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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", "2", "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         if (cl.viewangles[YAW] >= 180)
493                 cl.viewangles[YAW] -= 360;
494         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
495         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
496 }
497
498 int cl_ignoremousemoves = 2;
499
500 /*
501 ================
502 CL_Input
503
504 Send the intended movement message to the server
505 ================
506 */
507 void CL_Input (void)
508 {
509         float mx, my;
510         static float old_mouse_x = 0, old_mouse_y = 0;
511
512         // clamp before the move to prevent starting with bad angles
513         CL_AdjustAngles ();
514
515         if(v_flipped.integer)
516                 cl.viewangles[YAW] = -cl.viewangles[YAW];
517
518         // reset some of the command fields
519         cl.cmd.forwardmove = 0;
520         cl.cmd.sidemove = 0;
521         cl.cmd.upmove = 0;
522
523         // get basic movement from keyboard
524         if (in_strafe.state & 1)
525         {
526                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
527                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
528         }
529
530         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
531         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
532
533         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
534         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
535
536         if (! (in_klook.state & 1) )
537         {
538                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
539                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
540         }
541
542         // adjust for speed key
543         if (in_speed.state & 1)
544         {
545                 cl.cmd.forwardmove *= cl_movespeedkey.value;
546                 cl.cmd.sidemove *= cl_movespeedkey.value;
547                 cl.cmd.upmove *= cl_movespeedkey.value;
548         }
549
550         in_mouse_x = 0;
551         in_mouse_y = 0;
552
553         // allow mice or other external controllers to add to the move
554         IN_Move ();
555
556         // ignore a mouse move if mouse was activated/deactivated this frame
557         if (cl_ignoremousemoves)
558         {
559                 cl_ignoremousemoves--;
560                 in_mouse_x = 0;
561                 in_mouse_y = 0;
562         }
563
564         // apply m_filter if it is on
565         mx = in_mouse_x;
566         my = in_mouse_y;
567         if (m_filter.integer)
568         {
569                 in_mouse_x = (mx + old_mouse_x) * 0.5;
570                 in_mouse_y = (my + old_mouse_y) * 0.5;
571         }
572         old_mouse_x = mx;
573         old_mouse_y = my;
574
575         // if not in menu, apply mouse move to viewangles/movement
576         if (!cl.csqc_wantsmousemove && in_client_mouse)
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
614         if(v_flipped.integer)
615         {
616                 cl.viewangles[YAW] = -cl.viewangles[YAW];
617                 cl.cmd.sidemove = -cl.cmd.sidemove;
618         }
619
620         // clamp after the move to prevent rendering with bad angles
621         CL_AdjustAngles ();
622 }
623
624 #include "cl_collision.h"
625
626 void CL_UpdatePrydonCursor(void)
627 {
628         vec3_t temp;
629
630         if (!cl_prydoncursor.integer)
631                 VectorClear(cl.cmd.cursor_screen);
632
633         /*
634         if (cl.cmd.cursor_screen[0] < -1)
635         {
636                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
637                 cl.cmd.cursor_screen[0] = -1;
638         }
639         if (cl.cmd.cursor_screen[0] > 1)
640         {
641                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
642                 cl.cmd.cursor_screen[0] = 1;
643         }
644         if (cl.cmd.cursor_screen[1] < -1)
645         {
646                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
647                 cl.cmd.cursor_screen[1] = -1;
648         }
649         if (cl.cmd.cursor_screen[1] > 1)
650         {
651                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
652                 cl.cmd.cursor_screen[1] = 1;
653         }
654         */
655         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
656         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
657         cl.cmd.cursor_screen[2] = 1;
658
659         // calculate current view matrix
660         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
661         // calculate direction vector of cursor in viewspace by using frustum slopes
662         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);
663         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
664         // trace from view origin to the cursor
665         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);
666 }
667
668 void CL_ClientMovement_ExpireOldMoves(void)
669 {
670         int i;
671         int n;
672         // remove stale queue items
673         n = cl.movement_numqueue;
674         cl.movement_numqueue = 0;
675         if (cls.servermovesequence)
676         {
677                 for (i = 0;i < n;i++)
678                 {
679                         if (cl.movement_queue[i].sequence > cls.servermovesequence)
680                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
681                         else
682                                 cl.movement_replay_canjump = cl.movement_queue[i].canjump;
683                 }
684         }
685 }
686
687 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
688 {
689         // if time has not advanced, do nothing
690         if (cl.movecmd[0].msec <= 0)
691                 return;
692         // add to input queue if there is room
693         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
694         {
695                 // add to input queue
696                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence;
697                 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
698                 cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001;
699                 VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
700                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove;
701                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove;
702                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove;
703                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
704                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
