quakequest/Projects/Android/jni/darkplaces/cl_input.c
2023-01-17 21:30:46 +00:00

2306 lines
82 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
// Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
// rights reserved.
#include "quakedef.h"
#include "csprogs.h"
#include "thread.h"
/*
===============================================================================
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
===============================================================================
*/
extern float gunangles[3];
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_jump, in_attack, in_use;
kbutton_t in_up, in_down;
// LordHavoc: added 6 new buttons
kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
//even more
kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
int in_impulse;
static void KeyDown (kbutton_t *b)
{
int k;
const char *c;
c = Cmd_Argv(1);
if (c[0])
k = atoi(c);
else
k = -1; // typed manually at the console for continuous down
if (k == b->down[0] || k == b->down[1])
return; // repeating key
if (!b->down[0])
b->down[0] = k;
else if (!b->down[1])
b->down[1] = k;
else
{
Con_Print("Three keys down for a button!\n");
return;
}
if (b->state & 1)
return; // still down
b->state |= 1 + 2; // down + impulse down
}
static void KeyUp (kbutton_t *b)
{
int k;
const char *c;
c = Cmd_Argv(1);
if (c[0])
k = atoi(c);
else
{ // typed manually at the console, assume for unsticking, so clear all
b->down[0] = b->down[1] = 0;
b->state = 4; // impulse up
return;
}
if (b->down[0] == k)
b->down[0] = 0;
else if (b->down[1] == k)
b->down[1] = 0;
else
return; // key up without coresponding down (menu pass through)
if (b->down[0] || b->down[1])
return; // some other key is still holding it down
if (!(b->state & 1))
return; // still up (this should not happen)
b->state &= ~1; // now up
b->state |= 4; // impulse up
}
static void IN_KLookDown (void) {KeyDown(&in_klook);}
static void IN_KLookUp (void) {KeyUp(&in_klook);}
static void IN_MLookDown (void) {KeyDown(&in_mlook);}
static void IN_MLookUp (void)
{
KeyUp(&in_mlook);
if ( !(in_mlook.state&1) && lookspring.value)
V_StartPitchDrift();
}
static void IN_UpDown(void) {KeyDown(&in_up);}
static void IN_UpUp(void) {KeyUp(&in_up);}
static void IN_DownDown(void) {KeyDown(&in_down);}
static void IN_DownUp(void) {KeyUp(&in_down);}
static void IN_LeftDown(void) {KeyDown(&in_left);}
static void IN_LeftUp(void) {KeyUp(&in_left);}
static void IN_RightDown(void) {KeyDown(&in_right);}
static void IN_RightUp(void) {KeyUp(&in_right);}
static void IN_ForwardDown(void) {KeyDown(&in_forward);}
static void IN_ForwardUp(void) {KeyUp(&in_forward);}
static void IN_BackDown(void) {KeyDown(&in_back);}
static void IN_BackUp(void) {KeyUp(&in_back);}
static void IN_LookupDown(void) {KeyDown(&in_lookup);}
static void IN_LookupUp(void) {KeyUp(&in_lookup);}
static void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
static void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
static void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
static void IN_MoverightDown(void) {KeyDown(&in_moveright);}
static void IN_MoverightUp(void) {KeyUp(&in_moveright);}
static void IN_SpeedDown(void) {KeyDown(&in_speed);}
static void IN_SpeedUp(void) {KeyUp(&in_speed);}
static void IN_StrafeDown(void) {KeyDown(&in_strafe);}
static void IN_StrafeUp(void) {KeyUp(&in_strafe);}
static void IN_AttackDown(void) {KeyDown(&in_attack);}
static void IN_AttackUp(void) {KeyUp(&in_attack);}
static void IN_UseDown(void) {KeyDown(&in_use);}
static void IN_UseUp(void) {KeyUp(&in_use);}
// LordHavoc: added 6 new buttons
static void IN_Button3Down(void) {KeyDown(&in_button3);}
static void IN_Button3Up(void) {KeyUp(&in_button3);}
static void IN_Button4Down(void) {KeyDown(&in_button4);}
static void IN_Button4Up(void) {KeyUp(&in_button4);}
static void IN_Button5Down(void) {KeyDown(&in_button5);}
static void IN_Button5Up(void) {KeyUp(&in_button5);}
static void IN_Button6Down(void) {KeyDown(&in_button6);}
static void IN_Button6Up(void) {KeyUp(&in_button6);}
static void IN_Button7Down(void) {KeyDown(&in_button7);}
static void IN_Button7Up(void) {KeyUp(&in_button7);}
static void IN_Button8Down(void) {KeyDown(&in_button8);}
static void IN_Button8Up(void) {KeyUp(&in_button8);}
static void IN_Button9Down(void) {KeyDown(&in_button9);}
static void IN_Button9Up(void) {KeyUp(&in_button9);}
static void IN_Button10Down(void) {KeyDown(&in_button10);}
static void IN_Button10Up(void) {KeyUp(&in_button10);}
static void IN_Button11Down(void) {KeyDown(&in_button11);}
static void IN_Button11Up(void) {KeyUp(&in_button11);}
static void IN_Button12Down(void) {KeyDown(&in_button12);}
static void IN_Button12Up(void) {KeyUp(&in_button12);}
static void IN_Button13Down(void) {KeyDown(&in_button13);}
static void IN_Button13Up(void) {KeyUp(&in_button13);}
static void IN_Button14Down(void) {KeyDown(&in_button14);}
static void IN_Button14Up(void) {KeyUp(&in_button14);}
static void IN_Button15Down(void) {KeyDown(&in_button15);}
static void IN_Button15Up(void) {KeyUp(&in_button15);}
static void IN_Button16Down(void) {KeyDown(&in_button16);}
static void IN_Button16Up(void) {KeyUp(&in_button16);}
static void IN_JumpDown (void) {KeyDown(&in_jump);}
static void IN_JumpUp (void) {KeyUp(&in_jump);}
static void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
{
int i;
for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
if(in_bestweapon_info[i].impulse == impulse)
break;
if(i >= IN_BESTWEAPON_MAX)
{
Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
return; // sorry
}
strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
in_bestweapon_info[i].impulse = impulse;
if(weaponbit != -1)
in_bestweapon_info[i].weaponbit = weaponbit;
if(activeweaponcode != -1)
in_bestweapon_info[i].activeweaponcode = activeweaponcode;
if(ammostat != -1)
in_bestweapon_info[i].ammostat = ammostat;
if(ammomin != -1)
in_bestweapon_info[i].ammomin = ammomin;
}
void IN_BestWeapon_ResetData (void)
{
memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
}
static void IN_BestWeapon_Register_f (void)
{
if(Cmd_Argc() == 7)
{
IN_BestWeapon_Register(
Cmd_Argv(1),
atoi(Cmd_Argv(2)),
atoi(Cmd_Argv(3)),
atoi(Cmd_Argv(4)),
atoi(Cmd_Argv(5)),
atoi(Cmd_Argv(6))
);
}
else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
{
memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
}
else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
{
IN_BestWeapon_ResetData();
}
else
{
Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
}
}
static void IN_BestWeapon (void)
{
int i, n;
const char *t;
if (Cmd_Argc() < 2)
{
Con_Printf("bestweapon requires 1 or more parameters\n");
return;
}
for (i = 1;i < Cmd_Argc();i++)
{
t = Cmd_Argv(i);
// figure out which weapon this character refers to
for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
{
if (!strcmp(in_bestweapon_info[n].name, t))
{
// we found out what weapon this character refers to
// check if the inventory contains the weapon and enough ammo
if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
{
// we found one of the weapons the player wanted
// send an impulse to switch to it
in_impulse = in_bestweapon_info[n].impulse;
return;
}
break;
}
}
// if we couldn't identify the weapon we just ignore it and continue checking for other weapons
}
// if we couldn't find any of the weapons, there's nothing more we can do...
