]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - cl_input.c
Quake Live mouse acceleration implemented
[xonotic/darkplaces.git] / cl_input.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27 #include "thread.h"
28
29 /*
30 ===============================================================================
31
32 KEY BUTTONS
33
34 Continuous button event tracking is complicated by the fact that two different
35 input sources (say, mouse button 1 and the control key) can both press the
36 same button, but the button should only be released when both of the
37 pressing key have been released.
38
39 When a key event issues a button command (+forward, +attack, etc), it appends
40 its key number as a parameter to the command so it can be matched up with
41 the release.
42
43 state bit 0 is the current state of the key
44 state bit 1 is edge triggered on the up to down transition
45 state bit 2 is edge triggered on the down to up transition
46
47 ===============================================================================
48 */
49
50
51 kbutton_t       in_mlook, in_klook;
52 kbutton_t       in_left, in_right, in_forward, in_back;
53 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
54 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
55 kbutton_t       in_up, in_down;
56 // LadyHavoc: added 6 new buttons
57 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 //even more
59 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
60
61 int                     in_impulse;
62
63
64
65 static void KeyDown (cmd_state_t *cmd, kbutton_t *b)
66 {
67         int k;
68         const char *c;
69
70         c = Cmd_Argv(cmd, 1);
71         if (c[0])
72                 k = atoi(c);
73         else
74                 k = -1;         // typed manually at the console for continuous down
75
76         if (k == b->down[0] || k == b->down[1])
77                 return;         // repeating key
78
79         if (!b->down[0])
80                 b->down[0] = k;
81         else if (!b->down[1])
82                 b->down[1] = k;
83         else
84         {
85                 Con_Print("Three keys down for a button!\n");
86                 return;
87         }
88
89         if (b->state & 1)
90                 return;         // still down
91         b->state |= 1 + 2;      // down + impulse down
92 }
93
94 static void KeyUp (cmd_state_t *cmd, kbutton_t *b)
95 {
96         int k;
97         const char *c;
98
99         c = Cmd_Argv(cmd, 1);
100         if (c[0])
101                 k = atoi(c);
102         else
103         { // typed manually at the console, assume for unsticking, so clear all
104                 b->down[0] = b->down[1] = 0;
105                 b->state = 4;   // impulse up
106                 return;
107         }
108
109         if (b->down[0] == k)
110                 b->down[0] = 0;
111         else if (b->down[1] == k)
112                 b->down[1] = 0;
113         else
114                 return;         // key up without coresponding down (menu pass through)
115         if (b->down[0] || b->down[1])
116                 return;         // some other key is still holding it down
117
118         if (!(b->state & 1))
119                 return;         // still up (this should not happen)
120         b->state &= ~1;         // now up
121         b->state |= 4;          // impulse up
122 }
123
124 static void IN_KLookDown(cmd_state_t *cmd) {KeyDown(cmd, &in_klook);}
125 static void IN_KLookUp(cmd_state_t *cmd) {KeyUp(cmd, &in_klook);}
126 static void IN_MLookDown(cmd_state_t *cmd) {KeyDown(cmd, &in_mlook);}
127 static void IN_MLookUp(cmd_state_t *cmd)
128 {
129         KeyUp(cmd, &in_mlook);
130         if ( !(in_mlook.state&1) && lookspring.value)
131                 V_StartPitchDrift_f(cmd);
132 }
133 static void IN_UpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_up);}
134 static void IN_UpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_up);}
135 static void IN_DownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_down);}
136 static void IN_DownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_down);}
137 static void IN_LeftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_left);}
138 static void IN_LeftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_left);}
139 static void IN_RightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_right);}
140 static void IN_RightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_right);}
141 static void IN_ForwardDown(cmd_state_t *cmd) {KeyDown(cmd, &in_forward);}
142 static void IN_ForwardUp(cmd_state_t *cmd) {KeyUp(cmd, &in_forward);}
143 static void IN_BackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_back);}
144 static void IN_BackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_back);}
145 static void IN_LookupDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookup);}
146 static void IN_LookupUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookup);}
147 static void IN_LookdownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookdown);}
148 static void IN_LookdownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookdown);}
149 static void IN_MoveleftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveleft);}
150 static void IN_MoveleftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveleft);}
151 static void IN_MoverightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveright);}
152 static void IN_MoverightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveright);}
153
154 static void IN_SpeedDown(cmd_state_t *cmd) {KeyDown(cmd, &in_speed);}
155 static void IN_SpeedUp(cmd_state_t *cmd) {KeyUp(cmd, &in_speed);}
156 static void IN_StrafeDown(cmd_state_t *cmd) {KeyDown(cmd, &in_strafe);}
157 static void IN_StrafeUp(cmd_state_t *cmd) {KeyUp(cmd, &in_strafe);}
158
159 static void IN_AttackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_attack);}
160 static void IN_AttackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_attack);}
161
162 static void IN_UseDown(cmd_state_t *cmd) {KeyDown(cmd, &in_use);}
163 static void IN_UseUp(cmd_state_t *cmd) {KeyUp(cmd, &in_use);}
164
165 // LadyHavoc: added 6 new buttons
166 static void IN_Button3Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button3);}
167 static void IN_Button3Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button3);}
168 static void IN_Button4Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button4);}
169 static void IN_Button4Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button4);}
170 static void IN_Button5Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button5);}
171 static void IN_Button5Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button5);}
172 static void IN_Button6Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button6);}
173 static void IN_Button6Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button6);}
174 static void IN_Button7Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button7);}
175 static void IN_Button7Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button7);}
176 static void IN_Button8Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button8);}
177 static void IN_Button8Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button8);}
178
179 static void IN_Button9Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button9);}
180 static void IN_Button9Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button9);}
181 static void IN_Button10Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button10);}
182 static void IN_Button10Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button10);}
183 static void IN_Button11Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button11);}
184 static void IN_Button11Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button11);}
185 static void IN_Button12Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button12);}
186 static void IN_Button12Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button12);}
187 static void IN_Button13Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button13);}
188 static void IN_Button13Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button13);}
189 static void IN_Button14Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button14);}
190 static void IN_Button14Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button14);}
191 static void IN_Button15Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button15);}
192 static void IN_Button15Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button15);}
193 static void IN_Button16Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button16);}
194 static void IN_Button16Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button16);}
195
196 static void IN_JumpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_jump);}
197 static void IN_JumpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_jump);}
198
199 static void IN_Impulse(cmd_state_t *cmd) {in_impulse=atoi(Cmd_Argv(cmd, 1));}
200
201 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202
203 static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
204 {
205         int i;
206         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
207                 if(in_bestweapon_info[i].impulse == impulse)
208                         break;
209         if(i >= IN_BESTWEAPON_MAX)
210         {
211                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
212                 return; // sorry
213         }
214         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
215         in_bestweapon_info[i].impulse = impulse;
216         if(weaponbit != -1)
217                 in_bestweapon_info[i].weaponbit = weaponbit;
218         if(activeweaponcode != -1)
219                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220         if(ammostat != -1)
221                 in_bestweapon_info[i].ammostat = ammostat;
222         if(ammomin != -1)
223                 in_bestweapon_info[i].ammomin = ammomin;
224 }
225
226 void IN_BestWeapon_ResetData (void)
227 {
228         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
229         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
230         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
232         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
234         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
236         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
237         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
238         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
239         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
240         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
241         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
242 }
243
244 static void IN_BestWeapon_Register_f(cmd_state_t *cmd)
245 {
246         if(Cmd_Argc(cmd) == 7)
247         {
248                 IN_BestWeapon_Register(
249                         Cmd_Argv(cmd, 1),
250                         atoi(Cmd_Argv(cmd, 2)),
251                         atoi(Cmd_Argv(cmd, 3)),
252                         atoi(Cmd_Argv(cmd, 4)),
253                         atoi(Cmd_Argv(cmd, 5)),
254                         atoi(Cmd_Argv(cmd, 6))
255                 );
256         }
257         else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "clear"))
258         {
259                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260         }
261         else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "quake"))
262         {
263                 IN_BestWeapon_ResetData();
264         }
265         else
266         {
267                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(cmd, 0), Cmd_Argv(cmd, 0), Cmd_Argv(cmd, 0));
268         }
269 }
270
271 static void IN_BestWeapon_f(cmd_state_t *cmd)
272 {
273         int i, n;
274         const char *t;
275         if (Cmd_Argc(cmd) < 2)
276         {
277                 Con_Printf("bestweapon requires 1 or more parameters\n");
278                 return;
279         }
280         for (i = 1;i < Cmd_Argc(cmd);i++)
281         {
282                 t = Cmd_Argv(cmd, i);
283                 // figure out which weapon this character refers to
284                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285                 {
286                         if (!strcmp(in_bestweapon_info[n].name, t))
287                         {
288                                 // we found out what weapon this character refers to
289                                 // check if the inventory contains the weapon and enough ammo
290                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291                                 {
292                                         // we found one of the weapons the player wanted
293                                         // send an impulse to switch to it
294                                         in_impulse = in_bestweapon_info[n].impulse;
295                                         return;
296                                 }
297                                 break;
298                         }
299                 }
300                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301         }
302         // if we couldn't find any of the weapons, there's nothing more we can do...