705                 cl.movement_numqueue++;
706         }
707
708         cl.movement_replay = true;
709 }
710
711 typedef enum waterlevel_e
712 {
713         WATERLEVEL_NONE,
714         WATERLEVEL_WETFEET,
715         WATERLEVEL_SWIMMING,
716         WATERLEVEL_SUBMERGED
717 }
718 waterlevel_t;
719
720 typedef struct cl_clientmovement_state_s
721 {
722         // position
723         vec3_t origin;
724         vec3_t velocity;
725         // current bounding box (different if crouched vs standing)
726         vec3_t mins;
727         vec3_t maxs;
728         // currently on the ground
729         qboolean onground;
730         // currently crouching
731         qboolean crouched;
732         // what kind of water (SUPERCONTENTS_LAVA for instance)
733         int watertype;
734         // how deep
735         waterlevel_t waterlevel;
736         // weird hacks when jumping out of water
737         // (this is in seconds and counts down to 0)
738         float waterjumptime;
739
740         // user command
741         client_movementqueue_t q;
742 }
743 cl_clientmovement_state_t;
744
745 #define NUMOFFSETS 27
746 static vec3_t offsets[NUMOFFSETS] =
747 {
748 // 1 no nudge (just return the original if this test passes)
749         { 0.000,  0.000,  0.000},
750 // 6 simple nudges
751         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
752         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
753         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
754 // 4 diagonal flat nudges
755         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
756         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
757 // 8 diagonal upward nudges
758         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
759         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
760         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
761         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
762 // 8 diagonal downward nudges
763         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
764         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
765         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
766         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
767 };
768
769 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
770 {
771         int i;
772         vec3_t neworigin;
773         for (i = 0;i < NUMOFFSETS;i++)
774         {
775                 VectorAdd(offsets[i], s->origin, neworigin);
776                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
777                 {
778                         VectorCopy(neworigin, s->origin);
779                         return true;
780                 }
781         }
782         // if all offsets failed, give up
783         return false;
784 }
785
786 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
787 {
788         vec3_t origin1, origin2;
789         trace_t trace;
790
791         // make sure player is not stuck
792         CL_ClientMovement_Unstick(s);
793
794         // set crouched
795         if (s->q.crouch)
796         {
797                 // wants to crouch, this always works..
798                 if (!s->crouched)
799                         s->crouched = true;
800         }
801         else
802         {
803                 // wants to stand, if currently crouching we need to check for a
804                 // low ceiling first
805                 if (s->crouched)
806                 {
807                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
808                         if (!trace.startsolid)
809                                 s->crouched = false;
810                 }
811         }
812         if (s->crouched)
813         {
814                 VectorCopy(cl.playercrouchmins, s->mins);
815                 VectorCopy(cl.playercrouchmaxs, s->maxs);
816         }
817         else
818         {
819                 VectorCopy(cl.playerstandmins, s->mins);
820                 VectorCopy(cl.playerstandmaxs, s->maxs);
821         }
822
823         // set onground
824         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
825         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
826         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
827         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
828
829         // set watertype/waterlevel
830         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
831         s->waterlevel = WATERLEVEL_NONE;
832         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
833         if (s->watertype)
834         {
835                 s->waterlevel = WATERLEVEL_WETFEET;
836                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
837                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
838                 {
839                         s->waterlevel = WATERLEVEL_SWIMMING;
840                         origin1[2] = s->origin[2] + 22;
841                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
842                                 s->waterlevel = WATERLEVEL_SUBMERGED;
843                 }
844         }
845
846         // water jump prediction
847         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
848                 s->waterjumptime = 0;
849 }
850
851 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
852 {
853         int bump;
854         double t;
855         vec_t f;
856         vec3_t neworigin;
857         vec3_t currentorigin2;
858         vec3_t neworigin2;
859         vec3_t primalvelocity;
860         trace_t trace;
861         trace_t trace2;
862         trace_t trace3;
863         CL_ClientMovement_UpdateStatus(s);
864         VectorCopy(s->velocity, primalvelocity);
865         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
866         {
867                 VectorMA(s->origin, t, s->velocity, neworigin);
868                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
869                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
870                 {
871                         // may be a step or wall, try stepping up
872                         // first move forward at a higher level
873                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
874                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
875                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
876                         if (!trace2.startsolid)
877                         {
878                                 // then move down from there
879                                 VectorCopy(trace2.endpos, currentorigin2);
880                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
