mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-30 16:10:53 +00:00
3fffa26fb4
With any luck it should actually work this time. Added the getimpulse command so that GIB scripts can check if an impulse command is pending before sending their own. Fixed all the memory leaks I could find. QuakeC and GIB seem to be clean except for maybe one or two sneaky leaks I can't track down.
832 lines
19 KiB
C
832 lines
19 KiB
C
/*
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cl_input.c
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builds an intended movement command to send to the server
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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static const char rcsid[] =
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"$Id$";
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/checksum.h"
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#include "QF/cmd.h"
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/input.h"
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#include "QF/keys.h"
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#include "QF/msg.h"
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#include "QF/teamplay.h"
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#include "QF/va.h"
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#include "cl_cam.h"
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#include "cl_demo.h"
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#include "cl_input.h"
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#include "cl_parse.h"
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#include "client.h"
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#include "compat.h"
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#include "host.h"
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#include "msg_ucmd.h"
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#include "view.h"
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cvar_t *cl_nodelta;
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cvar_t *cl_maxnetfps;
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cvar_t *cl_spamimpulse;
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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
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different input sources (say, mouse button 1 and the control key) can
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both press the same button, but the button should only be released when
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both of the pressing key have been released.
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When a key event issues a button command (+forward, +attack, etc), it
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appends its key number as a parameter to the command so it can be
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matched up with 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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kbutton_t in_left, in_right, in_forward, in_back;
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kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
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kbutton_t in_use, in_jump, in_attack;
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kbutton_t in_up, in_down;
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int in_impulse;
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void
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KeyDown (kbutton_t *b)
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{
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int k;
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const char *c;
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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
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// continuous down
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if (k == b->down[0] || k == b->down[1])
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return; // repeating key
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if (!b->down[0])
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b->down[0] = k;
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else if (!b->down[1])
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b->down[1] = k;
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else {
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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 & 1)
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return; // still down
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b->state |= 1 + 2; // down + impulse down
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}
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void
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KeyUp (kbutton_t *b)
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{
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int k;
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const char *c;
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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 { // typed manually at the console,
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// assume for unsticking, so clear
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// all
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b->down[0] = b->down[1] = 0;
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b->state = 4; // impulse up
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return;
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}
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if (b->down[0] == k)
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b->down[0] = 0;
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else if (b->down[1] == k)
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b->down[1] = 0;
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else
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return; // key up without coresponding down
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// (menu pass through)
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if (b->down[0] || b->down[1])
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return; // some other key is still holding it
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// down
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if (!(b->state & 1))
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return; // still up (this should not happen)
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b->state &= ~1; // now up
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b->state |= 4; // impulse up
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}
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void
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IN_KLookDown (void)
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{
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KeyDown (&in_klook);
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}
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void
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IN_KLookUp (void)
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{
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KeyUp (&in_klook);
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}
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void
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IN_MLookDown (void)
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{
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KeyDown (&in_mlook);
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}
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void
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IN_MLookUp (void)
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{
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KeyUp (&in_mlook);
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if (!freelook && lookspring->int_val)
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V_StartPitchDrift ();
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}
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void
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IN_UpDown (void)
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{
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KeyDown (&in_up);
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}
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void
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IN_UpUp (void)
