]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - cl_input.c
Fix handling of sensitivity.value, and split m_accel into m_accel + m_accel_power_str...
[xonotic/darkplaces.git] / cl_input.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27 #include "thread.h"
28
29 /*
30 ===============================================================================
31
32 KEY BUTTONS
33
34 Continuous button event tracking is complicated by the fact that two different
35 input sources (say, mouse button 1 and the control key) can both press the
36 same button, but the button should only be released when both of the
37 pressing key have been released.
38
39 When a key event issues a button command (+forward, +attack, etc), it appends
40 its key number as a parameter to the command so it can be matched up with
41 the release.
42
43 state bit 0 is the current state of the key
44 state bit 1 is edge triggered on the up to down transition
45 state bit 2 is edge triggered on the down to up transition
46
47 ===============================================================================
48 */
49
50
51 kbutton_t       in_mlook, in_klook;
52 kbutton_t       in_left, in_right, in_forward, in_back;
53 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
54 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
55 kbutton_t       in_up, in_down;
56 // LadyHavoc: added 6 new buttons
57 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 //even more
59 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
60
61 int                     in_impulse;
62
63
64
65 static void KeyDown (cmd_state_t *cmd, kbutton_t *b)
66 {
67         int k;
68         const char *c;
69
70         c = Cmd_Argv(cmd, 1);
71         if (c[0])
72                 k = atoi(c);
73         else
74                 k = -1;         // typed manually at the console for continuous down
75
76         if (k == b->down[0] || k == b->down[1])
77                 return;         // repeating key
78
79         if (!b->down[0])
80                 b->down[0] = k;
81         else if (!b->down[1])
82                 b->down[1] = k;
83         else
84         {
85                 Con_Print("Three keys down for a button!\n");
86                 return;
87         }
88
89         if (b->state & 1)
90                 return;         // still down
91         b->state |= 1 + 2;      // down + impulse down
92 }
93
94 static void KeyUp (cmd_state_t *cmd, kbutton_t *b)
95 {
96         int k;
97         const char *c;
98
99         c = Cmd_Argv(cmd, 1);
100         if (c[0])
101                 k = atoi(c);
102         else
103         { // typed manually at the console, assume for unsticking, so clear all
104                 b->down[0] = b->down[1] = 0;
105                 b->state = 4;   // impulse up
106                 return;
107         }
108
109         if (b->down[0] == k)
110                 b->down[0] = 0;
111         else if (b->down[1] == k)
112                 b->down[1] = 0;
113         else
114                 return;         // key up without coresponding down (menu pass through)
115         if (b->down[0] || b->down[1])
116                 return;         // some other key is still holding it down
117
118         if (!(b->state & 1))
119                 return;         // still up (this should not happen)
120         b->state &= ~1;         // now up
121         b->state |= 4;          // impulse up
122 }
123
124 static void IN_KLookDown(cmd_state_t *cmd) {KeyDown(cmd, &in_klook);}
125 static void IN_KLookUp(cmd_state_t *cmd) {KeyUp(cmd, &in_klook);}
126 static void IN_MLookDown(cmd_state_t *cmd) {KeyDown(cmd, &in_mlook);}
127 static void IN_MLookUp(cmd_state_t *cmd)
128 {
129         KeyUp(cmd, &in_mlook);
130         if ( !(in_mlook.state&1) && lookspring.value)
131                 V_StartPitchDrift_f(cmd);
132 }
133 static void IN_UpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_up);}
134 static void IN_UpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_up);}
135 static void IN_DownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_down);}
136 static void IN_DownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_down);}
137 static void IN_LeftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_left);}
138 static void IN_LeftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_left);}
139 static void IN_RightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_right);}
140 static void IN_RightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_right);}
141 static void IN_ForwardDown(cmd_state_t *cmd) {KeyDown(cmd, &in_forward);}
142 static void IN_ForwardUp(cmd_state_t *cmd) {KeyUp(cmd, &in_forward);}
143 static void IN_BackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_back);}
144 static void IN_BackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_back);}
145 static void IN_LookupDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookup);}
146 static void IN_LookupUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookup);}
147 static void IN_LookdownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookdown);}
148 static void IN_LookdownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookdown);}
149 static void IN_MoveleftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveleft);}
150 static void IN_MoveleftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveleft);}
151 static void IN_MoverightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveright);}
152 static void IN_MoverightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveright);}
153
154 static void IN_SpeedDown(cmd_state_t *cmd) {KeyDown(cmd, &in_speed);}
155 static void IN_SpeedUp(cmd_state_t *cmd) {KeyUp(cmd, &in_speed);}
156 static void IN_StrafeDown(cmd_state_t *cmd) {KeyDown(cmd, &in_strafe);}
157 static void IN_StrafeUp(cmd_state_t *cmd) {KeyUp(cmd, &in_strafe);}
158
159 static void IN_AttackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_attack);}
160 static void IN_AttackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_attack);}
161
162 static void IN_UseDown(cmd_state_t *cmd) {KeyDown(cmd, &in_use);}
163 static void IN_UseUp(cmd_state_t *cmd) {KeyUp(cmd, &in_use);}
164
165 // LadyHavoc: added 6 new buttons
166 static void IN_Button3Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button3);}
167 static void IN_Button3Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button3);}
168 static void IN_Button4Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button4);}
169 static void IN_Button4Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button4);}
170 static void IN_Button5Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button5);}
171 static void IN_Button5Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button5);}
172 static void IN_Button6Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button6);}
173 static void IN_Button6Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button6);}
174 static void IN_Button7Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button7);}
175 static void IN_Button7Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button7);}
176 static void IN_Button8Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button8);}
177 static void IN_Button8Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button8);}
178
179 static void IN_Button9Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button9);}
180 static void IN_Button9Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button9);}
181 static void IN_Button10Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button10);}
182 static void IN_Button10Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button10);}
183 static void IN_Button11Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button11);}
184 static void IN_Button11Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button11);}
185 static void IN_Button12Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button12);}
186 static void IN_Button12Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button12);}
187 static void IN_Button13Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button13);}
188 static void IN_Button13Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button13);}
189 static void IN_Button14Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button14);}
190 static void IN_Button14Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button14);}
191 static void IN_Button15Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button15);}
192 static void IN_Button15Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button15);}
193 static void IN_Button16Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button16);}
194 static void IN_Button16Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button16);}
195
196 static void IN_JumpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_jump);}
197 static void IN_JumpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_jump);}
198
199 static void IN_Impulse(cmd_state_t *cmd) {in_impulse=atoi(Cmd_Argv(cmd, 1));}
200
201 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202
203 static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
204 {
205         int i;
206         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
207                 if(in_bestweapon_info[i].impulse == impulse)
208                         break;
209         if(i >= IN_BESTWEAPON_MAX)
210         {
211                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
212                 return; // sorry
213         }
214         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
215         in_bestweapon_info[i].impulse = impulse;
216         if(weaponbit != -1)
217                 in_bestweapon_info[i].weaponbit = weaponbit;
218         if(activeweaponcode != -1)
219                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220         if(ammostat != -1)
221                 in_bestweapon_info[i].ammostat = ammostat;
222         if(ammomin != -1)
223                 in_bestweapon_info[i].ammomin = ammomin;
224 }
225
226 void IN_BestWeapon_ResetData (void)
227 {
228         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
229         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
230         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
232         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
234         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
236         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
237         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
238         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
239         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
240         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
241         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
242 }
243
244 static void IN_BestWeapon_Register_f(cmd_state_t *cmd)
245 {
246         if(Cmd_Argc(cmd) == 7)
247         {
248                 IN_BestWeapon_Register(
249                         Cmd_Argv(cmd, 1),
250                         atoi(Cmd_Argv(cmd, 2)),
251                         atoi(Cmd_Argv(cmd, 3)),
252                         atoi(Cmd_Argv(cmd, 4)),
253                         atoi(Cmd_Argv(cmd, 5)),
254                         atoi(Cmd_Argv(cmd, 6))
255                 );
256         }
257         else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "clear"))
258         {
259                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260         }
261         else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "quake"))
262         {
263                 IN_BestWeapon_ResetData();
264         }
265         else
266         {
267                 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));
268         }
269 }
270
271 static void IN_BestWeapon_f(cmd_state_t *cmd)
272 {
273         int i, n;
274         const char *t;
275         if (Cmd_Argc(cmd) < 2)
276         {
277                 Con_Printf("bestweapon requires 1 or more parameters\n");
278                 return;
279         }
280         for (i = 1;i < Cmd_Argc(cmd);i++)
281         {
282                 t = Cmd_Argv(cmd, i);
283                 // figure out which weapon this character refers to
284                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285                 {
286                         if (!strcmp(in_bestweapon_info[n].name, t))
287                         {
288                                 // we found out what weapon this character refers to
289                                 // check if the inventory contains the weapon and enough ammo
290                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291                                 {
292                                         // we found one of the weapons the player wanted
293                                         // send an impulse to switch to it
294                                         in_impulse = in_bestweapon_info[n].impulse;
295                                         return;
296                                 }
297                                 break;
298                         }
299                 }
300                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301         }
302         // if we couldn't find any of the weapons, there's nothing more we can do...