881                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
882                                 //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]);
883                                 // accept the new trace if it made some progress
884                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
885                                 {
886                                         trace = trace2;
887                                         VectorCopy(trace3.endpos, trace.endpos);
888                                 }
889                         }
890                 }
891
892                 // check if it moved at all
893                 if (trace.fraction >= 0.001)
894                         VectorCopy(trace.endpos, s->origin);
895
896                 // check if it moved all the way
897                 if (trace.fraction == 1)
898                         break;
899
900                 //if (trace.plane.normal[2] > 0.7)
901                 //      s->onground = true;
902
903                 t -= t * trace.fraction;
904
905                 f = DotProduct(s->velocity, trace.plane.normal);
906                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
907         }
908         if (s->waterjumptime > 0)
909                 VectorCopy(primalvelocity, s->velocity);
910 }
911
912
913 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
914 {
915         vec_t wishspeed;
916         vec_t f;
917         vec3_t wishvel;
918         vec3_t wishdir;
919
920         // water jump only in certain situations
921         // this mimics quakeworld code
922         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
923         {
924                 vec3_t forward;
925                 vec3_t yawangles;
926                 vec3_t spot;
927                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
928                 AngleVectors(yawangles, forward, NULL, NULL);
929                 VectorMA(s->origin, 24, forward, spot);
930                 spot[2] += 8;
931                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
932                 {
933                         spot[2] += 24;
934                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
935                         {
936                                 VectorScale(forward, 50, s->velocity);
937                                 s->velocity[2] = 310;
938                                 s->waterjumptime = 2;
939                                 s->onground = false;
940                                 s->q.canjump = false;
941                         }
942                 }
943         }
944
945         if (!VectorLength2(s->q.move))
946         {
947                 // drift towards bottom
948                 VectorSet(wishvel, 0, 0, -60);
949         }
950         else
951         {
952                 // swim
953                 vec3_t forward;
954                 vec3_t right;
955                 vec3_t up;
956                 // calculate movement vector
957                 AngleVectors(s->q.viewangles, forward, right, up);
958                 VectorSet(up, 0, 0, 1);
959                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
960         }
961
962         // split wishvel into wishspeed and wishdir
963         wishspeed = VectorLength(wishvel);
964         if (wishspeed)
965                 VectorScale(wishvel, 1 / wishspeed, wishdir);
966         else
967                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
968         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
969
970         if (s->crouched)
971                 wishspeed *= 0.5;
972
973         if (s->waterjumptime <= 0)
974         {
975                 // water friction
976                 f = 1 - s->q.frametime * cl.movevars_waterfriction * s->waterlevel;
977                 f = bound(0, f, 1);
978                 VectorScale(s->velocity, f, s->velocity);
979
980                 // water acceleration
981                 f = wishspeed - DotProduct(s->velocity, wishdir);
982                 if (f > 0)
983                 {
984                         f = min(cl.movevars_wateraccelerate * s->q.frametime * wishspeed, f);
985                         VectorMA(s->velocity, f, wishdir, s->velocity);
986                 }
987
988                 // holding jump button swims upward slowly
989                 if (s->q.jump)
990                 {
991                         if (s->watertype & SUPERCONTENTS_LAVA)
992                                 s->velocity[2] =  50;
993                         else if (s->watertype & SUPERCONTENTS_SLIME)
994                                 s->velocity[2] =  80;
995                         else
996                         {
997                                 if (gamemode == GAME_NEXUIZ)
998                                         s->velocity[2] = 200;
999                                 else
1000                                         s->velocity[2] = 100;
1001                         }
1002                 }
1003         }
1004
1005         CL_ClientMovement_Move(s);
1006 }
1007
1008 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1009 {
1010         vec_t friction;
1011         vec_t wishspeed;
1012         vec_t addspeed;
1013         vec_t accelspeed;
1014         vec_t f;
1015         vec3_t forward;
1016         vec3_t right;
1017         vec3_t up;
1018         vec3_t wishvel;
1019         vec3_t wishdir;
1020         vec3_t yawangles;
1021         trace_t trace;
1022
1023         // jump if on ground with jump button pressed but only if it has been
1024         // released at least once since the last jump
1025         if (s->q.jump)
1026         {
1027                 if (s->onground && (s->q.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"
1028                 {
1029                         s->velocity[2] += cl.movevars_jumpvelocity;
1030                         s->onground = false;
1031                         s->q.canjump = false;
1032                 }
1033         }
1034         else
1035                 s->q.canjump = true;
1036
1037         // calculate movement vector
1038         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
1039         AngleVectors(yawangles, forward, right, up);
1040         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
1041
1042         // split wishvel into wishspeed and wishdir
1043         wishspeed = VectorLength(wishvel);
1044         if (wishspeed)
1045                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1046         else
1047                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1048         wishspeed = min(wishspeed, cl.movevars_maxspeed);
