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cl_input.c
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cl_input.c
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/*
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
===============================================================================
*/
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;
// LadyHavoc: 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 (cmd_state_t *cmd, kbutton_t *b)
{
int k;
const char *c;
c = Cmd_Argv(cmd, 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 (cmd_state_t *cmd, kbutton_t *b)
{
int k;
const char *c;
c = Cmd_Argv(cmd, 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(cmd_state_t *cmd) {KeyDown(cmd, &in_klook);}
static void IN_KLookUp(cmd_state_t *cmd) {KeyUp(cmd, &in_klook);}
static void IN_MLookDown(cmd_state_t *cmd) {KeyDown(cmd, &in_mlook);}
static void IN_MLookUp(cmd_state_t *cmd)
{
KeyUp(cmd, &in_mlook);
if ( !(in_mlook.state&1) && lookspring.value)
V_StartPitchDrift_f(cmd);
}
static void IN_UpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_up);}
static void IN_UpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_up);}
static void IN_DownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_down);}
static void IN_DownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_down);}
static void IN_LeftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_left);}
static void IN_LeftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_left);}
static void IN_RightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_right);}
static void IN_RightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_right);}
static void IN_ForwardDown(cmd_state_t *cmd) {KeyDown(cmd, &in_forward);}
static void IN_ForwardUp(cmd_state_t *cmd) {KeyUp(cmd, &in_forward);}
static void IN_BackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_back);}
static void IN_BackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_back);}
static void IN_LookupDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookup);}
static void IN_LookupUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookup);}
static void IN_LookdownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookdown);}
static void IN_LookdownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookdown);}
static void IN_MoveleftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveleft);}
static void IN_MoveleftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveleft);}
static void IN_MoverightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveright);}
static void IN_MoverightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveright);}
static void IN_SpeedDown(cmd_state_t *cmd) {KeyDown(cmd, &in_speed);}
static void IN_SpeedUp(cmd_state_t *cmd) {KeyUp(cmd, &in_speed);}
static void IN_StrafeDown(cmd_state_t *cmd) {KeyDown(cmd, &in_strafe);}
static void IN_StrafeUp(cmd_state_t *cmd) {KeyUp(cmd, &in_strafe);}
static void IN_AttackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_attack);}
static void IN_AttackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_attack);}
static void IN_UseDown(cmd_state_t *cmd) {KeyDown(cmd, &in_use);}
static void IN_UseUp(cmd_state_t *cmd) {KeyUp(cmd, &in_use);}
// LadyHavoc: added 6 new buttons
static void IN_Button3Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button3);}
static void IN_Button3Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button3);}
static void IN_Button4Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button4);}
static void IN_Button4Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button4);}
static void IN_Button5Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button5);}
static void IN_Button5Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button5);}
static void IN_Button6Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button6);}
static void IN_Button6Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button6);}
static void IN_Button7Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button7);}
static void IN_Button7Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button7);}
static void IN_Button8Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button8);}
static void IN_Button8Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button8);}
static void IN_Button9Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button9);}
static void IN_Button9Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button9);}
static void IN_Button10Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button10);}
static void IN_Button10Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button10);}
static void IN_Button11Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button11);}
static void IN_Button11Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button11);}
static void IN_Button12Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button12);}
static void IN_Button12Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button12);}
static void IN_Button13Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button13);}
static void IN_Button13Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button13);}
static void IN_Button14Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button14);}
static void IN_Button14Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button14);}
static void IN_Button15Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button15);}
static void IN_Button15Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button15);}
static void IN_Button16Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button16);}
static void IN_Button16Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button16);}
static void IN_JumpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_jump);}
static void IN_JumpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_jump);}
static void IN_Impulse(cmd_state_t *cmd) {in_impulse=atoi(Cmd_Argv(cmd, 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(cmd_state_t *cmd)
{
if(Cmd_Argc(cmd) == 7)
{
IN_BestWeapon_Register(
Cmd_Argv(cmd, 1),
atoi(Cmd_Argv(cmd, 2)),
atoi(Cmd_Argv(cmd, 3)),
atoi(Cmd_Argv(cmd, 4)),
atoi(Cmd_Argv(cmd, 5)),
atoi(Cmd_Argv(cmd, 6))
);
}
else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "clear"))
{
memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
}
else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "quake"))
{
IN_BestWeapon_ResetData();
}
else
{
Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(cmd, 0), Cmd_Argv(cmd, 0), Cmd_Argv(cmd, 0));
}
}
static void IN_BestWeapon_f(cmd_state_t *cmd)
{
int i, n;
const char *t;
if (Cmd_Argc(cmd) < 2)
{
Con_Printf("bestweapon requires 1 or more parameters\n");
return;
}
for (i = 1;i < Cmd_Argc(cmd);i++)
{
t = Cmd_Argv(cmd, 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...
