]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_input.c
cl_movement 0 should no longer be causing an input replay (which was slow and pointle...
[xonotic/darkplaces.git] / cl_input.c
index 786e86985cac09a4ced0503cd2fef1434b6792e9..3266a92eb1d17e0b032281bdef1b35e76fc72e52 100644 (file)
@@ -59,7 +59,6 @@ kbutton_t     in_button9, in_button10, in_button11, in_button12, in_button13, in_but
 
 int                    in_impulse;
 
-extern cvar_t sys_ticrate;
 
 
 void KeyDown (kbutton_t *b)
@@ -289,6 +288,8 @@ cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less res
 
 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
 
+cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
+
 
 /*
 ================
@@ -509,50 +510,80 @@ void CL_UpdatePrydonCursor(void)
        VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
        Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
        // trace from view origin to the cursor
-       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, false);
+       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, false);
        // makes sparks where cursor is
        //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
 }
 
-void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
+void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
 {
        int i;
        int n;
        // remove stale queue items
        n = cl.movement_numqueue;
        cl.movement_numqueue = 0;
-       if (cl.servermovesequence)
-       {
-               for (i = 0;i < n;i++)
-                       if (cl.movement_queue[i].sequence > cl.servermovesequence)
-                               cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
-       }
-       else
+       if (cl.movement)
        {
-               double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
                for (i = 0;i < n;i++)
-                       if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
+                       if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
                                cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+               // add to input queue if there is room
+               if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
+               {
+                       // add to input queue
+                       cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
+                       cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
+                       cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec * 0.001;
+                       VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
+                       cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
+                       cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
+                       cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
+                       cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
+                       cl.movement_queue[cl.movement_numqueue].crouch = false;
+                       cl.movement_numqueue++;
+               }
        }
-       // add to input queue if there is room
-       if (cl_movement.integer && cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
+       cl.movement_replay = true;
+}
+
+void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
+{
+       int i;
+       int n;
+       // remove stale queue items
+       n = cl.movement_numqueue;
+       cl.movement_numqueue = 0;
+       if (cl.movement)
        {
-               // add to input queue
-               cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
-               cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
-               cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
-               VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
-               cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
-               cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
-               cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
-               cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
-               cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
-               cl.movement_numqueue++;
+               if (cl.servermovesequence)
+               {
+                       for (i = 0;i < n;i++)
+                               if (cl.movement_queue[i].sequence > cl.servermovesequence)
+                                       cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+               }
+               else
+               {
+                       double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
+                       for (i = 0;i < n;i++)
+                               if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
+                                       cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+               }
+               // add to input queue if there is room
+               if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
+               {
+                       // add to input queue
+                       cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
+                       cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
+                       cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
+                       VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
+                       cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
+                       cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
+                       cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
+                       cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
+                       cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
+                       cl.movement_numqueue++;
+               }
        }
-       cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.intermission;
-       // clear queue if client movement is disabled
-       if (!cl.movement)
-               cl.movement_numqueue = 0;
        cl.movement_replay = true;
 }
 
@@ -563,6 +594,21 @@ void CL_ClientMovement_Replay(void)
        int contents;
        int crouch;
        int onground;
+       int canjump;
+       float movevars_gravity;
+       float movevars_stopspeed;
+       float movevars_maxspeed;
+       float movevars_spectatormaxspeed;
+       float movevars_accelerate;
+       float movevars_airaccelerate;
+       float movevars_wateraccelerate;
+       float movevars_friction;
+       float movevars_waterfriction;
+       float movevars_entgravity;
+       float movevars_jumpvelocity;
+       float movevars_edgefriction;
+       float movevars_maxairspeed;
+       float movevars_stepheight;
        double edgefriction;
        double frametime;
        double t;
@@ -586,214 +632,300 @@ void CL_ClientMovement_Replay(void)
        trace_t trace;
        trace_t trace2;
        trace_t trace3;
+
+
        if (!cl.movement_replay)
                return;
        cl.movement_replay = false;
 