1049         if (s->crouched)
1050                 wishspeed *= 0.5;
1051
1052         // check if onground
1053         if (s->onground)
1054         {
1055                 // apply edge friction
1056                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1057                 friction = cl.movevars_friction;
1058                 if (f > 0 && cl.movevars_edgefriction != 1)
1059                 {
1060                         vec3_t neworigin2;
1061                         vec3_t neworigin3;
1062                         // note: QW uses the full player box for the trace, and yet still
1063                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1064                         // this mimics it for compatibility
1065                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1066                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1067                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1068                                 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1069                         else
1070                                 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1071                         if (trace.fraction == 1 && !trace.startsolid)
1072                                 friction *= cl.movevars_edgefriction;
1073                 }
1074                 // apply ground friction
1075                 f = 1 - s->q.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1076                 f = max(f, 0);
1077                 VectorScale(s->velocity, f, s->velocity);
1078                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1079                 if (addspeed > 0)
1080                 {
1081                         accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1082                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1083                 }
1084                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1085                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1086                         s->velocity[2] = 0;
1087                 if (VectorLength2(s->velocity))
1088                         CL_ClientMovement_Move(s);
1089         }
1090         else
1091         {
1092                 if (s->waterjumptime <= 0)
1093                 {
1094                         vec_t f;
1095                         vec_t vel_straight;
1096                         vec_t vel_z;
1097                         vec3_t vel_perpend;
1098
1099                         // apply air speed limit
1100                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1101
1102                         /*
1103                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1104                         if (addspeed > 0)
1105                         {
1106                                 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1107                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1108                         }
1109                         */
1110
1111                         vel_straight = DotProduct(s->velocity, wishdir);
1112                         vel_z = s->velocity[2];
1113                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1114                         vel_perpend[2] -= vel_z;
1115
1116                         f = wishspeed - vel_straight;
1117                         if(f > 0)
1118                                 vel_straight += min(f, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * cl.movevars_airaccel_qw;
1119                         if(wishspeed > 0)
1120                                 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1121
1122                         VectorM(1 - (s->q.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1123
1124                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1125                         s->velocity[2] += vel_z;
1126                 }
1127                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime;
1128                 CL_ClientMovement_Move(s);
1129         }
1130 }
1131
1132 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1133 {
1134         //Con_Printf(" %f", frametime);
1135         if (!s->q.jump)
1136                 s->q.canjump = true;
1137         s->waterjumptime -= s->q.frametime;
1138         CL_ClientMovement_UpdateStatus(s);
1139         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1140                 CL_ClientMovement_Physics_Swim(s);
1141         else
1142                 CL_ClientMovement_Physics_Walk(s);
1143 }
1144
1145 extern cvar_t slowmo;
1146 void CL_UpdateMoveVars(void)
1147 {
1148         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1149         {
1150         }
1151         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1152         {
1153                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1154                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1155                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1156                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1157                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1158                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1159                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1160                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1161                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1162                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1163                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1164                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1165                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1166                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1167                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1168                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1169                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1170                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1171         }
1172         else
1173         {
1174                 cl.movevars_timescale = slowmo.value;
1175                 cl.movevars_gravity = sv_gravity.value;
1176                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1177                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1178                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1179                 cl.movevars_accelerate = cl_movement_accelerate.value;
1180                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1181                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1182                 cl.movevars_friction = cl_movement_friction.value;