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{
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KeyUp (&in_up);
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}
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void
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IN_DownDown (void)
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{
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KeyDown (&in_down);
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}
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void
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IN_DownUp (void)
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{
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KeyUp (&in_down);
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}
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void
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IN_LeftDown (void)
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{
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KeyDown (&in_left);
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}
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void
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IN_LeftUp (void)
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{
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KeyUp (&in_left);
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}
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void
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IN_RightDown (void)
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{
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KeyDown (&in_right);
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}
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void
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IN_RightUp (void)
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{
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KeyUp (&in_right);
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}
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void
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IN_ForwardDown (void)
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{
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KeyDown (&in_forward);
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}
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void
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IN_ForwardUp (void)
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{
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KeyUp (&in_forward);
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}
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void
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IN_BackDown (void)
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{
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KeyDown (&in_back);
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}
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void
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IN_BackUp (void)
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{
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KeyUp (&in_back);
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}
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void
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IN_LookupDown (void)
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{
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KeyDown (&in_lookup);
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}
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void
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IN_LookupUp (void)
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{
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KeyUp (&in_lookup);
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}
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void
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IN_LookdownDown (void)
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{
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KeyDown (&in_lookdown);
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}
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void
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IN_LookdownUp (void)
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{
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KeyUp (&in_lookdown);
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}
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void
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IN_MoveleftDown (void)
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{
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KeyDown (&in_moveleft);
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}
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void
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IN_MoveleftUp (void)
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{
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KeyUp (&in_moveleft);
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}
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void
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IN_MoverightDown (void)
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{
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KeyDown (&in_moveright);
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}
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void
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IN_MoverightUp (void)
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{
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KeyUp (&in_moveright);
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}
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void
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IN_SpeedDown (void)
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{
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KeyDown (&in_speed);
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}
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void
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IN_SpeedUp (void)
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{
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KeyUp (&in_speed);
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}
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void
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IN_StrafeDown (void)
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{
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KeyDown (&in_strafe);
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}
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void
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IN_StrafeUp (void)
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{
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KeyUp (&in_strafe);
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}
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void
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IN_AttackDown (void)
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{
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KeyDown (&in_attack);
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}
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void
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IN_AttackUp (void)
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{
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KeyUp (&in_attack);
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}
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void
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IN_UseDown (void)
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{
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KeyDown (&in_use);
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}
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void
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IN_UseUp (void)
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{
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KeyUp (&in_use);
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}
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void
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IN_JumpDown (void)
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{
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KeyDown (&in_jump);
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}