}
/*
===============
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;
qbool 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 = {CF_CLIENT | CF_ARCHIVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
cvar_t cl_forwardspeed = {CF_CLIENT | CF_ARCHIVE, "cl_forwardspeed","400","forward movement speed"};
cvar_t cl_backspeed = {CF_CLIENT | CF_ARCHIVE, "cl_backspeed","400","backward movement speed"};
cvar_t cl_sidespeed = {CF_CLIENT | CF_ARCHIVE, "cl_sidespeed","350","strafe movement speed"};
cvar_t cl_movespeedkey = {CF_CLIENT | CF_ARCHIVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
cvar_t cl_movecliptokeyboard = {CF_CLIENT, "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 = {CF_CLIENT | CF_ARCHIVE, "cl_yawspeed","140","keyboard yaw turning speed"};
cvar_t cl_pitchspeed = {CF_CLIENT | CF_ARCHIVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
cvar_t cl_anglespeedkey = {CF_CLIENT | CF_ARCHIVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
cvar_t cl_movement = {CF_CLIENT | CF_ARCHIVE, "cl_movement", "0", "enables clientside prediction of your player movement on DP servers (use cl_nopred for QWSV servers)"};
cvar_t cl_movement_replay = {CF_CLIENT, "cl_movement_replay", "1", "use engine prediction"};
cvar_t cl_movement_nettimeout = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
cvar_t cl_movement_track_canjump = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
cvar_t cl_movement_maxairspeed = {CF_CLIENT, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
cvar_t cl_movement_stopspeed = {CF_CLIENT, "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 = {CF_CLIENT, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
cvar_t cl_movement_wallfriction = {CF_CLIENT, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
cvar_t cl_movement_waterfriction = {CF_CLIENT, "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 = {CF_CLIENT, "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 = {CF_CLIENT, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
cvar_t cl_movement_accelerate = {CF_CLIENT, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
cvar_t cl_movement_airaccelerate = {CF_CLIENT, "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 = {CF_CLIENT, "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 = {CF_CLIENT, "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 = {CF_CLIENT, "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 = {CF_CLIENT, "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 cl_nopred = {CF_CLIENT | CF_ARCHIVE, "cl_nopred", "0", "(QWSV only) disables player movement prediction when playing on QWSV servers (this setting is separate from cl_movement because player expectations are different when playing on DP vs QW servers)"};
cvar_t in_pitch_min = {CF_CLIENT, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
cvar_t in_pitch_max = {CF_CLIENT, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
cvar_t m_filter = {CF_CLIENT | CF_ARCHIVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
cvar_t m_accelerate = {CF_CLIENT | CF_ARCHIVE, "m_accelerate","1", "linear mouse acceleration factor (set to 1 to disable the linear acceleration and use only the power acceleration; set to 0 to disable all acceleration)"};
cvar_t m_accelerate_minspeed = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_minspeed","5000", "below this speed in px/s, no acceleration is done, with a linear slope between (applied only on linear acceleration)"};
cvar_t m_accelerate_maxspeed = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_maxspeed","10000", "above this speed in px/s, full acceleration is done, with a linear slope between (applied only on linear acceleration)"};
cvar_t m_accelerate_filter = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_filter","0", "linear mouse acceleration factor filtering lowpass constant in seconds (set to 0 for no filtering)"};
cvar_t m_accelerate_power_offset = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_offset","0", "below this speed in px/ms, no power acceleration is done"};
cvar_t m_accelerate_power = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power","2", "acceleration power (must be above 1 to be useful)"};
cvar_t m_accelerate_power_senscap = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_senscap", "0", "maximum acceleration factor generated by power acceleration; use 0 for unbounded"};