303 }
304
305 /*
306 ===============
307 CL_KeyState
308
309 Returns 0.25 if a key was pressed and released during the frame,
310 0.5 if it was pressed and held
311 0 if held then released, and
312 1.0 if held for the entire time
313 ===============
314 */
315 float CL_KeyState (kbutton_t *key)
316 {
317         float           val;
318         qboolean        impulsedown, impulseup, down;
319
320         impulsedown = (key->state & 2) != 0;
321         impulseup = (key->state & 4) != 0;
322         down = (key->state & 1) != 0;
323         val = 0;
324
325         if (impulsedown && !impulseup)
326         {
327                 if (down)
328                         val = 0.5;      // pressed and held this frame
329                 else
330                         val = 0;        //      I_Error ();
331         }
332         if (impulseup && !impulsedown)
333         {
334                 if (down)
335                         val = 0;        //      I_Error ();
336                 else
337                         val = 0;        // released this frame
338         }
339         if (!impulsedown && !impulseup)
340         {
341                 if (down)
342                         val = 1.0;      // held the entire frame
343                 else
344                         val = 0;        // up the entire frame
345         }
346         if (impulsedown && impulseup)
347         {
348                 if (down)
349                         val = 0.75;     // released and re-pressed this frame
350                 else
351                         val = 0.25;     // pressed and released this frame
352         }
353
354         key->state &= 1;                // clear impulses
355
356         return val;
357 }
358
359
360
361
362 //==========================================================================
363
364 cvar_t cl_upspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
365 cvar_t cl_forwardspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
366 cvar_t cl_backspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
367 cvar_t cl_sidespeed = {CVAR_CLIENT | CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
368
369 cvar_t cl_movespeedkey = {CVAR_CLIENT | CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
370 cvar_t cl_movecliptokeyboard = {CVAR_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"};
371
372 cvar_t cl_yawspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
373 cvar_t cl_pitchspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
374
375 cvar_t cl_anglespeedkey = {CVAR_CLIENT | CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
376
377 cvar_t cl_movement = {CVAR_CLIENT | CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement on DP servers (use cl_nopred for QWSV servers)"};
378 cvar_t cl_movement_replay = {CVAR_CLIENT, "cl_movement_replay", "1", "use engine prediction"};
379 cvar_t cl_movement_nettimeout = {CVAR_CLIENT | CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
380 cvar_t cl_movement_minping = {CVAR_CLIENT | CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
381 cvar_t cl_movement_track_canjump = {CVAR_CLIENT | CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
382 cvar_t cl_movement_maxspeed = {CVAR_CLIENT, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
383 cvar_t cl_movement_maxairspeed = {CVAR_CLIENT, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
384 cvar_t cl_movement_stopspeed = {CVAR_CLIENT, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
385 cvar_t cl_movement_friction = {CVAR_CLIENT, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
386 cvar_t cl_movement_wallfriction = {CVAR_CLIENT, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
387 cvar_t cl_movement_waterfriction = {CVAR_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"};
388 cvar_t cl_movement_edgefriction = {CVAR_CLIENT, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
389 cvar_t cl_movement_stepheight = {CVAR_CLIENT, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
390 cvar_t cl_movement_accelerate = {CVAR_CLIENT, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
391 cvar_t cl_movement_airaccelerate = {CVAR_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"};
392 cvar_t cl_movement_wateraccelerate = {CVAR_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"};
393 cvar_t cl_movement_jumpvelocity = {CVAR_CLIENT, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
394 cvar_t cl_movement_airaccel_qw = {CVAR_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"};
395 cvar_t cl_movement_airaccel_sideways_friction = {CVAR_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"};
396 cvar_t cl_nopred = {CVAR_CLIENT | CVAR_SAVE, "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)"};
397
398 cvar_t in_pitch_min = {CVAR_CLIENT, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
399 cvar_t in_pitch_max = {CVAR_CLIENT, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
400
401 cvar_t m_filter = {CVAR_CLIENT | CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"}; 
402 cvar_t m_accelerate = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate","1", "linear mouse acceleration factor"};
403 cvar_t m_accelerate_minspeed = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed in px/s, no acceleration is done, with a linear slope between"};
404 cvar_t m_accelerate_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed in px/s, full acceleration is done, with a linear slope between"};
405 cvar_t m_accelerate_filter = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_filter","0.1", "linear mouse acceleration factor filtering lowpass constant in seconds"};
406 cvar_t m_accelerate_power_offset = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power_offset","0", "below this speed in px/ms, no power acceleration is done"};
407 cvar_t m_accelerate_power = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power","2", "acceleration power (must be above 1 to be useful)"};
408 cvar_t m_accelerate_power_senscap = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power_senscap", "0", "maximum acceleration factor generated by power acceleration; use 0 for unbounded"};
409 cvar_t m_accelerate_power_strength = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power_strength", "0", "strength of the mouse acceleration effect"};
410
411 cvar_t cl_netfps = {CVAR_CLIENT | CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
412 cvar_t cl_netrepeatinput = {CVAR_CLIENT | CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
413 cvar_t cl_netimmediatebuttons = {CVAR_CLIENT | CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
414
415 cvar_t cl_nodelta = {CVAR_CLIENT, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
416
417 cvar_t cl_csqc_generatemousemoveevents = {CVAR_CLIENT, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
418
419 extern cvar_t v_flipped;
420
421 /*
422 ================
423 CL_AdjustAngles
424
425 Moves the local angle positions
426 ================
427 */
428 static void CL_AdjustAngles (void)
429 {
430         float   speed;
431         float   up, down;
432
433         if (in_speed.state & 1)
434                 speed = cl.realframetime * cl_anglespeedkey.value;
435         else
436                 speed = cl.realframetime;
437
438         if (!(in_strafe.state & 1))
439         {
440                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
441                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
442         }
443         if (in_klook.state & 1)
444         {
445                 V_StopPitchDrift ();
446                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
447                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
448         }
449
450         up = CL_KeyState (&in_lookup);
451         down = CL_KeyState(&in_lookdown);
452
453         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
454         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
455
456         if (up || down)
457                 V_StopPitchDrift ();
458
459         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
460         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
461         if (cl.viewangles[YAW] >= 180)
462                 cl.viewangles[YAW] -= 360;
463         if (cl.viewangles[PITCH] >= 180)
464                 cl.viewangles[PITCH] -= 360;
465         // TODO: honor serverinfo minpitch and maxpitch values in PROTOCOL_QUAKEWORLD
466         // TODO: honor proquake pq_fullpitch cvar when playing on proquake server (server stuffcmd's this to 0 usually)
467         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
468         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
469 }
470
471 int cl_ignoremousemoves = 2;
472
473 /*
474 ================
475 CL_Input
476
477 Send the intended movement message to the server
478 ================
479 */
480 void CL_Input (void)
481 {
482         float mx, my;
483         static float old_mouse_x = 0, old_mouse_y = 0;
484
485         // clamp before the move to prevent starting with bad angles
486         CL_AdjustAngles ();
487
488         if(v_flipped.integer)
489                 cl.viewangles[YAW] = -cl.viewangles[YAW];
490
491         // reset some of the command fields
492         cl.cmd.forwardmove = 0;
493         cl.cmd.sidemove = 0;
494         cl.cmd.upmove = 0;
495
496         // get basic movement from keyboard
497         if (in_strafe.state & 1)
498         {
499                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
500                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
501         }
502
503         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
504         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
505
506         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
507         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
508
509         if (! (in_klook.state & 1) )
510         {
511                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
512                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
513         }
514
515         // adjust for speed key
516         if (in_speed.state & 1)
517         {
518                 cl.cmd.forwardmove *= cl_movespeedkey.value;
519                 cl.cmd.sidemove *= cl_movespeedkey.value;
520                 cl.cmd.upmove *= cl_movespeedkey.value;
521         }
522
523         // allow mice or other external controllers to add to the move
524         IN_Move ();
525
526         // send mouse move to csqc
527         if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
528         {
529                 if (cl.csqc_wantsmousemove)
530                 {
531                         // event type 3 is a DP_CSQC thing
532                         static int oldwindowmouse[2];
533                         if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
534                         {
535                                 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
536                                 oldwindowmouse[0] = in_windowmouse_x;
537                                 oldwindowmouse[1] = in_windowmouse_y;
538                         }
539                 }
540                 else
541                 {
542                         if (in_mouse_x || in_mouse_y)
543                                 CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
544                 }
545         }
546
547        // apply m_accelerate if it is on
548         if(m_accelerate.value > 0)
549         {
550                 float mouse_deltadist = sqrtf(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y);
551                 float speed = mouse_deltadist / cl.realframetime;
552
553                 // Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
554                 if (m_accelerate.value != 1.0f)
555                 {
556                         // First do linear slope acceleration which was ripped "in
557                         // spirit" from many classic mouse driver implementations.
558                         // If m_accelerate.value == 1, this code does nothing at all.