303 }
304
305 /*
306 ===============
307 CL_KeyState
308
309 Returns 0.25 if a key was pressed and released during the frame,
310 0.5 if it was pressed and held
311 0 if held then released, and
312 1.0 if held for the entire time
313 ===============
314 */
315 float CL_KeyState (kbutton_t *key)
316 {
317         float           val;
318         qboolean        impulsedown, impulseup, down;
319
320         impulsedown = (key->state & 2) != 0;
321         impulseup = (key->state & 4) != 0;
322         down = (key->state & 1) != 0;
323         val = 0;
324
325         if (impulsedown && !impulseup)
326         {
327                 if (down)
328                         val = 0.5;      // pressed and held this frame
329                 else
330                         val = 0;        //      I_Error ();
331         }
332         if (impulseup && !impulsedown)
333         {
334                 if (down)
335                         val = 0;        //      I_Error ();
336                 else
337                         val = 0;        // released this frame
338         }
339         if (!impulsedown && !impulseup)
340         {
341                 if (down)
342                         val = 1.0;      // held the entire frame
343                 else
344                         val = 0;        // up the entire frame
345         }
346         if (impulsedown && impulseup)
347         {
348                 if (down)
349                         val = 0.75;     // released and re-pressed this frame
350                 else
351                         val = 0.25;     // pressed and released this frame
352         }
353
354         key->state &= 1;                // clear impulses
355
356         return val;
357 }
358
359
360
361
362 //==========================================================================
363
364 cvar_t cl_upspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
365 cvar_t cl_forwardspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
366 cvar_t cl_backspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
367 cvar_t cl_sidespeed = {CVAR_CLIENT | CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
368
369 cvar_t cl_movespeedkey = {CVAR_CLIENT | CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
370 cvar_t cl_movecliptokeyboard = {CVAR_CLIENT, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
371
372 cvar_t cl_yawspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
373 cvar_t cl_pitchspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
374
375 cvar_t cl_anglespeedkey = {CVAR_CLIENT | CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
376
377 cvar_t cl_movement = {CVAR_CLIENT | CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement on DP servers (use cl_nopred for QWSV servers)"};
378 cvar_t cl_movement_replay = {CVAR_CLIENT, "cl_movement_replay", "1", "use engine prediction"};
379 cvar_t cl_movement_nettimeout = {CVAR_CLIENT | CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
380 cvar_t cl_movement_minping = {CVAR_CLIENT | CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
381 cvar_t cl_movement_track_canjump = {CVAR_CLIENT | CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
382 cvar_t cl_movement_maxspeed = {CVAR_CLIENT, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
383 cvar_t cl_movement_maxairspeed = {CVAR_CLIENT, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
384 cvar_t cl_movement_stopspeed = {CVAR_CLIENT, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
385 cvar_t cl_movement_friction = {CVAR_CLIENT, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
386 cvar_t cl_movement_wallfriction = {CVAR_CLIENT, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
387 cvar_t cl_movement_waterfriction = {CVAR_CLIENT, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
388 cvar_t cl_movement_edgefriction = {CVAR_CLIENT, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
389 cvar_t cl_movement_stepheight = {CVAR_CLIENT, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
390 cvar_t cl_movement_accelerate = {CVAR_CLIENT, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
391 cvar_t cl_movement_airaccelerate = {CVAR_CLIENT, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
392 cvar_t cl_movement_wateraccelerate = {CVAR_CLIENT, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
393 cvar_t cl_movement_jumpvelocity = {CVAR_CLIENT, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
394 cvar_t cl_movement_airaccel_qw = {CVAR_CLIENT, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
395 cvar_t cl_movement_airaccel_sideways_friction = {CVAR_CLIENT, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
396 cvar_t cl_nopred = {CVAR_CLIENT | CVAR_SAVE, "cl_nopred", "0", "(QWSV only) disables player movement prediction when playing on QWSV servers (this setting is separate from cl_movement because player expectations are different when playing on DP vs QW servers)"};
397
398 cvar_t in_pitch_min = {CVAR_CLIENT, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
399 cvar_t in_pitch_max = {CVAR_CLIENT, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
400
401 cvar_t m_filter = {CVAR_CLIENT | CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"}; 
402 cvar_t m_accelerate = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2 when m_accelerate_type is 0 and 0.01 when m_accelerate_type is 1)"};
403 cvar_t m_accelerate_minspeed = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_minspeed","5000", "(when m_accelerate is 0) below this speed, no acceleration is done"};
404 cvar_t m_accelerate_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_maxspeed","10000", "(when m_accelerate is 0) above this speed, full acceleration is done"};
405 cvar_t m_accelerate_filter = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_filter","0.1", "(when m_accelerate is 0) mouse acceleration factor filtering"};
406 // Quake live implementation of mouse acceleration
407 cvar_t m_accelerate_type = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_type","0", "0 for the darkplaces default implementation of mouse acceleration, 1 for the quakelive implementation"};
408 cvar_t m_accelerate_offset = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_offset","0", "(when m_accelerate_type is 1) below this speed, no acceleration is done"};
409 cvar_t m_accelerate_power = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power","2", "(when m_accelerate_type is 1) 2 means linear dependence with the speed, higher values means exponential dependency"};
410 cvar_t m_accelerate_senscap = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_senscap", "0", "(when m_accelerate_type is 1) the sensitivity won't go above this value, 0 means no cap"};
411
412 cvar_t cl_netfps = {CVAR_CLIENT | CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
413 cvar_t cl_netrepeatinput = {CVAR_CLIENT | CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
414 cvar_t cl_netimmediatebuttons = {CVAR_CLIENT | CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
415
416 cvar_t cl_nodelta = {CVAR_CLIENT, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
417
418 cvar_t cl_csqc_generatemousemoveevents = {CVAR_CLIENT, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
419
420 extern cvar_t v_flipped;
421
422 /*
423 ================
424 CL_AdjustAngles
425
426 Moves the local angle positions
427 ================
428 */
429 static void CL_AdjustAngles (void)
430 {
431         float   speed;
432         float   up, down;
433
434         if (in_speed.state & 1)
435                 speed = cl.realframetime * cl_anglespeedkey.value;
436         else
437                 speed = cl.realframetime;
438
439         if (!(in_strafe.state & 1))
440         {
441                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
442                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
443         }
444         if (in_klook.state & 1)
445         {
446                 V_StopPitchDrift ();
447                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
448                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
449         }
450
451         up = CL_KeyState (&in_lookup);
452         down = CL_KeyState(&in_lookdown);
453
454         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
455         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
456
457         if (up || down)
458                 V_StopPitchDrift ();
459
460         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
461         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
462         if (cl.viewangles[YAW] >= 180)
463                 cl.viewangles[YAW] -= 360;
464         if (cl.viewangles[PITCH] >= 180)
465                 cl.viewangles[PITCH] -= 360;
466         // TODO: honor serverinfo minpitch and maxpitch values in PROTOCOL_QUAKEWORLD
467         // TODO: honor proquake pq_fullpitch cvar when playing on proquake server (server stuffcmd's this to 0 usually)
468         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
469         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
470 }
471
472 int cl_ignoremousemoves = 2;
473
474 /*
475 ================
476 CL_Input
477
478 Send the intended movement message to the server
479 ================
480 */
481 void CL_Input (void)
482 {
483         float mx, my;
484         static float old_mouse_x = 0, old_mouse_y = 0;
485
486         // clamp before the move to prevent starting with bad angles
487         CL_AdjustAngles ();
488
489         if(v_flipped.integer)
490                 cl.viewangles[YAW] = -cl.viewangles[YAW];
491
492         // reset some of the command fields
493         cl.cmd.forwardmove = 0;
494         cl.cmd.sidemove = 0;
495         cl.cmd.upmove = 0;
496
497         // get basic movement from keyboard
498         if (in_strafe.state & 1)
499         {
500                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
501                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
502         }
503
504         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
505         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
506
507         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
508         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
509
510         if (! (in_klook.state & 1) )
511         {
512                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
513                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
514         }
515
516         // adjust for speed key
517         if (in_speed.state & 1)
518         {
519                 cl.cmd.forwardmove *= cl_movespeedkey.value;
520                 cl.cmd.sidemove *= cl_movespeedkey.value;
521                 cl.cmd.upmove *= cl_movespeedkey.value;
522         }
523
524         // allow mice or other external controllers to add to the move
525         IN_Move ();
526
527         // send mouse move to csqc
528         if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
529         {
530                 if (cl.csqc_wantsmousemove)
531                 {
532                         // event type 3 is a DP_CSQC thing
533                         static int oldwindowmouse[2];
534                         if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
535                         {
536                                 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
537                                 oldwindowmouse[0] = in_windowmouse_x;
538                                 oldwindowmouse[1] = in_windowmouse_y;
539                         }
540                 }
541                 else
542                 {
543                         if (in_mouse_x || in_mouse_y)
544                                 CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
545                 }
546         }
547
548        // apply m_accelerate if it is on
549         if(m_accelerate.value > 0)
550         {
551
552                 if (! m_accelerate_type.value)             // Default Darkplaces acceleration
553                 {
554             
555           
556                         static float averagespeed = 0;
557                         float speed, f, mi, ma;
558
559                         speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
560                         if(m_accelerate_filter.value > 0)
561                                 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
562                         else
563                                 f = 1;
564                         averagespeed = speed * f + averagespeed * (1 - f);
565
566                         mi = max(1, m_accelerate_minspeed.value);
567                         ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
568
569                         if(averagespeed <= mi)
570                         {
571                                 f = 1;
572                         }
573                         else if(averagespeed >= ma)
574                         {
575                                 f = m_accelerate.value;
576                         }
577                         else
578                         {
