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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
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
201
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
203 {
204         int i;
205         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206                 if(in_bestweapon_info[i].impulse == impulse)
207                         break;
208         if(i >= IN_BESTWEAPON_MAX)
209         {
210                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
211                 return; // sorry
212         }
213         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214         in_bestweapon_info[i].impulse = impulse;
215         if(weaponbit != -1)
216                 in_bestweapon_info[i].weaponbit = weaponbit;
217         if(activeweaponcode != -1)
218                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
219         if(ammostat != -1)
220                 in_bestweapon_info[i].ammostat = ammostat;
221         if(ammomin != -1)
222                 in_bestweapon_info[i].ammomin = ammomin;
223 }
224
225 void IN_BestWeapon_ResetData (void)
226 {
227         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
241 }
242
243 void IN_BestWeapon_Register_f (void)
244 {
245         if(Cmd_Argc() == 7)
246         {
247                 IN_BestWeapon_Register(
248                         Cmd_Argv(1),
249                         atoi(Cmd_Argv(2)),
250                         atoi(Cmd_Argv(3)),
251                         atoi(Cmd_Argv(4)),
252                         atoi(Cmd_Argv(5)),
253                         atoi(Cmd_Argv(6))
254                 );
255         }
256         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
257         {
258                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
259         }
260         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
261         {
262                 IN_BestWeapon_ResetData();
263         }
264         else
265         {
266                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
267         }
268 }
269
270 void IN_BestWeapon (void)
271 {
272         int i, n;
273         const char *t;
274         if (Cmd_Argc() < 2)
275         {
276                 Con_Printf("bestweapon requires 1 or more parameters\n");
277                 return;
278         }
279         for (i = 1;i < Cmd_Argc();i++)
280         {
281                 t = Cmd_Argv(i);
282                 // figure out which weapon this character refers to
283                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
284                 {
285                         if (!strcmp(in_bestweapon_info[n].name, t))
286                         {
287                                 // we found out what weapon this character refers to
288                                 // check if the inventory contains the weapon and enough ammo
289                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
290                                 {
291                                         // we found one of the weapons the player wanted
292                                         // send an impulse to switch to it
293                                         in_impulse = in_bestweapon_info[n].impulse;
294                                         return;
295                                 }
296                                 break;
297                         }
298                 }
299                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
300         }
301         // if we couldn't find any of the weapons, there's nothing more we can do...
302 }
303
304 void IN_CycleWeapon (void)
305 {
306         int i, n;
307         int first = -1;
308         qboolean found = false;
309         const char *t;
310         if (Cmd_Argc() < 2)
311         {
312                 Con_Printf("bestweapon requires 1 or more parameters\n");
313                 return;
314         }
315         for (i = 1;i < Cmd_Argc();i++)
316         {
317                 t = Cmd_Argv(i);
318                 // figure out which weapon this character refers to
319                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
320                 {
321                         if (!strcmp(in_bestweapon_info[n].name, t))
322                         {
323                                 // we found out what weapon this character refers to
324                                 // check if the inventory contains the weapon and enough ammo
325                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
326                                 {
327                                         // we found one of the weapons the player wanted
328                                         if(first == -1)
329                                                 first = n;
330                                         if(found)
331                                         {
332                                                 in_impulse = in_bestweapon_info[n].impulse;
333                                                 return;
334                                         }
335                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
336                                                 found = true;
337                                 }
338                                 break;
339                         }
340                 }
341                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
342         }
343         if(first != -1)
344         {
345                 in_impulse = in_bestweapon_info[first].impulse;
346                 return;
347         }
348         // if we couldn't find any of the weapons, there's nothing more we can do...
349 }
350
351 /*
352 ===============
353 CL_KeyState
354
355 Returns 0.25 if a key was pressed and released during the frame,
356 0.5 if it was pressed and held
357 0 if held then released, and
358 1.0 if held for the entire time
359 ===============
360 */
361 float CL_KeyState (kbutton_t *key)
362 {
363         float           val;
364         qboolean        impulsedown, impulseup, down;
365
366         impulsedown = key->state & 2;
367         impulseup = key->state & 4;
368         down = key->state & 1;
369         val = 0;
370
371         if (impulsedown && !impulseup)
372         {
373                 if (down)
374                         val = 0.5;      // pressed and held this frame
375                 else
376                         val = 0;        //      I_Error ();
377         }
378         if (impulseup && !impulsedown)
379         {
380                 if (down)
381                         val = 0;        //      I_Error ();
382                 else
383                         val = 0;        // released this frame
384         }
385         if (!impulsedown && !impulseup)
386         {
387                 if (down)
388                         val = 1.0;      // held the entire frame
389                 else
390                         val = 0;        // up the entire frame
391         }
392         if (impulsedown && impulseup)
393         {
394                 if (down)
395                         val = 0.75;     // released and re-pressed this frame
396                 else
397                         val = 0.25;     // pressed and released this frame
398         }
399
400         key->state &= 1;                // clear impulses
401
402         return val;
403 }
404
405
406
407
408 //==========================================================================
409
410 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
411 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
412 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
413 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
414
415 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
416
417 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
418 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
419
420 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
421
422 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
423 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
424 cvar_t cl_movement_track_canjump = {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"};
425 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
426 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