+       if (cls.protocol == PROTOCOL_QUAKEWORLD)
+       {
+               movevars_gravity = cl.qw_movevars_gravity;
+               movevars_stopspeed = cl.qw_movevars_stopspeed;
+               movevars_maxspeed = cl.qw_movevars_maxspeed;
+               movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
+               movevars_accelerate = cl.qw_movevars_accelerate;
+               movevars_airaccelerate = cl.qw_movevars_airaccelerate;
+               movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
+               movevars_friction = cl.qw_movevars_friction;
+               movevars_waterfriction = cl.qw_movevars_waterfriction;
+               movevars_entgravity = cl.qw_movevars_entgravity;
+               movevars_jumpvelocity = cl_movement_jumpvelocity.value;
+               movevars_edgefriction = cl_movement_edgefriction.value;
+               movevars_maxairspeed = cl_movement_maxairspeed.value;
+               movevars_stepheight = cl_movement_stepheight.value;
+       }
+       else
+       {
+               movevars_gravity = sv_gravity.value;
+               movevars_stopspeed = cl_movement_stopspeed.value;
+               movevars_maxspeed = cl_movement_maxspeed.value;
+               movevars_spectatormaxspeed = cl_movement_maxspeed.value;
+               movevars_accelerate = cl_movement_accelerate.value;
+               movevars_airaccelerate = cl_movement_accelerate.value;
+               movevars_wateraccelerate = cl_movement_accelerate.value;
+               movevars_friction = cl_movement_friction.value;
+               movevars_waterfriction = cl_movement_friction.value;
+               movevars_entgravity = 1;
+               movevars_jumpvelocity = cl_movement_jumpvelocity.value;
+               movevars_edgefriction = cl_movement_edgefriction.value;
+               movevars_maxairspeed = cl_movement_maxairspeed.value;
+               movevars_stepheight = cl_movement_stepheight.value;
+       }
+
        // fetch current starting values
-       VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
+       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]);
+       if (cl.movement)
+       {
+               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;
+               crouch = false; // this will be updated on first move
+               canjump = true;
+               //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
+               // 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)
+               for (i = 0;i < cl.movement_numqueue;i++)
                {
-                       if (q->crouch)
-                       {
-                               // wants to crouch, this always works...
-                               if (!crouch)
-                                       crouch = true;
-                       }
-                       else
+                       client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
+                       frametime = q->frametime;
+                       //Con_Printf(" %f", frametime);
+                       //if (frametime > 0)
                        {
-                               // wants to stand, if currently crouching we need to check for a
-                               // low ceiling first
-                               if (crouch)
+                               if (q->crouch)
                                {
-                                       trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
-                                       if (!trace.startsolid)
-                                               crouch = false;
+                                       // wants to crouch, this always works...
+                                       if (!crouch)
+                                               crouch = true;
                                }
-                       }
-                       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);
+                               {
+                                       // 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)
-                                       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);
+                                       playermins = cl.playercrouchmins;
+                                       playermaxs = cl.playercrouchmaxs;
                                }
-                               if (q->jump)
+                               else
                                {
-                                       if (contents & SUPERCONTENTS_LAVA)
-                                               currentvelocity[2] =  50;
-                                       else if (contents & SUPERCONTENTS_SLIME)
-                                               currentvelocity[2] =  80;
+                                       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, movevars_maxspeed) * 0.6;
+                                       if (crouch)
+                                               wishspeed *= 0.5;
+                                       VectorScale(currentvelocity, (1 - frametime * movevars_waterfriction), currentvelocity);
+                                       f = wishspeed - DotProduct(currentvelocity, wishdir);
+                                       if (f > 0)
                                        {
-                                               if (gamemode == GAME_NEXUIZ)
-                                                       currentvelocity[2] = 200;
+                                               f = min(f, movevars_wateraccelerate * 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
-                                                       currentvelocity[2] = 100;
+                                               {
+                                                       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)
+                                       // walk
+                                       if (onground && q->jump && canjump)
+                                       {
+                                               currentvelocity[2] += movevars_jumpvelocity;
+                                               onground = false;
+                                               canjump = false;
+                                       }
+                                       if (!q->jump)
+                                               canjump = true;
+                                       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, movevars_maxspeed);
+                                       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 = movevars_edgefriction;
+                                               }
+                                               // apply friction
+                                               f = 1 - frametime * edgefriction * ((f < movevars_stopspeed) ? (movevars_stopspeed / f) : 1) * movevars_friction;
+                                               f = max(f, 0);
+                                               VectorScale(currentvelocity, f, currentvelocity);
+                                       }
+                                       else
                                        {
-                                               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 air speed limit
+                                               wishspeed = min(wishspeed, movevars_maxairspeed);
                                        }
-                                       // 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);
+                                       if (gamemode == GAME_NEXUIZ)
+                                               addspeed = wishspeed;
+                                       else
+                                               addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
+                                       if (addspeed > 0)
+                                       {
+                                               accelspeed = min(movevars_accelerate * frametime * wishspeed, addspeed);
+                                               VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
+                                       }
+                                       currentvelocity[2] -= cl_gravity.value * frametime;
                                }
-                               else
+                       }
+                       //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
+                       {
+                               if (crouch)
                                {
-                                       // apply air speed limit
-                                       wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
+                                       playermins = cl.playercrouchmins;
+                                       playermaxs = cl.playercrouchmaxs;
                                }
-                               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);
+                                       playermins = cl.playerstandmins;
+                                       playermaxs = cl.playerstandmaxs;
                                }
-                               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)
+                               onground = false;
+                               for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
                                {
-                                       // 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)
+                                       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)
                                        {
-                                               trace = trace2;
-                                               VectorCopy(trace3.endpos, trace.endpos);
+                                               // may be a step or wall, try stepping up
+                                               // first move forward at a higher level
+                                               VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + movevars_stepheight);
+                                               VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + movevars_stepheight);
+                                               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);
                                }
-                               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
+               cl.onground = onground;
        }
-       // 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);
+       //VectorCopy(currentorigin, cl.entities[cl.playerentity].state_current.origin);
+       //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
+}
+
+void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
+{
+       int bits;
+
+       bits = 0;
+       if (to->angles[0] != from->angles[0])
+               bits |= QW_CM_ANGLE1;
+       if (to->angles[1] != from->angles[1])
+               bits |= QW_CM_ANGLE2;
+       if (to->angles[2] != from->angles[2])
+               bits |= QW_CM_ANGLE3;
+       if (to->forwardmove != from->forwardmove)
+               bits |= QW_CM_FORWARD;
+       if (to->sidemove != from->sidemove)
+               bits |= QW_CM_SIDE;
+       if (to->upmove != from->upmove)
+               bits |= QW_CM_UP;
+       if (to->buttons != from->buttons)
+               bits |= QW_CM_BUTTONS;
+       if (to->impulse != from->impulse)
+               bits |= QW_CM_IMPULSE;
+
+       MSG_WriteByte(buf, bits);
+       if (bits & QW_CM_ANGLE1)
+               MSG_WriteAngle16i(buf, to->angles[0]);
+       if (bits & QW_CM_ANGLE2)
+               MSG_WriteAngle16i(buf, to->angles[1]);
+       if (bits & QW_CM_ANGLE3)
+               MSG_WriteAngle16i(buf, to->angles[2]);
+       if (bits & QW_CM_FORWARD)
+               MSG_WriteShort(buf, to->forwardmove);
+       if (bits & QW_CM_SIDE)
+               MSG_WriteShort(buf, to->sidemove);
+       if (bits & QW_CM_UP)
+               MSG_WriteShort(buf, to->upmove);
+       if (bits & QW_CM_BUTTONS)
+               MSG_WriteByte(buf, to->buttons);
+       if (bits & QW_CM_IMPULSE)
+               MSG_WriteByte(buf, to->impulse);
+       MSG_WriteByte(buf, to->msec);
 }
 
