# Changing the locomotion Input for Quake

**URL:** <https://discourse.ioquake.org/t/changing-the-locomotion-input-for-quake/1312>\
**Category:** Uncategorized\
**Created:** [June 14, 2019, 5:00am UTC](https://discourse.ioquake.org/t/changing-the-locomotion-input-for-quake/1312 "2019-06-14T05:00:06Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![VRito](https://avatars.discourse-cdn.com/v4/letter/v/c67d28/32.png) [@VRito](https://discourse.ioquake.org/u/VRito)\
**Post date:** [June 14, 2019, 5:00am UTC](https://discourse.ioquake.org/t/changing-the-locomotion-input-for-quake/1312/1 "2019-06-14T05:00:06Z")

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Hey Guys

We’re trying to trial out our alto device (360 degree movement) with Quake,  
but need to change the locomotion input.

Any tips would be most appreciated for how we can do this ?

Many thanks in advance!  
Vito  
[https://www.viso.space/](https://www.viso.space/)

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<div class="post-metadata">

**Author:** ![zturtleman](https://yyz2.discourse-cdn.com/flex030/user_avatar/discourse.ioquake.org/zturtleman/32/718_2.png) [@zturtleman](https://discourse.ioquake.org/u/zturtleman)\
**Post date:** [June 15, 2019, 3:06am UTC](https://discourse.ioquake.org/t/changing-the-locomotion-input-for-quake/1312/2 "2019-06-15T03:06:26Z")

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Converting the game input to the desired movement and view angles is handled by the [CL\_CreateCmd()](https://github.com/ioquake/ioq3/blob/350b8f9c7c88c002dccea4f0350f1919b86d3b4e/code/client/cl_input.c#L578-L621) function.
