Files
bearstonemandClaude Opus 5 711cad20e6 feat(vr): reach into the world - use, holsters, ladders and thrown grenades
Four interactions that all needed the same thing: the hands' positions and
velocities on the other side of the game module boundary. They share the
plumbing, so they share a commit.

use moves to B on the weapon hand, where the reference puts activate. The
objectives list keeps the left hand's button; it had been bound to both, which
was a button spent twice on one rarely opened screen. The trace also starts from
the head's real position now rather than the body's notional eye - the two come
apart exactly when leaning through a doorway to reach the thing on the far side.

Weapons live on the body, the way Half-Life: Alyx does it: pistol at the right
hip, grenades at the left, rifle and smg over the shoulders. Reaching back to
where a weapon came from puts it away, reaching anywhere else swaps - holstering
on any zone would have cost two gestures for every swap. Zones are measured from
the head and rotated by the head's heading, so they stay on the body rather than
wandering as the player turns.

Ladders are climbed by pulling on them. MOHAA moves a climbing player by the
root motion of the climb animation, with pmove skipped entirely, so this runs
after the animation rather than instead of it: the animation still plays and the
distance travelled is the distance the hand pulled. Both grips, averaged when
both are held, and the grips stop meaning reload and rifle-steady while on a
ladder.

Grenades leave along the arm. Which instant of a swing to read is the whole
problem and took several passes: averaging across the release blends the wind up
with the follow through; the peak of the whole swing is usually the *backswing*,
which threw grenades over the player's shoulder. What works is the natural
gesture's own shape - take the direction the hand had as it let go, then find
the fastest sample that agrees with it, which excludes the wind up by
construction. Strength is a fraction of the game's own throw so all of MOHAA's
grenade tuning survives.

The sideways damping is the one deliberate lie. An underhand swing crosses the
body, so the hand really is moving sideways at release - measured, lobs drifted
left by up to 0.73, more sideways than forward. Damped in proportion to how
gentle the throw is, so hard throws keep their true direction.

A weapon wheel is included and is not finished: its input works and a tap of the
same stick holsters, but the ring never appeared on screen and the drawing was
not chased down. It is harmless - a hold selects nothing and does nothing.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 15:49:25 -07:00

1472 lines
40 KiB
C++

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// cl.input.c -- builds an intended movement command to send to the server
#include "client.h"
#include "cl_ui.h"
#ifdef USE_OPENXR
#include "../vr/vr_common.h"
#endif
unsigned frame_msec;
int old_com_frameTime;
/*
===============================================================================
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, +attackprimary, etc), it appends
its key number as argv(1) so it can be matched up with the release.
argv(2) will be set to the time the event happened, which allows exact
control even at low framerates when the down and up events may both get qued
at the same time.
===============================================================================
*/
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;
qboolean in_guimouse;
#ifdef USE_OPENXR
cvar_t *cl_vrSnapAngle;
cvar_t *cl_vrSmoothTurn;
cvar_t *cl_vrTurnSpeed;
cvar_t *cl_vrDeadzone;
cvar_t *cl_vrWalkWithView;
cvar_t *cl_vrStepScale;
#endif
kbutton_t in_up, in_down;
#ifdef USE_VOIP
kbutton_t in_voiprecord;
#endif
kbutton_t in_buttons[16];
qboolean in_mlooking;
void IN_ToggleMouse( void ) {
if( in_guimouse )
{
IN_MouseOff();
}
else
{
IN_MouseOn();
}
}
void IN_MouseOn( void ) {
if( !in_guimouse )
{
for( int k = 0; k <= K_MWHEELUP; k++ )
{
if( keys[ k ].down )
{
CL_KeyEvent( k, qfalse, 0 );
}
}
}
in_guimouse = qtrue;
}
void IN_MouseOff( void ) {
in_guimouse = qfalse;
}
void IN_MLookDown( void ) {
in_mlooking = qtrue;
}
void IN_MLookUp( void ) {
in_mlooking = qfalse;
if ( !cl_freelook->integer ) {
IN_CenterView ();
}
}
void IN_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");
return;
}
if ( b->active ) {
return; // still down
}
// save timestamp for partial frame summing
c = Cmd_Argv(2);
b->downtime = atoi(c);
b->active = qtrue;
b->wasPressed = qtrue;
}
void IN_KeyUp( kbutton_t *b ) {
int k;
char *c;
unsigned 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->active = qfalse;
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
}
b->active = qfalse;
// save timestamp for partial frame summing
c = Cmd_Argv(2);
uptime = atoi(c);
if ( uptime ) {
b->msec += uptime - b->downtime;
} else {