1183                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1184                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1185                 cl.movevars_entgravity = 1;
1186                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1187                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1188                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1189                 cl.movevars_stepheight = cl_movement_stepheight.value;
1190                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1191                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1192         }
1193 }
1194
1195 void CL_ClientMovement_Replay(void)
1196 {
1197         int i;
1198         qboolean canjump;
1199         double totalmovetime;
1200         cl_clientmovement_state_t s;
1201
1202         CL_ClientMovement_ExpireOldMoves();
1203
1204         // set up starting state for the series of moves
1205         memset(&s, 0, sizeof(s));
1206         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1207         VectorCopy(cl.mvelocity[0], s.velocity);
1208         s.crouched = true; // will be updated on first move
1209         //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]);
1210
1211         totalmovetime = 0;
1212         for (i = 0;i < cl.movement_numqueue - 1;i++)
1213                 totalmovetime += cl.movement_queue[i].frametime;
1214         cl.movement_predicted = totalmovetime * 1000.0 >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1215         //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovetime * 1000.0, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1216         if (cl.movement_predicted)
1217         {
1218                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1219
1220                 // replay the input queue to predict current location
1221                 // note: this relies on the fact there's always one queue item at the end
1222
1223                 canjump = cl.movement_replay_canjump;
1224                 for (i = 0;i < cl.movement_numqueue;i++)
1225                 {
1226                         s.q = cl.movement_queue[i];
1227                         s.q.canjump = canjump;
1228                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1229                         if (s.q.frametime > 0.05)
1230                         {
1231                                 s.q.frametime *= 0.5;
1232                                 CL_ClientMovement_PlayerMove(&s);
1233                         }
1234                         CL_ClientMovement_PlayerMove(&s);
1235                         canjump = cl.movement_queue[i].canjump = s.q.canjump;
1236                 }
1237         }
1238         else
1239         {
1240                 // get the first movement queue entry to know whether to crouch and such
1241                 s.q = cl.movement_queue[0];
1242         }
1243         CL_ClientMovement_UpdateStatus(&s);
1244
1245         if (cl.movement_replay)
1246         {
1247                 cl.movement_replay = false;
1248                 // update interpolation timestamps if time has passed
1249                 if (cl.movement_time[0] != cl.movecmd[0].time)
1250                 {
1251                         cl.movement_time[1] = cl.movement_time[0];
1252                         cl.movement_time[0] = cl.movecmd[0].time;
1253                         cl.movement_time[2] = cl.movecmd[0].time;//time;
1254                         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1255                         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1256                         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1257                 }
1258
1259                 // update the interpolation target position and velocity
1260                 VectorCopy(s.origin, cl.movement_origin);
1261                 VectorCopy(s.velocity, cl.movement_velocity);
1262         }
1263         else if(cls.demoplayback) // for bob, speedometer
1264                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1265
1266         // update the onground flag if appropriate
1267         if (cl.movement_predicted)
1268         {
1269                 // when predicted we simply set the flag according to the UpdateStatus
1270                 cl.onground = s.onground;
1271         }
1272         else
1273         {
1274                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1275                 // an update packet is received, but can be forced on here to hide
1276                 // server inconsistencies in the onground flag
1277                 // (which mostly occur when stepping up stairs at very high framerates
1278                 //  where after the step up the move continues forward and not
1279                 //  downward so the ground is not detected)
1280                 //
1281                 // such onground inconsistencies can cause jittery gun bobbing and
1282                 // stair smoothing, so we set onground if UpdateStatus says so
1283                 if (s.onground)
1284                         cl.onground = true;
1285         }
1286
1287         // react to onground state changes (for gun bob)
1288         if (cl.onground)
1289         {
1290                 if (!cl.oldonground)
1291                         cl.hitgroundtime = cl.movecmd[0].time;
1292                 cl.lastongroundtime = cl.movecmd[0].time;
1293         }
1294         cl.oldonground = cl.onground;
1295 }
1296
1297 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1298 {
1299         int bits;
1300
1301         bits = 0;
1302         if (to->viewangles[0] != from->viewangles[0])
1303                 bits |= QW_CM_ANGLE1;
1304         if (to->viewangles[1] != from->viewangles[1])
1305                 bits |= QW_CM_ANGLE2;
1306         if (to->viewangles[2] != from->viewangles[2])
1307                 bits |= QW_CM_ANGLE3;
1308         if (to->forwardmove != from->forwardmove)
1309                 bits |= QW_CM_FORWARD;
1310         if (to->sidemove != from->sidemove)
1311                 bits |= QW_CM_SIDE;
1312         if (to->upmove != from->upmove)
1313                 bits |= QW_CM_UP;
1314         if (to->buttons != from->buttons)
1315                 bits |= QW_CM_BUTTONS;
1316         if (to->impulse != from->impulse)
1317                 bits |= QW_CM_IMPULSE;
1318
1319         MSG_WriteByte(buf, bits);
1320         if (bits & QW_CM_ANGLE1)
1321                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1322         if (bits & QW_CM_ANGLE2)