559                         static float averagespeed = 0;
560                         float f, mi, ma;
561                         if(m_accelerate_filter.value > 0)
562                                 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
563                         else
564                                 f = 1;
565                         averagespeed = speed * f + averagespeed * (1 - f);
566
567                         mi = max(1, m_accelerate_minspeed.value);
568                         ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
569
570                         if(averagespeed <= mi)
571                         {
572                                 f = 1;
573                         }
574                         else if(averagespeed >= ma)
575                         {
576                                 f = m_accelerate.value;
577                         }
578                         else
579                         {
580                                 f = averagespeed;
581                                 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
582                         }
583                         in_mouse_x *= f;
584                         in_mouse_y *= f;
585                 }
586
587                 // Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
588                 if (m_accelerate_power_strength.value != 0.0f)
589                 {
590                         // Then do Quake Live-style power acceleration.
591                         // Note that this behavior REPLACES the usual
592                         // sensitivity, so we apply it but then dividie by
593                         // sensitivity.value so that the later multiplication
594                         // restores it again.
595                         float accelsens = sensitivity.value;
596                         float adjusted_speed_pxms = (speed * 0.001f - m_accelerate_power_offset.value) * m_accelerate_power_strength.value;
597                         if (adjusted_speed_pxms > 0)
598                         {
599                                 if (m_accelerate_power.value > 1.0f)
600                                 {
601                                         accelsens += expf((m_accelerate_power.value - 1.0f) * logf(adjusted_speed_pxms));
602                                 }
603                                 else
604                                 {
605                                         // The limit of the then-branch for m_accel_power -> 1.
606                                         accelsens += 1.0f;
607                                         // Note: QL had just accelsens = 1.0f.
608                                         // This is mathematically wrong though.
609                                 }
610                         }
611                         else
612                         {
613                                 // The limit of the then-branch for adjusted_speed -> 0.
614                                 // accelsens += 0.0f;
615                         }
616                         if (m_accelerate_power_senscap.value > 0.0f && accelsens > m_accelerate_power_senscap.value)
617                         {
618                                 accelsens = m_accelerate_power_senscap.value;
619                         }
620                         // Divide by the standard linear sensitivity again.
621                         accelsens /= sensitivity.value;
622
623                         in_mouse_x *= accelsens;
624                         in_mouse_y *= accelsens;
625                 }
626         }
627
628         // apply m_filter if it is on
629         mx = in_mouse_x;
630         my = in_mouse_y;
631         if (m_filter.integer)
632         {
633                 in_mouse_x = (mx + old_mouse_x) * 0.5;
634                 in_mouse_y = (my + old_mouse_y) * 0.5;
635         }
636         old_mouse_x = mx;
637         old_mouse_y = my;
638
639         // ignore a mouse move if mouse was activated/deactivated this frame
640         if (cl_ignoremousemoves)
641         {
642                 cl_ignoremousemoves--;
643                 in_mouse_x = old_mouse_x = 0;
644                 in_mouse_y = old_mouse_y = 0;
645         }
646
647         // if not in menu, apply mouse move to viewangles/movement
648         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
649         {
650                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
651                 if (in_strafe.state & 1)
652                 {
653                         // strafing mode, all looking is movement
654                         V_StopPitchDrift();
655                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
656                         if (noclip_anglehack)
657                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
658                         else
659                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
660                 }
661                 else if ((in_mlook.state & 1) || freelook.integer)
662                 {
663                         // mouselook, lookstrafe causes turning to become strafing
664                         V_StopPitchDrift();
665                         if (lookstrafe.integer)
666                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
667                         else
668                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
669                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
670                 }
671                 else
672                 {
673                         // non-mouselook, yaw turning and forward/back movement
674                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
675                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
676                 }
677         }
678         else // don't pitch drift when csqc is controlling the mouse
679         {
680                 // mouse interacting with the scene, mostly stationary view
681                 V_StopPitchDrift();
682                 // update prydon cursor
683                 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
684                 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
685         }
686
687         if(v_flipped.integer)
688         {
689                 cl.viewangles[YAW] = -cl.viewangles[YAW];
690                 cl.cmd.sidemove = -cl.cmd.sidemove;
691         }
692
693         // clamp after the move to prevent rendering with bad angles
694         CL_AdjustAngles ();
695
696         if(cl_movecliptokeyboard.integer)
697         {
698                 vec_t f = 1;
699                 if (in_speed.state & 1)
700                         f *= cl_movespeedkey.value;
701                 if(cl_movecliptokeyboard.integer == 2)
702                 {
703                         // digital direction, analog amount
704                         vec_t wishvel_x, wishvel_y;
705                         wishvel_x = fabs(cl.cmd.forwardmove);
706                         wishvel_y = fabs(cl.cmd.sidemove);
707                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
708                         {
709                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
710                                 if(wishvel_x >= 2 * wishvel_y)
711                                 {
712                                         // pure X motion
713                                         if(cl.cmd.forwardmove > 0)
714                                                 cl.cmd.forwardmove = wishspeed;
715                                         else
716                                                 cl.cmd.forwardmove = -wishspeed;
717                                         cl.cmd.sidemove = 0;
718                                 }
719                                 else if(wishvel_y >= 2 * wishvel_x)
720                                 {
721                                         // pure Y motion
722                                         cl.cmd.forwardmove = 0;
723                                         if(cl.cmd.sidemove > 0)
724                                                 cl.cmd.sidemove = wishspeed;
725                                         else
726                                                 cl.cmd.sidemove = -wishspeed;
727                                 }
728                                 else
729                                 {
730                                         // diagonal
731                                         if(cl.cmd.forwardmove > 0)
732                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
733                                         else
734                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
735                                         if(cl.cmd.sidemove > 0)
736                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
737                                         else
738                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
739                                 }
740                         }
741                 }
742                 else if(cl_movecliptokeyboard.integer)
743                 {
744                         // digital direction, digital amount
745                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
746                                 cl.cmd.sidemove = cl_sidespeed.value * f;
747                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
748                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
749                         else
750                                 cl.cmd.sidemove = 0;
751                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
752                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
753                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
754                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
755                         else
756                                 cl.cmd.forwardmove = 0;
757                 }
758         }
759 }
760
761 #include "cl_collision.h"
762
763 static void CL_UpdatePrydonCursor(void)
764 {
765         vec3_t temp;
766
767         if (cl_prydoncursor.integer <= 0)
768                 VectorClear(cl.cmd.cursor_screen);
769
770         /*
771         if (cl.cmd.cursor_screen[0] < -1)
772         {
773                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
774                 cl.cmd.cursor_screen[0] = -1;
775         }
776         if (cl.cmd.cursor_screen[0] > 1)
777         {
778                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
779                 cl.cmd.cursor_screen[0] = 1;
780         }
781         if (cl.cmd.cursor_screen[1] < -1)
782         {
783                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
784                 cl.cmd.cursor_screen[1] = -1;
785         }
786         if (cl.cmd.cursor_screen[1] > 1)
787         {
788                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
789                 cl.cmd.cursor_screen[1] = 1;
790         }
791         */
792         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
793         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
794         cl.cmd.cursor_screen[2] = 1;
795
796         // calculate current view matrix
797         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
798         // calculate direction vector of cursor in viewspace by using frustum slopes
799         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);
800         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
801         // trace from view origin to the cursor
802         if (cl_prydoncursor_notrace.integer)
803         {
804                 cl.cmd.cursor_fraction = 1.0f;
805                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
806                 VectorClear(cl.cmd.cursor_normal);
807                 cl.cmd.cursor_entitynumber = 0;
808         }
809         else
810                 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);
811 }
812
813 #define NUMOFFSETS 27
814 static vec3_t offsets[NUMOFFSETS] =
815 {
816 // 1 no nudge (just return the original if this test passes)
817         { 0.000,  0.000,  0.000},
818 // 6 simple nudges
819         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
820         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
821         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
822 // 4 diagonal flat nudges
823         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
824         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
825 // 8 diagonal upward nudges
826         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
827         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
828         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
829         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
830 // 8 diagonal downward nudges
831         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
832         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
833         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
834         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
835 };
836
837 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
838 {
839         int i;
840         vec3_t neworigin;
841         for (i = 0;i < NUMOFFSETS;i++)
842         {
843                 VectorAdd(offsets[i], s->origin, neworigin);
844                 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)
845                 {
846                         VectorCopy(neworigin, s->origin);
847                         return true;
848                 }
849         }
850         // if all offsets failed, give up
851         return false;
852 }
853
854 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
855 {
856         vec_t f;
857         vec3_t origin1, origin2;
858         trace_t trace;
859
860         // make sure player is not stuck
861         CL_ClientMovement_Unstick(s);
862
863         // set crouched
864         if (s->cmd.crouch)
865         {
866                 // wants to crouch, this always works..
