mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-11 07:42:18 +00:00
fbcb22d41a
Everything is set up so default recipes work as expected (by me) for a 3Dconnexion SpaceNavigator: translation axes move quakeguy in the direction the puck is moved tilting the puck forward pitches forward (look down) tilting the puck to the left rolls to the left twisting the puck clockwise (looked at from the top) turns quakeguy to the right. This does mean that the default pitch motion for a regular mouse is now push forward to pitch forward (look down) (inverted from before). Mouse scaling is out (too small), but that's because in_amp etc are ignored for now (thinking about how to integrate cvars with axis recipes). Joystick input will be the same.
622 lines
16 KiB
C
622 lines
16 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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#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/sys.h"
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#include "QF/teamplay.h"
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#include "QF/va.h"
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#include "QF/input/event.h"
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#include "compat.h"
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#include "client/view.h"
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#include "qw/msg_ucmd.h"
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#include "qw/include/chase.h"
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#include "qw/include/cl_cam.h"
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#include "qw/include/cl_demo.h"
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#include "qw/include/cl_input.h"
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#include "qw/include/cl_parse.h"
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#include "qw/include/client.h"
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#include "qw/include/host.h"
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int cl_game_context;
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int cl_demo_context;
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static int cl_event_id;
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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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in_axis_t viewdelta_position_forward = {
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.mode = ina_accumulate,
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.name = "move.forward",
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.description = "Move forward (negative) or backward (positive)",
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};
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in_axis_t viewdelta_position_side = {
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.mode = ina_accumulate,
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.name = "move.side",
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.description = "Move right (positive) or left (negative)",
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};
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in_axis_t viewdelta_position_up = {
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.mode = ina_accumulate,
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.name = "move.up",
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.description = "Move up (positive) or down (negative)",
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};
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in_axis_t viewdelta_angles_pitch = {
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.mode = ina_accumulate,
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.name = "move.pitch",
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.description = "Pitch axis",
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};
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in_axis_t viewdelta_angles_yaw = {
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.mode = ina_accumulate,
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.name = "move.yaw",
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.description = "Yaw axis",
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};
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in_axis_t viewdelta_angles_roll = {
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.mode = ina_accumulate,
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.name = "move.roll",
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.description = "Roll axis",
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};
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in_button_t in_left = {
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.name = "left",
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.description = "When active the player is turning left"
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};
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in_button_t in_right = {
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.name = "right",
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.description = "When active the player is turning right"
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};
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in_button_t in_forward = {
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.name = "forward",
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.description = "When active the player is moving forward"
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};
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in_button_t in_back = {
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.name = "back",
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.description = "When active the player is moving backwards"
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};
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in_button_t in_lookup = {
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.name = "lookup",
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.description = "When active the player's view is looking up"
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};
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in_button_t in_lookdown = {
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.name = "lookdown",
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.description = "When active the player's view is looking down"
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};
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in_button_t in_moveleft = {
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.name = "moveleft",
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.description = "When active the player is strafing left"
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};
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in_button_t in_moveright = {
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.name = "moveright",
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.description = "When active the player is strafing right"
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};
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in_button_t in_use = {
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.name = "use",
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.description = "Left over command for opening doors and triggering"
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" switches"
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};
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in_button_t in_jump = {
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.name = "jump",
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.description = "When active the player is jumping"
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};
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in_button_t in_attack = {
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.name = "attack",
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.description = "When active player is firing/using current weapon"
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};
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in_button_t in_up = {
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.name = "moveup",
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.description = "When active the player is swimming up in a liquid"
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};
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in_button_t in_down = {
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.name = "movedown",
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.description = "When active the player is swimming down in a liquid"
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};
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in_button_t in_strafe = {