 /*
@@ -806,37 +938,54 @@ void CL_SendMove(void)
 {
        int i;
        int bits;
+       int impulse;
        sizebuf_t buf;
        unsigned char data[128];
        static double lastsendtime = 0;
 #define MOVEAVERAGING 0
 #if MOVEAVERAGING
-       static float forwardmove, sidemove, upmove, total; // accumulation
-#else
-       float forwardmove, sidemove, upmove;
+       static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
 #endif
+       float forwardmove, sidemove, upmove;
+
+       // if playing a demo, do nothing
+       if (!cls.netcon)
+               return;
 
 #if MOVEAVERAGING
        // accumulate changes between messages
-       forwardmove += cl.cmd.forwardmove;
-       sidemove += cl.cmd.sidemove;
-       upmove += cl.cmd.upmove;
-       total++;
+       accumforwardmove += cl.cmd.forwardmove;
+       accumsidemove += cl.cmd.sidemove;
+       accumupmove += cl.cmd.upmove;
+       accumtotal++;
 #endif
-       if (cls.signon != SIGNONS)
-               return;
-       if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
-               return;
-       // don't let it fall behind if CL_SendMove hasn't been called recently
-       // (such is the case when framerate is too low for instance)
-       lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
+
+       if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
+       {
+               if (!cl.movement_needupdate)
+                       return;
+               cl.movement_needupdate = false;
+               cl.movement = cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
+       }
+       else
+       {
+               cl.movement = false;
+               if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
+                       return;
+               // don't let it fall behind if CL_SendMove hasn't been called recently
+               // (such is the case when framerate is too low for instance)
+               lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
+       }
 #if MOVEAVERAGING
        // average the accumulated changes
-       total = 1.0f / total;
-       forwardmove *= total;
-       sidemove *= total;
-       upmove *= total;
-       total = 0;
+       accumtotal = 1.0f / accumtotal;
+       forwardmove = accumforwardmove * accumtotal;
+       sidemove = accumsidemove * accumtotal;
+       upmove = accumupmove * accumtotal;
+       accumforwardmove = 0;
+       accumsidemove = 0;
+       accumupmove = 0;
+       accumtotal = 0;
 #else
        // use the latest values
        forwardmove = cl.cmd.forwardmove;
@@ -844,7 +993,8 @@ void CL_SendMove(void)
        upmove = cl.cmd.upmove;
 #endif
 
-       CL_UpdatePrydonCursor();
+       if (cls.signon == SIGNONS)
+               CL_UpdatePrydonCursor();
 
        buf.maxsize = 128;
        buf.cursize = 0;
@@ -879,142 +1029,212 @@ void CL_SendMove(void)
        if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
        if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
 
+       impulse = in_impulse;
+       in_impulse = 0;
+
        csqc_buttons = bits;
 