b->msec += frame_msec / 2;
}
b->active = qfalse;
}
/*
===============
CL_KeyState
Returns the fraction of the frame that the key was down
===============
*/
float CL_KeyState( kbutton_t *key ) {
float val;
int msec;
msec = key->msec;
key->msec = 0;
if ( key->active ) {
// still down
if ( !key->downtime ) {
msec = com_frameTime;
} else {
msec += com_frameTime - key->downtime;
}
key->downtime = com_frameTime;
}
#if 0
if (msec) {
Com_Printf ("%i ", msec);
}
#endif
val = (float)msec / frame_msec;
if ( val < 0 ) {
val = 0;
}
if ( val > 1 ) {
val = 1;
}
return val;
}
void IN_UpDown(void) {IN_KeyDown(&in_up);}
void IN_UpUp(void) {IN_KeyUp(&in_up);}
void IN_DownDown(void) {IN_KeyDown(&in_down);}
void IN_DownUp(void) {IN_KeyUp(&in_down);}
void IN_LeftDown(void) {IN_KeyDown(&in_left);}
void IN_LeftUp(void) {IN_KeyUp(&in_left);}
void IN_RightDown(void) {IN_KeyDown(&in_right);}
void IN_RightUp(void) {IN_KeyUp(&in_right);}
void IN_ForwardDown(void) {IN_KeyDown(&in_forward);}
void IN_ForwardUp(void) {IN_KeyUp(&in_forward);}
void IN_BackDown(void) {IN_KeyDown(&in_back);}
void IN_BackUp(void) {IN_KeyUp(&in_back);}
void IN_LookupDown(void) {IN_KeyDown(&in_lookup);}
void IN_LookupUp(void) {IN_KeyUp(&in_lookup);}
void IN_LookdownDown(void) {IN_KeyDown(&in_lookdown);}
void IN_LookdownUp(void) {IN_KeyUp(&in_lookdown);}
void IN_MoveleftDown(void) {IN_KeyDown(&in_moveleft);}
void IN_MoveleftUp(void) {IN_KeyUp(&in_moveleft);}
void IN_MoverightDown(void) {IN_KeyDown(&in_moveright);}
void IN_MoverightUp(void) {IN_KeyUp(&in_moveright);}
void IN_AttackPrimaryDown(void) { IN_KeyDown(&in_buttons[0]);}
void IN_AttackPrimaryUp(void) { IN_KeyUp(&in_buttons[0]); }
void IN_AttackSecondaryDown(void) { IN_KeyDown(&in_buttons[1]); }
void IN_AttackSecondaryUp(void) { IN_KeyUp(&in_buttons[1]); }
void IN_UseDown(void) { IN_KeyDown(&in_buttons[3]); }
void IN_UseUp(void) { IN_KeyUp(&in_buttons[3]); }
void IN_LeanLeftDown(void) { IN_KeyDown(&in_buttons[4]); }
void IN_LeanLeftUp(void) { IN_KeyUp(&in_buttons[4]); }
void IN_LeanRightDown(void) { IN_KeyDown(&in_buttons[5]); }
void IN_LeanRightUp(void) { IN_KeyUp(&in_buttons[5]); }
void IN_SpeedDown(void) {IN_KeyDown(&in_speed);}
void IN_SpeedUp(void) {IN_KeyUp(&in_speed);}
void IN_StrafeDown(void) {IN_KeyDown(&in_strafe);}
void IN_StrafeUp(void) {IN_KeyUp(&in_strafe);}
#ifdef USE_VOIP
void IN_VoipRecordDown(void)
{
IN_KeyDown(&in_voiprecord);
Cvar_Set("cl_voipSend", "1");
}
void IN_VoipRecordUp(void)
{
IN_KeyUp(&in_voiprecord);
Cvar_Set("cl_voipSend", "0");
}
#endif
void IN_Button0Down(void) {IN_KeyDown(&in_buttons[0]);}
void IN_Button0Up(void) {IN_KeyUp(&in_buttons[0]);}
void IN_Button1Down(void) {IN_KeyDown(&in_buttons[1]);}
void IN_Button1Up(void) {IN_KeyUp(&in_buttons[1]);}
void IN_Button2Down(void) {IN_KeyDown(&in_buttons[2]);}
void IN_Button2Up(void) {IN_KeyUp(&in_buttons[2]);}
void IN_Button3Down(void) {IN_KeyDown(&in_buttons[3]);}
void IN_Button3Up(void) {IN_KeyUp(&in_buttons[3]);}
void IN_Button4Down(void) {IN_KeyDown(&in_buttons[4]);}
void IN_Button4Up(void) {IN_KeyUp(&in_buttons[4]);}
void IN_Button5Down(void) {IN_KeyDown(&in_buttons[5]);}
void IN_Button5Up(void) {IN_KeyUp(&in_buttons[5]);}
void IN_Button6Down(void) {IN_KeyDown(&in_buttons[6]);}
void IN_Button6Up(void) {IN_KeyUp(&in_buttons[6]);}
void IN_Button7Down(void) {IN_KeyDown(&in_buttons[7]);}
void IN_Button7Up(void) {IN_KeyUp(&in_buttons[7]);}
void IN_Button8Down(void) {IN_KeyDown(&in_buttons[8]);}
void IN_Button8Up(void) {IN_KeyUp(&in_buttons[8]);}
void IN_Button9Down(void) {IN_KeyDown(&in_buttons[9]);}
void IN_Button9Up(void) {IN_KeyUp(&in_buttons[9]);}
void IN_Button10Down(void) {IN_KeyDown(&in_buttons[10]);}
void IN_Button10Up(void) {IN_KeyUp(&in_buttons[10]);}
void IN_Button11Down(void) {IN_KeyDown(&in_buttons[11]);}
void IN_Button11Up(void) {IN_KeyUp(&in_buttons[11]);}
void IN_Button12Down(void) {IN_KeyDown(&in_buttons[12]);}
void IN_Button12Up(void) {IN_KeyUp(&in_buttons[12]);}
void IN_Button13Down(void) {IN_KeyDown(&in_buttons[13]);}
void IN_Button13Up(void) {IN_KeyUp(&in_buttons[13]);}
void IN_Button14Down(void) {IN_KeyDown(&in_buttons[14]);}
void IN_Button14Up(void) {IN_KeyUp(&in_buttons[14]);}
void IN_Button15Down(void) {IN_KeyDown(&in_buttons[15]);}
void IN_Button15Up(void) {IN_KeyUp(&in_buttons[15]);}
void IN_ButtonDown (void) {
IN_KeyDown(&in_buttons[1]);}
void IN_ButtonUp (void) {
IN_KeyUp(&in_buttons[1]);}
void IN_CenterView (void) {
cl.viewangles[PITCH] = -SHORT2ANGLE(cl.snap.ps.delta_angles[PITCH]);
}
//==========================================================================
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
================
*/
void CL_AdjustAngles( void ) {
float speed;
if ( in_speed.active ) {
speed = 0.001 * cls.frametime * cl_anglespeedkey->value;
} else {
speed = 0.001 * cls.frametime;
}
if ( !in_strafe.active ) {
cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
cl.viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