579                                 f = averagespeed;
580                                 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
581                         }
582
583                         in_mouse_x *= f;
584                         in_mouse_y *= f;
585                 
586                 }
587                 else if (m_accelerate_type.value == 1)        // quakelive acceleration
588                 {
589
590               
591                         if (cl.realframetime)
592                         {
593                                 float accelsens = sensitivity.value;
594                                 float speed = (sqrt (in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y)) /
595                                   (cl.realframetime * 1000);
596                                 speed -= m_accelerate_offset.value;
597                   
598                                 if (speed > 0)
599                                 {
600                                         speed *= m_accelerate.value;
601                           
602                                         if (m_accelerate_power.value > 1)
603                                         {
604                                                 accelsens += exp((m_accelerate_power.value - 1) * log(speed));
605                                         }
606                                         else
607                                         {
608                                                 accelsens = 1;
609                                         }
610                                 }
611                   
612                                 if (m_accelerate_senscap.value > 0 && accelsens > m_accelerate_senscap.value)
613                                 {
614                                         accelsens = m_accelerate_senscap.value;
615                                 }
616                   
617                                 in_mouse_x *= accelsens;
618                                 in_mouse_y *= accelsens;
619                 
620                         }
621                         else
622                         {
623                                 float mouse_deltadist = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y);
624                                 in_mouse_x *= (mouse_deltadist*m_accelerate.value + sensitivity.value);
625                                 in_mouse_y *= (mouse_deltadist*m_accelerate.value + sensitivity.value);
626                         }
627                 }
628         }
629
630         // apply m_filter if it is on
631         mx = in_mouse_x;
632         my = in_mouse_y;
633         if (m_filter.integer)
634         {
635                 in_mouse_x = (mx + old_mouse_x) * 0.5;
636                 in_mouse_y = (my + old_mouse_y) * 0.5;
637         }
638         old_mouse_x = mx;
639         old_mouse_y = my;
640
641         // ignore a mouse move if mouse was activated/deactivated this frame
642         if (cl_ignoremousemoves)
643         {
644                 cl_ignoremousemoves--;
645                 in_mouse_x = old_mouse_x = 0;
646                 in_mouse_y = old_mouse_y = 0;
647         }
648
649         // if not in menu, apply mouse move to viewangles/movement
650         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
651         {
652                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
653                 if (in_strafe.state & 1)
654                 {
655                         // strafing mode, all looking is movement
656                         V_StopPitchDrift();
657                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
658                         if (noclip_anglehack)
659                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
660                         else
661                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
662                 }
663                 else if ((in_mlook.state & 1) || freelook.integer)
664                 {
665                         // mouselook, lookstrafe causes turning to become strafing
666                         V_StopPitchDrift();
667                         if (lookstrafe.integer)
668                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
669                         else
670                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
671                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
672                 }
673                 else
674                 {
675                         // non-mouselook, yaw turning and forward/back movement
676                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
677                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
678                 }
679         }
680         else // don't pitch drift when csqc is controlling the mouse
681         {
682                 // mouse interacting with the scene, mostly stationary view
683                 V_StopPitchDrift();
684                 // update prydon cursor
685                 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
686                 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
687         }
688
689         if(v_flipped.integer)
690         {
691                 cl.viewangles[YAW] = -cl.viewangles[YAW];
692                 cl.cmd.sidemove = -cl.cmd.sidemove;
693         }
694
695         // clamp after the move to prevent rendering with bad angles
696         CL_AdjustAngles ();
697
698         if(cl_movecliptokeyboard.integer)
699         {
700                 vec_t f = 1;
701                 if (in_speed.state & 1)
702                         f *= cl_movespeedkey.value;
703                 if(cl_movecliptokeyboard.integer == 2)
704                 {
705                         // digital direction, analog amount
706                         vec_t wishvel_x, wishvel_y;
707                         wishvel_x = fabs(cl.cmd.forwardmove);
708                         wishvel_y = fabs(cl.cmd.sidemove);
709                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
710                         {
711                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
712                                 if(wishvel_x >= 2 * wishvel_y)
713                                 {
714                                         // pure X motion
715                                         if(cl.cmd.forwardmove > 0)
716                                                 cl.cmd.forwardmove = wishspeed;
717                                         else
718                                                 cl.cmd.forwardmove = -wishspeed;
719                                         cl.cmd.sidemove = 0;
720                                 }
721                                 else if(wishvel_y >= 2 * wishvel_x)
722                                 {
723                                         // pure Y motion
724                                         cl.cmd.forwardmove = 0;
725                                         if(cl.cmd.sidemove > 0)
726                                                 cl.cmd.sidemove = wishspeed;
727                                         else
728                                                 cl.cmd.sidemove = -wishspeed;
729                                 }
730                                 else
731                                 {
732                                         // diagonal
733                                         if(cl.cmd.forwardmove > 0)
734                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
735                                         else
736                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
737                                         if(cl.cmd.sidemove > 0)
738                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
739                                         else
740                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
741                                 }
742                         }
743                 }
744                 else if(cl_movecliptokeyboard.integer)
745                 {
746                         // digital direction, digital amount
747                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
748                                 cl.cmd.sidemove = cl_sidespeed.value * f;
749                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
750                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
751                         else
752                                 cl.cmd.sidemove = 0;
753                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
754                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
755                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
756                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
757                         else
758                                 cl.cmd.forwardmove = 0;
759                 }
760         }
761 }
762
763 #include "cl_collision.h"
764
765 static void CL_UpdatePrydonCursor(void)
766 {
767         vec3_t temp;
768
769         if (cl_prydoncursor.integer <= 0)
770                 VectorClear(cl.cmd.cursor_screen);
771
772         /*
773         if (cl.cmd.cursor_screen[0] < -1)
774         {
775                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
776                 cl.cmd.cursor_screen[0] = -1;
777         }
778         if (cl.cmd.cursor_screen[0] > 1)
779         {
780                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
781                 cl.cmd.cursor_screen[0] = 1;
782         }
783         if (cl.cmd.cursor_screen[1] < -1)
784         {
785                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
786                 cl.cmd.cursor_screen[1] = -1;
787         }
788         if (cl.cmd.cursor_screen[1] > 1)
789         {
790                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
791                 cl.cmd.cursor_screen[1] = 1;
792         }
793         */
794         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
795         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
796         cl.cmd.cursor_screen[2] = 1;
797
798         // calculate current view matrix
799         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
800         // calculate direction vector of cursor in viewspace by using frustum slopes
801         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);
802         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
803         // trace from view origin to the cursor
804         if (cl_prydoncursor_notrace.integer)
805         {
806                 cl.cmd.cursor_fraction = 1.0f;
807                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
808                 VectorClear(cl.cmd.cursor_normal);
809                 cl.cmd.cursor_entitynumber = 0;
810         }
811         else
812                 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);
813 }
814
815 #define NUMOFFSETS 27
816 static vec3_t offsets[NUMOFFSETS] =
817 {
818 // 1 no nudge (just return the original if this test passes)
819         { 0.000,  0.000,  0.000},
820 // 6 simple nudges
821         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
822         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
823         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
824 // 4 diagonal flat nudges
825         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
826         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
827 // 8 diagonal upward nudges
828         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
829         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
830         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
831         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
832 // 8 diagonal downward nudges
833         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
834         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
835         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
836         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
837 };
838
839 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
840 {
841         int i;
842         vec3_t neworigin;
843         for (i = 0;i < NUMOFFSETS;i++)
844         {
845                 VectorAdd(offsets[i], s->origin, neworigin);
846                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true).startsolid)
847                 {
848                         VectorCopy(neworigin, s->origin);
849                         return true;
850                 }
851         }
852         // if all offsets failed, give up
853         return false;
854 }
855
856 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
857 {
858         vec_t f;
859         vec3_t origin1, origin2;
860         trace_t trace;
861
862         // make sure player is not stuck
863         CL_ClientMovement_Unstick(s);
864
865         // set crouched
866         if (s->cmd.crouch)
867         {
868                 // wants to crouch, this always works..