-       // always dump the first two messages, because they may contain leftover inputs from the last level
-       if (++cl.movemessages >= 2)
+       if (cls.signon == SIGNONS)
        {
-               // send the movement message
-               // PROTOCOL_QUAKE        clc_move = 16 bytes total
-               // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
-               // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
-               // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
-               // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
-               // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
-               // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
-               // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
-               // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
-               // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
-               if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_QUAKEDP || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
+               // always dump the first two messages, because they may contain leftover inputs from the last level
+               if (++cl.movemessages >= 2)
                {
-                       // 5 bytes
-                       MSG_WriteByte (&buf, clc_move);
-                       MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
-                       // 3 bytes
-                       for (i = 0;i < 3;i++)
-                               MSG_WriteAngle8i (&buf, cl.viewangles[i]);
-                       // 6 bytes
-                       MSG_WriteCoord16i (&buf, forwardmove);
-                       MSG_WriteCoord16i (&buf, sidemove);
-                       MSG_WriteCoord16i (&buf, upmove);
-                       // 2 bytes
-                       MSG_WriteByte (&buf, bits);
-                       MSG_WriteByte (&buf, in_impulse);
-               }
-               else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
-               {
-                       // 5 bytes
-                       MSG_WriteByte (&buf, clc_move);
-                       MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
-                       // 12 bytes
-                       for (i = 0;i < 3;i++)
-                               MSG_WriteAngle32f (&buf, cl.viewangles[i]);
-                       // 6 bytes
-                       MSG_WriteCoord16i (&buf, forwardmove);
-                       MSG_WriteCoord16i (&buf, sidemove);
-                       MSG_WriteCoord16i (&buf, upmove);
-                       // 2 bytes
-                       MSG_WriteByte (&buf, bits);
-                       MSG_WriteByte (&buf, in_impulse);
-               }
-               else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
-               {
-                       // 5 bytes
-                       MSG_WriteByte (&buf, clc_move);
-                       MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
-                       // 6 bytes
-                       for (i = 0;i < 3;i++)
-                               MSG_WriteAngle16i (&buf, cl.viewangles[i]);
-                       // 6 bytes
-                       MSG_WriteCoord16i (&buf, forwardmove);
-                       MSG_WriteCoord16i (&buf, sidemove);
-                       MSG_WriteCoord16i (&buf, upmove);
-                       // 2 bytes
-                       MSG_WriteByte (&buf, bits);
-                       MSG_WriteByte (&buf, in_impulse);
-               }
-               else
-               {
-                       // 5 bytes
-                       MSG_WriteByte (&buf, clc_move);
-                       if (cl.protocol != PROTOCOL_DARKPLACES6)
+                       // send the movement message
+                       // PROTOCOL_QUAKE        clc_move = 16 bytes total
+                       // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
+                       // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
+                       // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
+                       // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
+                       // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
+                       // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
+                       // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
+                       // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
+                       // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
+                       // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
+                       if (cls.protocol == PROTOCOL_QUAKEWORLD)
                        {
-                               if (cl_movement.integer)
+                               int checksumindex;
+                               double msectime;
+                               static double oldmsectime;
+                               qw_usercmd_t *cmd, *oldcmd;
+                               qw_usercmd_t nullcmd;
+
+                               //Con_Printf("code qw_clc_move\n");
+
+                               i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
+                               cmd = &cl.qw_moves[i];
+                               memset(&nullcmd, 0, sizeof(nullcmd));
+                               memset(cmd, 0, sizeof(*cmd));
+                               cmd->buttons = bits;
+                               cmd->impulse = impulse;
+                               cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
+                               cmd->sidemove = (short)bound(-32768, sidemove, 32767);
+                               cmd->upmove = (short)bound(-32768, upmove, 32767);
+                               VectorCopy(cl.viewangles, cmd->angles);
+                               msectime = realtime * 1000;
+                               cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
+                               // ridiculous value rejection (matches qw)
+                               if (cmd->msec > 250)
+                                       cmd->msec = 100;
+                               oldmsectime = msectime;
+
+                               CL_ClientMovement_InputQW(cmd);
+
+                               MSG_WriteByte(&buf, qw_clc_move);
+                               // save the position for a checksum byte
+                               checksumindex = buf.cursize;
+                               MSG_WriteByte(&buf, 0);
+                               // packet loss percentage
+                               // FIXME: netgraph stuff
+                               MSG_WriteByte(&buf, 0);
+                               // write most recent 3 moves
+                               i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
+                               cmd = &cl.qw_moves[i];
+                               QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
+                               oldcmd = cmd;
+                               i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
+                               cmd = &cl.qw_moves[i];
+                               QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
+                               oldcmd = cmd;
+                               i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
+                               cmd = &cl.qw_moves[i];
+                               QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
+                               // calculate the checksum
+                               buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
+                               // if delta compression history overflows, request no delta