}
cl.viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
cl.viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
}
/*
================
CL_KeyMove
Sets the usercmd_t based on key states
================
*/
void CL_KeyMove( usercmd_t *cmd ) {
int movespeed;
int forward, side, up;
forward = 0;
side = 0;
up = 0;
movespeed = 127;
if ( in_strafe.active ) {
side += movespeed * CL_KeyState (&in_right);
side -= movespeed * CL_KeyState (&in_left);
}
side += movespeed * CL_KeyState (&in_moveright);
side -= movespeed * CL_KeyState (&in_moveleft);
up += movespeed * CL_KeyState (&in_up);
up -= movespeed * CL_KeyState (&in_down);
forward += movespeed * CL_KeyState (&in_forward);
forward -= movespeed * CL_KeyState (&in_back);
cmd->forwardmove = ClampChar( forward );
cmd->rightmove = ClampChar( side );
cmd->upmove = ClampChar( up );
}
/*
=================
CL_GetMouseState
=================
*/
void CL_GetMouseState( int *x, int *y, unsigned int *buttons )
{
if( x )
*x = cl.mousex;
if( y )
*y = cl.mousey;
if( buttons )
{
if( in_guimouse ) {
*buttons = cl.mouseButtons;
} else {
*buttons = 0;
}
}
}
/*
=================
CL_SetMousePos
=================
*/
void CL_SetMousePos( int x, int y )
{
cl.mousex = x;
cl.mousey = y;
}
/*
=================
CL_MouseEvent
=================
*/
void CL_MouseEvent( int dx, int dy, int time ) {
if( in_guimouse )
{
cl.mousex += dx;
cl.mousey += dy;
if( cl.mousex < 0 )
cl.mousex = 0;
if( cl.mousex > cls.glconfig.vidWidth )
cl.mousex = cls.glconfig.vidWidth;
if( cl.mousey < 0 )
cl.mousey = 0;
if( cl.mousey > cls.glconfig.vidHeight )
cl.mousey = cls.glconfig.vidHeight;
}
else if ( !paused->integer )
{
cl.mouseDx[cl.mouseIndex] += dx;
cl.mouseDy[cl.mouseIndex] += dy;
}
}
/*
=================
CL_JoystickEvent
Joystick values stay set until changed
=================
*/
void CL_JoystickEvent( int axis, int value, int time ) {
if ( axis < 0 || axis >= MAX_JOYSTICK_AXIS ) {
Com_Error( ERR_DROP, "CL_JoystickEvent: bad axis %i", axis );
}
cl.joystickAxis[axis] = value;
}
/*
=================
CL_UpdateMouse
Added in OPM
Update mouse position with absolute position (relative to the window)
when the UI catcher is active.
=================
*/
void CL_UpdateMouse() {
if (!(Key_GetCatcher() & KEYCATCH_UI)) {
return;
}
if (IN_IsCursorActive()) {
// If it's grabbed, don't use absolute position
return;
}
if (com_unfocused->integer) {
// Ignore updates when unfocused
return;
}
IN_GetMousePosition(&cl.mousex, &cl.mousey);
}
/*
=================
CL_JoystickMove
=================
*/
void CL_JoystickMove( usercmd_t *cmd ) {
float anglespeed;
float yaw = j_yaw->value * cl.joystickAxis[j_yaw_axis->integer];
float right = j_side->value * cl.joystickAxis[j_side_axis->integer];
float forward = j_forward->value * cl.joystickAxis[j_forward_axis->integer];
float pitch = j_pitch->value * cl.joystickAxis[j_pitch_axis->integer];
float up = j_up->value * cl.joystickAxis[j_up_axis->integer];
if ( in_speed.active ^ cl_run->integer ) {
cmd->buttons |= BUTTON_RUN;
}
if ( in_speed.active ) {
anglespeed = 0.001 * cls.frametime * cl_anglespeedkey->value;
} else {
anglespeed = 0.001 * cls.frametime;
}
if ( !in_strafe.active ) {
cl.viewangles[YAW] += anglespeed * yaw;
cmd->rightmove = ClampChar( cmd->rightmove + (int)right );
} else {
cl.viewangles[YAW] += anglespeed * right;
cmd->rightmove = ClampChar( cmd->rightmove + (int)yaw );
}
if ( in_mlooking ) {
cl.viewangles[PITCH] += anglespeed * forward;
cmd->forwardmove = ClampChar( cmd->forwardmove + (int)pitch );
} else {
cl.viewangles[PITCH] += anglespeed * pitch;
cmd->forwardmove = ClampChar( cmd->forwardmove + (int)forward );
}
cmd->upmove = ClampChar( cmd->upmove + (int)up );
}
/*
=================
CL_MouseMove
=================
*/
void CL_MouseMove( usercmd_t *cmd ) {
float mx, my;
float cgameSensitivity;
// allow mouse smoothing
if (m_filter->integer)
{
mx = (cl.mouseDx[0] + cl.mouseDx[1]) * 0.5f;
my = (cl.mouseDy[0] + cl.mouseDy[1]) * 0.5f;
}
else
{
mx = cl.mouseDx[cl.mouseIndex];
my = cl.mouseDy[cl.mouseIndex];
}
cl.mouseIndex ^= 1;
cl.mouseDx[cl.mouseIndex] = 0;
cl.mouseDy[cl.mouseIndex] = 0;
if (mx == 0.0f && my == 0.0f)
return;
if (cl_mouseAccel->value != 0.0f)
{
if(cl_mouseAccelStyle->integer == 0)
{
float accelSensitivity;
float rate;
rate = sqrt(mx * mx + my * my) / (float) frame_msec;
accelSensitivity = cl_sensitivity->value + rate * cl_mouseAccel->value;
mx *= accelSensitivity;
my *= accelSensitivity;
if(cl_showMouseRate->integer)
Com_Printf("rate: %f, accelSensitivity: %f\n", rate, accelSensitivity);
}
else
{
float rate[2];
float power[2];
// sensitivity remains pretty much unchanged at low speeds
// cl_mouseAccel is a power value to how the acceleration is shaped
// cl_mouseAccelOffset is the rate for which the acceleration will have doubled the non accelerated amplification
// NOTE: decouple the config cvars for independent acceleration setup along X and Y?