}
#if 0
void IN_CycleWeapon (void)
{
int i, n;
int first = -1;
qboolean found = false;
const char *t;
if (Cmd_Argc() < 2)
{
Con_Printf("bestweapon requires 1 or more parameters\n");
return;
}
for (i = 1;i < Cmd_Argc();i++)
{
t = Cmd_Argv(i);
// figure out which weapon this character refers to
for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
{
if (!strcmp(in_bestweapon_info[n].name, t))
{
// we found out what weapon this character refers to
// check if the inventory contains the weapon and enough ammo
if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
{
// we found one of the weapons the player wanted
if(first == -1)
first = n;
if(found)
{
in_impulse = in_bestweapon_info[n].impulse;
return;
}
if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
found = true;
}
break;
}
}
// if we couldn't identify the weapon we just ignore it and continue checking for other weapons
}
if(first != -1)
{
in_impulse = in_bestweapon_info[first].impulse;
return;
}
// if we couldn't find any of the weapons, there's nothing more we can do...
}
#endif
/*
===============
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
===============
*/
extern float analogx;
extern float analogy;
extern int analogenabled;
float CL_KeyState (kbutton_t *key)
{
float val;
qboolean impulsedown, impulseup, down;
impulsedown = (key->state & 2) != 0;
impulseup = (key->state & 4) != 0;
down = (key->state & 1) != 0;
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 &= 1; // clear impulses
//ANALOG
if (analogenabled)
{
if (key==&in_moveright)
return max(0,analogx);
if (key==&in_moveleft)
return max(0,-analogx);
if (key==&in_forward)
return max(0,analogy);
if (key==&in_back)
return max(0,-analogy);
}
//END
return val;
}
//==========================================================================
cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
cvar_t cl_movementspeed = {CVAR_SAVE, "cl_movementspeed","170","forward movement speed"};
cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
cvar_t vr_yawmode = {CVAR_SAVE, "vr_yawmode","1","0 = swivel-chair, 1 = snap, 2 = stick"};
cvar_t cl_walkdirection = {CVAR_SAVE, "cl_walkdirection","1","0 - Walk in direction of off-hand controller, 1 - Walk in direction of HMD"};
cvar_t cl_comfort = {CVAR_SAVE, "cl_comfort","45.0","angle by which comfort mode adjusts yaw"};
cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","150","keyboard yaw turning speed"};
cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
cvar_t cl_yawmult = {CVAR_SAVE, "cl_yawmult","1.0","Multiplier for yaw (leave at 1.0)"};
cvar_t cl_pitchmult = {CVAR_SAVE, "cl_pitchmult","1.0","Multiplier for yaw (leave at 1.0)"};
cvar_t cl_controllerdeadzone = {0, "cl_controllerdeadzone","0.05","Amount of deadzone to prevent movement drift due to badly calibrated controller (0.0 to 1.0)"};
cvar_t cl_righthanded = {CVAR_SAVE, "cl_righthanded","1","right-handed?"};
cvar_t vr_weaponpitchadjust = {CVAR_SAVE, "vr_weaponpitchadjust","-20.0","Weapon pitch adjustment"};
cvar_t cl_trackingmode = {CVAR_SAVE, "cl_trackingmode","1","Tracking Mode:- 1 - 6DoF or 0 - 3DoF"};
cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "1000", "how fast you accelerate (should match sv_accelerate)"};
cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
extern cvar_t v_flipped;
qboolean headtracking = true;
/*
================
CL_AdjustAngles
Moves the local angle positions
================
*/
static void CL_AdjustAngles (qboolean firstCall)
{
float speed;
float up, down;
if (in_speed.state & 1)
speed = cl.realframetime * cl_anglespeedkey.value;
else
speed = cl.realframetime;
if (!(in_strafe.state & 1))
{
//Comfort mode
if ((vr_yawmode.integer == 1) && firstCall)
{
cl.viewangles[YAW] = (float)(cl.comfortInc) * cl_comfort.value;
}
//Stick control mode
if (vr_yawmode.integer == 2)
{
cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
}
}
if (in_klook.state & 1)
{
V_StopPitchDrift ();
cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
}
up = CL_KeyState (&in_lookup);
down = CL_KeyState(&in_lookdown);
cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
if (up || down)
V_StopPitchDrift ();
cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
if (cl.viewangles[YAW] >= 180)
cl.viewangles[YAW] -= 360;
if (cl.viewangles[PITCH] >= 180)
cl.viewangles[PITCH] -= 360;
cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
}
int cl_ignoremousemoves = 2;
/*
================
CL_Input
Send the intended movement message to the server
================
*/
void CL_Input (void)
{
float mx, my;
static float old_mouse_x = 0, old_mouse_y = 0;
// clamp before the move to prevent starting with bad angles
CL_AdjustAngles (true);
if(v_flipped.integer)
cl.viewangles[YAW] = -cl.viewangles[YAW];
// reset some of the command fields
cl.cmd.forwardmove = 0;
cl.cmd.sidemove = 0;
cl.cmd.upmove = 0;
// get basic movement from keyboard
if (in_strafe.state & 1)
{
cl.cmd.sidemove += cl_movementspeed.value * CL_KeyState (&in_right);
cl.cmd.sidemove -= cl_movementspeed.value * CL_KeyState (&in_left);
}
cl.cmd.sidemove += cl_movementspeed.value * CL_KeyState (&in_moveright);
cl.cmd.sidemove -= cl_movementspeed.value * CL_KeyState (&in_moveleft);
cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
if (! (in_klook.state & 1) )
{
cl.cmd.forwardmove += cl_movementspeed.value * CL_KeyState (&in_forward);
cl.cmd.forwardmove -= cl_movementspeed.value * CL_KeyState (&in_back);
}
// adjust for speed key
if (in_speed.state & 1)
{
cl.cmd.forwardmove *= cl_movespeedkey.value;
cl.cmd.sidemove *= cl_movespeedkey.value;
cl.cmd.upmove *= cl_movespeedkey.value;
}
// allow mice or other external controllers to add to the move
IN_Move ();
// send mouse move to csqc
if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
{
if (cl.csqc_wantsmousemove)
{
// event type 3 is a DP_CSQC thing
static int oldwindowmouse[2];
if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
{
CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.integer / vid.width, in_windowmouse_y * vid_conheight.integer / vid.height);
oldwindowmouse[0] = in_windowmouse_x;
oldwindowmouse[1] = in_windowmouse_y;
}
}
else
{
if (in_mouse_x || in_mouse_y)
CL_VM_InputEvent(2, in_mouse_x * vid_conwidth.integer / vid.width, in_mouse_y * vid_conheight.integer / vid.height);
}
}
// apply m_accelerate if it is on
if(m_accelerate.value > 1)
{
static float averagespeed = 0;
float speed, f, mi, ma;
speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