869                 if (!s->crouched)
870                         s->crouched = true;
871         }
872         else
873         {
874                 // wants to stand, if currently crouching we need to check for a
875                 // low ceiling first
876                 if (s->crouched)
877                 {
878                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
879                         if (!trace.startsolid)
880                                 s->crouched = false;
881                 }
882         }
883         if (s->crouched)
884         {
885                 VectorCopy(cl.playercrouchmins, s->mins);
886                 VectorCopy(cl.playercrouchmaxs, s->maxs);
887         }
888         else
889         {
890                 VectorCopy(cl.playerstandmins, s->mins);
891                 VectorCopy(cl.playerstandmaxs, s->maxs);
892         }
893
894         // set onground
895         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
896         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
897         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
898         if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
899         {
900                 s->onground = true;
901
902                 // this code actually "predicts" an impact; so let's clip velocity first
903                 f = DotProduct(s->velocity, trace.plane.normal);
904                 if(f < 0) // only if moving downwards actually
905                         VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
906         }
907         else
908                 s->onground = false;
909
910         // set watertype/waterlevel
911         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
912         s->waterlevel = WATERLEVEL_NONE;
913         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
914         if (s->watertype)
915         {
916                 s->waterlevel = WATERLEVEL_WETFEET;
917                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
918                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
919                 {
920                         s->waterlevel = WATERLEVEL_SWIMMING;
921                         origin1[2] = s->origin[2] + 22;
922                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
923                                 s->waterlevel = WATERLEVEL_SUBMERGED;
924                 }
925         }
926
927         // water jump prediction
928         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
929                 s->waterjumptime = 0;
930 }
931
932 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
933 {
934         int bump;
935         double t;
936         vec_t f;
937         vec3_t neworigin;
938         vec3_t currentorigin2;
939         vec3_t neworigin2;
940         vec3_t primalvelocity;
941         trace_t trace;
942         trace_t trace2;
943         trace_t trace3;
944         CL_ClientMovement_UpdateStatus(s);
945         VectorCopy(s->velocity, primalvelocity);
946         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
947         {
948                 VectorMA(s->origin, t, s->velocity, neworigin);
949                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
950                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
951                 {
952                         // may be a step or wall, try stepping up
953                         // first move forward at a higher level
954                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
955                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
956                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
957                         if (!trace2.startsolid)
958                         {
959                                 // then move down from there
960                                 VectorCopy(trace2.endpos, currentorigin2);
961                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
962                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
963                                 //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]);
964                                 // accept the new trace if it made some progress
965                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
966                                 {
967                                         trace = trace2;
968                                         VectorCopy(trace3.endpos, trace.endpos);
969                                 }
970                         }
971                 }
972
973                 // check if it moved at all
974                 if (trace.fraction >= 0.001)
975                         VectorCopy(trace.endpos, s->origin);
976
977                 // check if it moved all the way
978                 if (trace.fraction == 1)
979                         break;
980
981                 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
982                 // <LadyHavoc> I'm pretty sure I commented it out solely because it seemed redundant
983                 // this got commented out in a change that supposedly makes the code match QW better
984                 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
985                 if (trace.plane.normal[2] > 0.7)
986                         s->onground = true;
987
988                 t -= t * trace.fraction;
989
990                 f = DotProduct(s->velocity, trace.plane.normal);
991                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
992         }
993         if (s->waterjumptime > 0)
994                 VectorCopy(primalvelocity, s->velocity);
995 }
996
997
998 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
999 {
1000         vec_t wishspeed;
1001         vec_t f;
1002         vec3_t wishvel;
1003         vec3_t wishdir;
1004
1005         // water jump only in certain situations
1006         // this mimics quakeworld code
1007         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1008         {
1009                 vec3_t forward;
1010                 vec3_t yawangles;
1011                 vec3_t spot;
1012                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1013                 AngleVectors(yawangles, forward, NULL, NULL);
1014                 VectorMA(s->origin, 24, forward, spot);
1015                 spot[2] += 8;
1016                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1017                 {
1018                         spot[2] += 24;
1019                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1020                         {
1021                                 VectorScale(forward, 50, s->velocity);
1022                                 s->velocity[2] = 310;
1023                                 s->waterjumptime = 2;
1024                                 s->onground = false;
1025                                 s->cmd.canjump = false;
1026                         }
1027                 }
1028         }
1029
1030         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1031         {
1032                 // drift towards bottom
1033                 VectorSet(wishvel, 0, 0, -60);
1034         }
1035         else
1036         {
1037                 // swim
1038                 vec3_t forward;
1039                 vec3_t right;
1040                 vec3_t up;
1041                 // calculate movement vector
1042                 AngleVectors(s->cmd.viewangles, forward, right, up);
1043                 VectorSet(up, 0, 0, 1);
1044                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1045         }
1046
1047         // split wishvel into wishspeed and wishdir
1048         wishspeed = VectorLength(wishvel);
1049         if (wishspeed)
1050                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1051         else
1052                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1053         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1054
1055         if (s->crouched)
1056                 wishspeed *= 0.5;
1057
1058         if (s->waterjumptime <= 0)
1059         {
1060                 // water friction
1061                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1062                 f = bound(0, f, 1);
1063                 VectorScale(s->velocity, f, s->velocity);
1064
1065                 // water acceleration
1066                 f = wishspeed - DotProduct(s->velocity, wishdir);
1067                 if (f > 0)
1068                 {
1069                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1070                         VectorMA(s->velocity, f, wishdir, s->velocity);
1071                 }
1072
1073                 // holding jump button swims upward slowly
1074                 if (s->cmd.jump)
1075                 {
1076                         if (s->watertype & SUPERCONTENTS_LAVA)
1077                                 s->velocity[2] =  50;
1078                         else if (s->watertype & SUPERCONTENTS_SLIME)
1079                                 s->velocity[2] =  80;
1080                         else
1081                         {
1082                                 if (IS_NEXUIZ_DERIVED(gamemode))
1083                                         s->velocity[2] = 200;
1084                                 else
1085                                         s->velocity[2] = 100;
1086                         }
1087                 }
1088         }
1089
1090         CL_ClientMovement_Move(s);
1091 }
1092
1093 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1094 {
1095         if(forward == 0 && side == 0)
1096                 return 0; // avoid division by zero
1097         angle -= RAD2DEG(atan2(side, forward));
1098         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1099         if(angle >  1)
1100                 return 0;
1101         if(angle < -1)
1102                 return 0;
1103         return 1 - fabs(angle);
1104 }
1105
1106 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1107 {
1108         if(a == 0)
1109         {
1110                 if(lerp < 1)
1111                         return 0;
1112                 else
1113                         return b;
1114         }
1115         if(b == 0)
1116         {
1117                 if(lerp > 0)
1118                         return 0;
1119                 else
1120                         return a;
1121         }
1122         return a * pow(fabs(b / a), lerp);
1123 }
1124
1125 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1126 {
1127         vec_t zspeed, speed, dot, k;
1128
1129 #if 0
1130         // this doesn't play well with analog input
1131         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1132                 return;
1133         k = 32;
1134 #else
1135         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1136         if(k <= 0)
1137                 return;
1138 #endif
1139
1140         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1141
1142         zspeed = s->velocity[2];
1143         s->velocity[2] = 0;
1144         speed = VectorNormalizeLength(s->velocity);
1145
1146         dot = DotProduct(s->velocity, wishdir);
1147
1148         if(dot > 0) { // we can't change direction while slowing down
1149                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1150                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1151                 k *= cl.movevars_aircontrol;
1152                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1153                 VectorNormalize(s->velocity);
1154         }
1155
1156         VectorScale(s->velocity, speed, s->velocity);
1157         s->velocity[2] = zspeed;
1158 }
1159
1160 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1161 {
1162         return
1163                 (accelqw < 0 ? -1 : +1)
1164                 *
1165                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1166 }
1167
1168 static void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t stretchfactor, vec_t sidefric, vec_t speedlimit)
1169 {
1170         vec_t vel_straight;
1171         vec_t vel_z;
1172         vec3_t vel_perpend;
1173         vec_t step;
1174         vec3_t vel_xy;
1175         vec_t vel_xy_current;
1176         vec_t vel_xy_backward, vel_xy_forward;
1177         vec_t speedclamp;
1178
1179         if(stretchfactor > 0)
1180                 speedclamp = stretchfactor;
1181         else if(accelqw < 0)
1182                 speedclamp = 1;
1183         else
1184                 speedclamp = -1; // no clamping
1185
1186         if(accelqw < 0)
1187                 accelqw = -accelqw;
1188
1189         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1190                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1191
1192         vel_straight = DotProduct(s->velocity, wishdir);
1193         vel_z = s->velocity[2];
1194         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1195         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1196
1197         step = accel * s->cmd.frametime * wishspeed0;
1198
1199         vel_xy_current  = VectorLength(vel_xy);
1200         if(speedlimit > 0)
1201                 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1202         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1203         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1204         if(vel_xy_backward < 0)
1205                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1206
1207         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1208
1209         if(sidefric < 0 && VectorLength2(vel_perpend))
1210                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1211         {
1212                 vec_t f, fmin;
1213                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1214                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1215                 // assume: fmin > 1
1216                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1217                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1218                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1219                 // obviously, this cannot be
1220                 if(fmin <= 0)
1221                         VectorScale(vel_perpend, f, vel_perpend);
1222                 else
1223                 {
1224                         fmin = sqrt(fmin);
1225                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1226                 }
1227         }
1228         else
1229                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1230
1231         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1232
1233         if(speedclamp >= 0)
1234         {
1235                 vec_t vel_xy_preclamp;
1236                 vel_xy_preclamp = VectorLength(s->velocity);
1237                 if(vel_xy_preclamp > 0) // prevent division by zero
1238                 {
1239                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1240                         if(vel_xy_current < vel_xy_preclamp)
1241                                 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1242                 }
1243         }
1244
1245         s->velocity[2] += vel_z;
1246 }
1247
1248 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1249 {