867                 if (!s->crouched)
868                         s->crouched = true;
869         }
870         else
871         {
872                 // wants to stand, if currently crouching we need to check for a
873                 // low ceiling first
874                 if (s->crouched)
875                 {
876                         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);
877                         if (!trace.startsolid)
878                                 s->crouched = false;
879                 }
880         }
881         if (s->crouched)
882         {
883                 VectorCopy(cl.playercrouchmins, s->mins);
884                 VectorCopy(cl.playercrouchmaxs, s->maxs);
885         }
886         else
887         {
888                 VectorCopy(cl.playerstandmins, s->mins);
889                 VectorCopy(cl.playerstandmaxs, s->maxs);
890         }
891
892         // set onground
893         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
894         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
895         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);
896         if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
897         {
898                 s->onground = true;
899
900                 // this code actually "predicts" an impact; so let's clip velocity first
901                 f = DotProduct(s->velocity, trace.plane.normal);
902                 if(f < 0) // only if moving downwards actually
903                         VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
904         }
905         else
906                 s->onground = false;
907
908         // set watertype/waterlevel
909         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
910         s->waterlevel = WATERLEVEL_NONE;
911         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
912         if (s->watertype)
913         {
914                 s->waterlevel = WATERLEVEL_WETFEET;
915                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
916                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
917                 {
918                         s->waterlevel = WATERLEVEL_SWIMMING;
919                         origin1[2] = s->origin[2] + 22;
920                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
921                                 s->waterlevel = WATERLEVEL_SUBMERGED;
922                 }
923         }
924
925         // water jump prediction
926         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
927                 s->waterjumptime = 0;
928 }
929
930 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
931 {
932         int bump;
933         double t;
934         vec_t f;
935         vec3_t neworigin;
936         vec3_t currentorigin2;
937         vec3_t neworigin2;
938         vec3_t primalvelocity;
939         trace_t trace;
940         trace_t trace2;
941         trace_t trace3;
942         CL_ClientMovement_UpdateStatus(s);
943         VectorCopy(s->velocity, primalvelocity);
944         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
945         {
946                 VectorMA(s->origin, t, s->velocity, neworigin);
947                 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);
948                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
949                 {
950                         // may be a step or wall, try stepping up
951                         // first move forward at a higher level
952                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
953                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
954                         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);
955                         if (!trace2.startsolid)
956                         {
957                                 // then move down from there
958                                 VectorCopy(trace2.endpos, currentorigin2);
959                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
960                                 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);
961                                 //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]);
962                                 // accept the new trace if it made some progress
963                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
964                                 {
965                                         trace = trace2;
966                                         VectorCopy(trace3.endpos, trace.endpos);
967                                 }
968                         }
969                 }
970
971                 // check if it moved at all
972                 if (trace.fraction >= 0.001)
973                         VectorCopy(trace.endpos, s->origin);
974
975                 // check if it moved all the way
976                 if (trace.fraction == 1)
977                         break;
978
979                 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
980                 // <LadyHavoc> I'm pretty sure I commented it out solely because it seemed redundant
981                 // this got commented out in a change that supposedly makes the code match QW better
982                 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
983                 if (trace.plane.normal[2] > 0.7)
984                         s->onground = true;
985
986                 t -= t * trace.fraction;
987
988                 f = DotProduct(s->velocity, trace.plane.normal);
989                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
990         }
991         if (s->waterjumptime > 0)
992                 VectorCopy(primalvelocity, s->velocity);
993 }
994
995
996 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
997 {
998         vec_t wishspeed;
999         vec_t f;
1000         vec3_t wishvel;
1001         vec3_t wishdir;
1002
1003         // water jump only in certain situations
1004         // this mimics quakeworld code
1005         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1006         {
1007                 vec3_t forward;
1008                 vec3_t yawangles;
1009                 vec3_t spot;
1010                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1011                 AngleVectors(yawangles, forward, NULL, NULL);
1012                 VectorMA(s->origin, 24, forward, spot);
1013                 spot[2] += 8;
1014                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1015                 {
1016                         spot[2] += 24;
1017                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1018                         {
1019                                 VectorScale(forward, 50, s->velocity);
1020                                 s->velocity[2] = 310;
1021                                 s->waterjumptime = 2;
1022                                 s->onground = false;
1023                                 s->cmd.canjump = false;
1024                         }
1025                 }
1026         }
1027
1028         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1029         {
1030                 // drift towards bottom
1031                 VectorSet(wishvel, 0, 0, -60);
1032         }
1033         else
1034         {
1035                 // swim
1036                 vec3_t forward;
1037                 vec3_t right;
1038                 vec3_t up;
1039                 // calculate movement vector
1040                 AngleVectors(s->cmd.viewangles, forward, right, up);
1041                 VectorSet(up, 0, 0, 1);
1042                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1043         }
1044
1045         // split wishvel into wishspeed and wishdir
1046         wishspeed = VectorLength(wishvel);
1047         if (wishspeed)
1048                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1049         else
1050                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1051         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1052
1053         if (s->crouched)
1054                 wishspeed *= 0.5;
1055
1056         if (s->waterjumptime <= 0)
1057         {
1058                 // water friction
1059                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1060                 f = bound(0, f, 1);
1061                 VectorScale(s->velocity, f, s->velocity);
1062
1063                 // water acceleration
1064                 f = wishspeed - DotProduct(s->velocity, wishdir);
1065                 if (f > 0)
1066                 {
1067                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1068                         VectorMA(s->velocity, f, wishdir, s->velocity);
1069                 }
1070
1071                 // holding jump button swims upward slowly
1072                 if (s->cmd.jump)
1073                 {
1074                         if (s->watertype & SUPERCONTENTS_LAVA)
1075                                 s->velocity[2] =  50;
1076                         else if (s->watertype & SUPERCONTENTS_SLIME)
1077                                 s->velocity[2] =  80;
1078                         else
1079                         {
1080                                 if (IS_NEXUIZ_DERIVED(gamemode))
1081                                         s->velocity[2] = 200;
1082                                 else
1083                                         s->velocity[2] = 100;
1084                         }
1085                 }
1086         }
1087
1088         CL_ClientMovement_Move(s);
1089 }
1090
1091 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1092 {
1093         if(forward == 0 && side == 0)
1094                 return 0; // avoid division by zero
1095         angle -= RAD2DEG(atan2(side, forward));
1096         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1097         if(angle >  1)
1098                 return 0;
1099         if(angle < -1)
1100                 return 0;
1101         return 1 - fabs(angle);
1102 }
1103
1104 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1105 {
1106         if(a == 0)
1107         {
1108                 if(lerp < 1)
1109                         return 0;
1110                 else
1111                         return b;
1112         }
1113         if(b == 0)
1114         {
1115                 if(lerp > 0)
1116                         return 0;
1117                 else
1118                         return a;
1119         }
1120         return a * pow(fabs(b / a), lerp);
1121 }
1122
1123 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1124 {
1125         vec_t zspeed, speed, dot, k;
1126
1127 #if 0
1128         // this doesn't play well with analog input
1129         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1130                 return;
1131         k = 32;
1132 #else
1133         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1134         if(k <= 0)
1135                 return;
1136 #endif
1137
1138         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1139
1140         zspeed = s->velocity[2];
1141         s->velocity[2] = 0;
1142         speed = VectorNormalizeLength(s->velocity);
1143
1144         dot = DotProduct(s->velocity, wishdir);
1145
1146         if(dot > 0) { // we can't change direction while slowing down
1147                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1148                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1149                 k *= cl.movevars_aircontrol;
1150                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1151                 VectorNormalize(s->velocity);
1152         }
1153
1154         VectorScale(s->velocity, speed, s->velocity);
1155         s->velocity[2] = zspeed;
1156 }
1157
1158 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1159 {
1160         return
1161                 (accelqw < 0 ? -1 : +1)
1162                 *
1163                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1164 }
1165
1166 static void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t stretchfactor, vec_t sidefric, vec_t speedlimit)
1167 {
1168         vec_t vel_straight;
1169         vec_t vel_z;
1170         vec3_t vel_perpend;
1171         vec_t step;
1172         vec3_t vel_xy;
1173         vec_t vel_xy_current;
1174         vec_t vel_xy_backward, vel_xy_forward;
1175         vec_t speedclamp;
1176
1177         if(stretchfactor > 0)
1178                 speedclamp = stretchfactor;
1179         else if(accelqw < 0)
1180                 speedclamp = 1;
1181         else
1182                 speedclamp = -1; // no clamping
1183
1184         if(accelqw < 0)
1185                 accelqw = -accelqw;
1186
1187         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1188                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1189
1190         vel_straight = DotProduct(s->velocity, wishdir);
1191         vel_z = s->velocity[2];
1192         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1193         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1194
1195         step = accel * s->cmd.frametime * wishspeed0;
1196
1197         vel_xy_current  = VectorLength(vel_xy);
1198         if(speedlimit > 0)
1199                 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1200         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1201         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1202         if(vel_xy_backward < 0)
1203                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1204
1205         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1206
1207         if(sidefric < 0 && VectorLength2(vel_perpend))
1208                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1209         {
1210                 vec_t f, fmin;
1211                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1212                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1213                 // assume: fmin > 1
1214                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1215                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1216                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1217                 // obviously, this cannot be
1218                 if(fmin <= 0)
1219                         VectorScale(vel_perpend, f, vel_perpend);
1220                 else
1221                 {
1222                         fmin = sqrt(fmin);
1223                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1224                 }
1225         }
1226         else
1227                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1228
1229         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1230
1231         if(speedclamp >= 0)
1232         {
1233                 vec_t vel_xy_preclamp;
1234                 vel_xy_preclamp = VectorLength(s->velocity);
1235                 if(vel_xy_preclamp > 0) // prevent division by zero
1236                 {
1237                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1238                         if(vel_xy_current < vel_xy_preclamp)
1239                                 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1240                 }
1241         }
1242
1243         s->velocity[2] += vel_z;
1244 }
1245
