkcvargroup);
}
/*
============
CL_ClearStates
============
*/
void CL_ClearStates (void)
{
}