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void
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IN_JumpUp (void)
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{
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KeyUp (&in_jump);
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}
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void
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IN_Impulse (void)
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{
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in_impulse = atoi (Cmd_Argv (1));
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if (Cmd_Argc () <= 2)
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return;
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Team_BestWeaponImpulse (); // HACK HACK HACK
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}
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void
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IN_Getimpulse_f (void)
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{
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Cmd_Return(va("%i", in_impulse));
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}
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/*
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CL_KeyState
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Returns 0.25 if a key was pressed and released during the frame,
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0.5 if it was pressed and held
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0 if held then released, and
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1.0 if held for the entire time
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*/
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float
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CL_KeyState (kbutton_t *key)
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{
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float val;
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qboolean impulsedown, impulseup, down;
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impulsedown = key->state & 2;
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impulseup = key->state & 4;
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down = key->state & 1;
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val = 0;
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if (impulsedown && !impulseup) {
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if (down)
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val = 0.5; // pressed and held this frame
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else
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val = 0; // I_Error ();
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}
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if (impulseup && !impulsedown) {
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if (down)
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val = 0; // I_Error ();
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else
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val = 0; // released this frame
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}
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if (!impulsedown && !impulseup) {
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if (down)
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val = 1.0; // held the entire frame
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else
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val = 0; // up the entire frame
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}
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if (impulsedown && impulseup) {
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if (down)
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val = 0.75; // released and re-pressed this frame
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else
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val = 0.25; // pressed and released this frame
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}
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key->state &= 1; // clear impulses
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return val;
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}
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//==========================================================================
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cvar_t *cl_anglespeedkey;
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cvar_t *cl_backspeed;
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cvar_t *cl_forwardspeed;
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cvar_t *cl_movespeedkey;
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cvar_t *cl_pitchspeed;
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cvar_t *cl_sidespeed;
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cvar_t *cl_upspeed;
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cvar_t *cl_yawspeed;
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/*
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CL_AdjustAngles
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Moves the local angle positions
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*/
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void
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CL_AdjustAngles (void)
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{
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float down, up, speed;
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if (in_speed.state & 1)
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speed = host_frametime * cl_anglespeedkey->value;
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else
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speed = host_frametime;
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if (!(in_strafe.state & 1)) {
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cl.viewangles[YAW] -=
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speed * cl_yawspeed->value * CL_KeyState (&in_right);
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cl.viewangles[YAW] +=
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speed * cl_yawspeed->value * CL_KeyState (&in_left);
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cl.viewangles[YAW] = anglemod (cl.viewangles[YAW]);
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}
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if (in_klook.state & 1) {
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V_StopPitchDrift ();
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cl.viewangles[PITCH] -=
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speed * cl_pitchspeed->value * CL_KeyState (&in_forward);
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cl.viewangles[PITCH] +=
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speed * cl_pitchspeed->value * CL_KeyState (&in_back);
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}
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up = CL_KeyState (&in_lookup);
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down = CL_KeyState (&in_lookdown);
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cl.viewangles[PITCH] -= speed * cl_pitchspeed->value * up;
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cl.viewangles[PITCH] += speed * cl_pitchspeed->value * down;
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if (up || down)
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V_StopPitchDrift ();
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if (cl.viewangles[PITCH] > 80)
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cl.viewangles[PITCH] = 80;
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if (cl.viewangles[PITCH] < -70)
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cl.viewangles[PITCH] = -70;
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if (cl.viewangles[ROLL] > 50)
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cl.viewangles[ROLL] = 50;
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if (cl.viewangles[ROLL] < -50)
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cl.viewangles[ROLL] = -50;
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}
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/*
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CL_BaseMove
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Send the intended movement message to the server
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*/