1246 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1247 {
1248     vec3_t curvel, wishvel, acceldir, curdir;
1249     float addspeed, accelspeed, curspeed;
1250     float dot;
1251
1252     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1253     float bunnyaccel = cl.movevars_warsowbunny_accel;
1254     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1255     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1256     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1257
1258     if( !wishspeed )
1259         return;
1260
1261     VectorCopy( s->velocity, curvel );
1262     curvel[2] = 0;
1263     curspeed = VectorLength( curvel );
1264
1265     if( wishspeed > curspeed * 1.01f )
1266     {
1267         float faccelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1268         if( faccelspeed < wishspeed )
1269             wishspeed = faccelspeed;
1270     }
1271     else
1272     {
1273         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1274         if( f < 0 )
1275             f = 0;
1276         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1277     }
1278     VectorScale( wishdir, wishspeed, wishvel );
1279     VectorSubtract( wishvel, curvel, acceldir );
1280     addspeed = VectorNormalizeLength( acceldir );
1281
1282     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1283     if( accelspeed > addspeed )
1284         accelspeed = addspeed;
1285
1286     if( backtosideratio < 1.0f )
1287     {
1288         VectorNormalize2( curvel, curdir );
1289         dot = DotProduct( acceldir, curdir );
1290         if( dot < 0 )
1291             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1292     }
1293
1294     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1295 }
1296
1297 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1298 {
1299         vec_t friction;
1300         vec_t wishspeed;
1301         vec_t addspeed;
1302         vec_t accelspeed;
1303         vec_t f;
1304         vec_t gravity;
1305         vec3_t forward;
1306         vec3_t right;
1307         vec3_t up;
1308         vec3_t wishvel;
1309         vec3_t wishdir;
1310         vec3_t yawangles;
1311         trace_t trace;
1312
1313         // jump if on ground with jump button pressed but only if it has been
1314         // released at least once since the last jump
1315         if (s->cmd.jump)
1316         {
1317                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1318                 {
1319                         s->velocity[2] += cl.movevars_jumpvelocity;
1320                         s->onground = false;
1321                         s->cmd.canjump = false;
1322                 }
1323         }
1324         else
1325                 s->cmd.canjump = true;
1326
1327         // calculate movement vector
1328         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1329         AngleVectors(yawangles, forward, right, up);
1330         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1331
1332         // split wishvel into wishspeed and wishdir
1333         wishspeed = VectorLength(wishvel);
1334         if (wishspeed)
1335                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1336         else
1337                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1338         // check if onground
1339         if (s->onground)
1340         {
1341                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1342                 if (s->crouched)
1343                         wishspeed *= 0.5;
1344
1345                 // apply edge friction
1346                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1347                 if (f > 0)
1348                 {
1349                         friction = cl.movevars_friction;
1350                         if (cl.movevars_edgefriction != 1)
1351                         {
1352                                 vec3_t neworigin2;
1353                                 vec3_t neworigin3;
1354                                 // note: QW uses the full player box for the trace, and yet still
1355                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1356                                 // this mimics it for compatibility
1357                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1358                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1359                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1360                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
1361                                 else
1362                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true, false);
1363                                 if (trace.fraction == 1 && !trace.startsolid)
1364                                         friction *= cl.movevars_edgefriction;
1365                         }
1366                         // apply ground friction
1367                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1368                         f = max(f, 0);
1369                         VectorScale(s->velocity, f, s->velocity);
1370                 }
1371                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1372                 if (addspeed > 0)
1373                 {
1374                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1375                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1376                 }
1377                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1378                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1379                 {
1380                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1381                                 s->velocity[2] -= gravity * 0.5f;
1382                         else
1383                                 s->velocity[2] -= gravity;
1384                 }
1385                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1386                         s->velocity[2] = 0;
1387                 if (VectorLength2(s->velocity))
1388                         CL_ClientMovement_Move(s);
1389                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1390                 {
1391                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1392                                 s->velocity[2] -= gravity * 0.5f;
1393                 }
1394         }
1395         else
1396         {
1397                 if (s->waterjumptime <= 0)
1398                 {
1399                         // apply air speed limit
1400                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1401                         qboolean accelerating;
1402
1403                         accelqw = cl.movevars_airaccel_qw;
1404                         wishspeed0 = wishspeed;
1405                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1406                         if (s->crouched)
1407                                 wishspeed *= 0.5;
1408                         accel = cl.movevars_airaccelerate;
1409
1410                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1411                         wishspeed2 = wishspeed;
1412
1413                         // CPM: air control
1414                         if(cl.movevars_airstopaccelerate != 0)
1415                         {
1416                                 vec3_t curdir;
1417                                 curdir[0] = s->velocity[0];
1418                                 curdir[1] = s->velocity[1];
1419                                 curdir[2] = 0;
1420                                 VectorNormalize(curdir);
1421                                 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1422                         }
1423                         strafity = CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, -90) + CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, +90); // if one is nonzero, other is always zero
1424                         if(cl.movevars_maxairstrafespeed)
1425                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1426                         if(cl.movevars_airstrafeaccelerate)
1427                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1428                         if(cl.movevars_airstrafeaccel_qw)
1429                                 accelqw =
1430                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1431                                         *
1432                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1433                         // !CPM
1434
1435                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1436                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1437                         else
1438                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_qw_stretchfactor, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1439
1440                         if(cl.movevars_aircontrol)
1441                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1442                 }
1443                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1444                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1445                         s->velocity[2] -= gravity * 0.5f;
1446                 else
1447                         s->velocity[2] -= gravity;
1448                 CL_ClientMovement_Move(s);
1449                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1450                 {
1451                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1452                                 s->velocity[2] -= gravity * 0.5f;
1453                 }
1454         }
1455 }
1456
1457 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1458 {
1459         //Con_Printf(" %f", frametime);
1460         if (!s->cmd.jump)
1461                 s->cmd.canjump = true;
1462         s->waterjumptime -= s->cmd.frametime;
1463         CL_ClientMovement_UpdateStatus(s);
1464         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1465                 CL_ClientMovement_Physics_Swim(s);
1466         else
1467                 CL_ClientMovement_Physics_Walk(s);
1468 }
1469
1470 extern cvar_t slowmo;
1471 void CL_UpdateMoveVars(void)
1472 {
1473         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1474         {
1475                 cl.moveflags = 0;
1476         }
1477         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1478         {
1479                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1480                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1481                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1482                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1483                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1484                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1485                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1486                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1487                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1488                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1489                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1490                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1491                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1492                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1493                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1494                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1495                 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1496                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1497                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1498                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1499                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1500                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1501                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1502                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1503                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1504                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1505                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1506                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1507                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1508                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1509                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1510                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1511                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1512                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1513         }
1514         else
1515         {
1516                 cl.moveflags = 0;
1517                 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1518                 cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
1519                 cl.movevars_gravity = sv_gravity.value;
1520                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1521                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1522                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1523                 cl.movevars_accelerate = cl_movement_accelerate.value;
1524                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1525                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1526                 cl.movevars_friction = cl_movement_friction.value;
1527                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1528                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1529                 cl.movevars_entgravity = 1;
1530                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1531                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1532                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1533                 cl.movevars_stepheight = cl_movement_stepheight.value;
1534                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1535                 cl.movevars_airaccel_qw_stretchfactor = 0;
1536                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1537                 cl.movevars_airstopaccelerate = 0;
1538                 cl.movevars_airstrafeaccelerate = 0;
1539                 cl.movevars_maxairstrafespeed = 0;
1540                 cl.movevars_airstrafeaccel_qw = 0;
1541                 cl.movevars_aircontrol = 0;
1542                 cl.movevars_aircontrol_power = 2;
1543                 cl.movevars_aircontrol_penalty = 0;
1544                 cl.movevars_warsowbunny_airforwardaccel = 0;
1545                 cl.movevars_warsowbunny_accel = 0;
1546                 cl.movevars_warsowbunny_topspeed = 0;
1547                 cl.movevars_warsowbunny_turnaccel = 0;
1548                 cl.movevars_warsowbunny_backtosideratio = 0;
1549                 cl.movevars_airspeedlimit_nonqw = 0;
1550         }
1551
1552         if(!(cl.moveflags & MOVEFLAG_VALID))
1553         {
1554                 if(gamemode == GAME_NEXUIZ)  // Legacy hack to work with old servers of Nexuiz.