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.name = "strafe",
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.description = "When active, +left and +right function like +moveleft and"
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" +moveright"
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};
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in_button_t in_klook = {
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.name = "klook",
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.description = "When active, +forward and +back perform +lookup and"
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" +lookdown"
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};
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in_button_t in_speed = {
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.name = "speed",
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.description = "When active the player is running"
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};
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in_button_t in_mlook = {
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.name = "mlook",
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.description = "When active moving the mouse or joystick forwards "
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"and backwards performs +lookup and "
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"+lookdown"
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};
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static in_axis_t *cl_in_axes[] = {
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&viewdelta_position_forward,
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&viewdelta_position_side,
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&viewdelta_position_up,
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&viewdelta_angles_pitch,
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&viewdelta_angles_yaw,
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&viewdelta_angles_roll,
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0,
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};
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static in_button_t *cl_in_buttons[] = {
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&in_left,
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&in_right,
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&in_forward,
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&in_back,
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&in_lookup,
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&in_lookdown,
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&in_moveleft,
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&in_moveright,
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&in_use,
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&in_jump,
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&in_attack,
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&in_up,
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&in_down,
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&in_strafe,
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&in_klook,
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&in_speed,
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&in_mlook,
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0
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};
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int in_impulse;
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static void
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IN_Impulse (void *data)
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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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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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static void
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CL_AdjustAngles (void)
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{
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float down, up;
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float pitchspeed, yawspeed;
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pitchspeed = cl_pitchspeed->value;
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yawspeed = cl_yawspeed->value;
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if (in_speed.state & inb_down) {
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pitchspeed *= cl_anglespeedkey->value;
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yawspeed *= cl_anglespeedkey->value;
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}
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if ((cl.fpd & FPD_LIMIT_PITCH) && pitchspeed > FPD_MAXPITCH)
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pitchspeed = FPD_MAXPITCH;
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if ((cl.fpd & FPD_LIMIT_YAW) && yawspeed > FPD_MAXYAW)
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yawspeed = FPD_MAXYAW;
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pitchspeed *= host_frametime;
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yawspeed *= host_frametime;
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if (!(in_strafe.state & inb_down)) {
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cl.viewstate.angles[YAW] -= yawspeed * IN_ButtonState (&in_right);
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cl.viewstate.angles[YAW] += yawspeed * IN_ButtonState (&in_left);
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cl.viewstate.angles[YAW] = anglemod (cl.viewstate.angles[YAW]);
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}
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if (in_klook.state & inb_down) {
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V_StopPitchDrift ();
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cl.viewstate.angles[PITCH] -= pitchspeed * IN_ButtonState (&in_forward);
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cl.viewstate.angles[PITCH] += pitchspeed * IN_ButtonState (&in_back);
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}
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up = IN_ButtonState (&in_lookup);
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down = IN_ButtonState (&in_lookdown);
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cl.viewstate.angles[PITCH] -= pitchspeed * up;
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cl.viewstate.angles[PITCH] += pitchspeed * down;
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if (up || down)
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V_StopPitchDrift ();
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// FIXME: Need to clean up view angle limits
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if (cl.viewstate.angles[PITCH] > 80)
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cl.viewstate.angles[PITCH] = 80;
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if (cl.viewstate.angles[PITCH] < -70)
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cl.viewstate.angles[PITCH] = -70;
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if (cl.viewstate.angles[ROLL] > 50)
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cl.viewstate.angles[ROLL] = 50;
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if (cl.viewstate.angles[ROLL] < -50)
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cl.viewstate.angles[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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if (IN_ButtonReleased (&in_mlook) && !freelook && lookspring->int_val) {
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V_StartPitchDrift ();
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}
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if (cls.state != ca_active) {
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return;
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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.viewstate.angles, cmd->angles);
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if (in_strafe.state & inb_down) {
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cmd->sidemove += cl_sidespeed->value * IN_ButtonState (&in_right);
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cmd->sidemove -= cl_sidespeed->value * IN_ButtonState (&in_left);
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}
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cmd->sidemove += cl_sidespeed->value * IN_ButtonState (&in_moveright);
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cmd->sidemove -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
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cmd->upmove += cl_upspeed->value * IN_ButtonState (&in_up);