427 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
428 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
429 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
430 cvar_t cl_movement_waterfriction = {0, "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"};
431 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
432 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
433 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
434 cvar_t cl_movement_airaccelerate = {0, "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"};
435 cvar_t cl_movement_wateraccelerate = {0, "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"};
436 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
437 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
438 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
439
440 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
441 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
442
443 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
444
445 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
446 cvar_t cl_netrepeatinput = {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)"};
447 cvar_t cl_netimmediatebuttons = {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)"};
448
449 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
450
451 extern cvar_t v_flipped;
452
453 /*
454 ================
455 CL_AdjustAngles
456
457 Moves the local angle positions
458 ================
459 */
460 void CL_AdjustAngles (void)
461 {
462         float   speed;
463         float   up, down;
464
465         if (in_speed.state & 1)
466                 speed = cl.realframetime * cl_anglespeedkey.value;
467         else
468                 speed = cl.realframetime;
469
470         if (!(in_strafe.state & 1))
471         {
472                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
473                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
474         }
475         if (in_klook.state & 1)
476         {
477                 V_StopPitchDrift ();
478                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
479                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
480         }
481
482         up = CL_KeyState (&in_lookup);
483         down = CL_KeyState(&in_lookdown);
484
485         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
486         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
487
488         if (up || down)
489                 V_StopPitchDrift ();
490
491         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
492         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
493         if (cl.viewangles[YAW] >= 180)
494                 cl.viewangles[YAW] -= 360;
495         if (cl.viewangles[PITCH] >= 180)
496                 cl.viewangles[PITCH] -= 360;
497         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
498         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
499 }
500
501 int cl_ignoremousemoves = 2;
502
503 /*
504 ================
505 CL_Input
506
507 Send the intended movement message to the server
508 ================
509 */
510 void CL_Input (void)
511 {
512         float mx, my;
513         static float old_mouse_x = 0, old_mouse_y = 0;
514
515         // clamp before the move to prevent starting with bad angles
516         CL_AdjustAngles ();
517
518         if(v_flipped.integer)
519                 cl.viewangles[YAW] = -cl.viewangles[YAW];
520
521         // reset some of the command fields
522         cl.cmd.forwardmove = 0;
523         cl.cmd.sidemove = 0;
524         cl.cmd.upmove = 0;
525
526         // get basic movement from keyboard
527         if (in_strafe.state & 1)
528         {
529                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
530                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
531         }
532
533         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
534         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
535
536         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
537         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
538
539         if (! (in_klook.state & 1) )
540         {
541                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
542                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
543         }
544
545         // adjust for speed key
546         if (in_speed.state & 1)
547         {
548                 cl.cmd.forwardmove *= cl_movespeedkey.value;
549                 cl.cmd.sidemove *= cl_movespeedkey.value;
550                 cl.cmd.upmove *= cl_movespeedkey.value;
551         }
552
553         // allow mice or other external controllers to add to the move
554         IN_Move ();
555
556         // apply m_filter if it is on
557         mx = in_mouse_x;
558         my = in_mouse_y;
559         if (m_filter.integer)
560         {
561                 in_mouse_x = (mx + old_mouse_x) * 0.5;
562                 in_mouse_y = (my + old_mouse_y) * 0.5;
563         }
564         old_mouse_x = mx;
565         old_mouse_y = my;
566
567         // ignore a mouse move if mouse was activated/deactivated this frame
568         if (cl_ignoremousemoves)
569         {
570                 cl_ignoremousemoves--;
571                 in_mouse_x = old_mouse_x = 0;
572                 in_mouse_y = old_mouse_y = 0;
573         }
574
575         // if not in menu, apply mouse move to viewangles/movement
576         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
577         {
578                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
579                 if (cl_prydoncursor.integer)
580                 {
581                         // mouse interacting with the scene, mostly stationary view
582                         V_StopPitchDrift();
583                         cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
584                         cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
585                 }
586                 else if (in_strafe.state & 1)
587                 {
588                         // strafing mode, all looking is movement
589                         V_StopPitchDrift();
590                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
591                         if (noclip_anglehack)
592                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
593                         else
594                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
595                 }
596                 else if ((in_mlook.state & 1) || freelook.integer)
597                 {
598                         // mouselook, lookstrafe causes turning to become strafing
599                         V_StopPitchDrift();
600                         if (lookstrafe.integer)
601                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
602                         else
603                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
604                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
605                 }
606                 else
607                 {
608                         // non-mouselook, yaw turning and forward/back movement
609                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
610                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
611                 }
612         }
613         else // don't pitch drift when csqc is controlling the mouse
614                 V_StopPitchDrift();
615
616         if(v_flipped.integer)
617         {
618                 cl.viewangles[YAW] = -cl.viewangles[YAW];
619                 cl.cmd.sidemove = -cl.cmd.sidemove;
620         }
621
622         // clamp after the move to prevent rendering with bad angles
623         CL_AdjustAngles ();
624 }
625
626 #include "cl_collision.h"
627
628 void CL_UpdatePrydonCursor(void)
629 {
630         vec3_t temp;
631
632         if (!cl_prydoncursor.integer)
633                 VectorClear(cl.cmd.cursor_screen);
634
635         /*
636         if (cl.cmd.cursor_screen[0] < -1)
637         {
638                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
639                 cl.cmd.cursor_screen[0] = -1;
640         }
641         if (cl.cmd.cursor_screen[0] > 1)
642         {
643                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