1555                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1556         }
1557
1558         if(cl.movevars_aircontrol_power <= 0)
1559                 cl.movevars_aircontrol_power = 2; // CPMA default
1560 }
1561
1562 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1563 {
1564         // if a move is more than 50ms, do it as two moves (matching qwsv)
1565         //Con_Printf("%i ", s.cmd.msec);
1566         if(s->cmd.frametime > 0.0005)
1567         {
1568                 if (s->cmd.frametime > 0.05)
1569                 {
1570                         s->cmd.frametime /= 2;
1571                         CL_ClientMovement_PlayerMove(s);
1572                 }
1573                 CL_ClientMovement_PlayerMove(s);
1574         }
1575         else
1576         {
1577                 // we REALLY need this handling to happen, even if the move is not executed
1578                 if (!s->cmd.jump)
1579                         s->cmd.canjump = true;
1580         }
1581 }
1582
1583 void CL_ClientMovement_Replay(void)
1584 {
1585         int i;
1586         double totalmovemsec;
1587         cl_clientmovement_state_t s;
1588
1589         VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1590
1591         if (cl.movement_predicted && !cl.movement_replay)
1592                 return;
1593
1594         if (!cl_movement_replay.integer)
1595                 return;
1596
1597         // set up starting state for the series of moves
1598         memset(&s, 0, sizeof(s));
1599         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1600         VectorCopy(cl.mvelocity[0], s.velocity);
1601         s.crouched = true; // will be updated on first move
1602         //Con_Printf("movement replay starting org %f %f %f vel %f %f %f\n", s.origin[0], s.origin[1], s.origin[2], s.velocity[0], s.velocity[1], s.velocity[2]);
1603
1604         totalmovemsec = 0;
1605         for (i = 0;i < CL_MAX_USERCMDS;i++)
1606                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1607                         totalmovemsec += cl.movecmd[i].msec;
1608         cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1609         //Con_Printf("%i = %.0f >= %.0f && %u && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1610         if (cl.movement_predicted)
1611         {
1612                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1613
1614                 // replay the input queue to predict current location
1615                 // note: this relies on the fact there's always one queue item at the end
1616
1617                 // find how many are still valid
1618                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1619                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1620                                 break;
1621                 // now walk them in oldest to newest order
1622                 for (i--;i >= 0;i--)
1623                 {
1624                         s.cmd = cl.movecmd[i];
1625                         if (i < CL_MAX_USERCMDS - 1)
1626                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1627
1628                         CL_ClientMovement_PlayerMove_Frame(&s);
1629
1630                         cl.movecmd[i].canjump = s.cmd.canjump;
1631                 }
1632                 //Con_Printf("\n");
1633                 CL_ClientMovement_UpdateStatus(&s);
1634         }
1635         else
1636         {
1637                 // get the first movement queue entry to know whether to crouch and such
1638                 s.cmd = cl.movecmd[0];
1639         }
1640
1641         if (!cls.demoplayback) // for bob, speedometer
1642         {
1643                 cl.movement_replay = false;
1644                 // update the interpolation target position and velocity
1645                 VectorCopy(s.origin, cl.movement_origin);
1646                 VectorCopy(s.velocity, cl.movement_velocity);
1647         }
1648
1649         // update the onground flag if appropriate
1650         if (cl.movement_predicted)
1651         {
1652                 // when predicted we simply set the flag according to the UpdateStatus
1653                 cl.onground = s.onground;
1654         }
1655         else
1656         {
1657                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1658                 // an update packet is received, but can be forced on here to hide
1659                 // server inconsistencies in the onground flag
1660                 // (which mostly occur when stepping up stairs at very high framerates
1661                 //  where after the step up the move continues forward and not
1662                 //  downward so the ground is not detected)
1663                 //
1664                 // such onground inconsistencies can cause jittery gun bobbing and
1665                 // stair smoothing, so we set onground if UpdateStatus says so
1666                 if (s.onground)
1667                         cl.onground = true;
1668         }
1669 }
1670
1671 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1672 {
1673         int bits;
1674
1675         bits = 0;
1676         if (to->viewangles[0] != from->viewangles[0])
1677                 bits |= QW_CM_ANGLE1;
1678         if (to->viewangles[1] != from->viewangles[1])
1679                 bits |= QW_CM_ANGLE2;
1680         if (to->viewangles[2] != from->viewangles[2])
1681                 bits |= QW_CM_ANGLE3;
1682         if (to->forwardmove != from->forwardmove)
1683                 bits |= QW_CM_FORWARD;
1684         if (to->sidemove != from->sidemove)
1685                 bits |= QW_CM_SIDE;
1686         if (to->upmove != from->upmove)
1687                 bits |= QW_CM_UP;
1688         if (to->buttons != from->buttons)
1689                 bits |= QW_CM_BUTTONS;
1690         if (to->impulse != from->impulse)
1691                 bits |= QW_CM_IMPULSE;
1692
1693         MSG_WriteByte(buf, bits);
1694         if (bits & QW_CM_ANGLE1)
1695                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1696         if (bits & QW_CM_ANGLE2)
1697                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1698         if (bits & QW_CM_ANGLE3)
1699                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1700         if (bits & QW_CM_FORWARD)
1701                 MSG_WriteShort(buf, (short) to->forwardmove);
1702         if (bits & QW_CM_SIDE)
1703                 MSG_WriteShort(buf, (short) to->sidemove);
1704         if (bits & QW_CM_UP)
1705                 MSG_WriteShort(buf, (short) to->upmove);
1706         if (bits & QW_CM_BUTTONS)
1707                 MSG_WriteByte(buf, to->buttons);
1708         if (bits & QW_CM_IMPULSE)
1709                 MSG_WriteByte(buf, to->impulse);
1710         MSG_WriteByte(buf, to->msec);
1711 }
1712
1713 void CL_NewFrameReceived(int num)
1714 {
1715         if (developer_networkentities.integer >= 10)
1716                 Con_Printf("recv: svc_entities %i\n", num);
1717         cl.latestframenums[cl.latestframenumsposition] = num;
1718         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1719         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1720 }
1721
1722 void CL_RotateMoves(const matrix4x4_t *m)
1723 {
1724         // rotate viewangles in all previous moves
1725         vec3_t v;
1726         vec3_t f, r, u;
1727         int i;
1728         for (i = 0;i < CL_MAX_USERCMDS;i++)
1729         {
1730                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1731                 {
1732                         usercmd_t *c = &cl.movecmd[i];
1733                         AngleVectors(c->viewangles, f, r, u);
1734                         Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1735                         Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1736                         AnglesFromVectors(c->viewangles, f, u, false);
1737                 }
1738         }
1739 }
1740
1741 /*
1742 ==============
1743 CL_SendMove
1744 ==============
1745 */
1746 usercmd_t nullcmd; // for delta compression of qw moves
1747 void CL_SendMove(void)
1748 {
1749         int i, j, packetloss;
1750         int checksumindex;
1751         int bits;
1752         int maxusercmds;
1753         usercmd_t *cmd;
1754         sizebuf_t buf;
1755         unsigned char data[1024];
1756         double packettime;
1757         int msecdelta;
1758         qboolean quemove;
1759         qboolean important;
1760
1761         // if playing a demo, do nothing
1762         if (!cls.netcon)
1763                 return;
1764
1765         // we don't que moves during a lag spike (potential network timeout)
1766         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1767
1768         // we build up cl.cmd and then decide whether to send or not
1769         // we store this into cl.movecmd[0] for prediction each frame even if we
1770         // do not send, to make sure that prediction is instant
1771         cl.cmd.time = cl.time;
1772         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1773
1774         // set button bits
1775         // LadyHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1776         bits = 0;
1777         if (in_attack.state   & 3) bits |=   1;
1778         if (in_jump.state     & 3) bits |=   2;
1779         if (in_button3.state  & 3) bits |=   4;
1780         if (in_button4.state  & 3) bits |=   8;
1781         if (in_button5.state  & 3) bits |=  16;
1782         if (in_button6.state  & 3) bits |=  32;
1783         if (in_button7.state  & 3) bits |=  64;
1784         if (in_button8.state  & 3) bits |= 128;
1785         if (in_use.state      & 3) bits |= 256;
1786         if (key_dest != key_game || key_consoleactive) bits |= 512;
1787         if (cl_prydoncursor.integer > 0) bits |= 1024;
1788         if (in_button9.state  & 3)  bits |=   2048;
1789         if (in_button10.state  & 3) bits |=   4096;
1790         if (in_button11.state  & 3) bits |=   8192;
1791         if (in_button12.state  & 3) bits |=  16384;
1792         if (in_button13.state  & 3) bits |=  32768;
1793         if (in_button14.state  & 3) bits |=  65536;
1794         if (in_button15.state  & 3) bits |= 131072;
1795         if (in_button16.state  & 3) bits |= 262144;
1796         // button bits 19-31 unused currently
1797         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1798         if(cl_prydoncursor.integer > 0)
1799         {
1800                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1801                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1802                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1803                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1804         }
1805
1806         // set buttons and impulse
1807         cl.cmd.buttons = bits;
1808         cl.cmd.impulse = in_impulse;
1809
1810         // set viewangles
1811         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1812
1813         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1814         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1815         // ridiculous value rejection (matches qw)
1816         if (cl.cmd.msec > 250)
1817                 cl.cmd.msec = 100;
1818         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1819
1820         switch(cls.protocol)
1821         {
1822         case PROTOCOL_QUAKEWORLD:
1823                 // quakeworld uses a different cvar with opposite meaning, for compatibility
1824                 cl.cmd.predicted = cl_nopred.integer == 0;
1825                 break;
1826         case PROTOCOL_DARKPLACES6:
1827         case PROTOCOL_DARKPLACES7:
1828                 cl.cmd.predicted = cl_movement.integer != 0;
1829                 break;
1830         default:
1831                 cl.cmd.predicted = false;
1832                 break;
1833         }
1834
1835         // movement is set by input code (forwardmove/sidemove/upmove)
1836         // always dump the first two moves, because they may contain leftover inputs from the last level
1837         if (cl.cmd.sequence <= 2)
1838                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1839
1840         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1841         cl.cmd.crouch = 0;
1842         switch (cls.protocol)
1843         {
1844         case PROTOCOL_QUAKEWORLD:
1845         case PROTOCOL_QUAKE:
1846         case PROTOCOL_QUAKEDP:
1847         case PROTOCOL_NEHAHRAMOVIE:
1848         case PROTOCOL_NEHAHRABJP:
1849         case PROTOCOL_NEHAHRABJP2:
1850         case PROTOCOL_NEHAHRABJP3:
1851         case PROTOCOL_DARKPLACES1:
1852         case PROTOCOL_DARKPLACES2:
1853         case PROTOCOL_DARKPLACES3:
1854         case PROTOCOL_DARKPLACES4:
1855         case PROTOCOL_DARKPLACES5:
1856                 break;
1857         case PROTOCOL_DARKPLACES6:
1858         case PROTOCOL_DARKPLACES7:
1859                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1860                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1861                 break;
1862         case PROTOCOL_UNKNOWN:
1863                 break;
1864         }
1865
1866         if (quemove)
1867                 cl.movecmd[0] = cl.cmd;
1868
1869         // don't predict more than 200fps
1870         if (realtime >= cl.lastpackettime + 0.005)
1871                 cl.movement_replay = true; // redo the prediction
1872
1873         // now decide whether to actually send this move
1874         // (otherwise it is only for prediction)
1875
1876         // don't send too often or else network connections can get clogged by a
1877         // high renderer framerate
1878         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1879         if (cl.movevars_timescale && cl.movevars_ticrate)
1880         {
1881                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1882                 packettime = min(packettime, maxtic);
1883         }
1884
1885         // do not send 0ms packets because they mess up physics
1886         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1887                 return;
1888         // always send if buttons changed or an impulse is pending
1889         // even if it violates the rate limit!