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void
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CL_BaseMove (usercmd_t *cmd)
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{
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CL_AdjustAngles ();
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memset (cmd, 0, sizeof (*cmd));
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VectorCopy (cl.viewangles, cmd->angles);
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if (in_strafe.state & 1) {
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cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
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cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
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}
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cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
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cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
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cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up);
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cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down);
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if (!(in_klook.state & 1)) {
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cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward);
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cmd->forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
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}
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// adjust for speed key
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if (in_speed.state & 1) {
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cmd->forwardmove *= cl_movespeedkey->value;
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cmd->sidemove *= cl_movespeedkey->value;
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cmd->upmove *= cl_movespeedkey->value;
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}
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if (freelook)
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V_StopPitchDrift ();
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viewdelta.angles[0] = viewdelta.angles[1] = viewdelta.angles[2] = 0;
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viewdelta.position[0] = viewdelta.position[1] = viewdelta.position[2] = 0;
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IN_Move ();
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// adjust for chase camera angles
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if (cl.chase
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&& (chase_active->int_val == 2 || chase_active->int_val == 3))
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{
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vec3_t dir = {0,0,0}, forward, right, up, f, r;
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dir[1] = r_refdef.viewangles[1] - cl.viewangles[1];
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AngleVectors (dir, forward, right, up);
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VectorScale (forward, cmd->forwardmove, f);
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VectorScale (right, cmd->sidemove, r);
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cmd->forwardmove = f[0] + r[0];
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cmd->sidemove = f[1] + r[1];
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VectorScale (forward, viewdelta.position[2], f);
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VectorScale (right, viewdelta.position[0], r);
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viewdelta.position[2] = f[0] + r[0];
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viewdelta.position[0] = (f[1] + r[1]) * -1;
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}
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cmd->forwardmove += viewdelta.position[2] * m_forward->value;
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cmd->sidemove += viewdelta.position[0] * m_side->value;
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cmd->upmove += viewdelta.position[1];
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cl.viewangles[PITCH] += viewdelta.angles[PITCH] * m_pitch->value;
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cl.viewangles[YAW] += viewdelta.angles[YAW] * m_yaw->value;
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cl.viewangles[ROLL] += viewdelta.angles[ROLL];
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if (freelook && !(in_strafe.state & 1)) {
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cl.viewangles[PITCH] = bound (-70, cl.viewangles[PITCH], 80);
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}
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}
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int
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MakeChar (int i)
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{
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i &= ~3;
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if (i < -127 * 4)
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i = -127 * 4;
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if (i > 127 * 4)
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i = 127 * 4;
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return i;
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}
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void
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CL_FinishMove (usercmd_t *cmd)
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{
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int ms, i;
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// always dump the first two message, because it may contain leftover
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// inputs from the last level
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if (++cl.movemessages <= 2)
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return;
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// figure button bits
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if (in_attack.state & 3)
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cmd->buttons |= 1;
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in_attack.state &= ~2;
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if (in_jump.state & 3)
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cmd->buttons |= 2;
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in_jump.state &= ~2;
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// 1999-10-29 +USE fix by Maddes start
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if (in_use.state & 3)
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cmd->buttons |= 4;
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in_use.state &= ~2;
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// 1999-10-29 +USE fix by Maddes end
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// send milliseconds of time to apply the move
|
|
ms = host_frametime * 1000;
|
|
if (ms > 250)
|
|
ms = 100; // time was unreasonable
|
|
cmd->msec = ms;
|
|
|
|
VectorCopy (cl.viewangles, cmd->angles);
|
|
|
|
cmd->impulse = in_impulse;
|
|
in_impulse = 0;
|
|
|
|
// chop down so no extra bits are kept that the server wouldn't get
|
|
cmd->forwardmove = MakeChar (cmd->forwardmove);
|
|
cmd->sidemove = MakeChar (cmd->sidemove);
|
|
cmd->upmove = MakeChar (cmd->upmove);
|
|
|
|
for (i = 0; i < 3; i++)
|
|
cmd->angles[i] = ((int) (cmd->angles[i] * (65536.0 / 360.0)) & 65535) *
|
|
(360.0 / 65536.0);
|
|
}
|
|
|
|
void
|
|
CL_SendCmd (void)
|
|
{
|
|
byte data[128];
|
|
static float pps_balance = 0.0;
|
|
static int dropcount = 0;
|
|
int checksumIndex, lost, seq_hash, i;
|
|
qboolean dontdrop; // FIXME: needed without cl_c2sImpulseBackup?
|
|
sizebuf_t buf;
|
|
usercmd_t *cmd, *oldcmd;
|
|
|
|
if (cls.demoplayback)
|
|
return; // sendcmds come from the demo
|
|
|
|
// save this command off for prediction
|
|
i = cls.netchan.outgoing_sequence & UPDATE_MASK;
|
|
cmd = &cl.frames[i].cmd;
|
|
cl.frames[i].senttime = realtime;
|
|
cl.frames[i].receivedtime = -1; // we haven't gotten a reply yet
|
|
|
|
// seq_hash = (cls.netchan.outgoing_sequence & 0xffff) ; // ^ QW_CHECK_HASH;
|
|
seq_hash = cls.netchan.outgoing_sequence;
|
|
|
|
// get basic movement from keyboard
|
|
CL_BaseMove (cmd);
|
|
|
|
// allow mice or other external controllers to add to the move
|
|
IN_Move (); // FIXME: was cmd, should it even exist at all?