rate[0] = fabs(mx) / (float) frame_msec;
rate[1] = fabs(my) / (float) frame_msec;
power[0] = powf(rate[0] / cl_mouseAccelOffset->value, cl_mouseAccel->value);
power[1] = powf(rate[1] / cl_mouseAccelOffset->value, cl_mouseAccel->value);
mx = cl_sensitivity->value * (mx + ((mx < 0) ? -power[0] : power[0]) * cl_mouseAccelOffset->value);
my = cl_sensitivity->value * (my + ((my < 0) ? -power[1] : power[1]) * cl_mouseAccelOffset->value);
if(cl_showMouseRate->integer)
Com_Printf("ratex: %f, ratey: %f, powx: %f, powy: %f\n", rate[0], rate[1], power[0], power[1]);
}
}
else
{
mx *= cl_sensitivity->value;
my *= cl_sensitivity->value;
}
cgameSensitivity = 1.0f;
if( cge && !UI_MenuActive() )
{
if( cge->CG_SensitivityScale() >= 0.0 ) {
cgameSensitivity = cge->CG_SensitivityScale();
}
}
mx *= cgameSensitivity;
my *= cgameSensitivity;
cmd->buttons |= BUTTON_ANY;
// add mouse X/Y movement to cmd
if(in_strafe.active)
cmd->rightmove = ClampChar(cmd->rightmove + m_side->value * mx);
else
cl.viewangles[YAW] -= m_yaw->value * mx;
if ((in_mlooking || cl_freelook->integer) && !in_strafe.active)
cl.viewangles[PITCH] += m_pitch->value * my;
else
cmd->forwardmove = ClampChar(cmd->forwardmove - m_forward->value * my);
if (!isfinite(cl.viewangles[PITCH]) || !isfinite(cl.viewangles[YAW])) {
Com_DPrintf("Invalid client viewangles encountered (view pitch: %f, view yaw: %f)!\n", cl.viewangles[PITCH], cl.viewangles[YAW]);
Com_DPrintf("cgameSensitivity: %f | mx: %f | my: %f | m_pitch: %f | m_yaw: %f\n", cgameSensitivity, mx, my, m_pitch->value, m_yaw->value);
Com_DPrintf("Resetting client viewangles\n");
cl.viewangles[PITCH] = 0;
cl.viewangles[YAW] = 0;
}
}
/*
==============
CL_ClearButtons
==============
*/
void CL_ClearButtons( void ) {
memset( in_buttons, 0, sizeof( in_buttons ) );
}
/*
==============
CL_CmdButtons
==============
*/
void CL_CmdButtons( usercmd_t *cmd ) {
int i;
//
// figure button bits
// send a button bit even if the key was pressed and released in
// less than a frame
//
for (i = 0 ; i < 15 ; i++) {
if ( in_buttons[i].active || in_buttons[i].wasPressed ) {
cmd->buttons |= 1 << i;
}
in_buttons[i].wasPressed = qfalse;
}
if (UI_MenuActive() || UI_ConsoleIsOpen()) {
cmd->buttons |= BUTTON_TALK;
}
if ( in_speed.active ^ cl_run->integer ) {
cmd->buttons |= BUTTON_RUN;
}
if (cge) {
// send weapon commands from cg
cmd->buttons |= cge->CG_WeaponCommandButtonBits();
}
// allow the game to know if any key at all is
// currently pressed, even if it isn't bound to anything
if ( anykeydown && Key_GetCatcher() == 0) {
cmd->buttons |= BUTTON_MOUSE;
}
if (anykeydown) {
cmd->buttons |= BUTTON_ANY;
}
}
/*
==============
CL_FinishMove
==============
*/
void CL_FinishMove( usercmd_t *cmd ) {
int i;
// send the current server time so the amount of movement
// can be determined without allowing cheating
cmd->serverTime = cl.serverTime;
for (i=0 ; i<3 ; i++) {
cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
}
}
/*
=================
CL_CreateCmd
=================
*/
#ifdef USE_OPENXR
/*
=================
CL_VRMove
Turns the headset and its sticks into a usercmd.
Until now head tracking only moved the camera the renderer drew from, which
left the game itself unaware of it - objectives that ask the player to look at
something, and anything else that consults the player's view angles, never saw
it. Setting the view angles here is what makes the game agree with what the
player can see.
Aim comes from the head for the moment. Section 5 of the porting plan is right
that a shooter wants it on the controller instead, but that belongs with weapon
handling; looking at things has to work first.
=================
*/
static void CL_VRMove( usercmd_t *cmd ) {
static float snapYaw;
static qboolean turnCentred = qtrue;
vrInput_t in;
float deadzone, turn;
if ( !VR_Enabled() || !VR_GetInput( &in ) ) {
return;
}
deadzone = cl_vrDeadzone ? cl_vrDeadzone->value : 0.2f;
// Turning. Snap by default: a stick that rotates the world smoothly while
// the inner ear insists otherwise is the classic way to make people ill,
// and it costs nothing to offer both.
turn = in.turn;
if ( fabs( turn ) < deadzone ) {
turnCentred = qtrue;
} else if ( cl_vrSmoothTurn && cl_vrSmoothTurn->integer ) {
snapYaw -= turn * ( cl_vrTurnSpeed ? cl_vrTurnSpeed->value : 90.0f ) * (float)cls.frametime * 0.001f;
} else if ( turnCentred ) {
// One step per flick, not per frame.
snapYaw -= ( turn > 0 ? 1.0f : -1.0f ) * ( cl_vrSnapAngle ? cl_vrSnapAngle->value : 45.0f );
turnCentred = qfalse;
}
cl.viewangles[YAW] = snapYaw + in.headYaw;
cl.viewangles[PITCH] = in.headPitch;
// Tell the renderer how much of the head's heading it is about to see come
// back the other way. These angles reach the camera through the player
// state, and the renderer composes the live headset pose on top of that
// camera - so without this the heading is applied twice.