644                 cl.cmd.cursor_screen[0] = 1;
645         }
646         if (cl.cmd.cursor_screen[1] < -1)
647         {
648                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
649                 cl.cmd.cursor_screen[1] = -1;
650         }
651         if (cl.cmd.cursor_screen[1] > 1)
652         {
653                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
654                 cl.cmd.cursor_screen[1] = 1;
655         }
656         */
657         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
658         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
659         cl.cmd.cursor_screen[2] = 1;
660
661         // calculate current view matrix
662         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
663         // calculate direction vector of cursor in viewspace by using frustum slopes
664         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);
665         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
666         // trace from view origin to the cursor
667         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);
668 }
669
670 typedef enum waterlevel_e
671 {
672         WATERLEVEL_NONE,
673         WATERLEVEL_WETFEET,
674         WATERLEVEL_SWIMMING,
675         WATERLEVEL_SUBMERGED
676 }
677 waterlevel_t;
678
679 typedef struct cl_clientmovement_state_s
680 {
681         // position
682         vec3_t origin;
683         vec3_t velocity;
684         // current bounding box (different if crouched vs standing)
685         vec3_t mins;
686         vec3_t maxs;
687         // currently on the ground
688         qboolean onground;
689         // currently crouching
690         qboolean crouched;
691         // what kind of water (SUPERCONTENTS_LAVA for instance)
692         int watertype;
693         // how deep
694         waterlevel_t waterlevel;
695         // weird hacks when jumping out of water
696         // (this is in seconds and counts down to 0)
697         float waterjumptime;
698
699         // user command
700         usercmd_t cmd;
701 }
702 cl_clientmovement_state_t;
703
704 #define NUMOFFSETS 27
705 static vec3_t offsets[NUMOFFSETS] =
706 {
707 // 1 no nudge (just return the original if this test passes)
708         { 0.000,  0.000,  0.000},
709 // 6 simple nudges
710         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
711         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
712         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
713 // 4 diagonal flat nudges
714         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
715         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
716 // 8 diagonal upward nudges
717         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
718         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
719         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
720         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
721 // 8 diagonal downward nudges
722         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
723         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
724         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
725         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
726 };
727
728 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
729 {
730         int i;
731         vec3_t neworigin;
732         for (i = 0;i < NUMOFFSETS;i++)
733         {
734                 VectorAdd(offsets[i], s->origin, neworigin);
735                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
736                 {
737                         VectorCopy(neworigin, s->origin);
738                         return true;
739                 }
740         }
741         // if all offsets failed, give up
742         return false;
743 }
744
745 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
746 {
747         vec3_t origin1, origin2;
748         trace_t trace;
749
750         // make sure player is not stuck
751         CL_ClientMovement_Unstick(s);
752
753         // set crouched
754         if (s->cmd.crouch)
755         {
756                 // wants to crouch, this always works..
757                 if (!s->crouched)
758                         s->crouched = true;
759         }
760         else
761         {
762                 // wants to stand, if currently crouching we need to check for a
763                 // low ceiling first
764                 if (s->crouched)
765                 {
766                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
767                         if (!trace.startsolid)
768                                 s->crouched = false;
769                 }
770         }
771         if (s->crouched)
772         {
773                 VectorCopy(cl.playercrouchmins, s->mins);
774                 VectorCopy(cl.playercrouchmaxs, s->maxs);
775         }
776         else
777         {
778                 VectorCopy(cl.playerstandmins, s->mins);
779                 VectorCopy(cl.playerstandmaxs, s->maxs);
780         }
781
782         // set onground
783         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
784         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
785         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
786         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
787
788         // set watertype/waterlevel
789         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
790         s->waterlevel = WATERLEVEL_NONE;
791         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
792         if (s->watertype)
793         {
794                 s->waterlevel = WATERLEVEL_WETFEET;
795                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
796                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
797                 {
798                         s->waterlevel = WATERLEVEL_SWIMMING;
799                         origin1[2] = s->origin[2] + 22;
800                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
801                                 s->waterlevel = WATERLEVEL_SUBMERGED;
802                 }
803         }
804
805         // water jump prediction
806         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
807                 s->waterjumptime = 0;
808 }
809
810 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
811 {
812         int bump;
813         double t;
814         vec_t f;
815         vec3_t neworigin;
816         vec3_t currentorigin2;
817         vec3_t neworigin2;
818         vec3_t primalvelocity;
819         trace_t trace;
820         trace_t trace2;
821         trace_t trace3;
822         CL_ClientMovement_UpdateStatus(s);
823         VectorCopy(s->velocity, primalvelocity);
824         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
825         {
826                 VectorMA(s->origin, t, s->velocity, neworigin);
827                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
828                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
829                 {
830                         // may be a step or wall, try stepping up
831                         // first move forward at a higher level
832                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
833                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
834                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
835                         if (!trace2.startsolid)
836                         {
837                                 // then move down from there
838                                 VectorCopy(trace2.endpos, currentorigin2);
839                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
840                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
841                                 //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]);
842                                 // accept the new trace if it made some progress
843                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
844                                 {
845                                         trace = trace2;
846                                         VectorCopy(trace3.endpos, trace.endpos);
847                                 }
848                         }
849                 }
850
851                 // check if it moved at all
