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