1250     vec3_t curvel, wishvel, acceldir, curdir;
1251     float addspeed, accelspeed, curspeed;
1252     float dot;
1253
1254     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1255     float bunnyaccel = cl.movevars_warsowbunny_accel;
1256     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1257     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1258     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1259
1260     if( !wishspeed )
1261         return;
1262
1263     VectorCopy( s->velocity, curvel );
1264     curvel[2] = 0;
1265     curspeed = VectorLength( curvel );
1266
1267     if( wishspeed > curspeed * 1.01f )
1268     {
1269         float faccelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1270         if( faccelspeed < wishspeed )
1271             wishspeed = faccelspeed;
1272     }
1273     else
1274     {
1275         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1276         if( f < 0 )
1277             f = 0;
1278         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1279     }
1280     VectorScale( wishdir, wishspeed, wishvel );
1281     VectorSubtract( wishvel, curvel, acceldir );
1282     addspeed = VectorNormalizeLength( acceldir );
1283
1284     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1285     if( accelspeed > addspeed )
1286         accelspeed = addspeed;
1287
1288     if( backtosideratio < 1.0f )
1289     {
1290         VectorNormalize2( curvel, curdir );
1291         dot = DotProduct( acceldir, curdir );
1292         if( dot < 0 )
1293             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1294     }
1295
1296     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1297 }
1298
1299 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1300 {
1301         vec_t friction;
1302         vec_t wishspeed;
1303         vec_t addspeed;
1304         vec_t accelspeed;
1305         vec_t f;
1306         vec_t gravity;
1307         vec3_t forward;
1308         vec3_t right;
1309         vec3_t up;
1310         vec3_t wishvel;
1311         vec3_t wishdir;
1312         vec3_t yawangles;
1313         trace_t trace;
1314
1315         // jump if on ground with jump button pressed but only if it has been
1316         // released at least once since the last jump
1317         if (s->cmd.jump)
1318         {
1319                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1320                 {
1321                         s->velocity[2] += cl.movevars_jumpvelocity;
1322                         s->onground = false;
1323                         s->cmd.canjump = false;
1324                 }
1325         }
1326         else
1327                 s->cmd.canjump = true;
1328
1329         // calculate movement vector
1330         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1331         AngleVectors(yawangles, forward, right, up);
1332         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1333
1334         // split wishvel into wishspeed and wishdir
1335         wishspeed = VectorLength(wishvel);
1336         if (wishspeed)
1337                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1338         else
1339                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1340         // check if onground
1341         if (s->onground)
1342         {
1343                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1344                 if (s->crouched)
1345                         wishspeed *= 0.5;
1346
1347                 // apply edge friction
1348                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1349                 if (f > 0)
1350                 {
1351                         friction = cl.movevars_friction;
1352                         if (cl.movevars_edgefriction != 1)
1353                         {
1354                                 vec3_t neworigin2;
1355                                 vec3_t neworigin3;
1356                                 // note: QW uses the full player box for the trace, and yet still
1357                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1358                                 // this mimics it for compatibility
1359                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1360                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1361                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1362                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
1363                                 else
1364                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true, false);
1365                                 if (trace.fraction == 1 && !trace.startsolid)
1366                                         friction *= cl.movevars_edgefriction;
1367                         }
1368                         // apply ground friction
1369                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1370                         f = max(f, 0);
1371                         VectorScale(s->velocity, f, s->velocity);
1372                 }
1373                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1374                 if (addspeed > 0)
1375                 {
1376                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1377                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1378                 }
1379                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1380                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1381                 {
1382                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1383                                 s->velocity[2] -= gravity * 0.5f;
1384                         else
1385                                 s->velocity[2] -= gravity;
1386                 }
1387                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1388                         s->velocity[2] = 0;
1389                 if (VectorLength2(s->velocity))
1390                         CL_ClientMovement_Move(s);
1391                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1392                 {
1393                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1394                                 s->velocity[2] -= gravity * 0.5f;
1395                 }
1396         }
1397         else
1398         {
1399                 if (s->waterjumptime <= 0)
1400                 {
1401                         // apply air speed limit
1402                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1403                         qboolean accelerating;
1404
1405                         accelqw = cl.movevars_airaccel_qw;
1406                         wishspeed0 = wishspeed;
1407                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1408                         if (s->crouched)
1409                                 wishspeed *= 0.5;
1410                         accel = cl.movevars_airaccelerate;
1411
1412                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1413                         wishspeed2 = wishspeed;
1414
1415                         // CPM: air control
1416                         if(cl.movevars_airstopaccelerate != 0)
1417                         {
1418                                 vec3_t curdir;
1419                                 curdir[0] = s->velocity[0];
1420                                 curdir[1] = s->velocity[1];
1421                                 curdir[2] = 0;
1422                                 VectorNormalize(curdir);
1423                                 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1424                         }
1425                         strafity = CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, -90) + CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, +90); // if one is nonzero, other is always zero
1426                         if(cl.movevars_maxairstrafespeed)
1427                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1428                         if(cl.movevars_airstrafeaccelerate)
1429                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1430                         if(cl.movevars_airstrafeaccel_qw)
1431                                 accelqw =
1432                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1433                                         *
1434                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1435                         // !CPM
1436
1437                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1438                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1439                         else
1440                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_qw_stretchfactor, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1441
1442                         if(cl.movevars_aircontrol)
1443                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1444                 }
1445                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1446                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1447                         s->velocity[2] -= gravity * 0.5f;
1448                 else
1449                         s->velocity[2] -= gravity;
1450                 CL_ClientMovement_Move(s);
1451                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1452                 {
1453                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1454                                 s->velocity[2] -= gravity * 0.5f;
1455                 }
1456         }
1457 }
1458
1459 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1460 {
1461         //Con_Printf(" %f", frametime);
1462         if (!s->cmd.jump)
1463                 s->cmd.canjump = true;
1464         s->waterjumptime -= s->cmd.frametime;
1465         CL_ClientMovement_UpdateStatus(s);
1466         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1467                 CL_ClientMovement_Physics_Swim(s);
1468         else
1469                 CL_ClientMovement_Physics_Walk(s);
1470 }
1471
1472 extern cvar_t slowmo;
1473 void CL_UpdateMoveVars(void)
1474 {
1475         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1476         {
1477                 cl.moveflags = 0;
1478         }
1479         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1480         {
1481                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1482                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1483                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1484                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1485                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1486                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1487                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1488                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1489                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1490                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1491                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1492                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1493                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1494                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1495                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1496                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1497                 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1498                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1499                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1500                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1501                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1502                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1503                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1504                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1505                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1506                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1507                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1508                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1509                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1510                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1511                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1512                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1513                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1514                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1515         }
1516         else
1517         {
1518                 cl.moveflags = 0;
1519                 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1520                 cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
1521                 cl.movevars_gravity = sv_gravity.value;
1522                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1523                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1524                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1525                 cl.movevars_accelerate = cl_movement_accelerate.value;
1526                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1527                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1528                 cl.movevars_friction = cl_movement_friction.value;
1529                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1530                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1531                 cl.movevars_entgravity = 1;
1532                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1533                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1534                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1535                 cl.movevars_stepheight = cl_movement_stepheight.value;
1536                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1537                 cl.movevars_airaccel_qw_stretchfactor = 0;
1538                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1539                 cl.movevars_airstopaccelerate = 0;
1540                 cl.movevars_airstrafeaccelerate = 0;
1541                 cl.movevars_maxairstrafespeed = 0;
1542                 cl.movevars_airstrafeaccel_qw = 0;
1543                 cl.movevars_aircontrol = 0;
1544                 cl.movevars_aircontrol_power = 2;
1545                 cl.movevars_aircontrol_penalty = 0;
1546                 cl.movevars_warsowbunny_airforwardaccel = 0;
1547                 cl.movevars_warsowbunny_accel = 0;
1548                 cl.movevars_warsowbunny_topspeed = 0;
1549                 cl.movevars_warsowbunny_turnaccel = 0;
1550                 cl.movevars_warsowbunny_backtosideratio = 0;
1551                 cl.movevars_airspeedlimit_nonqw = 0;
1552         }
1553
1554         if(!(cl.moveflags & MOVEFLAG_VALID))
1555         {
1556                 if(gamemode == GAME_NEXUIZ)  // Legacy hack to work with old servers of Nexuiz.