//
// Nothing to take off during a cutscene: the camera then comes from the
// game's own camera angles rather than the player's view angles, so the
// head's heading never entered it.
if ( cl.snap.valid && ( cl.snap.ps.pm_flags & PMF_CAMERA_VIEW ) ) {
VR_SetBaseYaw( 0.0f );
} else {
VR_SetBaseYaw( in.headYaw );
}
// The grips hold rungs on a ladder rather than steadying the weapon and
// reloading, and the VR layer cannot see the player state to know that.
VR_SetClimbing( ( cl.snap.valid && cl.snap.ps.pm_type == PM_CLIMBWALL ) ? qtrue : qfalse );
// And whether there is anything in the player's hand, which decides
// whether a grip closing on a holster draws from it or puts back into it.
VR_SetArmed( ( cl.snap.valid && cl.snap.ps.activeItems[1] >= 0 ) ? qtrue : qfalse );
// Walking follows the off hand rather than the gaze. Tying travel to where
// the player is looking means they cannot glance sideways without veering,
// which is what makes room scale movement feel like being dragged around;
// steering with the free hand lets them look wherever they like and keep
// walking in a straight line.
{
float forward = in.moveForward;
float side = in.moveRight;
float heading = 0.0f;
// Radial, and taken before the rotation below mixes the two axes.
// Measuring the components separately afterwards cuts a dead cross out
// of the middle of the stick's travel: a gentle push at forty five
// degrees splits into two components that are each under the threshold,
// so the player leans on the stick and nothing happens.
if ( sqrt( forward * forward + side * side ) < deadzone ) {
forward = 0.0f;
side = 0.0f;
}
if ( in.offhandTracked && !( cl_vrWalkWithView && cl_vrWalkWithView->integer ) ) {
heading = in.offhandYaw - in.headYaw;
}
if ( heading != 0.0f ) {
// forwardmove and rightmove are resolved against the view angles, so
// what goes in the usercmd is the stick expressed in the head's
// frame - which means rotating it back by however far the hand leads
// the head, not forward by it. The wrong sign here mirrors the
// steering rather than offsetting it: the player points the hand
// left and walks right, and only dead ahead behaves.
float radians = DEG2RAD( heading );
float c = cos( radians );
float sn = sin( radians );
float f = forward;
forward = f * c + side * sn;
side = side * c - f * sn;
}
// Room scale, added on top of the stick. The headset moving is only a
// camera offset until it reaches the usercmd: the view goes where the
// player walked and the character stays behind, so they lean through
// walls and never actually travel. Handing the step to the same pmove
// the stick feeds means the body goes too, and is stopped by the same
// things that stop it when walking on the stick.
{
float stepForward = in.stepForward;
float stepSide = in.stepRight;
// Into the view's frame, exactly as the stick is, and for the same
// reason: the step is measured in the play space, but forwardmove
// and rightmove are resolved against where the player is looking.
if ( in.headYaw != 0.0f ) {
float radians = DEG2RAD( -in.headYaw );
float c = cos( radians );
float sn = sin( radians );
float f = stepForward;
stepForward = f * c + stepSide * sn;
stepSide = stepSide * c - f * sn;
}
if ( cls.frametime > 0 ) {
// Units this frame into units a second, then into the fraction
// of a run that represents, which is what the usercmd carries.
const float perSecond = 1000.0f / (float)cls.frametime;
const float runSpeed = 250.0f;
const float factor = cl_vrStepScale ? cl_vrStepScale->value : 1.0f;
forward += stepForward * perSecond / runSpeed * factor;
side += stepSide * perSecond / runSpeed * factor;
}
}
if ( forward != 0.0f ) {
cmd->forwardmove = ClampChar( cmd->forwardmove + (int)( forward * 127.0f ) );
}
if ( side != 0.0f ) {
cmd->rightmove = ClampChar( cmd->rightmove + (int)( side * 127.0f ) );
}
}
}
#endif
usercmd_t CL_CreateCmd( void ) {
usercmd_t cmd;
vec3_t oldAngles;
VectorCopy( cl.viewangles, oldAngles );
// keyboard angle adjustment
CL_AdjustAngles ();
Com_Memset( &cmd, 0, sizeof( cmd ) );
CL_CmdButtons( &cmd );
// get basic movement from keyboard
CL_KeyMove( &cmd );
// get basic movement from mouse
CL_MouseMove( &cmd );
// get basic movement from joystick
CL_JoystickMove( &cmd );
#ifdef USE_OPENXR
CL_VRMove( &cmd );
#endif
// check to make sure the angles haven't wrapped
if ( cl.viewangles[PITCH] - oldAngles[PITCH] > 90 ) {
cl.viewangles[PITCH] = oldAngles[PITCH] + 90;
} else if ( oldAngles[PITCH] - cl.viewangles[PITCH] > 90 ) {
cl.viewangles[PITCH] = oldAngles[PITCH] - 90;
}
// store out the final values
CL_FinishMove( &cmd );
// draw debug graphs of turning for mouse testing
if ( cl_debugMove->integer ) {
if ( cl_debugMove->integer == 1 ) {
SCR_DebugGraph( fabs(cl.viewangles[YAW] - oldAngles[YAW]) );
}
if ( cl_debugMove->integer == 2 ) {
SCR_DebugGraph( fabs(cl.viewangles[PITCH] - oldAngles[PITCH]) );
}
}
return cmd;
}
/*
=================
CL_CreateNewCommands
Create a new usercmd_t structure for this frame
=================
*/
void CL_CreateNewCommands( void ) {
usercmd_t *cmd;
int cmdNum;
// no need to create usercmds until we have a gamestate
if ( clc.state < CA_PRIMED ) {
return;
}
frame_msec = com_frameTime - old_com_frameTime;
// if running over 1000fps, act as if each frame is 1ms
// prevents divisions by zero
if ( frame_msec < 1 ) {
frame_msec = 1;
}
// if running less than 5fps, truncate the extra time to prevent
// unexpected moves after a hitch
if ( frame_msec > 200 ) {
frame_msec = 200;
}
old_com_frameTime = com_frameTime;
// generate a command for this frame
cl.cmdNumber++;
cmdNum = cl.cmdNumber & CMD_MASK;
cl.cmds[cmdNum] = CL_CreateCmd ();
cmd = &cl.cmds[cmdNum];
}
/*
=================
CL_EyeInfo
Gather eyes data from client game module
=================
*/
void CL_EyeInfo(usereyes_t* info) {
int i;
vec3_t vAngles, vOfs;
if (cge) {
// copy the eye offset
cge->CG_EyeOffset(&vOfs);
for (i = 0; i < 3; i++) {
vOfs[i] += 0.5;
if (vOfs[i] < -127.0) {
vOfs[i] = -127.0;
} else if (vOfs[i] > 128.0) {
vOfs[i] = 128.0;
}
info->ofs[i] = vOfs[i];
}
cge->CG_EyeAngles(&vAngles);
info->angles[0] = vAngles[0];
info->angles[1] = vAngles[1];
} else {
// clear the eye offset
for (i = 0; i < 3; i++) {
info->ofs[i] = 0;
}
info->angles[0] = info->angles[1] = 0.0;
}
}
/*
=================
CL_ReadyToSendPacket
Returns qfalse if we are over the maxpackets limit
and should choke back the bandwidth a bit by not sending
a packet this frame. All the commands will still get
delivered in the next packet, but saving a header and
getting more delta compression will reduce total bandwidth.