852                 if (trace.fraction >= 0.001)
853                         VectorCopy(trace.endpos, s->origin);
854
855                 // check if it moved all the way
856                 if (trace.fraction == 1)
857                         break;
858
859                 //if (trace.plane.normal[2] > 0.7)
860                 //      s->onground = true;
861
862                 t -= t * trace.fraction;
863
864                 f = DotProduct(s->velocity, trace.plane.normal);
865                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
866         }
867         if (s->waterjumptime > 0)
868                 VectorCopy(primalvelocity, s->velocity);
869 }
870
871
872 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
873 {
874         vec_t wishspeed;
875         vec_t f;
876         vec3_t wishvel;
877         vec3_t wishdir;
878
879         // water jump only in certain situations
880         // this mimics quakeworld code
881         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
882         {
883                 vec3_t forward;
884                 vec3_t yawangles;
885                 vec3_t spot;
886                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
887                 AngleVectors(yawangles, forward, NULL, NULL);
888                 VectorMA(s->origin, 24, forward, spot);
889                 spot[2] += 8;
890                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
891                 {
892                         spot[2] += 24;
893                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
894                         {
895                                 VectorScale(forward, 50, s->velocity);
896                                 s->velocity[2] = 310;
897                                 s->waterjumptime = 2;
898                                 s->onground = false;
899                                 s->cmd.canjump = false;
900                         }
901                 }
902         }
903
904         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
905         {
906                 // drift towards bottom
907                 VectorSet(wishvel, 0, 0, -60);
908         }
909         else
910         {
911                 // swim
912                 vec3_t forward;
913                 vec3_t right;
914                 vec3_t up;
915                 // calculate movement vector
916                 AngleVectors(s->cmd.viewangles, forward, right, up);
917                 VectorSet(up, 0, 0, 1);
918                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
919         }
920
921         // split wishvel into wishspeed and wishdir
922         wishspeed = VectorLength(wishvel);
923         if (wishspeed)
924                 VectorScale(wishvel, 1 / wishspeed, wishdir);
925         else
926                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
927         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
928
929         if (s->crouched)
930                 wishspeed *= 0.5;
931
932         if (s->waterjumptime <= 0)
933         {
934                 // water friction
935                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
936                 f = bound(0, f, 1);
937                 VectorScale(s->velocity, f, s->velocity);
938
939                 // water acceleration
940                 f = wishspeed - DotProduct(s->velocity, wishdir);
941                 if (f > 0)
942                 {
943                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
944                         VectorMA(s->velocity, f, wishdir, s->velocity);
945                 }
946
947                 // holding jump button swims upward slowly
948                 if (s->cmd.jump)
949                 {
950                         if (s->watertype & SUPERCONTENTS_LAVA)
951                                 s->velocity[2] =  50;
952                         else if (s->watertype & SUPERCONTENTS_SLIME)
953                                 s->velocity[2] =  80;
954                         else
955                         {
956                                 if (gamemode == GAME_NEXUIZ)
957                                         s->velocity[2] = 200;
958                                 else
959                                         s->velocity[2] = 100;
960                         }
961                 }
962         }
963
964         CL_ClientMovement_Move(s);
965 }
966
967 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
968 {
969         vec_t friction;
970         vec_t wishspeed;
971         vec_t addspeed;
972         vec_t accelspeed;
973         vec_t f;
974         vec3_t forward;
975         vec3_t right;
976         vec3_t up;
977         vec3_t wishvel;
978         vec3_t wishdir;
979         vec3_t yawangles;
980         trace_t trace;
981
982         // jump if on ground with jump button pressed but only if it has been
983         // released at least once since the last jump
984         if (s->cmd.jump)
985         {
986                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
987                 {
988                         s->velocity[2] += cl.movevars_jumpvelocity;
989                         s->onground = false;
990                         s->cmd.canjump = false;
991                 }
992         }
993         else
994                 s->cmd.canjump = true;
995
996         // calculate movement vector
997         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
998         AngleVectors(yawangles, forward, right, up);
999         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1000
1001         // split wishvel into wishspeed and wishdir
1002         wishspeed = VectorLength(wishvel);
1003         if (wishspeed)
1004                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1005         else
1006                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1007         wishspeed = min(wishspeed, cl.movevars_maxspeed);
1008         if (s->crouched)
1009                 wishspeed *= 0.5;
1010
1011         // check if onground
1012         if (s->onground)
1013         {
1014                 // apply edge friction
1015                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1016                 if (f > 0)
1017                 {
1018                         friction = cl.movevars_friction;
1019                         if (cl.movevars_edgefriction != 1)
1020                         {
1021                                 vec3_t neworigin2;
1022                                 vec3_t neworigin3;
1023                                 // note: QW uses the full player box for the trace, and yet still
1024                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1025                                 // this mimics it for compatibility
1026                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1027                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1028                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1029                                         trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1030                                 else
1031                                         trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1032                                 if (trace.fraction == 1 && !trace.startsolid)
1033                                         friction *= cl.movevars_edgefriction;
1034                         }
1035                         // apply ground friction
1036                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1037                         f = max(f, 0);
1038                         VectorScale(s->velocity, f, s->velocity);
1039                 }
1040                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1041                 if (addspeed > 0)
1042                 {
1043                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1044                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1045                 }
1046                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1047                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1048                         s->velocity[2] = 0;
1049                 if (VectorLength2(s->velocity))
1050                         CL_ClientMovement_Move(s);
1051         }