if(m_accelerate_filter.value > 0)
f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
else
f = 1;
averagespeed = speed * f + averagespeed * (1 - f);
mi = max(1, m_accelerate_minspeed.value);
ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
if(averagespeed <= mi)
{
f = 1;
}
else if(averagespeed >= ma)
{
f = m_accelerate.value;
}
else
{
f = averagespeed;
f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
}
in_mouse_x *= f;
in_mouse_y *= f;
}
// apply m_filter if it is on
mx = in_mouse_x;
my = in_mouse_y;
if (m_filter.integer)
{
in_mouse_x = (mx + old_mouse_x) * 0.5;
in_mouse_y = (my + old_mouse_y) * 0.5;
}
old_mouse_x = mx;
old_mouse_y = my;
// ignore a mouse move if mouse was activated/deactivated this frame
if (cl_ignoremousemoves)
{
cl_ignoremousemoves--;
in_mouse_x = old_mouse_x = 0;
in_mouse_y = old_mouse_y = 0;
}
// if not in menu, apply mouse move to viewangles/movement
if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
{
float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
if (in_strafe.state & 1)
{
// strafing mode, all looking is movement
V_StopPitchDrift();
cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
if (noclip_anglehack)
cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
else
cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
}
else if ((in_mlook.state & 1) || freelook.integer)
{
// mouselook, lookstrafe causes turning to become strafing
V_StopPitchDrift();
if (lookstrafe.integer)
cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
else
cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
}
else
{
// non-mouselook, yaw turning and forward/back movement
cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
}
}
else // don't pitch drift when csqc is controlling the mouse
{
// mouse interacting with the scene, mostly stationary view
V_StopPitchDrift();
// update prydon cursor
cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
}
if(v_flipped.integer)
{
cl.viewangles[YAW] = -cl.viewangles[YAW];
cl.cmd.sidemove = -cl.cmd.sidemove;
}
// clamp after the move to prevent rendering with bad angles
CL_AdjustAngles (false);
if(cl_movecliptokeyboard.integer)
{
vec_t f = 1;
if (in_speed.state & 1)
f *= cl_movespeedkey.value;
if(cl_movecliptokeyboard.integer == 2)
{
// digital direction, analog amount
vec_t wishvel_x, wishvel_y;
wishvel_x = fabs(cl.cmd.forwardmove);
wishvel_y = fabs(cl.cmd.sidemove);
if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
{
vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
if(wishvel_x >= 2 * wishvel_y)
{
// pure X motion
if(cl.cmd.forwardmove > 0)
cl.cmd.forwardmove = wishspeed;
else
cl.cmd.forwardmove = -wishspeed;
cl.cmd.sidemove = 0;
}
else if(wishvel_y >= 2 * wishvel_x)
{
// pure Y motion
cl.cmd.forwardmove = 0;
if(cl.cmd.sidemove > 0)
cl.cmd.sidemove = wishspeed;
else
cl.cmd.sidemove = -wishspeed;
}
else
{
// diagonal
if(cl.cmd.forwardmove > 0)
cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
else
cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
if(cl.cmd.sidemove > 0)
cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
else
cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
}
}
}
else if(cl_movecliptokeyboard.integer)
{
// digital direction, digital amount
if(cl.cmd.sidemove >= cl_movementspeed.value * f * 0.5)
cl.cmd.sidemove = cl_movementspeed.value * f;
else if(cl.cmd.sidemove <= -cl_movementspeed.value * f * 0.5)
cl.cmd.sidemove = -cl_movementspeed.value * f;
else
cl.cmd.sidemove = 0;
if(cl.cmd.forwardmove >= cl_movementspeed.value * f * 0.5)
cl.cmd.forwardmove = cl_movementspeed.value * f;
else if(cl.cmd.forwardmove <= -cl_movementspeed.value * f * 0.5)
cl.cmd.forwardmove = -cl_movementspeed.value * f;
else
cl.cmd.forwardmove = 0;
}
}
}
#include "cl_collision.h"
static void CL_UpdatePrydonCursor(void)
{
vec3_t temp;
if (cl_prydoncursor.integer <= 0)
VectorClear(cl.cmd.cursor_screen);
/*
if (cl.cmd.cursor_screen[0] < -1)
{
cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * 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.width * 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.height * 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.height * sensitivity.value * cl.viewzoom;
cl.cmd.cursor_screen[1] = 1;
}
*/
cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
cl.cmd.cursor_screen[2] = 1;
// calculate current view matrix
Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
// calculate direction vector of cursor in viewspace by using frustum slopes
VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
// trace from view origin to the cursor
if (cl_prydoncursor_notrace.integer)
{
cl.cmd.cursor_fraction = 1.0f;
VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
VectorClear(cl.cmd.cursor_normal);
cl.cmd.cursor_entitynumber = 0;
}
else
cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL);
}
#define NUMOFFSETS 27
static vec3_t offsets[NUMOFFSETS] =
{
// 1 no nudge (just return the original if this test passes)
{ 0.000, 0.000, 0.000},
// 6 simple nudges
{ 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
{-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
{ 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
// 4 diagonal flat nudges
{-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
{-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
// 8 diagonal upward nudges
{-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
{ 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
{-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
{-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
// 8 diagonal downward nudges
{-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
{ 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
{-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
{-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
};
static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
{
int i;
vec3_t neworigin;
for (i = 0;i < NUMOFFSETS;i++)
{
VectorAdd(offsets[i], s->origin, neworigin);
if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true).startsolid)
{
VectorCopy(neworigin, s->origin);
return true;
}
}
// if all offsets failed, give up
return false;
}
static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
{
vec_t f;
vec3_t origin1, origin2;
trace_t trace;
// make sure player is not stuck
CL_ClientMovement_Unstick(s);
// set crouched
if (s->cmd.crouch)
{
// wants to crouch, this always works..