=================
*/
qboolean CL_ReadyToSendPacket( void ) {
int oldPacketNum;
int delta;
// don't send anything if playing back a demo
if ( clc.demoplaying || clc.state == CA_CINEMATIC ) {
return qfalse;
}
// If we are downloading, we send no less than 50ms between packets
if ( *clc.downloadTempName &&
cls.realtime - clc.lastPacketSentTime < 50 ) {
return qfalse;
}
// if we don't have a valid gamestate yet, only send
// one packet a second
if ( clc.state != CA_ACTIVE &&
clc.state != CA_PRIMED &&
!*clc.downloadTempName &&
cls.realtime - clc.lastPacketSentTime < 1000 ) {
return qfalse;
}
// send every frame for loopbacks
if ( clc.netchan.remoteAddress.type == NA_LOOPBACK ) {
return qtrue;
}
// send every frame for LAN
if ( cl_lanForcePackets->integer && Sys_IsLANAddress( clc.netchan.remoteAddress ) ) {
return qtrue;
}
// check for exceeding cl_maxpackets
if ( cl_maxpackets->integer < 30 ) {
Cvar_Set( "cl_maxpackets", "30" );
} else if ( cl_maxpackets->integer > 125 ) {
Cvar_Set( "cl_maxpackets", "125" );
}
oldPacketNum = (clc.netchan.outgoingSequence - 1) & PACKET_MASK;
delta = cls.realtime - cl.outPackets[ oldPacketNum ].p_realtime;
if ( delta < 1000 / cl_maxpackets->integer ) {
// the accumulated commands will go out in the next packet
return qfalse;
}
return qtrue;
}
/*
===================
CL_WritePacket
Create and send the command packet to the server
Including both the reliable commands and the usercmds
During normal gameplay, a client packet will contain something like:
4 sequence number
2 qport
4 serverid
4 acknowledged sequence number
4 clc.serverCommandSequence
<optional reliable commands>
1 clc_move or clc_moveNoDelta
1 command count
<count * usercmds>
===================
*/
void CL_WritePacket( void ) {
msg_t buf;
byte data[MAX_MSGLEN];
int i, j;
usercmd_t *cmd, *oldcmd;
usercmd_t nullcmd;
int packetNum;
int oldPacketNum;
int count, key;
usereyes_t eyeInfo;
// don't send anything if playing back a demo
if ( clc.demoplaying || clc.state == CA_CINEMATIC ) {
return;
}
Com_Memset( &nullcmd, 0, sizeof(nullcmd) );
oldcmd = &nullcmd;
MSG_Init( &buf, data, sizeof(data) );
MSG_Bitstream( &buf );
// write the current serverId so the server
// can tell if this is from the current gameState
MSG_WriteLong( &buf, cl.serverId );
// write the last message we received, which can
// be used for delta compression, and is also used
// to tell if we dropped a gamestate
MSG_WriteLong( &buf, clc.serverMessageSequence );
// write the last reliable message we received
MSG_WriteLong( &buf, clc.serverCommandSequence );
// write any unacknowledged clientCommands
for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) {
MSG_WriteByte( &buf, clc_clientCommand );
MSG_WriteLong( &buf, i );
MSG_WriteScrambledString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
}
// we want to send all the usercmds that were generated in the last
// few packet, so even if a couple packets are dropped in a row,
// all the cmds will make it to the server
if ( cl_packetdup->integer < 0 ) {
Cvar_Set( "cl_packetdup", "0" );
} else if ( cl_packetdup->integer > 5 ) {
Cvar_Set( "cl_packetdup", "5" );
}
oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK;
count = cl.cmdNumber - cl.outPackets[ oldPacketNum ].p_cmdNumber;
if ( count > MAX_PACKET_USERCMDS ) {
count = MAX_PACKET_USERCMDS;
Com_Printf("MAX_PACKET_USERCMDS\n");
}
#ifdef USE_VOIP
if (clc.voipOutgoingDataSize > 0)
{
if((clc.voipFlags & VOIP_SPATIAL) || Com_IsVoipTarget(clc.voipTargets, sizeof(clc.voipTargets), -1))
{
MSG_WriteByte (&buf, clc_voipOpus);
MSG_WriteByte (&buf, clc.voipOutgoingGeneration);
MSG_WriteLong (&buf, clc.voipOutgoingSequence);
MSG_WriteByte (&buf, clc.voipOutgoingDataFrames);
MSG_WriteData (&buf, clc.voipTargets, sizeof(clc.voipTargets));
MSG_WriteByte(&buf, clc.voipFlags);
MSG_WriteShort (&buf, clc.voipOutgoingDataSize);
MSG_WriteData (&buf, clc.voipOutgoingData, clc.voipOutgoingDataSize);
// If we're recording a demo, we have to fake a server packet with
// this VoIP data so it gets to disk; the server doesn't send it
// back to us, and we might as well eliminate concerns about dropped
// and misordered packets here.