+                               if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
+                                       cl.qw_validsequence = 0;
+                               // request delta compression if appropriate
+                               if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
                                {
-                                       cl.movesequence++;
-                                       MSG_WriteLong (&buf, cl.movesequence);
+                                       cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
+                                       MSG_WriteByte(&buf, qw_clc_delta);
+                                       MSG_WriteByte(&buf, cl.qw_validsequence & 255);
                                }
                                else
-                                       MSG_WriteLong (&buf, 0);
+                                       cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
+                       }
+                       else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
+                       {
+                               // 5 bytes
+                               MSG_WriteByte (&buf, clc_move);
+                               MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
+                               // 3 bytes
+                               for (i = 0;i < 3;i++)
+                                       MSG_WriteAngle8i (&buf, cl.viewangles[i]);
+                               // 6 bytes
+                               MSG_WriteCoord16i (&buf, forwardmove);
+                               MSG_WriteCoord16i (&buf, sidemove);
+                               MSG_WriteCoord16i (&buf, upmove);
+                               // 2 bytes
+                               MSG_WriteByte (&buf, bits);
+                               MSG_WriteByte (&buf, impulse);
+
+                               CL_ClientMovement_Input((bits & 2) != 0, false);
+                       }
+                       else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
+                       {
+                               // 5 bytes
+                               MSG_WriteByte (&buf, clc_move);
+                               MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
+                               // 12 bytes
+                               for (i = 0;i < 3;i++)
+                                       MSG_WriteAngle32f (&buf, cl.viewangles[i]);
+                               // 6 bytes
+                               MSG_WriteCoord16i (&buf, forwardmove);
+                               MSG_WriteCoord16i (&buf, sidemove);
+                               MSG_WriteCoord16i (&buf, upmove);
+                               // 2 bytes
+                               MSG_WriteByte (&buf, bits);
+                               MSG_WriteByte (&buf, impulse);
+
+                               CL_ClientMovement_Input((bits & 2) != 0, false);
+                       }
+                       else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
+                       {
+                               // 5 bytes
+                               MSG_WriteByte (&buf, clc_move);
+                               MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
+                               // 6 bytes
+                               for (i = 0;i < 3;i++)
+                                       MSG_WriteAngle16i (&buf, cl.viewangles[i]);
+                               // 6 bytes
+                               MSG_WriteCoord16i (&buf, forwardmove);
+                               MSG_WriteCoord16i (&buf, sidemove);
+                               MSG_WriteCoord16i (&buf, upmove);
+                               // 2 bytes
+                               MSG_WriteByte (&buf, bits);
+                               MSG_WriteByte (&buf, impulse);
+
+                               CL_ClientMovement_Input((bits & 2) != 0, false);
+                       }
+                       else
+                       {
+                               // 5 bytes
+                               MSG_WriteByte (&buf, clc_move);
+                               if (cls.protocol != PROTOCOL_DARKPLACES6)
+                               {
+                                       if (cl_movement.integer)
+                                       {
+                                               cl.movesequence++;
+                                               MSG_WriteLong (&buf, cl.movesequence);
+                                       }
+                                       else
+                                               MSG_WriteLong (&buf, 0);
+                               }
+                               MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
+                               // 6 bytes
+                               for (i = 0;i < 3;i++)
+                                       MSG_WriteAngle16i (&buf, cl.viewangles[i]);
+                               // 6 bytes
+                               MSG_WriteCoord16i (&buf, forwardmove);
+                               MSG_WriteCoord16i (&buf, sidemove);
+                               MSG_WriteCoord16i (&buf, upmove);
+                               // 5 bytes
+                               MSG_WriteLong (&buf, bits);
+                               MSG_WriteByte (&buf, impulse);
+                               // PRYDON_CLIENTCURSOR
+                               // 30 bytes
+                               MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
+                               MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
+                               MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
+                               MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
+                               MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
+                               MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
+                               MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
+                               MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
+                               MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
+
+                               // FIXME: bits & 16 is +button5, Nexuiz specific
+                               CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
                        }
-                       MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
-                       // 6 bytes
-                       for (i = 0;i < 3;i++)
-                               MSG_WriteAngle16i (&buf, cl.viewangles[i]);
-                       // 6 bytes
-                       MSG_WriteCoord16i (&buf, forwardmove);
-                       MSG_WriteCoord16i (&buf, sidemove);
-                       MSG_WriteCoord16i (&buf, upmove);
-                       // 5 bytes
-                       MSG_WriteLong (&buf, bits);
-                       MSG_WriteByte (&buf, in_impulse);
-                       // PRYDON_CLIENTCURSOR
-                       // 30 bytes
-                       MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
-                       MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
-                       MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
-                       MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
-                       MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
-                       MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
-                       MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
-                       MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
-                       MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
                }
-       }
 