|
|
|
|
// if we are spectator, try autocam
|
|
if (cl.spectator)
|
|
Cam_Track (cmd);
|
|
|
|
CL_FinishMove (cmd);
|
|
|
|
Cam_FinishMove (cmd);
|
|
|
|
// send this and the previous cmds in the message, so
|
|
// if the last packet was dropped, it can be recovered
|
|
buf.maxsize = 128;
|
|
buf.cursize = 0;
|
|
buf.data = data;
|
|
|
|
MSG_WriteByte (&buf, clc_move);
|
|
|
|
// save the position for a checksum byte
|
|
checksumIndex = buf.cursize;
|
|
MSG_WriteByte (&buf, 0);
|
|
|
|
// write our lossage percentage
|
|
lost = CL_CalcNet ();
|
|
MSG_WriteByte (&buf, (byte) lost);
|
|
|
|
dontdrop = false;
|
|
|
|
i = (cls.netchan.outgoing_sequence - 2) & UPDATE_MASK;
|
|
cmd = &cl.frames[i].cmd;
|
|
if (cl_spamimpulse->int_val >= 2)
|
|
dontdrop = dontdrop || cmd->impulse;
|
|
MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
|
|
oldcmd = cmd;
|
|
|
|
i = (cls.netchan.outgoing_sequence - 1) & UPDATE_MASK;
|
|
cmd = &cl.frames[i].cmd;
|
|
if (cl_spamimpulse->int_val >= 3)
|
|
dontdrop = dontdrop || cmd->impulse;
|
|
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
|
|
oldcmd = cmd;
|
|
|
|
i = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
|
|
cmd = &cl.frames[i].cmd;
|
|
if (cl_spamimpulse->int_val >= 1)
|
|
dontdrop = dontdrop || cmd->impulse;
|
|
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
|
|
|
|
// calculate a checksum over the move commands
|
|
buf.data[checksumIndex] =
|
|
COM_BlockSequenceCRCByte (buf.data + checksumIndex + 1,
|
|
buf.cursize - checksumIndex - 1, seq_hash);
|
|
|
|
// request delta compression of entities
|
|
if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP - 1)
|
|
cl.validsequence = 0;
|
|
|
|
if (cl.validsequence && !cl_nodelta->int_val && 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;
|
|
|
|
if (cls.demorecording)
|
|
CL_WriteDemoCmd (cmd);
|
|
|
|
pps_balance += host_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 > 0.0 || dropcount >= 2 || dontdrop) {
|
|
float pps;
|
|
|
|
if (!(pps = cl_maxnetfps->int_val))
|
|
pps = rate->value / 80.0;
|
|
|
|
pps = bound (1, pps, 72);
|
|
|
|
pps_balance -= 1.0 / pps;
|
|
pps_balance = bound (-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;
|
|
}
|
|
|
|
// deliver the message
|
|
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
|
|
}
|
|
|
|
void
|
|
CL_Input_Init (void)
|
|
{
|
|
Cmd_AddCommand ("+moveup", IN_UpDown, "When active the player is swimming "
|
|
"up in a liquid");
|
|
Cmd_AddCommand ("-moveup", IN_UpUp, "When active the player is not "
|
|
"swimming up in a liquid");
|
|
Cmd_AddCommand ("+movedown", IN_DownDown, "When active the player is "
|
|
"swimming down in a liquid");
|
|
Cmd_AddCommand ("-movedown", IN_DownUp, "When active the player is not "
|
|
"swimming down in a liquid");
|
|
Cmd_AddCommand ("+left", IN_LeftDown, "When active the player is turning "
|
|
"left");
|
|
Cmd_AddCommand ("-left", IN_LeftUp, "When active the player is not turning"
|
|
" left");
|
|
Cmd_AddCommand ("+right", IN_RightDown, "When active the player is "
|
|
"turning right");
|
|
Cmd_AddCommand ("-right", IN_RightUp, "When active the player is not "
|
|
"turning right");
|
|
Cmd_AddCommand ("+forward", IN_ForwardDown, "When active the player is "
|
|
"moving forward");
|
|
Cmd_AddCommand ("-forward", IN_ForwardUp, "When active the player is not "
|
|
"moving forward");
|
|
Cmd_AddCommand ("+back", IN_BackDown, "When active the player is moving "