cvar_t m_accelerate_power_strength = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_strength", "0", "strength of the power mouse acceleration effect"};
cvar_t cl_netfps = {CF_CLIENT | CF_ARCHIVE, "cl_netfps","72", "how many input packets to send to server each second"};
cvar_t cl_netrepeatinput = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
cvar_t cl_csqc_generatemousemoveevents = {CF_CLIENT, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
extern cvar_t v_flipped;
/*
================
CL_AdjustAngles
Moves the local angle positions
================
*/
static 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;
// TODO: honor serverinfo minpitch and maxpitch values in PROTOCOL_QUAKEWORLD
// TODO: honor proquake pq_fullpitch cvar when playing on proquake server (server stuffcmd's this to 0 usually)
if (!(cls.protocol == PROTOCOL_DOOMBRINGER2 && cls.protocolversion >= PROTOCOL_DOOMBRINGER2_DELTAVIEW))
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 ();
// 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.value / vid.width, in_windowmouse_y * vid_conheight.value / 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, in_mouse_y);
}
}
// apply m_accelerate if it is on
if(m_accelerate.value > 0)
{
float mouse_deltadist = sqrtf(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y);
float speed = mouse_deltadist / cl.realframetime;
static float averagespeed = 0;
float f, mi, ma;
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);
// Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
if (m_accelerate.value != 1.0f)
{
// First do linear slope acceleration which was ripped "in
// spirit" from many classic mouse driver implementations.
// If m_accelerate.value == 1, this code does nothing at all.
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;
}
// Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
if (m_accelerate_power_strength.value != 0.0f)
{
// Then do Quake Live-style power acceleration.
// Note that this behavior REPLACES the usual
// sensitivity, so we apply it but then dividie by
// sensitivity.value so that the later multiplication
// restores it again.
float accelsens = 1.0f;
float adjusted_speed_pxms = (averagespeed * 0.001f - m_accelerate_power_offset.value) * m_accelerate_power_strength.value;
float inv_sensitivity = 1.0f / sensitivity.value;
if (adjusted_speed_pxms > 0)
{
if (m_accelerate_power.value > 1.0f)
{
// TODO: How does this interact with sensitivity changes? Is this intended?
// Currently: more sensitivity = less acceleration at same pixel speed.
accelsens += expf((m_accelerate_power.value - 1.0f) * logf(adjusted_speed_pxms)) * inv_sensitivity;
}
else
{
// The limit of the then-branch for m_accelerate_power -> 1.
accelsens += inv_sensitivity;
// Note: QL had just accelsens = 1.0f.
// This is mathematically wrong though.
}
}
else
{
// The limit of the then-branch for adjusted_speed -> 0.
// accelsens += 0.0f;
}
if (m_accelerate_power_senscap.value > 0.0f && accelsens > m_accelerate_power_senscap.value * inv_sensitivity)
{
// TODO: How does this interact with sensitivity changes? Is this intended?
// Currently: senscap is in absolute sensitivity units, so if senscap < sensitivity, it overrides.
accelsens = m_accelerate_power_senscap.value * inv_sensitivity;
}
in_mouse_x *= accelsens;
in_mouse_y *= accelsens;
}
}
// 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 ();
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_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"
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 qbool 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, 0, 0, collision_extendmovelength.value, 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, 0, 0, collision_extendmovelength.value, 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, 0, 0, collision_extendmovelength.value, 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, 0, 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, 0, 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, 0, 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, 0, 0, collision_extendmovelength.value, 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, 0, 0, collision_extendmovelength.value, 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, 0, 0, collision_extendmovelength.value, 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
// <LadyHavoc> 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)