1557                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1558         }
1559
1560         if(cl.movevars_aircontrol_power <= 0)
1561                 cl.movevars_aircontrol_power = 2; // CPMA default
1562 }
1563
1564 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1565 {
1566         // if a move is more than 50ms, do it as two moves (matching qwsv)
1567         //Con_Printf("%i ", s.cmd.msec);
1568         if(s->cmd.frametime > 0.0005)
1569         {
1570                 if (s->cmd.frametime > 0.05)
1571                 {
1572                         s->cmd.frametime /= 2;
1573                         CL_ClientMovement_PlayerMove(s);
1574                 }
1575                 CL_ClientMovement_PlayerMove(s);
1576         }
1577         else
1578         {
1579                 // we REALLY need this handling to happen, even if the move is not executed
1580                 if (!s->cmd.jump)
1581                         s->cmd.canjump = true;
1582         }
1583 }
1584
1585 void CL_ClientMovement_Replay(void)
1586 {
1587         int i;
1588         double totalmovemsec;
1589         cl_clientmovement_state_t s;
1590
1591         VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1592
1593         if (cl.movement_predicted && !cl.movement_replay)
1594                 return;
1595
1596         if (!cl_movement_replay.integer)
1597                 return;
1598
1599         // set up starting state for the series of moves
1600         memset(&s, 0, sizeof(s));
1601         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1602         VectorCopy(cl.mvelocity[0], s.velocity);
1603         s.crouched = true; // will be updated on first move
1604         //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]);
1605
1606         totalmovemsec = 0;
1607         for (i = 0;i < CL_MAX_USERCMDS;i++)
1608                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1609                         totalmovemsec += cl.movecmd[i].msec;
1610         cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1611         //Con_Printf("%i = %.0f >= %.0f && %u && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1612         if (cl.movement_predicted)
1613         {
1614                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1615
1616                 // replay the input queue to predict current location
1617                 // note: this relies on the fact there's always one queue item at the end
1618
1619                 // find how many are still valid
1620                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1621                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1622                                 break;
1623                 // now walk them in oldest to newest order
1624                 for (i--;i >= 0;i--)
1625                 {
1626                         s.cmd = cl.movecmd[i];
1627                         if (i < CL_MAX_USERCMDS - 1)
1628                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1629
1630                         CL_ClientMovement_PlayerMove_Frame(&s);
1631
1632                         cl.movecmd[i].canjump = s.cmd.canjump;
1633                 }
1634                 //Con_Printf("\n");
1635                 CL_ClientMovement_UpdateStatus(&s);
1636         }
1637         else
1638         {
1639                 // get the first movement queue entry to know whether to crouch and such
1640                 s.cmd = cl.movecmd[0];
1641         }
1642
1643         if (!cls.demoplayback) // for bob, speedometer
1644         {
1645                 cl.movement_replay = false;
1646                 // update the interpolation target position and velocity
1647                 VectorCopy(s.origin, cl.movement_origin);
1648                 VectorCopy(s.velocity, cl.movement_velocity);
1649         }
1650
1651         // update the onground flag if appropriate
1652         if (cl.movement_predicted)
1653         {
1654                 // when predicted we simply set the flag according to the UpdateStatus
1655                 cl.onground = s.onground;
1656         }
1657         else
1658         {
1659                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1660                 // an update packet is received, but can be forced on here to hide
1661                 // server inconsistencies in the onground flag
1662                 // (which mostly occur when stepping up stairs at very high framerates
1663                 //  where after the step up the move continues forward and not
1664                 //  downward so the ground is not detected)
1665                 //
1666                 // such onground inconsistencies can cause jittery gun bobbing and
1667                 // stair smoothing, so we set onground if UpdateStatus says so
1668                 if (s.onground)
1669                         cl.onground = true;
1670         }
1671 }
1672
1673 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1674 {
1675         int bits;
1676
1677         bits = 0;
1678         if (to->viewangles[0] != from->viewangles[0])
1679                 bits |= QW_CM_ANGLE1;
1680         if (to->viewangles[1] != from->viewangles[1])
1681                 bits |= QW_CM_ANGLE2;
1682         if (to->viewangles[2] != from->viewangles[2])
1683                 bits |= QW_CM_ANGLE3;
1684         if (to->forwardmove != from->forwardmove)
1685                 bits |= QW_CM_FORWARD;
1686         if (to->sidemove != from->sidemove)
1687                 bits |= QW_CM_SIDE;
1688         if (to->upmove != from->upmove)
1689                 bits |= QW_CM_UP;
1690         if (to->buttons != from->buttons)
1691                 bits |= QW_CM_BUTTONS;
1692         if (to->impulse != from->impulse)
1693                 bits |= QW_CM_IMPULSE;
1694
1695         MSG_WriteByte(buf, bits);
1696         if (bits & QW_CM_ANGLE1)
1697                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1698         if (bits & QW_CM_ANGLE2)
1699                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1700         if (bits & QW_CM_ANGLE3)
1701                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1702         if (bits & QW_CM_FORWARD)
1703                 MSG_WriteShort(buf, (short) to->forwardmove);
1704         if (bits & QW_CM_SIDE)
1705                 MSG_WriteShort(buf, (short) to->sidemove);
1706         if (bits & QW_CM_UP)
1707                 MSG_WriteShort(buf, (short) to->upmove);
1708         if (bits & QW_CM_BUTTONS)
1709                 MSG_WriteByte(buf, to->buttons);
1710         if (bits & QW_CM_IMPULSE)
1711                 MSG_WriteByte(buf, to->impulse);
1712         MSG_WriteByte(buf, to->msec);
1713 }
1714
1715 void CL_NewFrameReceived(int num)
1716 {
1717         if (developer_networkentities.integer >= 10)
1718                 Con_Printf("recv: svc_entities %i\n", num);
1719         cl.latestframenums[cl.latestframenumsposition] = num;
1720         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1721         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1722 }
1723
1724 void CL_RotateMoves(const matrix4x4_t *m)
1725 {
1726         // rotate viewangles in all previous moves
1727         vec3_t v;
1728         vec3_t f, r, u;
1729         int i;
1730         for (i = 0;i < CL_MAX_USERCMDS;i++)
1731         {
1732                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1733                 {
1734                         usercmd_t *c = &cl.movecmd[i];
1735                         AngleVectors(c->viewangles, f, r, u);
1736                         Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1737                         Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1738                         AnglesFromVectors(c->viewangles, f, u, false);
1739                 }
1740         }
1741 }
1742
1743 /*
1744 ==============
1745 CL_SendMove
1746 ==============
1747 */
1748 usercmd_t nullcmd; // for delta compression of qw moves
1749 void CL_SendMove(void)
1750 {
1751         int i, j, packetloss;
1752         int checksumindex;
1753         int bits;
1754         int maxusercmds;
1755         usercmd_t *cmd;
1756         sizebuf_t buf;
1757         unsigned char data[1024];
1758         double packettime;
1759         int msecdelta;
1760         qboolean quemove;
1761         qboolean important;
1762
1763         // if playing a demo, do nothing
1764         if (!cls.netcon)
1765                 return;
1766
1767         // we don't que moves during a lag spike (potential network timeout)
1768         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1769
1770         // we build up cl.cmd and then decide whether to send or not
1771         // we store this into cl.movecmd[0] for prediction each frame even if we
1772         // do not send, to make sure that prediction is instant
1773         cl.cmd.time = cl.time;
1774         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1775
1776         // set button bits
1777         // LadyHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1778         bits = 0;
1779         if (in_attack.state   & 3) bits |=   1;
1780         if (in_jump.state     & 3) bits |=   2;
1781         if (in_button3.state  & 3) bits |=   4;
1782         if (in_button4.state  & 3) bits |=   8;
1783         if (in_button5.state  & 3) bits |=  16;
1784         if (in_button6.state  & 3) bits |=  32;
1785         if (in_button7.state  & 3) bits |=  64;
1786         if (in_button8.state  & 3) bits |= 128;
1787         if (in_use.state      & 3) bits |= 256;
1788         if (key_dest != key_game || key_consoleactive) bits |= 512;
1789         if (cl_prydoncursor.integer > 0) bits |= 1024;
1790         if (in_button9.state  & 3)  bits |=   2048;
1791         if (in_button10.state  & 3) bits |=   4096;
1792         if (in_button11.state  & 3) bits |=   8192;
1793         if (in_button12.state  & 3) bits |=  16384;
1794         if (in_button13.state  & 3) bits |=  32768;
1795         if (in_button14.state  & 3) bits |=  65536;
1796         if (in_button15.state  & 3) bits |= 131072;
1797         if (in_button16.state  & 3) bits |= 262144;
1798         // button bits 19-31 unused currently
1799         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1800         if(cl_prydoncursor.integer > 0)
1801         {
1802                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1803                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1804                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1805                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1806         }
1807
1808         // set buttons and impulse
1809         cl.cmd.buttons = bits;
1810         cl.cmd.impulse = in_impulse;
1811
1812         // set viewangles
1813         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1814
1815         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1816         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1817         // ridiculous value rejection (matches qw)
1818         if (cl.cmd.msec > 250)
1819                 cl.cmd.msec = 100;
1820         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1821
1822         switch(cls.protocol)
1823         {
1824         case PROTOCOL_QUAKEWORLD:
1825                 // quakeworld uses a different cvar with opposite meaning, for compatibility
1826                 cl.cmd.predicted = cl_nopred.integer == 0;
1827                 break;
1828         case PROTOCOL_DARKPLACES6:
1829         case PROTOCOL_DARKPLACES7:
1830                 cl.cmd.predicted = cl_movement.integer != 0;
1831                 break;
1832         default:
1833                 cl.cmd.predicted = false;
1834                 break;
1835         }
1836
1837         // movement is set by input code (forwardmove/sidemove/upmove)
1838         // always dump the first two moves, because they may contain leftover inputs from the last level
1839         if (cl.cmd.sequence <= 2)
1840                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1841
1842         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1843         cl.cmd.crouch = 0;
1844         switch (cls.protocol)
1845         {
1846         case PROTOCOL_QUAKEWORLD:
1847         case PROTOCOL_QUAKE:
1848         case PROTOCOL_QUAKEDP:
1849         case PROTOCOL_NEHAHRAMOVIE:
1850         case PROTOCOL_NEHAHRABJP:
1851         case PROTOCOL_NEHAHRABJP2:
1852         case PROTOCOL_NEHAHRABJP3:
1853         case PROTOCOL_DARKPLACES1:
1854         case PROTOCOL_DARKPLACES2:
1855         case PROTOCOL_DARKPLACES3:
1856         case PROTOCOL_DARKPLACES4:
1857         case PROTOCOL_DARKPLACES5:
1858                 break;
1859         case PROTOCOL_DARKPLACES6:
1860         case PROTOCOL_DARKPLACES7:
1861                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1862                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1863                 break;
1864         case PROTOCOL_UNKNOWN:
1865                 break;
1866         }
1867
1868         if (quemove)
1869                 cl.movecmd[0] = cl.cmd;
1870
1871         // don't predict more than 200fps
1872         if (realtime >= cl.lastpackettime + 0.005)
1873                 cl.movement_replay = true; // redo the prediction
1874
1875         // now decide whether to actually send this move
1876         // (otherwise it is only for prediction)
1877
1878         // don't send too often or else network connections can get clogged by a
1879         // high renderer framerate
1880         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1881         if (cl.movevars_timescale && cl.movevars_ticrate)
1882         {
1883                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1884                 packettime = min(packettime, maxtic);
1885         }
1886
1887         // do not send 0ms packets because they mess up physics
1888         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1889                 return;
1890         // always send if buttons changed or an impulse is pending
1891         // even if it violates the rate limit!