1323                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1324         if (bits & QW_CM_ANGLE3)
1325                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1326         if (bits & QW_CM_FORWARD)
1327                 MSG_WriteShort(buf, to->forwardmove);
1328         if (bits & QW_CM_SIDE)
1329                 MSG_WriteShort(buf, to->sidemove);
1330         if (bits & QW_CM_UP)
1331                 MSG_WriteShort(buf, to->upmove);
1332         if (bits & QW_CM_BUTTONS)
1333                 MSG_WriteByte(buf, to->buttons);
1334         if (bits & QW_CM_IMPULSE)
1335                 MSG_WriteByte(buf, to->impulse);
1336         MSG_WriteByte(buf, to->msec);
1337 }
1338
1339 /*
1340 ==============
1341 CL_SendMove
1342 ==============
1343 */
1344 usercmd_t nullcmd; // for delta compression of qw moves
1345 void CL_SendMove(void)
1346 {
1347         int i, j, packetloss;
1348         int bits;
1349         sizebuf_t buf;
1350         unsigned char data[1024];
1351         double packettime;
1352         int msecdelta;
1353
1354         CL_ClientMovement_ExpireOldMoves();
1355
1356         // if playing a demo, do nothing
1357         if (!cls.netcon)
1358                 return;
1359
1360         // set button bits
1361         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1362         bits = 0;
1363         if (in_attack.state   & 3) bits |=   1;
1364         if (in_jump.state     & 3) bits |=   2;
1365         if (in_button3.state  & 3) bits |=   4;
1366         if (in_button4.state  & 3) bits |=   8;
1367         if (in_button5.state  & 3) bits |=  16;
1368         if (in_button6.state  & 3) bits |=  32;
1369         if (in_button7.state  & 3) bits |=  64;
1370         if (in_button8.state  & 3) bits |= 128;
1371         if (in_use.state      & 3) bits |= 256;
1372         if (key_dest != key_game || key_consoleactive) bits |= 512;
1373         if (cl_prydoncursor.integer) bits |= 1024;
1374         if (in_button9.state  & 3)  bits |=   2048;
1375         if (in_button10.state  & 3) bits |=   4096;
1376         if (in_button11.state  & 3) bits |=   8192;
1377         if (in_button12.state  & 3) bits |=  16384;
1378         if (in_button13.state  & 3) bits |=  32768;
1379         if (in_button14.state  & 3) bits |=  65536;
1380         if (in_button15.state  & 3) bits |= 131072;
1381         if (in_button16.state  & 3) bits |= 262144;
1382         // button bits 19-31 unused currently
1383         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1384         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1385         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1386         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1387         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1388
1389         // don't send too often or else network connections can get clogged by a high renderer framerate
1390         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1391         // send input every frame in singleplayer
1392         if (cl.islocalgame)
1393                 packettime = 0;
1394         // send the current interpolation time
1395         cl.cmd.time = cl.time;
1396         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1397         if (realtime < cl.lastpackettime + packettime && (!cl_netimmediatebuttons.integer || (bits == cl.cmd.buttons && in_impulse == cl.cmd.impulse)))
1398                 return;
1399         // try to round off the lastpackettime to a multiple of the packet interval
1400         // (this causes it to emit packets at a steady beat, and takes advantage
1401         //  of the time drift compensation in the cl.time code)
1402         if (packettime > 0)
1403                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1404         else
1405                 cl.lastpackettime = realtime;
1406         // set the flag indicating that we sent a packet recently
1407         cl.movement_needupdate = false;
1408
1409         buf.maxsize = sizeof(data);
1410         buf.cursize = 0;
1411         buf.data = data;
1412
1413         // conditions for sending a move:
1414         // if the move advances time or if the game is paused (in which case time
1415         // is not advancing)
1416         // don't send a new input packet if the connection is still saturated from
1417         // the last one (or chat messages, etc)
1418         // note: this behavior comes from QW
1419         if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1420                 return;
1421
1422         // send the movement message
1423         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1424         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1425         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1426         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1427         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1428         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1429         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1430         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1431         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1432         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1433         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1434
1435         // set prydon cursor info
1436         CL_UpdatePrydonCursor();
1437
1438         // set buttons and impulse
1439         cl.cmd.buttons = bits;
1440         cl.cmd.impulse = in_impulse;
1441
1442         // clear button 'click' states
1443         in_attack.state  &= ~2;
1444         in_jump.state    &= ~2;
1445         in_button3.state &= ~2;
1446         in_button4.state &= ~2;
1447         in_button5.state &= ~2;
1448         in_button6.state &= ~2;
1449         in_button7.state &= ~2;
1450         in_button8.state &= ~2;
1451         in_use.state     &= ~2;
1452         in_button9.state  &= ~2;
1453         in_button10.state &= ~2;
1454         in_button11.state &= ~2;
1455         in_button12.state &= ~2;
1456         in_button13.state &= ~2;
1457         in_button14.state &= ~2;
1458         in_button15.state &= ~2;
1459         in_button16.state &= ~2;
1460
1461         // clear impulse
1462         in_impulse = 0;
1463
1464         // movement is set by input code (forwardmove/sidemove/upmove)
1465
1466         // set viewangles
1467         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1468
1469         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000));
1470         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1471         // ridiculous value rejection (matches qw)
1472         if (cl.cmd.msec > 250)
1473                 cl.cmd.msec = 100;