|
|
"backwards");
|
|
Cmd_AddCommand ("-back", IN_BackUp, "When active the player is not "
|
|
"moving backwards");
|
|
Cmd_AddCommand ("+lookup", IN_LookupDown, "When active the player's view "
|
|
"is looking up");
|
|
Cmd_AddCommand ("-lookup", IN_LookupUp, "When active the player's view is "
|
|
"not looking up");
|
|
Cmd_AddCommand ("+lookdown", IN_LookdownDown, "When active the player's "
|
|
"view is looking down");
|
|
Cmd_AddCommand ("-lookdown", IN_LookdownUp, "When active the player's "
|
|
"view is not looking up");
|
|
Cmd_AddCommand ("+strafe", IN_StrafeDown, "When active, +left and +right "
|
|
"function like +moveleft and +moveright");
|
|
Cmd_AddCommand ("-strafe", IN_StrafeUp, "When active, +left and +right "
|
|
"stop functioning like +moveleft and +moveright");
|
|
Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "When active the player is "
|
|
"strafing left");
|
|
Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "When active the player is "
|
|
"not strafing left");
|
|
Cmd_AddCommand ("+moveright", IN_MoverightDown, "When active the player "
|
|
"is strafing right");
|
|
Cmd_AddCommand ("-moveright", IN_MoverightUp, "When active the player is "
|
|
"not strafing right");
|
|
Cmd_AddCommand ("+speed", IN_SpeedDown, "When active the player is "
|
|
"running");
|
|
Cmd_AddCommand ("-speed", IN_SpeedUp, "When active the player is not "
|
|
"running");
|
|
Cmd_AddCommand ("+attack", IN_AttackDown, "When active player is "
|
|
"firing/using current weapon");
|
|
Cmd_AddCommand ("-attack", IN_AttackUp, "When active player is not "
|
|
"firing/using current weapon");
|
|
Cmd_AddCommand ("+use", IN_UseDown, "Non-functional. Left over command "
|
|
"for opening doors and triggering switches");
|
|
Cmd_AddCommand ("-use", IN_UseUp, "Non-functional. Left over command for "
|
|
"opening doors and triggering switches");
|
|
Cmd_AddCommand ("+jump", IN_JumpDown, "When active the player is jumping");
|
|
Cmd_AddCommand ("-jump", IN_JumpUp, "When active the player is not "
|
|
"jumping");
|
|
Cmd_AddCommand ("impulse", IN_Impulse, "Call a game function or QuakeC "
|
|
"function.");
|
|
Cmd_AddCommand ("getimpulse", IN_Getimpulse_f, "Returns the impulse that "
|
|
"will be sent to the server this frame");
|
|
Cmd_AddCommand ("+klook", IN_KLookDown, "When active, +forward and +back "
|
|
"perform +lookup and +lookdown");
|
|
Cmd_AddCommand ("-klook", IN_KLookUp, "When active, +forward and +back "
|
|
"don't perform +lookup and +lookdown");
|
|
Cmd_AddCommand ("+mlook", IN_MLookDown, "When active moving the mouse or "
|
|
"joystick forwards and backwards performs +lookup and "
|
|
"+lookdown");
|
|
Cmd_AddCommand ("-mlook", IN_MLookUp, "When active moving the mouse or "
|
|
"joystick forwards and backwards doesn't perform +lookup "
|
|
"and +lookdown");
|
|
}
|
|
|
|
void
|
|
CL_Input_Init_Cvars (void)
|
|
{
|
|
cl_nodelta = Cvar_Get ("cl_nodelta", "0", CVAR_NONE, NULL,
|
|
"Disable player delta compression. Set to 1 if you "
|
|
"have a poor ISP and get many U_REMOVE warnings.");
|
|
cl_maxnetfps = Cvar_Get ("cl_maxnetfps", "0", CVAR_ARCHIVE, NULL,
|
|
"Controls number of command packets sent per "
|
|
"second. Default 0 is unlimited.");
|
|
cl_spamimpulse = Cvar_Get ("cl_spamimpulse", "3", CVAR_NONE, NULL,
|
|
"Controls number of duplicate packets sent if "
|
|
"an impulse is being sent. Default (id "
|
|
"behavior) is 3.");
|
|
}
|