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cmd->upmove -= cl_upspeed->value * IN_ButtonState (&in_down);
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if (!(in_klook.state & inb_down)) {
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cmd->forwardmove += cl_forwardspeed->value * IN_ButtonState (&in_forward);
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cmd->forwardmove -= cl_backspeed->value * IN_ButtonState (&in_back);
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}
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// adjust for speed key
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if (in_speed.state & inb_down) {
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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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// adjust for chase camera angles
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/*FIXME:chase figure out just what this does and get it working
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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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vec3_t forward, right, up, f, r;
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vec3_t dir = {0, 0, 0};
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dir[1] = r_data->refdef->viewangles[1] - cl.viewstate.angles[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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*/
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cmd->forwardmove -= viewdelta_position_forward.value * m_forward->value;
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cmd->sidemove += viewdelta_position_side.value * m_side->value;
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cmd->upmove -= viewdelta_position_up.value;
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cl.viewstate.angles[PITCH] -= viewdelta_angles_pitch.value * m_pitch->value;
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cl.viewstate.angles[YAW] -= viewdelta_angles_yaw.value * m_yaw->value;
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cl.viewstate.angles[ROLL] -= viewdelta_angles_roll.value * m_pitch->value;
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viewdelta_angles_pitch.value = 0;
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viewdelta_angles_yaw.value = 0;
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viewdelta_angles_roll.value = 0;
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viewdelta_position_forward.value = 0;
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viewdelta_position_side.value = 0;
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viewdelta_position_up.value = 0;
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if (freelook && !(in_strafe.state & inb_down)) {
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cl.viewstate.angles[PITCH]
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= bound (-70, cl.viewstate.angles[PITCH], 80);
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}
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}
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static 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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static 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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static double accum = 0.0;
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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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cmd->buttons |= IN_ButtonPressed (&in_attack) << 0;
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cmd->buttons |= IN_ButtonPressed (&in_jump) << 1;
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cmd->buttons |= IN_ButtonPressed (&in_use) << 2;
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// send milliseconds of time to apply the move
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accum += (host_frametime * 1000.0);
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ms = accum + 0.5;
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accum -= ms;
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if (ms > 250) {
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ms = 100; // time was unreasonable
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accum = 0.0;
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}
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cmd->msec = ms;
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VectorCopy (cl.viewstate.angles, cmd->angles);
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cmd->impulse = in_impulse;
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in_impulse = 0;
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// chop down so no extra bits are kept that the server wouldn't get
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cmd->forwardmove = MakeChar (cmd->forwardmove);
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cmd->sidemove = MakeChar (cmd->sidemove);
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cmd->upmove = MakeChar (cmd->upmove);
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for (i = 0; i < 3; i++)
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cmd->angles[i] = ((int) (cmd->angles[i] * (65536.0 / 360.0)) & 65535) *
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(360.0 / 65536.0);
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}
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static inline int
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pps_check (int dontdrop)
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{
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static float pps_balance = 0.0;
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static int dropcount = 0;
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pps_balance += host_frametime;
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// never drop more than 2 messages in a row -- that'll cause PL
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// and don't drop if one of the last two movemessages have an impulse
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if (pps_balance > 0.0 || dropcount >= 2 || dontdrop) {
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float pps;
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if (!(pps = cl_maxnetfps->int_val))
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pps = rate->value / 80.0;
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pps = bound (1, pps, 72);
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pps_balance -= 1.0 / pps;
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pps_balance = bound (-0.1, pps_balance, 0.1);
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dropcount = 0;
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return 1;
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} else {
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int i;
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// don't count this message when calculating PL
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i = cls.netchan.outgoing_sequence & UPDATE_MASK;
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cl.frames[i].receivedtime = -3;
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// drop this message
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cls.netchan.outgoing_sequence++;
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dropcount++;
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return 0;
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}
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}
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static inline void
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build_cmd (usercmd_t *cmd)
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{
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// get basic movement from keyboard, mouse, etc
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CL_BaseMove (cmd);
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// if we are spectator, try autocam
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if (cl.spectator)
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Cam_Track (cmd);
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CL_FinishMove (cmd);
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Cam_FinishMove (cmd);
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}
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void
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CL_SendCmd (void)
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{
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byte data[128];
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int checksumIndex, lost, seq_hash, frame;
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qboolean dontdrop; // FIXME: needed without cl_c2sImpulseBackup?