if (!s->crouched)
s->crouched = true;
}
else
{
// wants to stand, if currently crouching we need to check for a
// low ceiling first
if (s->crouched)
{
trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
if (!trace.startsolid)
s->crouched = false;
}
}
if (s->crouched)
{
VectorCopy(cl.playercrouchmins, s->mins);
VectorCopy(cl.playercrouchmaxs, s->maxs);
}
else
{
VectorCopy(cl.playerstandmins, s->mins);
VectorCopy(cl.playerstandmaxs, s->maxs);
}
// set onground
VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
{
s->onground = true;
// this code actually "predicts" an impact; so let's clip velocity first
f = DotProduct(s->velocity, trace.plane.normal);
if(f < 0) // only if moving downwards actually
VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
}
else
s->onground = false;
// set watertype/waterlevel
VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
s->waterlevel = WATERLEVEL_NONE;
s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
if (s->watertype)
{
s->waterlevel = WATERLEVEL_WETFEET;
origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
{
s->waterlevel = WATERLEVEL_SWIMMING;
origin1[2] = s->origin[2] + 22;
if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
s->waterlevel = WATERLEVEL_SUBMERGED;
}
}
// water jump prediction
if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
s->waterjumptime = 0;
}
static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
{
int bump;
double t;
vec_t f;
vec3_t neworigin;
vec3_t currentorigin2;
vec3_t neworigin2;
vec3_t primalvelocity;
trace_t trace;
trace_t trace2;
trace_t trace3;
CL_ClientMovement_UpdateStatus(s);
VectorCopy(s->velocity, primalvelocity);
for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
{
VectorMA(s->origin, t, s->velocity, neworigin);
trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
if (trace.fraction < 1 && trace.plane.normal[2] == 0)
{
// may be a step or wall, try stepping up
// first move forward at a higher level
VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
if (!trace2.startsolid)
{
// then move down from there
VectorCopy(trace2.endpos, currentorigin2);
VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
//Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
// accept the new trace if it made some progress
if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
{
trace = trace2;
VectorCopy(trace3.endpos, trace.endpos);
}
}
}
// check if it moved at all
if (trace.fraction >= 0.001)
VectorCopy(trace.endpos, s->origin);
// check if it moved all the way
if (trace.fraction == 1)
break;
// this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
// <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
// this got commented out in a change that supposedly makes the code match QW better
// so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
if (trace.plane.normal[2] > 0.7)
s->onground = true;
t -= t * trace.fraction;
f = DotProduct(s->velocity, trace.plane.normal);
VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
}
if (s->waterjumptime > 0)
VectorCopy(primalvelocity, s->velocity);
}
static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
{
vec_t wishspeed;
vec_t f;
vec3_t wishvel;
vec3_t wishdir;
// water jump only in certain situations
// this mimics quakeworld code
if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
{
vec3_t forward;
vec3_t yawangles;
vec3_t spot;
VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
AngleVectors(yawangles, forward, NULL, NULL);
VectorMA(s->origin, 24, forward, spot);
spot[2] += 8;
if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsolid)
{
spot[2] += 24;
if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsolid)
{
VectorScale(forward, 50, s->velocity);
s->velocity[2] = 310;
s->waterjumptime = 2;
s->onground = false;
s->cmd.canjump = false;
}
}
}
if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
{
// drift towards bottom
VectorSet(wishvel, 0, 0, -60);
}
else
{
// swim
vec3_t forward;
vec3_t right;
vec3_t up;
// calculate movement vector
AngleVectors(s->cmd.viewangles, forward, right, up);
VectorSet(up, 0, 0, 1);
VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
}
// split wishvel into wishspeed and wishdir
wishspeed = VectorLength(wishvel);
if (wishspeed)
VectorScale(wishvel, 1 / wishspeed, wishdir);
else
VectorSet( wishdir, 0.0, 0.0, 0.0 );
wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
if (s->crouched)
wishspeed *= 0.5;
if (s->waterjumptime <= 0)
{
// water friction
f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
f = bound(0, f, 1);
VectorScale(s->velocity, f, s->velocity);
// water acceleration
f = wishspeed - DotProduct(s->velocity, wishdir);
if (f > 0)
{
f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
VectorMA(s->velocity, f, wishdir, s->velocity);
}
// holding jump button swims upward slowly
if (s->cmd.jump)
{
if (s->watertype & SUPERCONTENTS_LAVA)
s->velocity[2] = 50;
else if (s->watertype & SUPERCONTENTS_SLIME)
s->velocity[2] = 80;
else
{
if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
s->velocity[2] = 200;
else
s->velocity[2] = 100;
}
}
}
CL_ClientMovement_Move(s);
}
static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
{
if(forward == 0 && side == 0)
return 0; // avoid division by zero
angle -= RAD2DEG(atan2(side, forward));
angle = (ANGLEMOD(angle + 180) - 180) / 45;
if(angle > 1)
return 0;
if(angle < -1)
return 0;
return 1 - fabs(angle);
}
static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
{
if(a == 0)
{
if(lerp < 1)
return 0;
else
return b;
}
if(b == 0)
{
if(lerp > 0)
return 0;
else
return a;
}
return a * pow(fabs(b / a), lerp);
}
static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
{
vec_t zspeed, speed, dot, k;
#if 0
// this doesn't play well with analog input
if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
return;
k = 32;
#else
k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
if(k <= 0)
return;
#endif
k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
zspeed = s->velocity[2];
s->velocity[2] = 0;
speed = VectorNormalizeLength(s->velocity);
dot = DotProduct(s->velocity, wishdir);
if(dot > 0) { // we can't change direction while slowing down
k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
k *= cl.movevars_aircontrol;
VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
VectorNormalize(s->velocity);
}
VectorScale(s->velocity, speed, s->velocity);
s->velocity[2] = zspeed;
}
static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
{
return
(accelqw < 0 ? -1 : +1)
*
bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
}
static void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t stretchfactor, vec_t sidefric, vec_t speedlimit)
{
vec_t vel_straight;
vec_t vel_z;
vec3_t vel_perpend;
vec_t step;
vec3_t vel_xy;
vec_t vel_xy_current;
vec_t vel_xy_backward, vel_xy_forward;
vec_t speedclamp;
if(stretchfactor > 0)
speedclamp = stretchfactor;
else if(accelqw < 0)
speedclamp = 1;
else
speedclamp = -1; // no clamping
if(accelqw < 0)
accelqw = -accelqw;
if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
vel_straight = DotProduct(s->velocity, wishdir);
vel_z = s->velocity[2];
VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
step = accel * s->cmd.frametime * wishspeed0;
vel_xy_current = VectorLength(vel_xy);
if(speedlimit > 0)
accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
if(vel_xy_backward < 0)
vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
if(sidefric < 0 && VectorLength2(vel_perpend))
// negative: only apply so much sideways friction to stay below the speed you could get by "braking"
{
vec_t f, fmin;
f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
// assume: fmin > 1
// vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
// vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
// vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
// obviously, this cannot be
if(fmin <= 0)
VectorScale(vel_perpend, f, vel_perpend);
else
{
fmin = sqrt(fmin);
VectorScale(vel_perpend, max(fmin, f), vel_perpend);
}
}
else
VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
if(speedclamp >= 0)
{
vec_t vel_xy_preclamp;
vel_xy_preclamp = VectorLength(s->velocity);
if(vel_xy_preclamp > 0) // prevent division by zero
{
vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
if(vel_xy_current < vel_xy_preclamp)
VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
}
}
s->velocity[2] += vel_z;
}
static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
{
vec3_t curvel, wishvel, acceldir, curdir;
float addspeed, accelspeed, curspeed;
float dot;
float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
float bunnyaccel = cl.movevars_warsowbunny_accel;
float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
float turnaccel = cl.movevars_warsowbunny_turnaccel;
float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
if( !wishspeed )
return;
VectorCopy( s->velocity, curvel );
curvel[2] = 0;
curspeed = VectorLength( curvel );
if( wishspeed > curspeed * 1.01f )
{
float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
if( accelspeed < wishspeed )
wishspeed = accelspeed;
}
else
{
float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
if( f < 0 )
f = 0;
wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
}
VectorScale( wishdir, wishspeed, wishvel );
VectorSubtract( wishvel, curvel, acceldir );
addspeed = VectorNormalizeLength( acceldir );
accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
if( accelspeed > addspeed )
accelspeed = addspeed;
if( backtosideratio < 1.0f )
{
VectorNormalize2( curvel, curdir );
dot = DotProduct( acceldir, curdir );
if( dot < 0 )
VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
}
VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
}
static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
{
vec_t friction;
vec_t wishspeed;
vec_t addspeed;
vec_t accelspeed;
vec_t f;
vec_t gravity;
vec3_t forward;
vec3_t right;
vec3_t up;
vec3_t wishvel;
vec3_t wishdir;
vec3_t yawangles;
trace_t trace;
// jump if on ground with jump button pressed but only if it has been
// released at least once since the last jump
if (s->cmd.jump)
{
if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
{
s->velocity[2] += cl.movevars_jumpvelocity;
s->onground = false;
s->cmd.canjump = false;
}
}
else
s->cmd.canjump = true;
// calculate movement vector
VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
AngleVectors(yawangles, forward, right, up);
VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
// split wishvel into wishspeed and wishdir
wishspeed = VectorLength(wishvel);
if (wishspeed)
VectorScale(wishvel, 1 / wishspeed, wishdir);
else
VectorSet( wishdir, 0.0, 0.0, 0.0 );
// check if onground
if (s->onground)
{
wishspeed = min(wishspeed, cl.movevars_maxspeed);
if (s->crouched)
wishspeed *= 0.5;
// apply edge friction
f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
if (f > 0)
{
friction = cl.movevars_friction;
if (cl.movevars_edgefriction != 1)
{
vec3_t neworigin2;
vec3_t neworigin3;
// note: QW uses the full player box for the trace, and yet still
// uses s->origin[2] + s->mins[2], which is clearly an bug, but
// this mimics it for compatibility
VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
if (cls.protocol == PROTOCOL_QUAKEWORLD)
trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
else
trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true, false);
if (trace.fraction == 1 && !trace.startsolid)
friction *= cl.movevars_edgefriction;
}
// apply ground friction
f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
f = max(f, 0);
VectorScale(s->velocity, f, s->velocity);
}
addspeed = wishspeed - DotProduct(s->velocity, wishdir);
if (addspeed > 0)
{
accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
}
gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
{
if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
s->velocity[2] -= gravity * 0.5f;
else
s->velocity[2] -= gravity;
}
if (cls.protocol == PROTOCOL_QUAKEWORLD)
s->velocity[2] = 0;
if (VectorLength2(s->velocity))
CL_ClientMovement_Move(s);
if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
{
if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
s->velocity[2] -= gravity * 0.5f;
}
}
else
{
if (s->waterjumptime <= 0)
{
// apply air speed limit
vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
qboolean accelerating;
accelqw = cl.movevars_airaccel_qw;
wishspeed0 = wishspeed;
wishspeed = min(wishspeed, cl.movevars_maxairspeed);
if (s->crouched)
wishspeed *= 0.5;
accel = cl.movevars_airaccelerate;
accelerating = (DotProduct(s->velocity, wishdir) > 0);
wishspeed2 = wishspeed;
// CPM: air control
if(cl.movevars_airstopaccelerate != 0)
{
vec3_t curdir;
curdir[0] = s->velocity[0];
curdir[1] = s->velocity[1];
curdir[2] = 0;
VectorNormalize(curdir);
accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
}
strafity = CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, -90) + CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, +90); // if one is nonzero, other is always zero
if(cl.movevars_maxairstrafespeed)
wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
if(cl.movevars_airstrafeaccelerate)
accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
if(cl.movevars_airstrafeaccel_qw)
accelqw =
(((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
*
(1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
// !CPM
if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
else
CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_qw_stretchfactor, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
if(cl.movevars_aircontrol)
CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
}
gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
s->velocity[2] -= gravity * 0.5f;
else
s->velocity[2] -= gravity;
CL_ClientMovement_Move(s);
if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
{
if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
s->velocity[2] -= gravity * 0.5f;
}
}
}
static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
{
//Con_Printf(" %f", frametime);
if (!s->cmd.jump)
s->cmd.canjump = true;
s->waterjumptime -= s->cmd.frametime;
CL_ClientMovement_UpdateStatus(s);
if (s->waterlevel >= WATERLEVEL_SWIMMING)
CL_ClientMovement_Physics_Swim(s);
else
CL_ClientMovement_Physics_Walk(s);
}
extern cvar_t slowmo;
void CL_UpdateMoveVars(void)
{
if (cls.protocol == PROTOCOL_QUAKEWORLD)
{
cl.moveflags = 0;
}
else if (cl.stats[STAT_MOVEVARS_TICRATE])
{
cl.moveflags = cl.stats[STAT_MOVEFLAGS];
cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
}
else
{
cl.moveflags = 0;
cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
cl.movevars_gravity = sv_gravity.value;
cl.movevars_stopspeed = cl_movement_stopspeed.value;
cl.movevars_maxspeed = cl_movement_maxspeed.value;
cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
cl.movevars_accelerate = cl_movement_accelerate.value;
cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
cl.movevars_friction = cl_movement_friction.value;
cl.movevars_wallfriction = cl_movement_wallfriction.value;
cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
cl.movevars_entgravity = 1;
cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
cl.movevars_edgefriction = cl_movement_edgefriction.value;
cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
cl.movevars_stepheight = cl_movement_stepheight.value;
cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
cl.movevars_airaccel_qw_stretchfactor = 0;
cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
cl.movevars_airstopaccelerate = 0;
cl.movevars_airstrafeaccelerate = 0;
cl.movevars_maxairstrafespeed = 0;
cl.movevars_airstrafeaccel_qw = 0;
cl.movevars_aircontrol = 0;
cl.movevars_aircontrol_power = 2;
cl.movevars_aircontrol_penalty = 0;
cl.movevars_warsowbunny_airforwardaccel = 0;
cl.movevars_warsowbunny_accel = 0;
cl.movevars_warsowbunny_topspeed = 0;
cl.movevars_warsowbunny_turnaccel = 0;
cl.movevars_warsowbunny_backtosideratio = 0;
cl.movevars_airspeedlimit_nonqw = 0;
}
if(!(cl.moveflags & MOVEFLAG_VALID))
{
if(gamemode == GAME_NEXUIZ)
cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
}
if(cl.movevars_aircontrol_power <= 0)
cl.movevars_aircontrol_power = 2; // CPMA default
}
void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
{
// if a move is more than 50ms, do it as two moves (matching qwsv)
//Con_Printf("%i ", s.cmd.msec);
if(s->cmd.frametime > 0.0005)
{
if (s->cmd.frametime > 0.05)
{
s->cmd.frametime /= 2;
CL_ClientMovement_PlayerMove(s);
}
CL_ClientMovement_PlayerMove(s);
}
else
{
// we REALLY need this handling to happen, even if the move is not executed
if (!s->cmd.jump)
s->cmd.canjump = true;
}
}
void CL_ClientMovement_Replay(void)
{
int i;
double totalmovemsec;
cl_clientmovement_state_t s;
VectorCopy(cl.mvelocity[0], cl.movement_velocity);
if (cl.movement_predicted && !cl.movement_replay)
return;
if (!cl_movement_replay.integer)
return;
// set up starting state for the series of moves
memset(&s, 0, sizeof(s));
VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
VectorCopy(cl.mvelocity[0], s.velocity);
s.crouched = true; // will be updated on first move
//Con_Printf("movement replay starting org %f %f %f vel %f %f %f\n", s.origin[0], s.origin[1], s.origin[2], s.velocity[0], s.velocity[1], s.velocity[2]);
totalmovemsec = 0;
for (i = 0;i < CL_MAX_USERCMDS;i++)
if (cl.movecmd[i].sequence > cls.servermovesequence)
totalmovemsec += cl.movecmd[i].msec;
cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
//Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
if (cl.movement_predicted)
{
//Con_Printf("%ims\n", cl.movecmd[0].msec);
// replay the input queue to predict current location
// note: this relies on the fact there's always one queue item at the end
// find how many are still valid
for (i = 0;i < CL_MAX_USERCMDS;i++)
if (cl.movecmd[i].sequence <= cls.servermovesequence)
break;
// now walk them in oldest to newest order
for (i--;i >= 0;i--)
{
s.cmd = cl.movecmd[i];
if (i < CL_MAX_USERCMDS - 1)
s.cmd.canjump = cl.movecmd[i+1].canjump;
CL_ClientMovement_PlayerMove_Frame(&s);
cl.movecmd[i].canjump = s.cmd.canjump;
}
//Con_Printf("\n");
CL_ClientMovement_UpdateStatus(&s);
}
else
{
// get the first movement queue entry to know whether to crouch and such
s.cmd = cl.movecmd[0];
}
if (!cls.demoplayback) // for bob, speedometer
{
cl.movement_replay = false;
// update the interpolation target position and velocity
VectorCopy(s.origin, cl.movement_origin);
VectorCopy(s.velocity, cl.movement_velocity);
}
// update the onground flag if appropriate
if (cl.movement_predicted)
{
// when predicted we simply set the flag according to the UpdateStatus
cl.onground = s.onground;
}
else
{
// when not predicted, cl.onground is cleared by cl_parse.c each time
// an update packet is received, but can be forced on here to hide
// server inconsistencies in the onground flag
// (which mostly occur when stepping up stairs at very high framerates
// where after the step up the move continues forward and not
// downward so the ground is not detected)
//
// such onground inconsistencies can cause jittery gun bobbing and
// stair smoothing, so we set onground if UpdateStatus says so
if (s.onground)
cl.onground = true;
}
}
static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
{
int bits;
bits = 0;
if (to->viewangles[0] != from->viewangles[0])
bits |= QW_CM_ANGLE1;
if (to->viewangles[1] != from->viewangles[1])
bits |= QW_CM_ANGLE2;
if (to->viewangles[2] != from->viewangles[2])
bits |= QW_CM_ANGLE3;
if (to->forwardmove != from->forwardmove)
bits |= QW_CM_FORWARD;
if (to->sidemove != from->sidemove)
bits |= QW_CM_SIDE;
if (to->upmove != from->upmove)
bits |= QW_CM_UP;
if (to->buttons != from->buttons)
bits |= QW_CM_BUTTONS;
if (to->impulse != from->impulse)
bits |= QW_CM_IMPULSE;
MSG_WriteByte(buf, bits);
if (bits & QW_CM_ANGLE1)
MSG_WriteAngle16i(buf, to->viewangles[0]);
if (bits & QW_CM_ANGLE2)
MSG_WriteAngle16i(buf, to->viewangles[1]);
if (bits & QW_CM_ANGLE3)
MSG_WriteAngle16i(buf, to->viewangles[2]);
if (bits & QW_CM_FORWARD)
MSG_WriteShort(buf, (short) to->forwardmove);
if (bits & QW_CM_SIDE)
MSG_WriteShort(buf, (short) to->sidemove);
if (bits & QW_CM_UP)
MSG_WriteShort(buf, (short) to->upmove);
if (bits & QW_CM_BUTTONS)
MSG_WriteByte(buf, to->buttons);
if (bits & QW_CM_IMPULSE)
MSG_WriteByte(buf, to->impulse);
MSG_WriteByte(buf, to->msec);
}
void CL_NewFrameReceived(int num)
{
if (developer_networkentities.integer >= 10)
Con_Printf("recv: svc_entities %i\n", num);
cl.latestframenums[cl.latestframenumsposition] = num;
cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
}
void CL_RotateMoves(const matrix4x4_t *m)
{
// rotate viewangles in all previous moves
vec3_t v;
vec3_t f, r, u;
int i;
for (i = 0;i < CL_MAX_USERCMDS;i++)
{
if (cl.movecmd[i].sequence > cls.servermovesequence)
{
usercmd_t *c = &cl.movecmd[i];
AngleVectors(c->viewangles, f, r, u);
Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
AnglesFromVectors(c->viewangles, f, u, false);
}
}
}
/*
==============
CL_SendMove
==============
*/
usercmd_t nullcmd; // for delta compression of qw moves
void CL_SendMove(void)
{
int i, j, packetloss;
int checksumindex;
int bits;
int maxusercmds;
usercmd_t *cmd;
sizebuf_t buf;
unsigned char data[1024];
double packettime;
int msecdelta;
qboolean quemove;
qboolean important;
// if playing a demo, do nothing
if (!cls.netcon)
return;
// we don't que moves during a lag spike (potential network timeout)
quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
// we build up cl.cmd and then decide whether to send or not
// we store this into cl.movecmd[0] for prediction each frame even if we
// do not send, to make sure that prediction is instant
cl.cmd.time = cl.time;
cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
// set button bits
// LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
bits = 0;
if (in_attack.state & 3) bits |= 1;
if (in_jump.state & 3) bits |= 2;
if (in_button3.state & 3) bits |= 4;
if (in_button4.state & 3) bits |= 8;
if (in_button5.state & 3) bits |= 16;
if (in_button6.state & 3) bits |= 32;
if (in_button7.state & 3) bits |= 64;
if (in_button8.state & 3) bits |= 128;
if (in_use.state & 3) bits |= 256;
if (key_dest != key_game || key_consoleactive) bits |= 512;
if (cl_prydoncursor.integer > 0) bits |= 1024;
if (in_button9.state & 3) bits |= 2048;
if (in_button10.state & 3) bits |= 4096;
if (in_button11.state & 3) bits |= 8192;
if (in_button12.state & 3) bits |= 16384;
if (in_button13.state & 3) bits |= 32768;
if (in_button14.state & 3) bits |= 65536;
if (in_button15.state & 3) bits |= 131072;
if (in_button16.state & 3) bits |= 262144;
// button bits 19-31 unused currently
// rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
if(cl_prydoncursor.integer > 0)
{
if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
}
// set buttons and impulse
cl.cmd.buttons = bits;
cl.cmd.impulse = in_impulse;
// set angles
//Use gun angles - Took me bloody ages to find this line!!
