/* Copyright (C) 1997-2001 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 #include "client.h" cvar_t *cl_nodelta; extern uint32 sys_frame_time; uint32 frame_msec; uint32 old_sys_frame_time; /* =============================================================================== 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 Key_Event (int key, qboolean down, uint32 time); +mlook src time =============================================================================== */ kbutton_t 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_use, in_attack; kbutton_t in_up, in_down; int in_impulse; void KeyDown (kbutton_t *b) { int k; 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 { Com_Printf ("Three keys down for a button!\n", LOG_CLIENT); return; } if (b->state & 1) return; // still down // save timestamp c = Cmd_Argv(2); b->downtime = atoi(c); if (!b->downtime) b->downtime = sys_frame_time - 100; b->state |= 1 + 2; // down + impulse down } void KeyUp (kbutton_t *b) { int k; char *c; uint32 uptime; 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) // save timestamp c = Cmd_Argv(2); uptime = atoi(c); if (uptime) b->msec += uptime - b->downtime; else b->msec += 10; 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_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);} void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));} /* =============== CL_KeyState Returns the fraction of the frame that the key was down =============== */ float CL_KeyState (kbutton_t *key) { float val; int msec; key->state &= 1; // clear impulses msec = key->msec; key->msec = 0; if (key->state) { // still down msec += sys_frame_time - key->downtime; key->downtime = sys_frame_time; } val = (float)msec / frame_msec; /*if (msec) { Com_Printf ("%i/%u -> %f\n", LOG_CLIENT, msec, frame_msec, val); }*/ if (FLOAT_LT_ZERO(val)) val = 0; if (val > 1) val = 1; return val; } //========================================================================== cvar_t *cl_upspeed; cvar_t *cl_forwardspeed; cvar_t *cl_sidespeed; cvar_t *cl_yawspeed; cvar_t *cl_pitchspeed; cvar_t *cl_run; cvar_t *cl_anglespeedkey; /* ================ CL_AdjustAngles Moves the local angle positions ================ */ //jec - merged this into CL_BaseMove /* ================ CL_BaseMove Applies keyboard input to usercmd ================ */ //jec - rearranged this function to work with altered usercmd code void CL_BaseMove (usercmd_t *cmd) { int i; float tspeed; float mspeed; //adjust for turning speed if (in_speed.state & 1) tspeed = (frame_msec / 1000.0f) * cl_anglespeedkey->value; else tspeed = frame_msec / 1000.0f; //adjust for running speed if ( (in_speed.state & 1) ^ cl_run->intvalue) mspeed = 2; else mspeed = 1; //handle left/right on keyboard i = cls.netchan.outgoing_sequence & (CMD_BACKUP-1); cmd = &cl.cmds[i]; cl.cmd_time[i] = cls.realtime; // for netgraph ping calculation if (in_strafe.state & 1) { // keyboard strafe cmd->sidemove += (int)(mspeed * cl_sidespeed->value * CL_KeyState (&in_right)); cmd->sidemove -= (int)(mspeed * cl_sidespeed->value * CL_KeyState (&in_left)); } else { // keyboard turn cl.viewangles[YAW] -= tspeed*cl_yawspeed->value*CL_KeyState (&in_right); cl.viewangles[YAW] += tspeed*cl_yawspeed->value*CL_KeyState (&in_left); } //handle foward/back on keyboard if (in_klook.state & 1) { // keyboard look cl.viewangles[PITCH] -= tspeed*cl_pitchspeed->value * CL_KeyState (&in_forward); cl.viewangles[PITCH] += tspeed*cl_pitchspeed->value * CL_KeyState (&in_back); } else { // keyboard move front/back cmd->forwardmove += (int)(mspeed * cl_forwardspeed->value * CL_KeyState (&in_forward)); cmd->forwardmove -= (int)(mspeed * cl_forwardspeed->value * CL_KeyState (&in_back)); } // keyboard look up/down cl.viewangles[PITCH] -= tspeed*cl_pitchspeed->value * CL_KeyState(&in_lookup); cl.viewangles[PITCH] += tspeed*cl_pitchspeed->value * CL_KeyState(&in_lookdown); // keyboard strafe left/right cmd->sidemove += (int)(mspeed * cl_sidespeed->value * CL_KeyState (&in_moveright)); cmd->sidemove -= (int)(mspeed * cl_sidespeed->value * CL_KeyState (&in_moveleft)); // keyboard jump/crouch cmd->upmove += (int)(mspeed * cl_upspeed->value * CL_KeyState (&in_up)); cmd->upmove -= (int)(mspeed * cl_upspeed->value * CL_KeyState (&in_down)); //r1ch: cap to max allowed ranges if (cmd->forwardmove > cl_forwardspeed->value * mspeed) cmd->forwardmove = (int)(cl_forwardspeed->value * mspeed); else if (cmd->forwardmove < -cl_forwardspeed->value * mspeed) cmd->forwardmove = -(int)(cl_forwardspeed->value * mspeed); if (cmd->sidemove > cl_sidespeed->value * mspeed) cmd->sidemove = (int)(cl_sidespeed->value * mspeed); else if (cmd->sidemove < -cl_sidespeed->value * mspeed) cmd->sidemove = -(int)(cl_sidespeed->value * mspeed); if (cmd->upmove > cl_upspeed->value * mspeed) cmd->upmove = (int)(cl_upspeed->value * mspeed); else if (cmd->upmove < -cl_upspeed->value * mspeed) cmd->upmove = -(int)(cl_upspeed->value * mspeed); } void CL_ClampPitch (void) { float pitch; pitch = SHORT2ANGLE(cl.frame.playerstate.pmove.delta_angles[PITCH]); if (pitch > 180) pitch -= 360; if (cl.viewangles[PITCH] + pitch < -360) cl.viewangles[PITCH] += 360; // wrapped if (cl.viewangles[PITCH] + pitch > 360) cl.viewangles[PITCH] -= 360; // wrapped if (cl.viewangles[PITCH] + pitch > 89) cl.viewangles[PITCH] = 89 - pitch; if (cl.viewangles[PITCH] + pitch < -89) cl.viewangles[PITCH] = -89 - pitch; } /* ============== CL_FinishMove ============== */ //jec - merged this into CL_RefreshCmd and CL_FinalizeCmd /* ================= CL_CreateCmd ================= */ //jec - this function has been split into three: // CL_InitCmd //jec - initialize the pending usercmd structure for use __inline void CL_InitCmd (void) { usercmd_t *cmd = &cl.cmds[ cls.netchan.outgoing_sequence & (CMD_BACKUP-1) ]; // init the current cmd buffer memset(cmd, 0, sizeof(*cmd)); } // CL_RefreshCmd //jec - adds any new input changes to usercmd // that occurred since last Init or RefreshCmd trace_t EXPORT CL_PMTrace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end); void CL_RefreshCmd (void) { int ms; usercmd_t *cmd = &cl.cmds[ cls.netchan.outgoing_sequence & (CMD_BACKUP-1) ]; //get delta for this sample. frame_msec = sys_frame_time - old_sys_frame_time; // bounds checking if (frame_msec < 1) return; if (frame_msec > 200) frame_msec = 200; //cmd->forwardmove = cmd->sidemove = cmd->upmove = 0; // get basic movement from keyboard CL_BaseMove (cmd); // allow mice or other external controllers to add to the move IN_Move (cmd); // update cmd viewangles for CL_PredictMove CL_ClampPitch (); cmd->angles[0] = ANGLE2SHORT(cl.viewangles[0]); cmd->angles[1] = ANGLE2SHORT(cl.viewangles[1]); cmd->angles[2] = ANGLE2SHORT(cl.viewangles[2]); // update cmd->msec for CL_PredictMove ms = (int)(cls.frametime * 1000); if (ms > 250) ms = 100; cmd->msec = ms; //update counter old_sys_frame_time = sys_frame_time; //7 = starting attack 1 2 4 //5 = during attack 1 4 //4 = idle 4 //r1: send packet immediately on important events if (((in_attack.state & 2) || (in_use.state & 2))) send_packet_now = true; } // CL_FinalizeCmd // jec - prepares usercmd for transmission, // adds all changes that occurred since last Init void CL_FinalizeCmd (void) { usercmd_t *cmd = &cl.cmds[ cls.netchan.outgoing_sequence & (CMD_BACKUP-1) ]; //set any button hits that occured since last frame if ( in_attack.state & 3 ) cmd->buttons |= BUTTON_ATTACK; in_attack.state &= ~2; if (in_use.state & 3) cmd->buttons |= BUTTON_USE; in_use.state &= ~2; if (anykeydown && cls.key_dest == key_game) cmd->buttons |= BUTTON_ANY; //... cmd->impulse = in_impulse; in_impulse = 0; //Com_Printf ("up:%d, side:%d f:%d\n", LOG_CLIENT, cmd->upmove, cmd->sidemove, cmd->forwardmove); //r1ch: cap forwardmove/etc to reasonable levels, sure it may be a short //but pmove on client/server caps at 300 total velocity so there is little //value in having these higher, all it does it make for less efficient //deltas. if (cmd->forwardmove > 300) cmd->forwardmove = 300; else if (cmd->forwardmove < -300) cmd->forwardmove = -300; if (cmd->sidemove > 300) cmd->sidemove = 300; else if (cmd->sidemove < -300) cmd->sidemove = -300; if (cmd->upmove > 300) cmd->upmove = 300; else if (cmd->upmove < -300) cmd->upmove = -300; // set the ambient light level at the player's current position cmd->lightlevel = (byte)cl_lightlevel->value; } void IN_CenterView (void) { cl.viewangles[PITCH] = -SHORT2ANGLE(cl.frame.playerstate.pmove.delta_angles[PITCH]); } /* ============ CL_InitInput ============ */ void CL_InitInput (void) { Cmd_AddCommand ("centerview",IN_CenterView); Cmd_AddCommand ("+moveup",IN_UpDown); Cmd_AddCommand ("-moveup",IN_UpUp); Cmd_AddCommand ("+movedown",IN_DownDown); Cmd_AddCommand ("-movedown",IN_DownUp); Cmd_AddCommand ("+left",IN_LeftDown); Cmd_AddCommand ("-left",IN_LeftUp); Cmd_AddCommand ("+right",IN_RightDown); Cmd_AddCommand ("-right",IN_RightUp); Cmd_AddCommand ("+forward",IN_ForwardDown); Cmd_AddCommand ("-forward",IN_ForwardUp); Cmd_AddCommand ("+back",IN_BackDown); Cmd_AddCommand ("-back",IN_BackUp); Cmd_AddCommand ("+lookup", IN_LookupDown); Cmd_AddCommand ("-lookup", IN_LookupUp); Cmd_AddCommand ("+lookdown", IN_LookdownDown); Cmd_AddCommand ("-lookdown", IN_LookdownUp); Cmd_AddCommand ("+strafe", IN_StrafeDown); Cmd_AddCommand ("-strafe", IN_StrafeUp); Cmd_AddCommand ("+moveleft", IN_MoveleftDown); Cmd_AddCommand ("-moveleft", IN_MoveleftUp); Cmd_AddCommand ("+moveright", IN_MoverightDown); Cmd_AddCommand ("-moveright", IN_MoverightUp); Cmd_AddCommand ("+speed", IN_SpeedDown); Cmd_AddCommand ("-speed", IN_SpeedUp); Cmd_AddCommand ("+attack", IN_AttackDown); Cmd_AddCommand ("-attack", IN_AttackUp); Cmd_AddCommand ("+use", IN_UseDown); Cmd_AddCommand ("-use", IN_UseUp); Cmd_AddCommand ("impulse", IN_Impulse); Cmd_AddCommand ("+klook", IN_KLookDown); Cmd_AddCommand ("-klook", IN_KLookUp); cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0); } /* ================ CL_AdjustAngles Moves the local angle positions ================ */ void CL_AdjustAngles (void) { float speed; float up, down; if (in_speed.state & 1) speed = cls.frametime * cl_anglespeedkey->value; else speed = cls.frametime; 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) { 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; } void CL_BaseMove_Synchronous (usercmd_t *cmd) { CL_AdjustAngles (); memset (cmd, 0, sizeof(*cmd)); cmd->angles[0] = (int16)cl.viewangles[0]; cmd->angles[1] = (int16)cl.viewangles[1]; cmd->angles[2] = (int16)cl.viewangles[2]; if (in_strafe.state & 1) { cmd->sidemove += (int)(cl_sidespeed->value * CL_KeyState (&in_right)); cmd->sidemove -= (int)(cl_sidespeed->value * CL_KeyState (&in_left)); } cmd->sidemove += (int)(cl_sidespeed->value * CL_KeyState (&in_moveright)); cmd->sidemove -= (int)(cl_sidespeed->value * CL_KeyState (&in_moveleft)); cmd->upmove += (int)(cl_upspeed->value * CL_KeyState (&in_up)); cmd->upmove -= (int)(cl_upspeed->value * CL_KeyState (&in_down)); if (! (in_klook.state & 1) ) { cmd->forwardmove += (int)(cl_forwardspeed->value * CL_KeyState (&in_forward)); cmd->forwardmove -= (int)(cl_forwardspeed->value * CL_KeyState (&in_back)); } // // adjust for speed key / running // if ( (in_speed.state & 1) ^ (int)(cl_run->value) ) { cmd->forwardmove *= 2; cmd->sidemove *= 2; cmd->upmove *= 2; } } void CL_FinishMove (usercmd_t *cmd) { int ms; int i; // // figure button bits // if ( in_attack.state & 3 ) cmd->buttons |= BUTTON_ATTACK; in_attack.state &= ~2; if (in_use.state & 3) cmd->buttons |= BUTTON_USE; in_use.state &= ~2; if (anykeydown && cls.key_dest == key_game) cmd->buttons |= BUTTON_ANY; // send milliseconds of time to apply the move ms = (int)(cls.frametime * 1000); if (ms > 250) ms = 100; // time was unreasonable cmd->msec = ms; CL_ClampPitch (); for (i=0 ; i<3 ; i++) cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]); cmd->impulse = in_impulse; in_impulse = 0; //r1ch: cap forwardmove/etc to reasonable levels, sure it may be a short //but pmove ob client/server caps at 300 total velocity so there is little //value in having these higher, all it does it make for less efficient //deltas. if (cmd->forwardmove > 300) cmd->forwardmove = 300; else if (cmd->forwardmove < -300) cmd->forwardmove = -300; if (cmd->sidemove > 300) cmd->sidemove = 300; else if (cmd->sidemove < -300) cmd->sidemove = -300; if (cmd->upmove > 300) cmd->upmove = 300; else if (cmd->upmove < -300) cmd->upmove = -300; // send the ambient light level at the player's current position cmd->lightlevel = (byte)cl_lightlevel->value; } usercmd_t CL_CreateCmd (void) { usercmd_t cmd; frame_msec = sys_frame_time - old_sys_frame_time; if (frame_msec < 1) frame_msec = 1; if (frame_msec > 200) frame_msec = 200; // get basic movement from keyboard CL_BaseMove_Synchronous (&cmd); // allow mice or other external controllers to add to the move IN_Move (&cmd); CL_FinishMove (&cmd); old_sys_frame_time = sys_frame_time; //cmd.impulse = cls.framecount; return cmd; } void CL_SendCmd_Synchronous (void) { sizebuf_t buf; byte data[128]; int i; usercmd_t *cmd, *oldcmd; int checksumIndex = 0; // build a command even if not connected // save this command off for prediction i = cls.netchan.outgoing_sequence & (CMD_BACKUP-1); cmd = &cl.cmds[i]; cl.cmd_time[i] = cls.realtime; // for netgraph ping calculation *cmd = CL_CreateCmd (); cl.cmd = *cmd; if (cls.state == ca_disconnected || cls.state == ca_connecting) return; if ( cls.state == ca_connected) { if (cls.netchan.got_reliable || cls.netchan.message.cursize || (unsigned)(curtime - cls.netchan.last_sent) > 100 ) { //memset (&buf, 0, sizeof(buf)); //Com_DPrintf ("connected: flushing netchan (len=%d, %s)\n", cls.netchan.message.cursize, MakePrintable(cls.netchan.message.data)); Netchan_Transmit (&cls.netchan, 0, NULL); } return; } //FIXME: fix this and test if it works /*if (cl_async->intvalue == 2) { i = (cls.netchan.outgoing_sequence-1) & (CMD_BACKUP-1); oldcmd = &cl.cmds[i]; if (cmd->forwardmove == oldcmd->forwardmove && cmd->sidemove == oldcmd->sidemove && cmd->upmove == oldcmd->upmove && cmd->impulse == oldcmd->impulse && cmd->buttons == oldcmd->buttons) { if (cmd->msec + oldcmd->msec < 250) { cmd->msec += oldcmd->msec; //oldcmd->msec = 0; memset (oldcmd, 0, sizeof(*oldcmd)); return; } } }*/ // send a userinfo update if needed if (userinfo_modified) { CL_FixUpGender(); userinfo_modified = false; MSG_WriteByte (clc_userinfo); MSG_WriteString (Cvar_Userinfo()); MSG_EndWriting (&cls.netchan.message); } SZ_Init (&buf, data, sizeof(data)); #ifdef CINEMATICS if (cmd->buttons && cl.cinematictime > 0 && !cl.attractloop && cls.realtime - cl.cinematictime > 1000) { // skip the rest of the cinematic SCR_FinishCinematic (); } #endif // begin a client move command MSG_WriteByte (clc_move); // save the position for a checksum byte // save the position for a checksum byte if (cls.serverProtocol == PROTOCOL_ORIGINAL) { checksumIndex = MSG_GetLength();// buf.cursize; MSG_WriteByte (0); } // let the server know what the last frame we // got was, so the next message can be delta compressed if (cl_nodelta->value || !cl.frame.valid || cls.demowaiting) MSG_WriteLong (-1); // no compression else MSG_WriteLong (cl.frame.serverframe); // send this and the previous cmds in the message, so // if the last packet was dropped, it can be recovered i = (cls.netchan.outgoing_sequence-2) & (CMD_BACKUP-1); cmd = &cl.cmds[i]; MSG_WriteDeltaUsercmd (&null_usercmd, cmd, cls.protocolVersion); oldcmd = cmd; i = (cls.netchan.outgoing_sequence-1) & (CMD_BACKUP-1); cmd = &cl.cmds[i]; MSG_WriteDeltaUsercmd (oldcmd, cmd, cls.protocolVersion); oldcmd = cmd; i = (cls.netchan.outgoing_sequence) & (CMD_BACKUP-1); cmd = &cl.cmds[i]; MSG_WriteDeltaUsercmd (oldcmd, cmd, cls.protocolVersion); MSG_EndWriting (&buf); // calculate a checksum over the move commands if (cls.serverProtocol == PROTOCOL_ORIGINAL) { buf.data[checksumIndex] = COM_BlockSequenceCRCByte( buf.data + checksumIndex + 1, buf.cursize - checksumIndex - 1, cls.netchan.outgoing_sequence); } // // deliver the message // Netchan_Transmit (&cls.netchan, buf.cursize, buf.data); } /* ================= CL_SendCmd ================= */ void CL_SendCmd (void) { sizebuf_t buf; byte data[128]; int i; usercmd_t *cmd, *oldcmd; int checksumIndex = 0; if (cls.state <= ca_connecting) return; if ( cls.state == ca_connected) { if (cls.netchan.got_reliable || cls.netchan.message.cursize || (unsigned)(curtime - cls.netchan.last_sent) > 100 ) { //memset (&buf, 0, sizeof(buf)); //Com_DPrintf ("connected: flushing netchan (len=%d, %s)\n", cls.netchan.message.cursize, MakePrintable(cls.netchan.message.data)); Netchan_Transmit (&cls.netchan, 0, NULL); } return; } i = cls.netchan.outgoing_sequence & (CMD_BACKUP-1); cmd = &cl.cmds[i]; cl.cmd_time[i] = cls.realtime; // for netgraph ping calculation //jec - prepare the pending user command for sending. CL_FinalizeCmd(); cl.cmd = *cmd; // send a userinfo update if needed if (userinfo_modified) { CL_FixUpGender(); userinfo_modified = false; MSG_WriteByte (clc_userinfo); MSG_WriteString (Cvar_Userinfo()); MSG_EndWriting (&cls.netchan.message); } SZ_Init (&buf, data, sizeof(data)); #ifdef CINEMATICS if (cmd->buttons && cl.cinematictime > 0 && !cl.attractloop && cls.realtime - cl.cinematictime > 1000) { // skip the rest of the cinematic SCR_FinishCinematic (); } #endif MSG_WriteByte (clc_move); // save the position for a checksum byte if (cls.serverProtocol == PROTOCOL_ORIGINAL) { checksumIndex = MSG_GetLength();// buf.cursize; MSG_WriteByte (0); } // let the server know what the last frame we // got was, so the next message can be delta compressed //r1: after a vid_restart memory locations of models changes! all existing ents //need to be re-sent so the client updates its model to the new memory location. if (!cl.frame.valid || cls.demowaiting || cl_nodelta->intvalue) MSG_WriteLong (-1); // no compression else MSG_WriteLong (cl.frame.serverframe); // send this and the previous cmds in the message, so // if the last packet was dropped, it can be recovered i = (cls.netchan.outgoing_sequence-2) & (CMD_BACKUP-1); cmd = &cl.cmds[i]; //memset (&nullcmd, 0, sizeof(nullcmd)); MSG_WriteDeltaUsercmd (&null_usercmd, cmd, cls.protocolVersion); oldcmd = cmd; i = (cls.netchan.outgoing_sequence-1) & (CMD_BACKUP-1); cmd = &cl.cmds[i]; MSG_WriteDeltaUsercmd (oldcmd, cmd, cls.protocolVersion); oldcmd = cmd; i = (cls.netchan.outgoing_sequence) & (CMD_BACKUP-1); cmd = &cl.cmds[i]; MSG_WriteDeltaUsercmd (oldcmd, cmd, cls.protocolVersion); MSG_EndWriting (&buf); // calculate a checksum over the move commands if (cls.serverProtocol == PROTOCOL_ORIGINAL) { buf.data[checksumIndex] = COM_BlockSequenceCRCByte( buf.data + checksumIndex + 1, buf.cursize - checksumIndex - 1, cls.netchan.outgoing_sequence); } // // deliver the message // Netchan_Transmit (&cls.netchan, buf.cursize, buf.data); CL_InitCmd(); //jec - init the next usercmd buffer. }