1474
1475         cl.cmd.predicted = cl_movement.integer;
1476
1477         // always dump the first two messages, because they may contain leftover inputs from the last level
1478         if (cl.cmd.sequence <= 2)
1479                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1480
1481         // update the cl.movecmd array which holds the most recent moves
1482         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1483                 cl.movecmd[i] = cl.movecmd[i-1];
1484         cl.movecmd[0] = cl.cmd;
1485
1486         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1487         {
1488                 int checksumindex;
1489
1490                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1491
1492                 MSG_WriteByte(&buf, qw_clc_move);
1493                 // save the position for a checksum byte
1494                 checksumindex = buf.cursize;
1495                 MSG_WriteByte(&buf, 0);
1496                 // packet loss percentage
1497                 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1498                         if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1499                                 packetloss++;
1500                 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1501                 MSG_WriteByte(&buf, packetloss);
1502                 // write most recent 3 moves
1503                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1504                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1505                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1506                 // calculate the checksum
1507                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1508                 // if delta compression history overflows, request no delta
1509                 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1510                         cl.qw_validsequence = 0;
1511                 // request delta compression if appropriate
1512                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1513                 {
1514                         cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1515                         MSG_WriteByte(&buf, qw_clc_delta);
1516                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1517                 }
1518                 else
1519                         cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1520         }
1521         else if (cls.signon == SIGNONS)
1522         {
1523                 if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE || cls.protocol == PROTOCOL_NEHAHRABJP || cls.protocol == PROTOCOL_NEHAHRABJP2 || cls.protocol == PROTOCOL_NEHAHRABJP3)
1524                 {
1525                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1526
1527                         // 5 bytes
1528                         MSG_WriteByte (&buf, clc_move);
1529                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1530                         // 3 bytes
1531                         for (i = 0;i < 3;i++)
1532                                 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1533                         // 6 bytes
1534                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1535                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1536                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1537                         // 2 bytes
1538                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1539                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1540                 }
1541                 else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1542                 {
1543                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1544
1545                         // 5 bytes
1546                         MSG_WriteByte (&buf, clc_move);
1547                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1548                         // 12 bytes
1549                         for (i = 0;i < 3;i++)
1550                                 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1551                         // 6 bytes
1552                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1553                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1554                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1555                         // 2 bytes
1556                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1557                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1558                 }
1559                 else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1560                 {
1561                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1562
1563                         // 5 bytes
1564                         MSG_WriteByte (&buf, clc_move);
1565                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1566                         // 6 bytes
1567                         for (i = 0;i < 3;i++)
1568                                 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1569                         // 6 bytes
1570                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1571                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1572                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1573                         // 2 bytes
1574                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1575                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1576                 }
1577                 else if (cls.signon == SIGNONS)
1578                 {
1579                         int maxusercmds;
1580                         usercmd_t *cmd;
1581
1582                         // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1583                         CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1584
1585                         // set the maxusercmds variable to limit how many should be sent
1586                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1587                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1588                         if (!cl.cmd.predicted)
1589                                 maxusercmds = 1;
1590
1591                         // send the latest moves in order, the old ones will be
1592                         // ignored by the server harmlessly, however if the previous
1593                         // packets were lost these moves will be used
1594                         //
1595                         // this reduces packet loss impact on gameplay.
