1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069
|
/*
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"
/*
===============================================================================
KEY BUTTONS
Continuous button event tracking is complicated by the fact that two different
input sources (say, mouse button 1 and the control key) can both press the
same button, but the button should only be released when both of the
pressing key have been released.
When a key event issues a button command (+forward, +attack, etc), it appends
its key number as a parameter to the command so it can be matched up with
the release.
state bit 0 is the current state of the key
state bit 1 is edge triggered on the up to down transition
state bit 2 is edge triggered on the down to up transition
===============================================================================
*/
kbutton_t in_mlook, in_klook;
kbutton_t in_left, in_right, in_forward, in_back;
kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t in_strafe, in_speed, in_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;
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
}
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
}
void IN_KLookDown (void) {KeyDown(&in_klook);}
void IN_KLookUp (void) {KeyUp(&in_klook);}
void IN_MLookDown (void) {KeyDown(&in_mlook);}
void IN_MLookUp (void)
{
KeyUp(&in_mlook);
if ( !(in_mlook.state&1) && lookspring.value)
V_StartPitchDrift();
}
void IN_UpDown(void) {KeyDown(&in_up);}
void IN_UpUp(void) {KeyUp(&in_up);}
void IN_DownDown(void) {KeyDown(&in_down);}
void IN_DownUp(void) {KeyUp(&in_down);}
void IN_LeftDown(void) {KeyDown(&in_left);}
void IN_LeftUp(void) {KeyUp(&in_left);}
void IN_RightDown(void) {KeyDown(&in_right);}
void IN_RightUp(void) {KeyUp(&in_right);}
void IN_ForwardDown(void) {KeyDown(&in_forward);}
void IN_ForwardUp(void) {KeyUp(&in_forward);}
void IN_BackDown(void) {KeyDown(&in_back);}
void IN_BackUp(void) {KeyUp(&in_back);}
void IN_LookupDown(void) {KeyDown(&in_lookup);}
void IN_LookupUp(void) {KeyUp(&in_lookup);}
void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
void IN_MoverightDown(void) {KeyDown(&in_moveright);}
void IN_MoverightUp(void) {KeyUp(&in_moveright);}
void IN_SpeedDown(void) {KeyDown(&in_speed);}
void IN_SpeedUp(void) {KeyUp(&in_speed);}
void IN_StrafeDown(void) {KeyDown(&in_strafe);}
void IN_StrafeUp(void) {KeyUp(&in_strafe);}
void IN_AttackDown(void) {KeyDown(&in_attack);}
void IN_AttackUp(void) {KeyUp(&in_attack);}
void IN_UseDown(void) {KeyDown(&in_use);}
void IN_UseUp(void) {KeyUp(&in_use);}
// LordHavoc: added 6 new buttons
void IN_Button3Down(void) {KeyDown(&in_button3);}
void IN_Button3Up(void) {KeyUp(&in_button3);}
void IN_Button4Down(void) {KeyDown(&in_button4);}
void IN_Button4Up(void) {KeyUp(&in_button4);}
void IN_Button5Down(void) {KeyDown(&in_button5);}
void IN_Button5Up(void) {KeyUp(&in_button5);}
void IN_Button6Down(void) {KeyDown(&in_button6);}
void IN_Button6Up(void) {KeyUp(&in_button6);}
void IN_Button7Down(void) {KeyDown(&in_button7);}
void IN_Button7Up(void) {KeyUp(&in_button7);}
void IN_Button8Down(void) {KeyDown(&in_button8);}
void IN_Button8Up(void) {KeyUp(&in_button8);}
void IN_Button9Down(void) {KeyDown(&in_button9);}
void IN_Button9Up(void) {KeyUp(&in_button9);}
void IN_Button10Down(void) {KeyDown(&in_button10);}
void IN_Button10Up(void) {KeyUp(&in_button10);}
void IN_Button11Down(void) {KeyDown(&in_button11);}
void IN_Button11Up(void) {KeyUp(&in_button11);}
void IN_Button12Down(void) {KeyDown(&in_button12);}
void IN_Button12Up(void) {KeyUp(&in_button12);}
void IN_Button13Down(void) {KeyDown(&in_button13);}
void IN_Button13Up(void) {KeyUp(&in_button13);}
void IN_Button14Down(void) {KeyDown(&in_button14);}
void IN_Button14Up(void) {KeyUp(&in_button14);}
void IN_Button15Down(void) {KeyDown(&in_button15);}
void IN_Button15Up(void) {KeyUp(&in_button15);}
void IN_Button16Down(void) {KeyDown(&in_button16);}
void IN_Button16Up(void) {KeyUp(&in_button16);}
void IN_JumpDown (void) {KeyDown(&in_jump);}
void IN_JumpUp (void) {KeyUp(&in_jump);}
void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
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
}
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));
}
}
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
===============
*/
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
return val;
}
//==========================================================================
cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe 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 cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
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_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", "10", "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 (should match sv_airaccel_qw)"};
cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
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","20", "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"};
extern cvar_t v_flipped;
/*
================
CL_AdjustAngles
Moves the local angle positions
================
*/
void CL_AdjustAngles (void)
{
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))
{
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 ();