1890         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1891         // don't send too often (cl_netfps)
1892         if (!important && realtime < cl.lastpackettime + packettime)
1893                 return;
1894         // don't choke the connection with packets (obey rate limit)
1895         // it is important that this check be last, because it adds a new
1896         // frame to the shownetgraph output and any cancelation after this
1897         // will produce a nasty spike-like look to the netgraph
1898         // we also still send if it is important
1899         if (!NetConn_CanSend(cls.netcon) && !important)
1900                 return;
1901         // try to round off the lastpackettime to a multiple of the packet interval
1902         // (this causes it to emit packets at a steady beat)
1903         if (packettime > 0)
1904                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1905         else
1906                 cl.lastpackettime = realtime;
1907
1908         buf.maxsize = sizeof(data);
1909         buf.cursize = 0;
1910         buf.data = data;
1911
1912         // send the movement message
1913         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1914         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1915         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1916         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1917         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1918         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1919         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1920         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1921         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1922         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1923         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1924
1925         // set prydon cursor info
1926         CL_UpdatePrydonCursor();
1927
1928         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1929         {
1930                 switch (cls.protocol)
1931                 {
1932                 case PROTOCOL_QUAKEWORLD:
1933                         MSG_WriteByte(&buf, qw_clc_move);
1934                         // save the position for a checksum byte
1935                         checksumindex = buf.cursize;
1936                         MSG_WriteByte(&buf, 0);
1937                         // packet loss percentage
1938                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1939                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1940                                         packetloss++;
1941                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1942                         MSG_WriteByte(&buf, packetloss);
1943                         // write most recent 3 moves
1944                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1945                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1946                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1947                         // calculate the checksum
1948                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1949                         // if delta compression history overflows, request no delta
1950                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1951                                 cl.qw_validsequence = 0;
1952                         // request delta compression if appropriate
1953                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1954                         {
1955                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1956                                 MSG_WriteByte(&buf, qw_clc_delta);
1957                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1958                         }
1959                         else
1960                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1961                         break;
1962                 case PROTOCOL_QUAKE:
1963                 case PROTOCOL_QUAKEDP:
1964                 case PROTOCOL_NEHAHRAMOVIE:
1965                 case PROTOCOL_NEHAHRABJP:
1966                 case PROTOCOL_NEHAHRABJP2:
1967                 case PROTOCOL_NEHAHRABJP3:
1968                         // 5 bytes
1969                         MSG_WriteByte (&buf, clc_move);
1970                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1971                         // 3 bytes (6 bytes in proquake)
1972                         if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1973                         {
1974                                 for (i = 0;i < 3;i++)
1975                                         MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1976                         }
1977                         else
1978                         {
1979                                 for (i = 0;i < 3;i++)
1980                                         MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1981                         }
1982                         // 6 bytes
1983                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1984                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1985                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1986                         // 2 bytes
1987                         MSG_WriteByte (&buf, cl.cmd.buttons);
1988                         MSG_WriteByte (&buf, cl.cmd.impulse);
1989                         break;
1990                 case PROTOCOL_DARKPLACES2:
1991                 case PROTOCOL_DARKPLACES3:
1992                         // 5 bytes
1993                         MSG_WriteByte (&buf, clc_move);
1994                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1995                         // 12 bytes
1996                         for (i = 0;i < 3;i++)
1997                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1998                         // 6 bytes
1999                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2000                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2001                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2002                         // 2 bytes
2003                         MSG_WriteByte (&buf, cl.cmd.buttons);
2004                         MSG_WriteByte (&buf, cl.cmd.impulse);
2005                         break;
2006                 case PROTOCOL_DARKPLACES1:
2007                 case PROTOCOL_DARKPLACES4:
2008                 case PROTOCOL_DARKPLACES5:
2009                         // 5 bytes
2010                         MSG_WriteByte (&buf, clc_move);
2011                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2012                         // 6 bytes
2013                         for (i = 0;i < 3;i++)
2014                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2015                         // 6 bytes
2016                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2017                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2018                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2019                         // 2 bytes
2020                         MSG_WriteByte (&buf, cl.cmd.buttons);
2021                         MSG_WriteByte (&buf, cl.cmd.impulse);
2022                 case PROTOCOL_DARKPLACES6:
2023                 case PROTOCOL_DARKPLACES7:
2024                         // set the maxusercmds variable to limit how many should be sent
2025                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2026                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2027                         if (!cl.cmd.predicted)
2028                                 maxusercmds = 1;
2029
2030                         // send the latest moves in order, the old ones will be
2031                         // ignored by the server harmlessly, however if the previous
2032                         // packets were lost these moves will be used
2033                         //
2034                         // this reduces packet loss impact on gameplay.
2035                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2036                         {
2037                                 // don't repeat any stale moves
2038                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2039                                         continue;
2040                                 // 5/9 bytes
2041                                 MSG_WriteByte (&buf, clc_move);
2042                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
2043                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2044                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2045                                 // 6 bytes
2046                                 for (i = 0;i < 3;i++)
2047                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2048                                 // 6 bytes
2049                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2050                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
2051                                 MSG_WriteCoord16i (&buf, cmd->upmove);
2052                                 // 5 bytes
2053                                 MSG_WriteLong (&buf, cmd->buttons);
2054                                 MSG_WriteByte (&buf, cmd->impulse);
2055                                 // PRYDON_CLIENTCURSOR
2056                                 // 30 bytes
2057                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2058                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2059                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2060                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2061                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2062                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2063                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2064                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2065                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2066                         }
2067                         break;
2068                 case PROTOCOL_UNKNOWN:
2069                         break;
2070                 }
2071         }
2072
2073         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2074         {
2075                 // ack entity frame numbers received since the last input was sent
2076                 // (redundent to improve handling of client->server packet loss)
2077                 // if cl_netrepeatinput is 1 and client framerate matches server
2078                 // framerate, this is 10 bytes, if client framerate is lower this
2079                 // will be more...
