+void CL_ClientMovement_Replay(void)
+{
+ int i;
+ int bump;
+ int contents;
+ int crouch;
+ int onground;
+ double edgefriction;
+ double frametime;
+ double t;
+ vec_t wishspeed;
+ vec_t addspeed;
+ vec_t accelspeed;
+ vec_t f;
+ vec_t *playermins;
+ vec_t *playermaxs;
+ vec3_t currentorigin;
+ vec3_t currentvelocity;
+ vec3_t forward;
+ vec3_t right;
+ vec3_t up;
+ vec3_t wishvel;
+ vec3_t wishdir;
+ vec3_t neworigin;
+ vec3_t currentorigin2;
+ vec3_t neworigin2;
+ vec3_t yawangles;
+ trace_t trace;
+ trace_t trace2;
+ trace_t trace3;
+ if (!cl.movement_replay)
+ return;
+ cl.movement_replay = false;
+
+ // fetch current starting values
+ VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
+ VectorCopy(cl.mvelocity[0], currentvelocity);
+ // FIXME: try minor nudges in various directions if startsolid to find a
+ // safe place to start the walk (due to network compression in some
+ // protocols this starts in solid)
+ //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
+ crouch = false; // this will be updated on first move
+
+ // check if onground
+ VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
+ VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
+ trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
+ //Con_Printf("%f: ", cl.mtime[0]);
+
+ // replay the input queue to predict current location
+ // note: this relies on the fact there's always one queue item at the end
+
+ for (i = 0;i < cl.movement_numqueue;i++)
+ {
+ client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
+ frametime = q->frametime;
+ //Con_Printf(" %f", frametime);
+ //if (frametime > 0)
+ {
+ if (q->crouch)
+ {
+ // wants to crouch, this always works...
+ if (!crouch)
+ crouch = true;
+ }
+ else
+ {
+ // wants to stand, if currently crouching we need to check for a
+ // low ceiling first
+ if (crouch)
+ {
+ trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ if (!trace.startsolid)
+ crouch = false;
+ }
+ }
+ if (crouch)
+ {
+ playermins = cl_playercrouchmins;
+ playermaxs = cl_playercrouchmaxs;
+ }
+ else
+ {
+ playermins = cl_playerstandmins;
+ playermaxs = cl_playerstandmaxs;
+ }
+ // change velocity according to q->viewangles and q->move
+ contents = CL_PointSuperContents(currentorigin);
+ if (contents & SUPERCONTENTS_LIQUIDSMASK)
+ {
+ // swim
+ AngleVectors(q->viewangles, forward, right, up);
+ VectorSet(up, 0, 0, 1);
+ VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
+ wishspeed = VectorLength(wishvel);
+ if (wishspeed)
+ VectorScale(wishvel, 1 / wishspeed, wishdir);
+ else
+ VectorSet( wishdir, 0.0, 0.0, 0.0 );
+ wishspeed = min(wishspeed, cl_movement_maxspeed.value);
+ if (crouch)
+ wishspeed *= 0.5;
+ wishspeed *= 0.6;
+ VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
+ f = wishspeed - DotProduct(currentvelocity, wishdir);
+ if (f > 0)
+ {
+ f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
+ VectorMA(currentvelocity, f, wishdir, currentvelocity);
+ }
+ if (q->jump)
+ {
+ if (contents & SUPERCONTENTS_LAVA)
+ currentvelocity[2] = 50;
+ else if (contents & SUPERCONTENTS_SLIME)
+ currentvelocity[2] = 80;
+ else
+ {
+ if (gamemode == GAME_NEXUIZ)
+ currentvelocity[2] = 200;
+ else
+ currentvelocity[2] = 100;
+ }
+ }
+ }
+ else
+ {
+ // walk
+ if (onground && q->jump)
+ {
+ currentvelocity[2] += cl_movement_jumpvelocity.value;
+ onground = false;
+ }
+ VectorSet(yawangles, 0, q->viewangles[1], 0);
+ AngleVectors(yawangles, forward, right, up);
+ VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
+ wishspeed = VectorLength(wishvel);
+ if (wishspeed)
+ VectorScale(wishvel, 1 / wishspeed, wishdir);
+ else
+ VectorSet( wishdir, 0.0, 0.0, 0.0 );
+ wishspeed = min(wishspeed, cl_movement_maxspeed.value);
+ if (crouch)
+ wishspeed *= 0.5;
+ // check if onground
+ if (onground)
+ {
+ // apply ground friction
+ f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
+ edgefriction = 1;
+ if (f > 0)
+ {
+ VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
+ VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
+ trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ if (trace.fraction == 1)
+ edgefriction = cl_movement_edgefriction.value;
+ }
+ // apply friction
+ f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
+ f = max(f, 0);
+ VectorScale(currentvelocity, f, currentvelocity);
+ }
+ else
+ {
+ // apply air speed limit
+ wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
+ }
+ if (gamemode == GAME_NEXUIZ)
+ addspeed = wishspeed;
+ else
+ addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
+ if (addspeed > 0)
+ {
+ accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
+ VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
+ }
+ currentvelocity[2] -= cl_gravity.value * frametime;
+ }
+ }
+ //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
+ {
+ if (crouch)
+ {
+ playermins = cl_playercrouchmins;
+ playermaxs = cl_playercrouchmaxs;
+ }
+ else
+ {
+ playermins = cl_playerstandmins;
+ playermaxs = cl_playerstandmaxs;
+ }
+ onground = false;
+ for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
+ {
+ VectorMA(currentorigin, t, currentvelocity, neworigin);
+ trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ if (trace.fraction < 1 && trace.plane.normal[2] == 0)
+ {
+ // may be a step or wall, try stepping up
+ // first move forward at a higher level
+ VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
+ VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
+ trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ // then move down from there
+ VectorCopy(trace2.endpos, currentorigin2);
+ VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
+ trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ //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]);
+ // accept the new trace if it made some progress
+ if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
+ {
+ trace = trace2;
+ VectorCopy(trace3.endpos, trace.endpos);
+ }
+ }
+ if (trace.fraction == 1)
+ {
+ VectorCopy(trace.endpos, currentorigin);
+ break;
+ }
+ if (trace.plane.normal[2] > 0.7)
+ onground = true;
+ t *= 1 - trace.fraction;
+ if (trace.fraction >= 0.001)
+ VectorCopy(trace.endpos, currentorigin);
+ f = DotProduct(currentvelocity, trace.plane.normal);
+ VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
+ }
+ }
+ }
+ // store replay location
+ VectorCopy(cl.movement_origin, cl.movement_oldorigin);
+ VectorCopy(currentorigin, cl.movement_origin);
+ VectorCopy(currentvelocity, cl.movement_velocity);
+ //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
+ //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
+}