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_sidespeed.value * CL_KeyState (&in_right);
cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
}
cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
cl.cmd.sidemove -= cl_sidespeed.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_forwardspeed.value * CL_KeyState (&in_forward);
cl.cmd.forwardmove -= cl_backspeed.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 ();
// 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 = log(averagespeed);
mi = log(mi);
ma = log(ma);
*/
f = averagespeed;
mi = mi;
ma = ma;
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)
{
float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
if (cl_prydoncursor.integer)
{
// mouse interacting with the scene, mostly stationary view
V_StopPitchDrift();
cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
}
else 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
V_StopPitchDrift();
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 ();
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;
f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
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_sidespeed.value * f * 0.5)
cl.cmd.sidemove = cl_sidespeed.value * f;
else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
cl.cmd.sidemove = -cl_sidespeed.value * f;
else
cl.cmd.sidemove = 0;
if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
cl.cmd.forwardmove = cl_forwardspeed.value * f;
else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
cl.cmd.forwardmove = -cl_backspeed.value * f;
else
cl.cmd.forwardmove = 0;
}
}
}
#include "cl_collision.h"
void CL_UpdatePrydonCursor(void)
{
vec3_t temp;
if (!cl_prydoncursor.integer)
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
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);
}
typedef enum waterlevel_e
{
WATERLEVEL_NONE,
WATERLEVEL_WETFEET,
WATERLEVEL_SWIMMING,
WATERLEVEL_SUBMERGED
}
waterlevel_t;
typedef struct cl_clientmovement_state_s
{
// position
vec3_t origin;
vec3_t velocity;
// current bounding box (different if crouched vs standing)
vec3_t mins;
vec3_t maxs;
// currently on the ground
qboolean onground;
// currently crouching
qboolean crouched;
// what kind of water (SUPERCONTENTS_LAVA for instance)
int watertype;
// how deep
waterlevel_t waterlevel;
// weird hacks when jumping out of water
// (this is in seconds and counts down to 0)
float waterjumptime;
// user command
usercmd_t cmd;
}
cl_clientmovement_state_t;
#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},
};
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_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
{
VectorCopy(neworigin, s->origin);
return true;
}
}
// if all offsets failed, give up
return false;
}
void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
{
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_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
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_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
// 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_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 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_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
{
s->waterlevel = WATERLEVEL_SWIMMING;
origin1[2] = s->origin[2] + 22;
if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 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;
}
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_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
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_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
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_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
//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;
//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);
}
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_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
{
spot[2] += 24;
if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 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)
s->velocity[2] = 200;
else
s->velocity[2] = 100;
}
}
}
CL_ClientMovement_Move(s);
}
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(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
return;
zspeed = s->velocity[2];
s->velocity[2] = 0;
speed = VectorNormalizeLength(s->velocity);
dot = DotProduct(s->velocity, wishdir);
k = 32;
k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
if(dot > 0) { // we can't change direction while slowing down
VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
VectorNormalize(s->velocity);
}
VectorScale(s->velocity, speed, s->velocity);
s->velocity[2] = zspeed;
}
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 sidefric)
{
vec_t vel_straight, vel_z;
vec3_t vel_perpend;
vec_t addspeed;
vec_t savespeed;
if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
savespeed = VectorLength2(s->velocity);
vel_straight = DotProduct(s->velocity, wishdir);
vel_z = s->velocity[2];
VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend); vel_perpend[2] -= vel_z;
addspeed = wishspeed - vel_straight;
if(addspeed > 0)
vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed0) * accelqw;