1052         else
1053         {
1054                 if (s->waterjumptime <= 0)
1055                 {
1056                         vec_t f;
1057                         vec_t vel_straight;
1058                         vec_t vel_z;
1059                         vec3_t vel_perpend;
1060
1061                         // apply air speed limit
1062                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1063
1064                         /*
1065                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1066                         if (addspeed > 0)
1067                         {
1068                                 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1069                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1070                         }
1071                         */
1072
1073                         vel_straight = DotProduct(s->velocity, wishdir);
1074                         vel_z = s->velocity[2];
1075                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1076                         vel_perpend[2] -= vel_z;
1077
1078                         f = wishspeed - vel_straight;
1079                         if(f > 0)
1080                                 vel_straight += min(f, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * cl.movevars_airaccel_qw;
1081                         if(wishspeed > 0)
1082                                 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1083
1084                         VectorM(1 - (s->cmd.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1085
1086                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1087                         s->velocity[2] += vel_z;
1088                 }
1089                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1090                 CL_ClientMovement_Move(s);
1091         }
1092 }
1093
1094 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1095 {
1096         //Con_Printf(" %f", frametime);
1097         if (!s->cmd.jump)
1098                 s->cmd.canjump = true;
1099         s->waterjumptime -= s->cmd.frametime;
1100         CL_ClientMovement_UpdateStatus(s);
1101         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1102                 CL_ClientMovement_Physics_Swim(s);
1103         else
1104                 CL_ClientMovement_Physics_Walk(s);
1105 }
1106
1107 extern cvar_t slowmo;
1108 void CL_UpdateMoveVars(void)
1109 {
1110         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1111         {
1112         }
1113         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1114         {
1115                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1116                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1117                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1118                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1119                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1120                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1121                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1122                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1123                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1124                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1125                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1126                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1127                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1128                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1129                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1130                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1131                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1132                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1133         }
1134         else
1135         {
1136                 cl.movevars_timescale = slowmo.value;
1137                 cl.movevars_gravity = sv_gravity.value;
1138                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1139                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1140                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1141                 cl.movevars_accelerate = cl_movement_accelerate.value;
1142                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1143                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1144                 cl.movevars_friction = cl_movement_friction.value;
1145                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1146                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1147                 cl.movevars_entgravity = 1;
1148                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1149                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1150                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1151                 cl.movevars_stepheight = cl_movement_stepheight.value;
1152                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1153                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1154         }
1155 }
1156
1157 void CL_ClientMovement_Replay(void)
1158 {
1159         int i;
1160         double totalmovemsec;
1161         cl_clientmovement_state_t s;
1162
1163         if (cl.movement_predicted && !cl.movement_replay)
1164                 return;
1165
1166         // set up starting state for the series of moves
1167         memset(&s, 0, sizeof(s));
1168         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1169         VectorCopy(cl.mvelocity[0], s.velocity);
1170         s.crouched = true; // will be updated on first move
1171         //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]);
1172
1173         totalmovemsec = 0;
1174         for (i = 0;i < CL_MAX_USERCMDS;i++)
1175                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1176                         totalmovemsec += cl.movecmd[i].msec;
1177         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);
1178         //Con_Printf("%i = %.0f >= %.0f && %i && (%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);
1179         if (cl.movement_predicted)
1180         {
1181                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1182
1183                 // replay the input queue to predict current location
1184                 // note: this relies on the fact there's always one queue item at the end
1185
1186                 // find how many are still valid
1187                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1188                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1189                                 break;
1190                 // now walk them in oldest to newest order
1191                 for (i--;i >= 0;i--)
1192                 {
1193                         s.cmd = cl.movecmd[i];
1194                         if (i < CL_MAX_USERCMDS - 1)
1195                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1196                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1197                         //Con_Printf("%i ", s.cmd.msec);
1198                         if (s.cmd.frametime > 0.05)
1199                         {
1200                                 s.cmd.frametime /= 2;
1201                                 CL_ClientMovement_PlayerMove(&s);
1202                         }
1203                         CL_ClientMovement_PlayerMove(&s);
1204                         cl.movecmd[i].canjump = s.cmd.canjump;
1205                 }
1206                 //Con_Printf("\n");
1207         }
1208         else
1209         {
1210                 // get the first movement queue entry to know whether to crouch and such
1211                 s.cmd = cl.movecmd[0];
1212         }
1213         CL_ClientMovement_UpdateStatus(&s);
1214
1215         if (cls.demoplayback) // for bob, speedometer
1216                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1217         else
1218         {
1219                 cl.movement_replay = false;
1220                 // update the interpolation target position and velocity
1221                 VectorCopy(s.origin, cl.movement_origin);