1892         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1893         // don't send too often (cl_netfps)
1894         if (!important && realtime < cl.lastpackettime + packettime)
1895                 return;
1896         // don't choke the connection with packets (obey rate limit)
1897         // it is important that this check be last, because it adds a new
1898         // frame to the shownetgraph output and any cancelation after this
1899         // will produce a nasty spike-like look to the netgraph
1900         // we also still send if it is important
1901         if (!NetConn_CanSend(cls.netcon) && !important)
1902                 return;
1903         // try to round off the lastpackettime to a multiple of the packet interval
1904         // (this causes it to emit packets at a steady beat)
1905         if (packettime > 0)
1906                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1907         else
1908                 cl.lastpackettime = realtime;
1909
1910         buf.maxsize = sizeof(data);
1911         buf.cursize = 0;
1912         buf.data = data;
1913
1914         // send the movement message
1915         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1916         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1917         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1918         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1919         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1920         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1921         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1922         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1923         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1924         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1925         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1926
1927         // set prydon cursor info
1928         CL_UpdatePrydonCursor();
1929
1930         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1931         {
1932                 switch (cls.protocol)
1933                 {
1934                 case PROTOCOL_QUAKEWORLD:
1935                         MSG_WriteByte(&buf, qw_clc_move);
1936                         // save the position for a checksum byte
1937                         checksumindex = buf.cursize;
1938                         MSG_WriteByte(&buf, 0);
1939                         // packet loss percentage
1940                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1941                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1942                                         packetloss++;
1943                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1944                         MSG_WriteByte(&buf, packetloss);
1945                         // write most recent 3 moves
1946                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1947                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1948                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1949                         // calculate the checksum
1950                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1951                         // if delta compression history overflows, request no delta
1952                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1953                                 cl.qw_validsequence = 0;
1954                         // request delta compression if appropriate
1955                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1956                         {
1957                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1958                                 MSG_WriteByte(&buf, qw_clc_delta);
1959                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1960                         }
1961                         else
1962                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1963                         break;
1964                 case PROTOCOL_QUAKE:
1965                 case PROTOCOL_QUAKEDP:
1966                 case PROTOCOL_NEHAHRAMOVIE:
1967                 case PROTOCOL_NEHAHRABJP:
1968                 case PROTOCOL_NEHAHRABJP2:
1969                 case PROTOCOL_NEHAHRABJP3:
1970                         // 5 bytes
1971                         MSG_WriteByte (&buf, clc_move);
1972                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1973                         // 3 bytes (6 bytes in proquake)
1974                         if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1975                         {
1976                                 for (i = 0;i < 3;i++)
1977                                         MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1978                         }
1979                         else
1980                         {
1981                                 for (i = 0;i < 3;i++)
1982                                         MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1983                         }
1984                         // 6 bytes
1985                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1986                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1987                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1988                         // 2 bytes
1989                         MSG_WriteByte (&buf, cl.cmd.buttons);
1990                         MSG_WriteByte (&buf, cl.cmd.impulse);
1991                         break;
1992                 case PROTOCOL_DARKPLACES2:
1993                 case PROTOCOL_DARKPLACES3:
1994                         // 5 bytes
1995                         MSG_WriteByte (&buf, clc_move);
1996                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1997                         // 12 bytes
1998                         for (i = 0;i < 3;i++)
1999                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
2000                         // 6 bytes
2001                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2002                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2003                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2004                         // 2 bytes
2005                         MSG_WriteByte (&buf, cl.cmd.buttons);
2006                         MSG_WriteByte (&buf, cl.cmd.impulse);
2007                         break;
2008                 case PROTOCOL_DARKPLACES1:
2009                 case PROTOCOL_DARKPLACES4:
2010                 case PROTOCOL_DARKPLACES5:
2011                         // 5 bytes
2012                         MSG_WriteByte (&buf, clc_move);
2013                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2014                         // 6 bytes
2015                         for (i = 0;i < 3;i++)
2016                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2017                         // 6 bytes
2018                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2019                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2020                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2021                         // 2 bytes
2022                         MSG_WriteByte (&buf, cl.cmd.buttons);
2023                         MSG_WriteByte (&buf, cl.cmd.impulse);
2024                 case PROTOCOL_DARKPLACES6:
2025                 case PROTOCOL_DARKPLACES7:
2026                         // set the maxusercmds variable to limit how many should be sent
2027                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2028                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2029                         if (!cl.cmd.predicted)
2030                                 maxusercmds = 1;
2031
2032                         // send the latest moves in order, the old ones will be
2033                         // ignored by the server harmlessly, however if the previous
2034                         // packets were lost these moves will be used
2035                         //
2036                         // this reduces packet loss impact on gameplay.
2037                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2038                         {
2039                                 // don't repeat any stale moves
2040                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2041                                         continue;
2042                                 // 5/9 bytes
2043                                 MSG_WriteByte (&buf, clc_move);
2044                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
2045                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2046                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2047                                 // 6 bytes
2048                                 for (i = 0;i < 3;i++)
2049                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2050                                 // 6 bytes
2051                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2052                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
2053                                 MSG_WriteCoord16i (&buf, cmd->upmove);
2054                                 // 5 bytes
2055                                 MSG_WriteLong (&buf, cmd->buttons);
2056                                 MSG_WriteByte (&buf, cmd->impulse);
2057                                 // PRYDON_CLIENTCURSOR
2058                                 // 30 bytes
2059                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2060                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2061                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2062                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2063                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2064                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2065                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2066                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2067                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2068                         }
2069                         break;
2070                 case PROTOCOL_UNKNOWN:
2071                         break;
2072                 }
2073         }
2074
2075         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2076         {
2077                 // ack entity frame numbers received since the last input was sent
2078                 // (redundent to improve handling of client->server packet loss)
2079                 // if cl_netrepeatinput is 1 and client framerate matches server
2080                 // framerate, this is 10 bytes, if client framerate is lower this
2081                 // will be more...