if(wishspeed > 0)
vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed0) * (1 - accelqw);
if(sidefric < 0 && VectorLength2(vel_perpend))
{
vec_t f, fmin;
f = 1 + s->cmd.frametime * wishspeed * sidefric;
fmin = (savespeed - vel_straight*vel_straight) / VectorLength2(vel_perpend);
if(fmin <= 0)
VectorScale(vel_perpend, f, vel_perpend);
else
VectorScale(vel_perpend, min(1.0f, max(fmin, f)), vel_perpend);
}
else
VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
s->velocity[2] += vel_z;
}
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 );
}
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;
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)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
{
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_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
else
trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, 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);
}
s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
if (cls.protocol == PROTOCOL_QUAKEWORLD)
s->velocity[2] = 0;
if (VectorLength2(s->velocity))
CL_ClientMovement_Move(s);
}
else
{
if (s->waterjumptime <= 0)
{
// apply air speed limit
vec_t accel, wishspeed0, wishspeed2, accelqw;
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)
if(DotProduct(s->velocity, wishdir) < 0)
accel = cl.movevars_airstopaccelerate;
if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
{
if(cl.movevars_maxairstrafespeed)
{
if(wishspeed > cl.movevars_maxairstrafespeed)
wishspeed = cl.movevars_maxairstrafespeed;
if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
accelqw = 1;
// otherwise, CPMA-style air acceleration misbehaves a lot
// if partially non-QW acceleration is used (as in, strafing
// would get faster than moving forward straight)
}
if(cl.movevars_airstrafeaccelerate)
{
accel = cl.movevars_airstrafeaccelerate;
if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
accelqw = 1;
// otherwise, CPMA-style air acceleration misbehaves a lot
// if partially non-QW acceleration is used (as in, strafing
// would get faster than moving forward straight)
}
}
// !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_sideways_friction / cl.movevars_maxairspeed);
if(cl.movevars_aircontrol)
CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
}
s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
CL_ClientMovement_Move(s);
}
}
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_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_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
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];
}
else
{
cl.moveflags = 0;
cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
cl.movevars_timescale = 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_sideways_friction = cl_movement_airaccel_sideways_friction.value;
cl.movevars_airstopaccelerate = 0;
cl.movevars_airstrafeaccelerate = 0;
cl.movevars_maxairstrafespeed = 0;
cl.movevars_aircontrol = 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;
}
if(!(cl.moveflags & MOVEFLAG_VALID))
{
if(gamemode == GAME_NEXUIZ)
cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
}
}
void CL_ClientMovement_Replay(void)
{
int i;
double totalmovemsec;
cl_clientmovement_state_t s;
if (cl.movement_predicted && !cl.movement_replay)
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;
// if a move is more than 50ms, do it as two moves (matching qwsv)
//Con_Printf("%i ", s.cmd.msec);
if (s.cmd.frametime > 0.05)
{
s.cmd.frametime /= 2;
CL_ClientMovement_PlayerMove(&s);
}
CL_ClientMovement_PlayerMove(&s);
cl.movecmd[i].canjump = s.cmd.canjump;
}
//Con_Printf("\n");
}
else
{
// get the first movement queue entry to know whether to crouch and such
s.cmd = cl.movecmd[0];
}
CL_ClientMovement_UpdateStatus(&s);
if (cls.demoplayback) // for bob, speedometer
VectorCopy(cl.mvelocity[0], cl.movement_velocity);
else
{
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;
}
// react to onground state changes (for gun bob)
if (cl.onground)
{
if (!cl.oldonground)
cl.hitgroundtime = cl.movecmd[0].time;
cl.lastongroundtime = cl.movecmd[0].time;
}
cl.oldonground = cl.onground;
}
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);
}
/*
==============
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) 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.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 viewangles
VectorCopy(cl.viewangles, 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 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
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 the last few frame numbers
// (redundent to improve handling of client->server packet loss)
// for LATESTFRAMENUMS == 3 case this is 15 bytes
for (i = 0;i < LATESTFRAMENUMS;i++)
{
if (cl.latestframenums[i] > 0)
{
if (developer_networkentities.integer >= 10)
Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
MSG_WriteByte(&buf, clc_ackframe);
MSG_WriteLong(&buf, cl.latestframenums[i]);
}
}
}
// 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();
Host_ShutdownServer();
}
}
/*
============
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(&cl_movecliptokeyboard);
Cvar_RegisterVariable(&cl_movement);
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);
}
|