-#if MOVEAVERAGING
-       forwardmove = sidemove = upmove = 0;
-#endif
-       in_impulse = 0;
-
-       // ack the last few frame numbers
-       // (redundent to improve handling of client->server packet loss)
-       // for LATESTFRAMENUMS == 3 case this is 15 bytes
-       for (i = 0;i < LATESTFRAMENUMS;i++)
-       {
-               if (cl.latestframenums[i] > 0)
+               if (cls.protocol != PROTOCOL_QUAKEWORLD)
                {
-                       if (developer_networkentities.integer >= 1)
-                               Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
-                       MSG_WriteByte(&buf, clc_ackframe);
-                       MSG_WriteLong(&buf, cl.latestframenums[i]);
+                       // ack the last few frame numbers
+                       // (redundent to improve handling of client->server packet loss)
+                       // for LATESTFRAMENUMS == 3 case this is 15 bytes
+                       for (i = 0;i < LATESTFRAMENUMS;i++)
+                       {
+                               if (cl.latestframenums[i] > 0)
+                               {
+                                       if (developer_networkentities.integer >= 1)
+                                               Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
+                                       MSG_WriteByte(&buf, clc_ackframe);
+                                       MSG_WriteLong(&buf, cl.latestframenums[i]);
+                               }
+                       }
                }
-       }
-
-       // PROTOCOL_DARKPLACES6 = 67 bytes per packet
-       // PROTOCOL_DARKPLACES7 = 71 bytes per packet
 