if(clc.demorecording && !clc.demowaiting)
{
const int voipSize = clc.voipOutgoingDataSize;
msg_t fakemsg;
byte fakedata[MAX_MSGLEN];
MSG_Init (&fakemsg, fakedata, sizeof (fakedata));
MSG_Bitstream (&fakemsg);
MSG_WriteLong (&fakemsg, clc.reliableAcknowledge);
MSG_WriteByte (&fakemsg, svc_voipOpus);
MSG_WriteShort (&fakemsg, clc.clientNum);
MSG_WriteByte (&fakemsg, clc.voipOutgoingGeneration);
MSG_WriteLong (&fakemsg, clc.voipOutgoingSequence);
MSG_WriteByte (&fakemsg, clc.voipOutgoingDataFrames);
MSG_WriteShort (&fakemsg, clc.voipOutgoingDataSize );
MSG_WriteBits (&fakemsg, clc.voipFlags, VOIP_FLAGCNT);
MSG_WriteData (&fakemsg, clc.voipOutgoingData, voipSize);
MSG_WriteByte (&fakemsg, svc_EOF);
CL_WriteDemoMessage (&fakemsg, 0);
}
clc.voipOutgoingSequence += clc.voipOutgoingDataFrames;
clc.voipOutgoingDataSize = 0;
clc.voipOutgoingDataFrames = 0;
}
else
{
// We have data, but no targets. Silently discard all data
clc.voipOutgoingDataSize = 0;
clc.voipOutgoingDataFrames = 0;
}
}
#endif
if ( count >= 1 ) {
if ( cl_showSend->integer ) {
Com_Printf( "(%i)", count );
}
// begin a client move command
if ( cl_nodelta->integer || !cl.snap.valid || clc.demowaiting
|| clc.serverMessageSequence != cl.snap.messageNum ) {
MSG_WriteByte (&buf, clc_moveNoDelta);
} else {
MSG_WriteByte (&buf, clc_move);
}
// write the command count
MSG_WriteByte( &buf, count );
CL_EyeInfo( &eyeInfo );
MSG_WriteDeltaEyeInfo( &buf, &cl.outPackets[ oldPacketNum ].p_eyeinfo, &eyeInfo );
// use the checksum feed in the key
key = clc.checksumFeed;
// also use the message acknowledge
key ^= clc.serverMessageSequence;
// also use the last acknowledged server command in the key
key ^= Com_HashKey(clc.serverCommands[ clc.serverCommandSequence & (MAX_RELIABLE_COMMANDS-1) ], 32);
// write all the commands, including the predicted command
for ( i = 0 ; i < count ; i++ ) {
j = (cl.cmdNumber - count + i + 1) & CMD_MASK;
cmd = &cl.cmds[j];
MSG_WriteDeltaUsercmdKey (&buf, key, oldcmd, cmd);
oldcmd = cmd;
}
}
else {
eyeInfo.ofs[0] = 0;
eyeInfo.ofs[1] = 0;
eyeInfo.ofs[2] = 0;
eyeInfo.angles[0] = cl.viewangles[0];
eyeInfo.angles[1] = cl.viewangles[1];
}
//
// deliver the message
//
packetNum = clc.netchan.outgoingSequence & PACKET_MASK;
cl.outPackets[ packetNum ].p_realtime = cls.realtime;
cl.outPackets[ packetNum ].p_serverTime = oldcmd->serverTime;
cl.outPackets[ packetNum ].p_cmdNumber = cl.cmdNumber;
cl.outPackets[ packetNum ].p_eyeinfo = eyeInfo;
clc.lastPacketSentTime = cls.realtime;
if ( cl_showSend->integer ) {
Com_Printf( "%zu ", buf.cursize );
}
CL_Netchan_Transmit (&clc.netchan, &buf);
}
/*
=================
CL_SendCmd
Called every frame to builds and sends a command packet to the server.