2080                 unsigned int oldsequence = cl.cmd.sequence;
2081                 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2082                 if (oldsequence > delta)
2083                         oldsequence = oldsequence - delta;
2084                 else
2085                         oldsequence = 1;
2086                 for (i = 0;i < LATESTFRAMENUMS;i++)
2087                 {
2088                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2089                         if (cl.latestsendnums[j] >= oldsequence)
2090                         {
2091                                 if (developer_networkentities.integer >= 10)
2092                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2093                                 MSG_WriteByte(&buf, clc_ackframe);
2094                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2095                         }
2096                 }
2097         }
2098
2099         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2100         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2101
2102         // acknowledge any recently received data blocks
2103         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2104         {
2105                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2106                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2107                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2108                 cls.dp_downloadack[i].start = 0;
2109                 cls.dp_downloadack[i].size = 0;
2110         }
2111
2112         // send the reliable message (forwarded commands) if there is one
2113         if (buf.cursize || cls.netcon->message.cursize)
2114                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2115
2116         if (quemove)
2117         {
2118                 // update the cl.movecmd array which holds the most recent moves,
2119                 // because we now need a new slot for the next input
2120                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2121                         cl.movecmd[i] = cl.movecmd[i-1];
2122                 cl.movecmd[0].msec = 0;
2123                 cl.movecmd[0].frametime = 0;
2124         }
2125
2126         // clear button 'click' states
2127         in_attack.state  &= ~2;
2128         in_jump.state    &= ~2;
2129         in_button3.state &= ~2;
2130         in_button4.state &= ~2;
2131         in_button5.state &= ~2;
2132         in_button6.state &= ~2;
2133         in_button7.state &= ~2;
2134         in_button8.state &= ~2;
2135         in_use.state     &= ~2;
2136         in_button9.state  &= ~2;
2137         in_button10.state &= ~2;
2138         in_button11.state &= ~2;
2139         in_button12.state &= ~2;
2140         in_button13.state &= ~2;
2141         in_button14.state &= ~2;
2142         in_button15.state &= ~2;
2143         in_button16.state &= ~2;
2144         // clear impulse
2145         in_impulse = 0;
2146
2147         if (cls.netcon->message.overflowed)
2148         {
2149                 Con_Print("CL_SendMove: lost server connection\n");
2150                 CL_Disconnect();
2151                 SV_LockThreadMutex();
2152                 Host_ShutdownServer();
2153                 SV_UnlockThreadMutex();
2154         }
2155 }
2156
2157 /*
2158 ============
2159 CL_InitInput
2160 ============
2161 */
2162 void CL_InitInput (void)
2163 {
2164         Cmd_AddCommand(&cmd_client, "+moveup",IN_UpDown, "swim upward");
2165         Cmd_AddCommand(&cmd_client, "-moveup",IN_UpUp, "stop swimming upward");
2166         Cmd_AddCommand(&cmd_client, "+movedown",IN_DownDown, "swim downward");
2167         Cmd_AddCommand(&cmd_client, "-movedown",IN_DownUp, "stop swimming downward");
2168         Cmd_AddCommand(&cmd_client, "+left",IN_LeftDown, "turn left");
2169         Cmd_AddCommand(&cmd_client, "-left",IN_LeftUp, "stop turning left");
2170         Cmd_AddCommand(&cmd_client, "+right",IN_RightDown, "turn right");
2171         Cmd_AddCommand(&cmd_client, "-right",IN_RightUp, "stop turning right");
2172         Cmd_AddCommand(&cmd_client, "+forward",IN_ForwardDown, "move forward");
2173         Cmd_AddCommand(&cmd_client, "-forward",IN_ForwardUp, "stop moving forward");
2174         Cmd_AddCommand(&cmd_client, "+back",IN_BackDown, "move backward");
2175         Cmd_AddCommand(&cmd_client, "-back",IN_BackUp, "stop moving backward");
2176         Cmd_AddCommand(&cmd_client, "+lookup", IN_LookupDown, "look upward");
2177         Cmd_AddCommand(&cmd_client, "-lookup", IN_LookupUp, "stop looking upward");
2178         Cmd_AddCommand(&cmd_client, "+lookdown", IN_LookdownDown, "look downward");
2179         Cmd_AddCommand(&cmd_client, "-lookdown", IN_LookdownUp, "stop looking downward");
2180         Cmd_AddCommand(&cmd_client, "+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2181         Cmd_AddCommand(&cmd_client, "-strafe", IN_StrafeUp, "deactivate strafing mode");
2182         Cmd_AddCommand(&cmd_client, "+moveleft", IN_MoveleftDown, "strafe left");
2183         Cmd_AddCommand(&cmd_client, "-moveleft", IN_MoveleftUp, "stop strafing left");
2184         Cmd_AddCommand(&cmd_client, "+moveright", IN_MoverightDown, "strafe right");
2185         Cmd_AddCommand(&cmd_client, "-moveright", IN_MoverightUp, "stop strafing right");
2186         Cmd_AddCommand(&cmd_client, "+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2187         Cmd_AddCommand(&cmd_client, "-speed", IN_SpeedUp, "deactivate run mode");
2188         Cmd_AddCommand(&cmd_client, "+attack", IN_AttackDown, "begin firing");
2189         Cmd_AddCommand(&cmd_client, "-attack", IN_AttackUp, "stop firing");
2190         Cmd_AddCommand(&cmd_client, "+jump", IN_JumpDown, "jump");
2191         Cmd_AddCommand(&cmd_client, "-jump", IN_JumpUp, "end jump (so you can jump again)");
2192         Cmd_AddCommand(&cmd_client, "impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2193         Cmd_AddCommand(&cmd_client, "+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2194         Cmd_AddCommand(&cmd_client, "-klook", IN_KLookUp, "deactivate keyboard looking mode");
2195         Cmd_AddCommand(&cmd_client, "+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2196         Cmd_AddCommand(&cmd_client, "-mlook", IN_MLookUp, "deactivate mouse looking mode");
2197
2198         // LadyHavoc: added lots of buttons
2199         Cmd_AddCommand(&cmd_client, "+use", IN_UseDown, "use something (may be used by some mods)");
2200         Cmd_AddCommand(&cmd_client, "-use", IN_UseUp, "stop using something");
2201         Cmd_AddCommand(&cmd_client, "+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2202         Cmd_AddCommand(&cmd_client, "-button3", IN_Button3Up, "deactivate button3");
2203         Cmd_AddCommand(&cmd_client, "+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2204         Cmd_AddCommand(&cmd_client, "-button4", IN_Button4Up, "deactivate button4");
2205         Cmd_AddCommand(&cmd_client, "+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2206         Cmd_AddCommand(&cmd_client, "-button5", IN_Button5Up, "deactivate button5");
2207         Cmd_AddCommand(&cmd_client, "+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2208         Cmd_AddCommand(&cmd_client, "-button6", IN_Button6Up, "deactivate button6");
2209         Cmd_AddCommand(&cmd_client, "+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2210         Cmd_AddCommand(&cmd_client, "-button7", IN_Button7Up, "deactivate button7");
2211         Cmd_AddCommand(&cmd_client, "+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2212         Cmd_AddCommand(&cmd_client, "-button8", IN_Button8Up, "deactivate button8");
2213         Cmd_AddCommand(&cmd_client, "+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2214         Cmd_AddCommand(&cmd_client, "-button9", IN_Button9Up, "deactivate button9");
2215         Cmd_AddCommand(&cmd_client, "+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2216         Cmd_AddCommand(&cmd_client, "-button10", IN_Button10Up, "deactivate button10");
2217         Cmd_AddCommand(&cmd_client, "+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2218         Cmd_AddCommand(&cmd_client, "-button11", IN_Button11Up, "deactivate button11");
2219         Cmd_AddCommand(&cmd_client, "+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2220         Cmd_AddCommand(&cmd_client, "-button12", IN_Button12Up, "deactivate button12");
2221         Cmd_AddCommand(&cmd_client, "+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2222         Cmd_AddCommand(&cmd_client, "-button13", IN_Button13Up, "deactivate button13");
2223         Cmd_AddCommand(&cmd_client, "+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2224         Cmd_AddCommand(&cmd_client, "-button14", IN_Button14Up, "deactivate button14");
2225         Cmd_AddCommand(&cmd_client, "+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2226         Cmd_AddCommand(&cmd_client, "-button15", IN_Button15Up, "deactivate button15");
2227         Cmd_AddCommand(&cmd_client, "+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2228         Cmd_AddCommand(&cmd_client, "-button16", IN_Button16Up, "deactivate button16");
2229
2230         // LadyHavoc: added bestweapon command
2231         Cmd_AddCommand(&cmd_client, "bestweapon", IN_BestWeapon_f, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
2232         Cmd_AddCommand(&cmd_client, "register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2233
2234         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2235         Cvar_RegisterVariable(&cl_movement);
2236         Cvar_RegisterVariable(&cl_movement_replay);
2237         Cvar_RegisterVariable(&cl_movement_nettimeout);
2238         Cvar_RegisterVariable(&cl_movement_minping);
2239         Cvar_RegisterVariable(&cl_movement_track_canjump);
2240         Cvar_RegisterVariable(&cl_movement_maxspeed);
2241         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2242         Cvar_RegisterVariable(&cl_movement_stopspeed);
2243         Cvar_RegisterVariable(&cl_movement_friction);
2244         Cvar_RegisterVariable(&cl_movement_wallfriction);
2245         Cvar_RegisterVariable(&cl_movement_waterfriction);
2246         Cvar_RegisterVariable(&cl_movement_edgefriction);
2247         Cvar_RegisterVariable(&cl_movement_stepheight);
2248         Cvar_RegisterVariable(&cl_movement_accelerate);
2249         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2250         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2251         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2252         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2253         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2254         Cvar_RegisterVariable(&cl_nopred);
2255
2256         Cvar_RegisterVariable(&in_pitch_min);
2257         Cvar_RegisterVariable(&in_pitch_max);
2258         Cvar_RegisterVariable(&m_filter);
2259         Cvar_RegisterVariable(&m_accelerate);
2260         Cvar_RegisterVariable(&m_accelerate_minspeed);
2261         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2262         Cvar_RegisterVariable(&m_accelerate_filter);
2263         Cvar_RegisterVariable(&m_accelerate_power);
2264         Cvar_RegisterVariable(&m_accelerate_power_offset);
2265         Cvar_RegisterVariable(&m_accelerate_power_senscap);
2266         Cvar_RegisterVariable(&m_accelerate_power_strength);
2267
2268         Cvar_RegisterVariable(&cl_netfps);
2269         Cvar_RegisterVariable(&cl_netrepeatinput);
2270         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2271
2272         Cvar_RegisterVariable(&cl_nodelta);
2273
2274         Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
2275 }
2276