1222                 VectorCopy(s.velocity, cl.movement_velocity);
1223         }
1224
1225         // update the onground flag if appropriate
1226         if (cl.movement_predicted)
1227         {
1228                 // when predicted we simply set the flag according to the UpdateStatus
1229                 cl.onground = s.onground;
1230         }
1231         else
1232         {
1233                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1234                 // an update packet is received, but can be forced on here to hide
1235                 // server inconsistencies in the onground flag
1236                 // (which mostly occur when stepping up stairs at very high framerates
1237                 //  where after the step up the move continues forward and not
1238                 //  downward so the ground is not detected)
1239                 //
1240                 // such onground inconsistencies can cause jittery gun bobbing and
1241                 // stair smoothing, so we set onground if UpdateStatus says so
1242                 if (s.onground)
1243                         cl.onground = true;
1244         }
1245
1246         // react to onground state changes (for gun bob)
1247         if (cl.onground)
1248         {
1249                 if (!cl.oldonground)
1250                         cl.hitgroundtime = cl.movecmd[0].time;
1251                 cl.lastongroundtime = cl.movecmd[0].time;
1252         }
1253         cl.oldonground = cl.onground;
1254 }
1255
1256 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1257 {
1258         int bits;
1259
1260         bits = 0;
1261         if (to->viewangles[0] != from->viewangles[0])
1262                 bits |= QW_CM_ANGLE1;
1263         if (to->viewangles[1] != from->viewangles[1])
1264                 bits |= QW_CM_ANGLE2;
1265         if (to->viewangles[2] != from->viewangles[2])
1266                 bits |= QW_CM_ANGLE3;
1267         if (to->forwardmove != from->forwardmove)
1268                 bits |= QW_CM_FORWARD;
1269         if (to->sidemove != from->sidemove)
1270                 bits |= QW_CM_SIDE;
1271         if (to->upmove != from->upmove)
1272                 bits |= QW_CM_UP;
1273         if (to->buttons != from->buttons)
1274                 bits |= QW_CM_BUTTONS;
1275         if (to->impulse != from->impulse)
1276                 bits |= QW_CM_IMPULSE;
1277
1278         MSG_WriteByte(buf, bits);
1279         if (bits & QW_CM_ANGLE1)
1280                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1281         if (bits & QW_CM_ANGLE2)
1282                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1283         if (bits & QW_CM_ANGLE3)
1284                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1285         if (bits & QW_CM_FORWARD)
1286                 MSG_WriteShort(buf, to->forwardmove);
1287         if (bits & QW_CM_SIDE)
1288                 MSG_WriteShort(buf, to->sidemove);
1289         if (bits & QW_CM_UP)
1290                 MSG_WriteShort(buf, to->upmove);
1291         if (bits & QW_CM_BUTTONS)
1292                 MSG_WriteByte(buf, to->buttons);
1293         if (bits & QW_CM_IMPULSE)
1294                 MSG_WriteByte(buf, to->impulse);
1295         MSG_WriteByte(buf, to->msec);
1296 }
1297
1298 /*
1299 ==============
1300 CL_SendMove
1301 ==============
1302 */
1303 usercmd_t nullcmd; // for delta compression of qw moves
1304 void CL_SendMove(void)
1305 {
1306         int i, j, packetloss;
1307         int checksumindex;
1308         int bits;
1309         int maxusercmds;
1310         usercmd_t *cmd;
1311         sizebuf_t buf;
1312         unsigned char data[1024];
1313         double packettime;
1314         int msecdelta;
1315
1316         // if playing a demo, do nothing
1317         if (!cls.netcon)
1318                 return;
1319
1320         // we build up cl.movecmd[0] and then decide whether to send or not
1321         // the prediction code will use this command even though it has not been
1322         // sent yet
1323         cl.cmd.time = cl.time;
1324         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1325
1326         // set button bits
1327         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1328         bits = 0;
1329         if (in_attack.state   & 3) bits |=   1;
1330         if (in_jump.state     & 3) bits |=   2;
1331         if (in_button3.state  & 3) bits |=   4;
1332         if (in_button4.state  & 3) bits |=   8;
1333         if (in_button5.state  & 3) bits |=  16;
1334         if (in_button6.state  & 3) bits |=  32;
1335         if (in_button7.state  & 3) bits |=  64;
1336         if (in_button8.state  & 3) bits |= 128;
1337         if (in_use.state      & 3) bits |= 256;
1338         if (key_dest != key_game || key_consoleactive) bits |= 512;
1339         if (cl_prydoncursor.integer) bits |= 1024;
1340         if (in_button9.state  & 3)  bits |=   2048;
1341         if (in_button10.state  & 3) bits |=   4096;
1342         if (in_button11.state  & 3) bits |=   8192;
1343         if (in_button12.state  & 3) bits |=  16384;
1344         if (in_button13.state  & 3) bits |=  32768;
1345         if (in_button14.state  & 3) bits |=  65536;
1346         if (in_button15.state  & 3) bits |= 131072;
1347         if (in_button16.state  & 3) bits |= 262144;
1348         // button bits 19-31 unused currently
1349         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1350         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1351         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1352         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1353         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1354
1355         // set buttons and impulse
1356         cl.cmd.buttons = bits;
1357         cl.cmd.impulse = in_impulse;
1358
1359         // set viewangles
1360         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1361
1362         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1363         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1364         // ridiculous value rejection (matches qw)
1365         if (cl.cmd.msec > 250)
1366                 cl.cmd.msec = 100;
1367         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1368
1369         cl.cmd.predicted = cl_movement.integer;
1370
1371         // movement is set by input code (forwardmove/sidemove/upmove)
1372         // always dump the first two moves, because they may contain leftover inputs from the last level
1373         if (cl.cmd.sequence <= 2)
1374                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1375
1376         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1377         cl.cmd.crouch = 0;
1378         switch (cls.protocol)
1379         {
1380         case PROTOCOL_QUAKEWORLD:
1381         case PROTOCOL_QUAKE:
1382         case PROTOCOL_QUAKEDP:
1383         case PROTOCOL_NEHAHRAMOVIE:
1384         case PROTOCOL_NEHAHRABJP:
1385         case PROTOCOL_NEHAHRABJP2:
1386         case PROTOCOL_NEHAHRABJP3:
1387         case PROTOCOL_DARKPLACES1:
1388         case PROTOCOL_DARKPLACES2:
1389         case PROTOCOL_DARKPLACES3:
1390         case PROTOCOL_DARKPLACES4:
1391         case PROTOCOL_DARKPLACES5:
1392                 break;
1393         case PROTOCOL_DARKPLACES6:
1394         case PROTOCOL_DARKPLACES7:
1395                 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1396                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1397                 break;
1398         case PROTOCOL_UNKNOWN:
1399                 break;
1400         }
1401
1402         cl.movecmd[0] = cl.cmd;
1403
1404         // don't predict more than 200fps
1405         if (realtime >= cl.lastpackettime + 0.005)
1406                 cl.movement_replay = true; // redo the prediction
1407
1408         // now decide whether to actually send this move
1409         // (otherwise it is only for prediction)
1410
1411         // don't send too often or else network connections can get clogged by a
1412         // high renderer framerate
1413         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1414         // send input every frame in singleplayer
1415         if (cl.islocalgame)
1416                 packettime = 0;
1417         // always send if buttons changed or an impulse is pending
1418         // even if it violates the rate limit!