=================
*/
void CL_SendCmd( void ) {
// don't send any message if not connected
if ( clc.state < CA_CONNECTED ) {
return;
}
// don't send commands if paused
if ( com_sv_running->integer && paused->integer ) {
return;
}
// we create commands even if a demo is playing,
CL_CreateNewCommands();
// don't send a packet if the last packet was sent too recently
if ( !CL_ReadyToSendPacket() ) {
if ( cl_showSend->integer ) {
Com_Printf( ". " );
}
return;
}
CL_WritePacket();
}
/*
============
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("+attack", IN_AttackPrimaryDown);
Cmd_AddCommand("-attack", IN_AttackPrimaryUp);
Cmd_AddCommand("+attackprimary", IN_AttackPrimaryDown);
Cmd_AddCommand("-attackprimary", IN_AttackPrimaryUp);
Cmd_AddCommand("+attacksecondary", IN_AttackSecondaryDown);
Cmd_AddCommand("-attacksecondary", IN_AttackSecondaryUp);
Cmd_AddCommand("+use", IN_Button3Down);
Cmd_AddCommand("-use", IN_Button3Up);
Cmd_AddCommand("+leanleft", IN_LeanLeftDown);
Cmd_AddCommand("-leanleft", IN_LeanLeftUp);
Cmd_AddCommand("+leanright", IN_LeanRightDown);
Cmd_AddCommand("-leanright", IN_LeanRightUp);
Cmd_AddCommand("+speed", IN_SpeedDown);
Cmd_AddCommand("-speed", IN_SpeedUp);
Cmd_AddCommand("+button0", IN_Button0Down);
Cmd_AddCommand("-button0", IN_Button0Up);
Cmd_AddCommand("+button1", IN_Button1Down);
Cmd_AddCommand("-button1", IN_Button1Up);
Cmd_AddCommand("+button2", IN_Button2Down);
Cmd_AddCommand("-button2", IN_Button2Up);
Cmd_AddCommand("+button3", IN_Button3Down);
Cmd_AddCommand("-button3", IN_Button3Up);
Cmd_AddCommand("+button4", IN_Button4Down);
Cmd_AddCommand("-button4", IN_Button4Up);
Cmd_AddCommand("+button5", IN_Button5Down);
Cmd_AddCommand("-button5", IN_Button5Up);
Cmd_AddCommand("+button6", IN_Button6Down);
Cmd_AddCommand("-button6", IN_Button6Up);
Cmd_AddCommand("+button7", IN_Button7Down);
Cmd_AddCommand("-button7", IN_Button7Up);
Cmd_AddCommand("+button8", IN_Button8Down);
Cmd_AddCommand("-button8", IN_Button8Up);
Cmd_AddCommand("+button9", IN_Button9Down);
Cmd_AddCommand("-button9", IN_Button9Up);
Cmd_AddCommand("+button10", IN_Button10Down);
Cmd_AddCommand("-button10", IN_Button10Up);
Cmd_AddCommand("+button11", IN_Button11Down);
Cmd_AddCommand("-button11", IN_Button11Up);
Cmd_AddCommand("+button12", IN_Button12Down);
Cmd_AddCommand("-button12", IN_Button12Up);
Cmd_AddCommand("+button13", IN_Button13Down);
Cmd_AddCommand("-button13", IN_Button13Up);
Cmd_AddCommand("+button14", IN_Button14Down);
Cmd_AddCommand("-button14", IN_Button14Up);
Cmd_AddCommand("+mlook", IN_MLookDown);
Cmd_AddCommand("-mlook", IN_MLookUp);
#ifdef USE_VOIP
Cmd_AddCommand ("+voiprecord", IN_VoipRecordDown);
Cmd_AddCommand ("-voiprecord", IN_VoipRecordUp);
#endif
cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0);
cl_debugMove = Cvar_Get ("cl_debugMove", "0", 0);
#ifdef USE_OPENXR
// Comfort options, all tunable on the headset rather than at build time.
cl_vrSnapAngle = Cvar_Get( "cl_vrSnapAngle", "45", CVAR_ARCHIVE );
cl_vrSmoothTurn = Cvar_Get( "cl_vrSmoothTurn", "0", CVAR_ARCHIVE );
cl_vrTurnSpeed = Cvar_Get( "cl_vrTurnSpeed", "90", CVAR_ARCHIVE );
cl_vrDeadzone = Cvar_Get( "cl_vrDeadzone", "0.2", CVAR_ARCHIVE );
cl_vrWalkWithView = Cvar_Get( "cl_vrWalkWithView", "0", CVAR_ARCHIVE );
// How much of a real step becomes a step in the game. 1 is one for one at
// vr_worldscale; higher covers more ground than the room has.
cl_vrStepScale = Cvar_Get( "cl_vrStepScale", "1", CVAR_ARCHIVE );
#endif
}
/*
============
CL_ShutdownInput
============
*/
void CL_ShutdownInput(void)
{
Cmd_RemoveCommand("centerview");
Cmd_RemoveCommand("+moveup");
Cmd_RemoveCommand("-moveup");
Cmd_RemoveCommand("+movedown");
Cmd_RemoveCommand("-movedown");
Cmd_RemoveCommand("+left");
Cmd_RemoveCommand("-left");
Cmd_RemoveCommand("+right");
Cmd_RemoveCommand("-right");
Cmd_RemoveCommand("+forward");
Cmd_RemoveCommand("-forward");
Cmd_RemoveCommand("+back");
Cmd_RemoveCommand("-back");
Cmd_RemoveCommand("+lookup");
Cmd_RemoveCommand("-lookup");
Cmd_RemoveCommand("+lookdown");
Cmd_RemoveCommand("-lookdown");
Cmd_RemoveCommand("+strafe");
Cmd_RemoveCommand("-strafe");
Cmd_RemoveCommand("+moveleft");
Cmd_RemoveCommand("-moveleft");
Cmd_RemoveCommand("+moveright");
Cmd_RemoveCommand("-moveright");
Cmd_RemoveCommand("+speed");
Cmd_RemoveCommand("-speed");
Cmd_RemoveCommand("+attack");
Cmd_RemoveCommand("-attack");
Cmd_RemoveCommand("+button0");
Cmd_RemoveCommand("-button0");
Cmd_RemoveCommand("+button1");
Cmd_RemoveCommand("-button1");
Cmd_RemoveCommand("+button2");
Cmd_RemoveCommand("-button2");
Cmd_RemoveCommand("+button3");
Cmd_RemoveCommand("-button3");
Cmd_RemoveCommand("+button4");
Cmd_RemoveCommand("-button4");
Cmd_RemoveCommand("+button5");
Cmd_RemoveCommand("-button5");
Cmd_RemoveCommand("+button6");
Cmd_RemoveCommand("-button6");
Cmd_RemoveCommand("+button7");
Cmd_RemoveCommand("-button7");
Cmd_RemoveCommand("+button8");
Cmd_RemoveCommand("-button8");
Cmd_RemoveCommand("+button9");
Cmd_RemoveCommand("-button9");
Cmd_RemoveCommand("+button10");
Cmd_RemoveCommand("-button10");
Cmd_RemoveCommand("+button11");
Cmd_RemoveCommand("-button11");
Cmd_RemoveCommand("+button12");
Cmd_RemoveCommand("-button12");
Cmd_RemoveCommand("+button13");
Cmd_RemoveCommand("-button13");
Cmd_RemoveCommand("+button14");
Cmd_RemoveCommand("-button14");
Cmd_RemoveCommand("+mlook");
Cmd_RemoveCommand("-mlook");
#ifdef USE_VOIP
Cmd_RemoveCommand("+voiprecord");
Cmd_RemoveCommand("-voiprecord");
#endif
}