VectorCopy(gunangles, cl.cmd.viewangles);
msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
// ridiculous value rejection (matches qw)
if (cl.cmd.msec > 250)
cl.cmd.msec = 100;
cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
cl.cmd.predicted = cl_movement.integer != 0;
// movement is set by input code (forwardmove/sidemove/upmove)
// always dump the first two moves, because they may contain leftover inputs from the last level
if (cl.cmd.sequence <= 2)
cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
cl.cmd.crouch = 0;
switch (cls.protocol)
{
case PROTOCOL_QUAKEWORLD:
case PROTOCOL_QUAKE:
case PROTOCOL_QUAKEDP:
case PROTOCOL_NEHAHRAMOVIE:
case PROTOCOL_NEHAHRABJP:
case PROTOCOL_NEHAHRABJP2:
case PROTOCOL_NEHAHRABJP3:
case PROTOCOL_DARKPLACES1:
case PROTOCOL_DARKPLACES2:
case PROTOCOL_DARKPLACES3:
case PROTOCOL_DARKPLACES4:
case PROTOCOL_DARKPLACES5:
break;
case PROTOCOL_DARKPLACES6:
case PROTOCOL_DARKPLACES7:
// FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
break;
case PROTOCOL_UNKNOWN:
break;
}
if (quemove)
cl.movecmd[0] = cl.cmd;
// don't predict more than 200fps
if (realtime >= cl.lastpackettime + 0.005)
cl.movement_replay = true; // redo the prediction
// now decide whether to actually send this move
// (otherwise it is only for prediction)
// don't send too often or else network connections can get clogged by a
// high renderer framerate
packettime = 1.0 / bound(1, cl_netfps.value, 1000);
if (cl.movevars_timescale && cl.movevars_ticrate)
{
float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
packettime = min(packettime, maxtic);
}
// do not send 0ms packets because they mess up physics
if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
return;
// always send if buttons changed or an impulse is pending
// even if it violates the rate limit!
important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
// don't send too often (cl_netfps)
if (!important && realtime < cl.lastpackettime + packettime)
return;
// don't choke the connection with packets (obey rate limit)
// it is important that this check be last, because it adds a new
// frame to the shownetgraph output and any cancelation after this
// will produce a nasty spike-like look to the netgraph
// we also still send if it is important
if (!NetConn_CanSend(cls.netcon) && !important)
return;
// try to round off the lastpackettime to a multiple of the packet interval
// (this causes it to emit packets at a steady beat)
if (packettime > 0)
cl.lastpackettime = floor(realtime / packettime) * packettime;
else
cl.lastpackettime = realtime;
buf.maxsize = sizeof(data);
buf.cursize = 0;
buf.data = data;
// send the movement message
// PROTOCOL_QUAKE clc_move = 16 bytes total
// PROTOCOL_QUAKEDP clc_move = 16 bytes total
// PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
// PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
// PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
// PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
// PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
// PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
// PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
// PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
// PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
// set prydon cursor info
CL_UpdatePrydonCursor();
if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
{
switch (cls.protocol)
{
case PROTOCOL_QUAKEWORLD:
MSG_WriteByte(&buf, qw_clc_move);
// save the position for a checksum byte
checksumindex = buf.cursize;
MSG_WriteByte(&buf, 0);
// packet loss percentage
for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
packetloss++;
packetloss = packetloss * 100 / NETGRAPH_PACKETS;
MSG_WriteByte(&buf, packetloss);
// write most recent 3 moves
QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
// calculate the checksum
buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
// if delta compression history overflows, request no delta
if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
cl.qw_validsequence = 0;
// request delta compression if appropriate
if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
{
cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
MSG_WriteByte(&buf, qw_clc_delta);
MSG_WriteByte(&buf, cl.qw_validsequence & 255);
}
else
cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
break;
case PROTOCOL_QUAKE:
case PROTOCOL_QUAKEDP:
case PROTOCOL_NEHAHRAMOVIE:
case PROTOCOL_NEHAHRABJP:
case PROTOCOL_NEHAHRABJP2:
case PROTOCOL_NEHAHRABJP3:
// 5 bytes
MSG_WriteByte (&buf, clc_move);
MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
// 3 bytes (6 bytes in proquake)
if (cls.proquake_servermod == 1) // MOD_PROQUAKE
{
for (i = 0;i < 3;i++)
MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
}
else
{
for (i = 0;i < 3;i++)
MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
}
// 6 bytes
MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
MSG_WriteCoord16i (&buf, cl.cmd.upmove);
// 2 bytes
MSG_WriteByte (&buf, cl.cmd.buttons);
MSG_WriteByte (&buf, cl.cmd.impulse);
break;
case PROTOCOL_DARKPLACES2:
case PROTOCOL_DARKPLACES3:
// 5 bytes
MSG_WriteByte (&buf, clc_move);
MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
// 12 bytes
for (i = 0;i < 3;i++)
MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
// 6 bytes
MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
MSG_WriteCoord16i (&buf, cl.cmd.upmove);
// 2 bytes
MSG_WriteByte (&buf, cl.cmd.buttons);
MSG_WriteByte (&buf, cl.cmd.impulse);
break;
case PROTOCOL_DARKPLACES1:
case PROTOCOL_DARKPLACES4:
case PROTOCOL_DARKPLACES5:
// 5 bytes
MSG_WriteByte (&buf, clc_move);
MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
// 6 bytes
for (i = 0;i < 3;i++)
MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
// 6 bytes
MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
MSG_WriteCoord16i (&buf, cl.cmd.upmove);
// 2 bytes
MSG_WriteByte (&buf, cl.cmd.buttons);
MSG_WriteByte (&buf, cl.cmd.impulse);
case PROTOCOL_DARKPLACES6:
case PROTOCOL_DARKPLACES7:
// set the maxusercmds variable to limit how many should be sent
maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
// when movement prediction is off, there's not much point in repeating old input as it will just be ignored
if (!cl.cmd.predicted)
maxusercmds = 1;
// send the latest moves in order, the old ones will be
// ignored by the server harmlessly, however if the previous
// packets were lost these moves will be used
//
// this reduces packet loss impact on gameplay.