2082                 unsigned int oldsequence = cl.cmd.sequence;
2083                 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2084                 if (oldsequence > delta)
2085                         oldsequence = oldsequence - delta;
2086                 else
2087                         oldsequence = 1;
2088                 for (i = 0;i < LATESTFRAMENUMS;i++)
2089                 {
2090                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2091                         if (cl.latestsendnums[j] >= oldsequence)
2092                         {
2093                                 if (developer_networkentities.integer >= 10)
2094                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2095                                 MSG_WriteByte(&buf, clc_ackframe);
2096                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2097                         }
2098                 }
2099         }
2100
2101         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2102         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2103
2104         // acknowledge any recently received data blocks
2105         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2106         {
2107                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2108                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2109                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2110                 cls.dp_downloadack[i].start = 0;
2111                 cls.dp_downloadack[i].size = 0;
2112         }
2113
2114         // send the reliable message (forwarded commands) if there is one
2115         if (buf.cursize || cls.netcon->message.cursize)
2116                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2117
2118         if (quemove)
2119         {
2120                 // update the cl.movecmd array which holds the most recent moves,
2121                 // because we now need a new slot for the next input
2122                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2123                         cl.movecmd[i] = cl.movecmd[i-1];
2124                 cl.movecmd[0].msec = 0;
2125                 cl.movecmd[0].frametime = 0;
2126         }
2127
2128         // clear button 'click' states
2129         in_attack.state  &= ~2;
2130         in_jump.state    &= ~2;
2131         in_button3.state &= ~2;
2132         in_button4.state &= ~2;
2133         in_button5.state &= ~2;
2134         in_button6.state &= ~2;
2135         in_button7.state &= ~2;
2136         in_button8.state &= ~2;
2137         in_use.state     &= ~2;
2138         in_button9.state  &= ~2;
2139         in_button10.state &= ~2;
2140         in_button11.state &= ~2;
2141         in_button12.state &= ~2;
2142         in_button13.state &= ~2;
2143         in_button14.state &= ~2;
2144         in_button15.state &= ~2;
2145         in_button16.state &= ~2;
2146         // clear impulse
2147         in_impulse = 0;
2148
2149         if (cls.netcon->message.overflowed)
2150         {
2151                 Con_Print("CL_SendMove: lost server connection\n");
2152                 CL_Disconnect();
2153                 SV_LockThreadMutex();
2154                 Host_ShutdownServer();
2155                 SV_UnlockThreadMutex();
2156         }
2157 }
2158
2159 /*
2160 ============
2161 CL_InitInput
2162 ============
2163 */
2164 void CL_InitInput (void)
2165 {
2166         Cmd_AddCommand(&cmd_client, "+moveup",IN_UpDown, "swim upward");
2167         Cmd_AddCommand(&cmd_client, "-moveup",IN_UpUp, "stop swimming upward");
2168         Cmd_AddCommand(&cmd_client, "+movedown",IN_DownDown, "swim downward");
2169         Cmd_AddCommand(&cmd_client, "-movedown",IN_DownUp, "stop swimming downward");
2170         Cmd_AddCommand(&cmd_client, "+left",IN_LeftDown, "turn left");
2171         Cmd_AddCommand(&cmd_client, "-left",IN_LeftUp, "stop turning left");
2172         Cmd_AddCommand(&cmd_client, "+right",IN_RightDown, "turn right");
2173         Cmd_AddCommand(&cmd_client, "-right",IN_RightUp, "stop turning right");
2174         Cmd_AddCommand(&cmd_client, "+forward",IN_ForwardDown, "move forward");
2175         Cmd_AddCommand(&cmd_client, "-forward",IN_ForwardUp, "stop moving forward");
2176         Cmd_AddCommand(&cmd_client, "+back",IN_BackDown, "move backward");
2177         Cmd_AddCommand(&cmd_client, "-back",IN_BackUp, "stop moving backward");
2178         Cmd_AddCommand(&cmd_client, "+lookup", IN_LookupDown, "look upward");
2179         Cmd_AddCommand(&cmd_client, "-lookup", IN_LookupUp, "stop looking upward");
2180         Cmd_AddCommand(&cmd_client, "+lookdown", IN_LookdownDown, "look downward");
2181         Cmd_AddCommand(&cmd_client, "-lookdown", IN_LookdownUp, "stop looking downward");
2182         Cmd_AddCommand(&cmd_client, "+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2183         Cmd_AddCommand(&cmd_client, "-strafe", IN_StrafeUp, "deactivate strafing mode");
2184         Cmd_AddCommand(&cmd_client, "+moveleft", IN_MoveleftDown, "strafe left");
2185         Cmd_AddCommand(&cmd_client, "-moveleft", IN_MoveleftUp, "stop strafing left");
2186         Cmd_AddCommand(&cmd_client, "+moveright", IN_MoverightDown, "strafe right");
2187         Cmd_AddCommand(&cmd_client, "-moveright", IN_MoverightUp, "stop strafing right");
2188         Cmd_AddCommand(&cmd_client, "+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2189         Cmd_AddCommand(&cmd_client, "-speed", IN_SpeedUp, "deactivate run mode");
2190         Cmd_AddCommand(&cmd_client, "+attack", IN_AttackDown, "begin firing");
2191         Cmd_AddCommand(&cmd_client, "-attack", IN_AttackUp, "stop firing");
2192         Cmd_AddCommand(&cmd_client, "+jump", IN_JumpDown, "jump");
2193         Cmd_AddCommand(&cmd_client, "-jump", IN_JumpUp, "end jump (so you can jump again)");
2194         Cmd_AddCommand(&cmd_client, "impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2195         Cmd_AddCommand(&cmd_client, "+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2196         Cmd_AddCommand(&cmd_client, "-klook", IN_KLookUp, "deactivate keyboard looking mode");
2197         Cmd_AddCommand(&cmd_client, "+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2198         Cmd_AddCommand(&cmd_client, "-mlook", IN_MLookUp, "deactivate mouse looking mode");
2199
2200         // LadyHavoc: added lots of buttons
2201         Cmd_AddCommand(&cmd_client, "+use", IN_UseDown, "use something (may be used by some mods)");
2202         Cmd_AddCommand(&cmd_client, "-use", IN_UseUp, "stop using something");
2203         Cmd_AddCommand(&cmd_client, "+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2204         Cmd_AddCommand(&cmd_client, "-button3", IN_Button3Up, "deactivate button3");
2205         Cmd_AddCommand(&cmd_client, "+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2206         Cmd_AddCommand(&cmd_client, "-button4", IN_Button4Up, "deactivate button4");
2207         Cmd_AddCommand(&cmd_client, "+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2208         Cmd_AddCommand(&cmd_client, "-button5", IN_Button5Up, "deactivate button5");
2209         Cmd_AddCommand(&cmd_client, "+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2210         Cmd_AddCommand(&cmd_client, "-button6", IN_Button6Up, "deactivate button6");
2211         Cmd_AddCommand(&cmd_client, "+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2212         Cmd_AddCommand(&cmd_client, "-button7", IN_Button7Up, "deactivate button7");
2213         Cmd_AddCommand(&cmd_client, "+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2214         Cmd_AddCommand(&cmd_client, "-button8", IN_Button8Up, "deactivate button8");
2215         Cmd_AddCommand(&cmd_client, "+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2216         Cmd_AddCommand(&cmd_client, "-button9", IN_Button9Up, "deactivate button9");
2217         Cmd_AddCommand(&cmd_client, "+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2218         Cmd_AddCommand(&cmd_client, "-button10", IN_Button10Up, "deactivate button10");
2219         Cmd_AddCommand(&cmd_client, "+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2220         Cmd_AddCommand(&cmd_client, "-button11", IN_Button11Up, "deactivate button11");
2221         Cmd_AddCommand(&cmd_client, "+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2222         Cmd_AddCommand(&cmd_client, "-button12", IN_Button12Up, "deactivate button12");
2223         Cmd_AddCommand(&cmd_client, "+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2224         Cmd_AddCommand(&cmd_client, "-button13", IN_Button13Up, "deactivate button13");
2225         Cmd_AddCommand(&cmd_client, "+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2226         Cmd_AddCommand(&cmd_client, "-button14", IN_Button14Up, "deactivate button14");
2227         Cmd_AddCommand(&cmd_client, "+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2228         Cmd_AddCommand(&cmd_client, "-button15", IN_Button15Up, "deactivate button15");
2229         Cmd_AddCommand(&cmd_client, "+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2230         Cmd_AddCommand(&cmd_client, "-button16", IN_Button16Up, "deactivate button16");
2231
2232         // LadyHavoc: added bestweapon command
2233         Cmd_AddCommand(&cmd_client, "bestweapon", IN_BestWeapon_f, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
2234         Cmd_AddCommand(&cmd_client, "register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2235
2236         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2237         Cvar_RegisterVariable(&cl_movement);
2238         Cvar_RegisterVariable(&cl_movement_replay);
2239         Cvar_RegisterVariable(&cl_movement_nettimeout);
2240         Cvar_RegisterVariable(&cl_movement_minping);
2241         Cvar_RegisterVariable(&cl_movement_track_canjump);
2242         Cvar_RegisterVariable(&cl_movement_maxspeed);
2243         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2244         Cvar_RegisterVariable(&cl_movement_stopspeed);
2245         Cvar_RegisterVariable(&cl_movement_friction);
2246         Cvar_RegisterVariable(&cl_movement_wallfriction);
2247         Cvar_RegisterVariable(&cl_movement_waterfriction);
2248         Cvar_RegisterVariable(&cl_movement_edgefriction);
2249         Cvar_RegisterVariable(&cl_movement_stepheight);
2250         Cvar_RegisterVariable(&cl_movement_accelerate);
2251         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2252         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2253         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2254         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2255         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2256         Cvar_RegisterVariable(&cl_nopred);
2257
2258         Cvar_RegisterVariable(&in_pitch_min);
2259         Cvar_RegisterVariable(&in_pitch_max);
2260         Cvar_RegisterVariable(&m_filter);
2261         Cvar_RegisterVariable(&m_accelerate);
2262         Cvar_RegisterVariable(&m_accelerate_minspeed);
2263         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2264         Cvar_RegisterVariable(&m_accelerate_filter);
2265         Cvar_RegisterVariable(&m_accelerate_type);
2266         Cvar_RegisterVariable(&m_accelerate_offset);
2267         Cvar_RegisterVariable(&m_accelerate_power);
2268         Cvar_RegisterVariable(&m_accelerate_senscap);
2269
2270         Cvar_RegisterVariable(&cl_netfps);
2271         Cvar_RegisterVariable(&cl_netrepeatinput);
2272         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2273
2274         Cvar_RegisterVariable(&cl_nodelta);
2275
2276         Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
2277 }
2278