1596                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1597                         {
1598                                 // don't repeat any stale moves
1599                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1600                                         continue;
1601                                 // 5/9 bytes
1602                                 MSG_WriteByte (&buf, clc_move);
1603                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1604                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1605                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1606                                 // 6 bytes
1607                                 for (i = 0;i < 3;i++)
1608                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1609                                 // 6 bytes
1610                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1611                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1612                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1613                                 // 5 bytes
1614                                 MSG_WriteLong (&buf, cmd->buttons);
1615                                 MSG_WriteByte (&buf, cmd->impulse);
1616                                 // PRYDON_CLIENTCURSOR
1617                                 // 30 bytes
1618                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1619                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1620                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1621                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1622                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1623                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1624                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1625                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1626                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1627                         }
1628                 }
1629         }
1630
1631         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1632         {
1633                 // ack the last few frame numbers
1634                 // (redundent to improve handling of client->server packet loss)
1635                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1636                 for (i = 0;i < LATESTFRAMENUMS;i++)
1637                 {
1638                         if (cl.latestframenums[i] > 0)
1639                         {
1640                                 if (developer_networkentities.integer >= 10)
1641                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1642                                 MSG_WriteByte(&buf, clc_ackframe);
1643                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1644                         }
1645                 }
1646         }
1647
1648         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1649         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1650
1651         // acknowledge any recently received data blocks
1652         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1653         {
1654                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1655                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1656                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1657                 cls.dp_downloadack[i].start = 0;
1658                 cls.dp_downloadack[i].size = 0;
1659         }
1660
1661         // send the reliable message (forwarded commands) if there is one
1662         if (buf.cursize || cls.netcon->message.cursize)
1663                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1664
1665         if (cls.netcon->message.overflowed)
1666         {
1667                 Con_Print("CL_SendMove: lost server connection\n");
1668                 CL_Disconnect();
1669                 Host_ShutdownServer();
1670         }
1671 }
1672
1673 /*
1674 ============
1675 CL_InitInput
1676 ============
1677 */
1678 void CL_InitInput (void)
1679 {
1680         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1681         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1682         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1683         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1684         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1685         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1686         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1687         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1688         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1689         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1690         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1691         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1692         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1693         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1694         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1695         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1696         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1697         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1698         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1699         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1700         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1701         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1702         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1703         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1704         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1705         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1706         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1707         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1708         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1709         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1710         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1711         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1712         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1713
1714         // LordHavoc: added use button
1715         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1716         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1717
1718         // LordHavoc: added 6 new buttons
1719         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1720         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1721         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1722         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1723         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1724         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1725         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1726         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1727         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1728         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1729         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1730         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1731         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1732         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1733         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1734         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1735         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1736         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1737         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1738         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1739         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1740         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1741         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1742         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1743         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1744         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1745         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1746         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1747
1748         // LordHavoc: added bestweapon command
1749         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)");
1750         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");
1751         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1752
1753         Cvar_RegisterVariable(&cl_movement);
1754         Cvar_RegisterVariable(&cl_movement_minping);
1755         Cvar_RegisterVariable(&cl_movement_track_canjump);
1756         Cvar_RegisterVariable(&cl_movement_maxspeed);
1757         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1758         Cvar_RegisterVariable(&cl_movement_stopspeed);
1759         Cvar_RegisterVariable(&cl_movement_friction);
1760         Cvar_RegisterVariable(&cl_movement_wallfriction);
1761         Cvar_RegisterVariable(&cl_movement_waterfriction);
1762         Cvar_RegisterVariable(&cl_movement_edgefriction);
1763         Cvar_RegisterVariable(&cl_movement_stepheight);
1764         Cvar_RegisterVariable(&cl_movement_accelerate);
1765         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1766         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1767         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1768         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1769         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1770
1771         Cvar_RegisterVariable(&in_pitch_min);
1772         Cvar_RegisterVariable(&in_pitch_max);
1773         Cvar_RegisterVariable(&m_filter);
1774
1775         Cvar_RegisterVariable(&cl_netfps);
1776         Cvar_RegisterVariable(&cl_netrepeatinput);
1777         Cvar_RegisterVariable(&cl_netimmediatebuttons);
1778
1779         Cvar_RegisterVariable(&cl_nodelta);
1780 }
1781