1419         if (!cl.movecmd[0].impulse && (!cl_netimmediatebuttons.integer || cl.movecmd[0].buttons == cl.movecmd[1].buttons))
1420         {
1421                 // don't choke the connection with packets (obey rate limit)
1422                 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1423                         return;
1424                 // don't send too often (cl_netfps)
1425                 if (realtime < cl.lastpackettime + packettime)
1426                         return;
1427         }
1428         // try to round off the lastpackettime to a multiple of the packet interval
1429         // (this causes it to emit packets at a steady beat)
1430         if (packettime > 0)
1431                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1432         else
1433                 cl.lastpackettime = realtime;
1434
1435         buf.maxsize = sizeof(data);
1436         buf.cursize = 0;
1437         buf.data = data;
1438
1439         // send the movement message
1440         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1441         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1442         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1443         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1444         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1445         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1446         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1447         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1448         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1449         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1450         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1451
1452         // set prydon cursor info
1453         CL_UpdatePrydonCursor();
1454
1455         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1456         {
1457                 switch (cls.protocol)
1458                 {
1459                 case PROTOCOL_QUAKEWORLD:
1460                         MSG_WriteByte(&buf, qw_clc_move);
1461                         // save the position for a checksum byte
1462                         checksumindex = buf.cursize;
1463                         MSG_WriteByte(&buf, 0);
1464                         // packet loss percentage
1465                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1466                                 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1467                                         packetloss++;
1468                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1469                         MSG_WriteByte(&buf, packetloss);
1470                         // write most recent 3 moves
1471                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1472                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1473                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1474                         // calculate the checksum
1475                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1476                         // if delta compression history overflows, request no delta
1477                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1478                                 cl.qw_validsequence = 0;
1479                         // request delta compression if appropriate
1480                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1481                         {
1482                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1483                                 MSG_WriteByte(&buf, qw_clc_delta);
1484                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1485                         }
1486                         else
1487                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1488                         break;
1489                 case PROTOCOL_QUAKE:
1490                 case PROTOCOL_QUAKEDP:
1491                 case PROTOCOL_NEHAHRAMOVIE:
1492                 case PROTOCOL_NEHAHRABJP:
1493                 case PROTOCOL_NEHAHRABJP2:
1494                 case PROTOCOL_NEHAHRABJP3:
1495                         // 5 bytes
1496                         MSG_WriteByte (&buf, clc_move);
1497                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1498                         // 3 bytes
1499                         for (i = 0;i < 3;i++)
1500                                 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1501                         // 6 bytes
1502                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1503                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1504                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1505                         // 2 bytes
1506                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1507                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1508                         break;
1509                 case PROTOCOL_DARKPLACES2:
1510                 case PROTOCOL_DARKPLACES3:
1511                         // 5 bytes
1512                         MSG_WriteByte (&buf, clc_move);
1513                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1514                         // 12 bytes
1515                         for (i = 0;i < 3;i++)
1516                                 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1517                         // 6 bytes
1518                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1519                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1520                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1521                         // 2 bytes
1522                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1523                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1524                         break;
1525                 case PROTOCOL_DARKPLACES1:
1526                 case PROTOCOL_DARKPLACES4:
1527                 case PROTOCOL_DARKPLACES5:
1528                         // 5 bytes
1529                         MSG_WriteByte (&buf, clc_move);
1530                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1531                         // 6 bytes
1532                         for (i = 0;i < 3;i++)
1533                                 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1534                         // 6 bytes
1535                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1536                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1537                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1538                         // 2 bytes
1539                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1540                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1541                 case PROTOCOL_DARKPLACES6:
1542                 case PROTOCOL_DARKPLACES7:
1543                         // set the maxusercmds variable to limit how many should be sent
1544                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1545                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1546                         if (!cl.cmd.predicted)
1547                                 maxusercmds = 1;
1548
1549                         // send the latest moves in order, the old ones will be
1550                         // ignored by the server harmlessly, however if the previous
1551                         // packets were lost these moves will be used
1552                         //
1553                         // this reduces packet loss impact on gameplay.