for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
{
// don't repeat any stale moves
if (cmd->sequence && cmd->sequence < cls.servermovesequence)
continue;
// 5/9 bytes
MSG_WriteByte (&buf, clc_move);
if (cls.protocol != PROTOCOL_DARKPLACES6)
MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
MSG_WriteFloat (&buf, cmd->time); // last server packet time
// 6 bytes
for (i = 0;i < 3;i++)
MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
// 6 bytes
MSG_WriteCoord16i (&buf, cmd->forwardmove);
MSG_WriteCoord16i (&buf, cmd->sidemove);
MSG_WriteCoord16i (&buf, cmd->upmove);
// 5 bytes
MSG_WriteLong (&buf, cmd->buttons);
MSG_WriteByte (&buf, cmd->impulse);
// PRYDON_CLIENTCURSOR
// 30 bytes
MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
MSG_WriteFloat (&buf, cmd->cursor_start[0]);
MSG_WriteFloat (&buf, cmd->cursor_start[1]);
MSG_WriteFloat (&buf, cmd->cursor_start[2]);
MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
MSG_WriteShort (&buf, cmd->cursor_entitynumber);
}
break;
case PROTOCOL_UNKNOWN:
break;
}
}
if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
{
// ack entity frame numbers received since the last input was sent
// (redundent to improve handling of client->server packet loss)
// if cl_netrepeatinput is 1 and client framerate matches server
// framerate, this is 10 bytes, if client framerate is lower this
// will be more...
int i, j;
int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
if (oldsequence < 1)
oldsequence = 1;
for (i = 0;i < LATESTFRAMENUMS;i++)
{
j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
if (cl.latestsendnums[j] >= oldsequence)
{
if (developer_networkentities.integer >= 10)
Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
MSG_WriteByte(&buf, clc_ackframe);
MSG_WriteLong(&buf, cl.latestframenums[j]);
}
}
}
// PROTOCOL_DARKPLACES6 = 67 bytes per packet
// PROTOCOL_DARKPLACES7 = 71 bytes per packet
// acknowledge any recently received data blocks
for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
{
MSG_WriteByte(&buf, clc_ackdownloaddata);
MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
cls.dp_downloadack[i].start = 0;
cls.dp_downloadack[i].size = 0;
}
// send the reliable message (forwarded commands) if there is one
if (buf.cursize || cls.netcon->message.cursize)
NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
if (quemove)
{
// update the cl.movecmd array which holds the most recent moves,
// because we now need a new slot for the next input
for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
cl.movecmd[i] = cl.movecmd[i-1];
cl.movecmd[0].msec = 0;
cl.movecmd[0].frametime = 0;
}
// clear button 'click' states
in_attack.state &= ~2;
in_jump.state &= ~2;
in_button3.state &= ~2;
in_button4.state &= ~2;
in_button5.state &= ~2;
in_button6.state &= ~2;
in_button7.state &= ~2;
in_button8.state &= ~2;
in_use.state &= ~2;
in_button9.state &= ~2;
in_button10.state &= ~2;
in_button11.state &= ~2;
in_button12.state &= ~2;
in_button13.state &= ~2;
in_button14.state &= ~2;
in_button15.state &= ~2;
in_button16.state &= ~2;
// clear impulse
in_impulse = 0;
if (cls.netcon->message.overflowed)
{
Con_Print("CL_SendMove: lost server connection\n");
CL_Disconnect();
SV_LockThreadMutex();
Host_ShutdownServer();
SV_UnlockThreadMutex();
}
}
/*
============
CL_InitInput
============
*/
void CL_InitInput (void)
{
Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
Cmd_AddCommand ("+right",IN_RightDown, "turn right");
Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
Cmd_AddCommand ("+back",IN_BackDown, "move backward");
Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
// LordHavoc: added use button
Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
// LordHavoc: added 6 new buttons
Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
// LordHavoc: added bestweapon command
Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
#if 0
Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
#endif
Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
Cvar_RegisterVariable(&vr_yawmode);
Cvar_RegisterVariable(&cl_walkdirection);
Cvar_RegisterVariable(&cl_comfort);
Cvar_RegisterVariable(&cl_yawspeed);
Cvar_RegisterVariable(&cl_pitchmult);
Cvar_RegisterVariable(&cl_yawmult);
Cvar_RegisterVariable(&cl_controllerdeadzone);
Cvar_RegisterVariable(&cl_righthanded);
Cvar_RegisterVariable(&vr_weaponpitchadjust);
Cvar_RegisterVariable(&cl_trackingmode);
Cvar_RegisterVariable(&cl_movecliptokeyboard);
Cvar_RegisterVariable(&cl_movement);
Cvar_RegisterVariable(&cl_movement_replay);
Cvar_RegisterVariable(&cl_movement_nettimeout);
Cvar_RegisterVariable(&cl_movement_minping);
Cvar_RegisterVariable(&cl_movement_track_canjump);
Cvar_RegisterVariable(&cl_movement_maxspeed);
Cvar_RegisterVariable(&cl_movement_maxairspeed);
Cvar_RegisterVariable(&cl_movement_stopspeed);
Cvar_RegisterVariable(&cl_movement_friction);
Cvar_RegisterVariable(&cl_movement_wallfriction);
Cvar_RegisterVariable(&cl_movement_waterfriction);
Cvar_RegisterVariable(&cl_movement_edgefriction);
Cvar_RegisterVariable(&cl_movement_stepheight);
Cvar_RegisterVariable(&cl_movement_accelerate);
Cvar_RegisterVariable(&cl_movement_airaccelerate);
Cvar_RegisterVariable(&cl_movement_wateraccelerate);
Cvar_RegisterVariable(&cl_movement_jumpvelocity);
Cvar_RegisterVariable(&cl_movement_airaccel_qw);
Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
Cvar_RegisterVariable(&in_pitch_min);
Cvar_RegisterVariable(&in_pitch_max);
Cvar_RegisterVariable(&m_filter);
Cvar_RegisterVariable(&m_accelerate);
Cvar_RegisterVariable(&m_accelerate_minspeed);
Cvar_RegisterVariable(&m_accelerate_maxspeed);
Cvar_RegisterVariable(&m_accelerate_filter);
Cvar_RegisterVariable(&cl_netfps);
Cvar_RegisterVariable(&cl_netrepeatinput);
Cvar_RegisterVariable(&cl_netimmediatebuttons);
Cvar_RegisterVariable(&cl_nodelta);
Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
}