-       // deliver the message
-       if (cls.demoplayback)
-               return;
-       // nothing to send
-       if (!buf.cursize)
-               return;
+               // PROTOCOL_DARKPLACES6 = 67 bytes per packet
+               // PROTOCOL_DARKPLACES7 = 71 bytes per packet
+       }
 
-       // FIXME: bits & 16 is +button5, Nexuiz specific
-       CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
+       // send the reliable message (forwarded commands) if there is one
+       NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
 
-       if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
+       if (cls.netcon->message.overflowed)
        {
                Con_Print("CL_SendMove: lost server connection\n");
                CL_Disconnect();
@@ -1071,31 +1291,31 @@ void CL_InitInput (void)
        Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
        Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
        Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button3");
-       Cmd_AddCommand ("+button5", IN_Button5Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button3");
-       Cmd_AddCommand ("+button6", IN_Button6Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button3");
-       Cmd_AddCommand ("+button7", IN_Button7Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button3");
-       Cmd_AddCommand ("+button8", IN_Button8Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button3");
-       Cmd_AddCommand ("+button9", IN_Button9Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button3");
-       Cmd_AddCommand ("+button10", IN_Button10Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button3");
-       Cmd_AddCommand ("+button11", IN_Button11Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button3");
-       Cmd_AddCommand ("+button12", IN_Button12Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button3");
-       Cmd_AddCommand ("+button13", IN_Button13Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button3");
-       Cmd_AddCommand ("+button14", IN_Button14Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button3");
-       Cmd_AddCommand ("+button15", IN_Button15Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button3");
-       Cmd_AddCommand ("+button16", IN_Button16Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button3");
+       Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
+       Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
+       Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
+       Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
+       Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
+       Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
+       Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
+       Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
+       Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
+       Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
+       Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
+       Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
+       Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
+       Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
+       Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
+       Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
+       Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
+       Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
+       Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
+       Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
+       Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
+       Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
+       Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
+       Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
+       Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
 
        Cvar_RegisterVariable(&cl_movement);
        Cvar_RegisterVariable(&cl_movement_latency);
@@ -1115,5 +1335,7 @@ void CL_InitInput (void)
        Cvar_RegisterVariable(&m_filter);
 
        Cvar_RegisterVariable(&cl_netinputpacketspersecond);
+
+       Cvar_RegisterVariable(&cl_nodelta);
 }