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sizebuf_t buf;
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usercmd_t *cmd, *oldcmd;
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if (cls.demoplayback && !cls.demoplayback2)
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return; // sendcmds come from the demo
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// save this command off for prediction
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frame = cls.netchan.outgoing_sequence & UPDATE_MASK;
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cmd = &cl.frames[frame].cmd;
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cl.frames[frame].senttime = realtime;
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cl.frames[frame].receivedtime = -1; // we haven't gotten a reply yet
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// seq_hash = (cls.netchan.outgoing_sequence & 0xffff) ; // ^ QW_CHECK_HASH;
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seq_hash = cls.netchan.outgoing_sequence;
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build_cmd (cmd);
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if (cls.demoplayback2) {
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cls.netchan.outgoing_sequence++;
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return;
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}
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// send this and the previous cmds in the message, so
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// if the last packet was dropped, it can be recovered
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buf.maxsize = 128;
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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;
|
|
|
|
frame = (cls.netchan.outgoing_sequence - 2) & UPDATE_MASK;
|
|
cmd = &cl.frames[frame].cmd;
|
|
if (cl_spamimpulse->int_val >= 2)
|
|
dontdrop = dontdrop || cmd->impulse;
|
|
MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
|
|
oldcmd = cmd;
|
|
|
|
frame = (cls.netchan.outgoing_sequence - 1) & UPDATE_MASK;
|
|
cmd = &cl.frames[frame].cmd;
|
|
if (cl_spamimpulse->int_val >= 3)
|
|
dontdrop = dontdrop || cmd->impulse;
|
|
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
|
|
oldcmd = cmd;
|
|
|
|
frame = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
|
|
cmd = &cl.frames[frame].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[frame].delta_sequence = cl.validsequence;
|
|
MSG_WriteByte (&buf, clc_delta);
|
|
MSG_WriteByte (&buf, cl.validsequence & 255);
|
|
} else {
|
|
cl.frames[frame].delta_sequence = -1;
|
|
}
|
|
|
|
if (cls.demorecording)
|
|
CL_WriteDemoCmd (cmd);
|
|
|
|
// deliver the message
|
|
if (pps_check (dontdrop))
|
|
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
|
|
}
|
|
|
|
static int
|
|
cl_event_handler (const IE_event_t *ie_event, void *unused)
|
|
{
|
|
if (ie_event->type == ie_key) {
|
|
if (ie_event->key.code == QFK_ESCAPE) {
|
|
// FIXME this should bring up the menu
|
|
Con_SetState (con_active);
|
|
return 1;
|
|
}
|
|
}
|
|
return IN_Binding_HandleEvent (ie_event);
|
|
}
|
|
|
|
void
|
|
CL_Input_Init (void)
|
|
{
|
|
cl_event_id = IE_Add_Handler (cl_event_handler, 0);
|
|
|
|
for (int i = 0; cl_in_axes[i]; i++) {
|
|
IN_RegisterAxis (cl_in_axes[i]);
|
|
}
|
|
for (int i = 0; cl_in_buttons[i]; i++) {
|
|
IN_RegisterButton (cl_in_buttons[i]);
|
|
}
|
|
cl_game_context = IMT_CreateContext ("key_game");
|
|
IMT_SetContextCbuf (cl_game_context, cl_cbuf);
|
|
cl_demo_context = IMT_CreateContext ("key_demo");
|
|
IMT_SetContextCbuf (cl_demo_context, cl_cbuf);
|
|
Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
|
|
"Call a game function or QuakeC function.");
|
|
}
|
|
|
|
void
|
|
CL_Input_Activate (void)
|
|
{
|
|
IMT_SetContext (cl_game_context);
|
|
IE_Set_Focus (cl_event_id);
|
|
}
|
|
|
|
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.");
|
|
}
|