1554                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1555                         {
1556                                 // don't repeat any stale moves
1557                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1558                                         continue;
1559                                 // 5/9 bytes
1560                                 MSG_WriteByte (&buf, clc_move);
1561                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1562                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1563                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1564                                 // 6 bytes
1565                                 for (i = 0;i < 3;i++)
1566                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1567                                 // 6 bytes
1568                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1569                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1570                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1571                                 // 5 bytes
1572                                 MSG_WriteLong (&buf, cmd->buttons);
1573                                 MSG_WriteByte (&buf, cmd->impulse);
1574                                 // PRYDON_CLIENTCURSOR
1575                                 // 30 bytes
1576                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1577                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1578                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1579                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1580                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1581                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1582                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1583                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1584                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1585                         }
1586                         break;
1587                 case PROTOCOL_UNKNOWN:
1588                         break;
1589                 }
1590         }
1591
1592         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1593         {
1594                 // ack the last few frame numbers
1595                 // (redundent to improve handling of client->server packet loss)
1596                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1597                 for (i = 0;i < LATESTFRAMENUMS;i++)
1598                 {
1599                         if (cl.latestframenums[i] > 0)
1600                         {
1601                                 if (developer_networkentities.integer >= 10)
1602                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1603                                 MSG_WriteByte(&buf, clc_ackframe);
1604                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1605                         }
1606                 }
1607         }
1608
1609         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1610         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1611
1612         // acknowledge any recently received data blocks
1613         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1614         {
1615                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1616                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1617                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1618                 cls.dp_downloadack[i].start = 0;
1619                 cls.dp_downloadack[i].size = 0;
1620         }
1621
1622         // send the reliable message (forwarded commands) if there is one
1623         if (buf.cursize || cls.netcon->message.cursize)
1624                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1625
1626         // update the cl.movecmd array which holds the most recent moves,
1627         // because we now need a new slot for the next input
1628         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1629                 cl.movecmd[i] = cl.movecmd[i-1];
1630         cl.movecmd[0].msec = 0;
1631         cl.movecmd[0].frametime = 0;
1632
1633         // clear button 'click' states
1634         in_attack.state  &= ~2;
1635         in_jump.state    &= ~2;
1636         in_button3.state &= ~2;
1637         in_button4.state &= ~2;
1638         in_button5.state &= ~2;
1639         in_button6.state &= ~2;
1640         in_button7.state &= ~2;
1641         in_button8.state &= ~2;
1642         in_use.state     &= ~2;
1643         in_button9.state  &= ~2;
1644         in_button10.state &= ~2;
1645         in_button11.state &= ~2;
1646         in_button12.state &= ~2;
1647         in_button13.state &= ~2;
1648         in_button14.state &= ~2;
1649         in_button15.state &= ~2;
1650         in_button16.state &= ~2;
1651         // clear impulse
1652         in_impulse = 0;
1653
1654         if (cls.netcon->message.overflowed)
1655         {
1656                 Con_Print("CL_SendMove: lost server connection\n");
1657                 CL_Disconnect();
1658                 Host_ShutdownServer();
1659         }
1660 }
1661
1662 /*
1663 ============
1664 CL_InitInput
1665 ============
1666 */
1667 void CL_InitInput (void)
1668 {
1669         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1670         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1671         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1672         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1673         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1674         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1675         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1676         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1677         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1678         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1679         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1680         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1681         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1682         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1683         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1684         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1685         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1686         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1687         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1688         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1689         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1690         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1691         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1692         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1693         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1694         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1695         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1696         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1697         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1698         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1699         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1700         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1701         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1702
1703         // LordHavoc: added use button
1704         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1705         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1706
1707         // LordHavoc: added 6 new buttons
1708         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1709         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1710         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1711         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1712         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1713         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1714         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1715         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1716         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1717         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1718         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1719         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1720         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1721         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1722         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1723         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1724         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1725         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1726         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1727         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1728         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1729         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1730         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1731         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1732         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1733         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1734         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1735         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1736
1737         // LordHavoc: added bestweapon command
1738         Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
1739         Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
1740         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1741
1742         Cvar_RegisterVariable(&cl_movement);
1743         Cvar_RegisterVariable(&cl_movement_minping);
1744         Cvar_RegisterVariable(&cl_movement_track_canjump);
1745         Cvar_RegisterVariable(&cl_movement_maxspeed);
1746         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1747         Cvar_RegisterVariable(&cl_movement_stopspeed);
1748         Cvar_RegisterVariable(&cl_movement_friction);
1749         Cvar_RegisterVariable(&cl_movement_wallfriction);
1750         Cvar_RegisterVariable(&cl_movement_waterfriction);
1751         Cvar_RegisterVariable(&cl_movement_edgefriction);
1752         Cvar_RegisterVariable(&cl_movement_stepheight);
1753         Cvar_RegisterVariable(&cl_movement_accelerate);
1754         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1755         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1756         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1757         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1758         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1759
1760         Cvar_RegisterVariable(&in_pitch_min);
1761         Cvar_RegisterVariable(&in_pitch_max);
1762         Cvar_RegisterVariable(&m_filter);
1763
1764         Cvar_RegisterVariable(&cl_netfps);
1765         Cvar_RegisterVariable(&cl_netrepeatinput);
1766         Cvar_RegisterVariable(&cl_netimmediatebuttons);
1767
1768         Cvar_RegisterVariable(&cl_nodelta);
1769 }
1770