aacdfcc5febea6a8eb01f96a559db26a80b603e3
[xonotic/darkplaces.git] / cl_input.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
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
1125         if(dot > 0) { // we can't change direction while slowing down
1126                 k *= cl.movevars_aircontrol*pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
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 = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1173                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1174                 // assume: fmin > 1
1175                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1176                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1177                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1178                 // obviously, this cannot be
1179                 if(fmin <= 0)
1180                         VectorScale(vel_perpend, f, vel_perpend);
1181                 else
1182                 {
1183                         fmin = sqrt(fmin);
1184                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1185                 }
1186         }
1187         else
1188                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1189
1190         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1191
1192         if(speedclamp)
1193         {
1194                 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1195                 if(vel_xy_current > 0) // prevent division by zero
1196                 {
1197                         VectorNormalize(s->velocity);
1198                         VectorScale(s->velocity, vel_xy_current, s->velocity);
1199                 }
1200         }
1201
1202         s->velocity[2] += vel_z;
1203 }
1204
1205 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1206 {
1207     vec3_t curvel, wishvel, acceldir, curdir;
1208     float addspeed, accelspeed, curspeed;
1209     float dot;
1210
1211     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1212     float bunnyaccel = cl.movevars_warsowbunny_accel;
1213     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1214     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1215     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1216
1217     if( !wishspeed )
1218         return;
1219
1220     VectorCopy( s->velocity, curvel );
1221     curvel[2] = 0;
1222     curspeed = VectorLength( curvel );
1223
1224     if( wishspeed > curspeed * 1.01f )
1225     {
1226         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1227         if( accelspeed < wishspeed )
1228             wishspeed = accelspeed;
1229     }
1230     else
1231     {
1232         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1233         if( f < 0 )
1234             f = 0;
1235         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1236     }
1237     VectorScale( wishdir, wishspeed, wishvel );
1238     VectorSubtract( wishvel, curvel, acceldir );
1239     addspeed = VectorNormalizeLength( acceldir );
1240
1241     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1242     if( accelspeed > addspeed )
1243         accelspeed = addspeed;
1244
1245     if( backtosideratio < 1.0f )
1246     {
1247         VectorNormalize2( curvel, curdir );
1248         dot = DotProduct( acceldir, curdir );
1249         if( dot < 0 )
1250             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1251     }
1252
1253     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1254 }
1255
1256 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1257 {
1258         vec_t friction;
1259         vec_t wishspeed;
1260         vec_t addspeed;
1261         vec_t accelspeed;
1262         vec_t f;
1263         vec_t gravity;
1264         vec3_t forward;
1265         vec3_t right;
1266         vec3_t up;
1267         vec3_t wishvel;
1268         vec3_t wishdir;
1269         vec3_t yawangles;
1270         trace_t trace;
1271
1272         // jump if on ground with jump button pressed but only if it has been
1273         // released at least once since the last jump
1274         if (s->cmd.jump)
1275         {
1276                 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"
1277                 {
1278                         s->velocity[2] += cl.movevars_jumpvelocity;
1279                         s->onground = false;
1280                         s->cmd.canjump = false;
1281                 }
1282         }
1283         else
1284                 s->cmd.canjump = true;
1285
1286         // calculate movement vector
1287         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1288         AngleVectors(yawangles, forward, right, up);
1289         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1290
1291         // split wishvel into wishspeed and wishdir
1292         wishspeed = VectorLength(wishvel);
1293         if (wishspeed)
1294                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1295         else
1296                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1297         // check if onground
1298         if (s->onground)
1299         {
1300                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1301                 if (s->crouched)
1302                         wishspeed *= 0.5;
1303
1304                 // apply edge friction
1305                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1306                 if (f > 0)
1307                 {
1308                         friction = cl.movevars_friction;
1309                         if (cl.movevars_edgefriction != 1)
1310                         {
1311                                 vec3_t neworigin2;
1312                                 vec3_t neworigin3;
1313                                 // note: QW uses the full player box for the trace, and yet still
1314                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1315                                 // this mimics it for compatibility
1316                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1317                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1318                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1319                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1320                                 else
1321                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1322                                 if (trace.fraction == 1 && !trace.startsolid)
1323                                         friction *= cl.movevars_edgefriction;
1324                         }
1325                         // apply ground friction
1326                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1327                         f = max(f, 0);
1328                         VectorScale(s->velocity, f, s->velocity);
1329                 }
1330                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1331                 if (addspeed > 0)
1332                 {
1333                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1334                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1335                 }
1336                 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1337                         gravity = 0;
1338                 else
1339                         gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1340                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1341                         s->velocity[2] -= gravity * 0.5f;
1342                 else
1343                         s->velocity[2] -= gravity;
1344                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1345                         s->velocity[2] = 0;
1346                 if (VectorLength2(s->velocity))
1347                         CL_ClientMovement_Move(s);
1348                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1349                         s->velocity[2] -= gravity * 0.5f;
1350         }
1351         else
1352         {
1353                 if (s->waterjumptime <= 0)
1354                 {
1355                         // apply air speed limit
1356                         vec_t accel, wishspeed0, wishspeed2, accelqw;
1357                         qboolean accelerating;
1358
1359                         accelqw = cl.movevars_airaccel_qw;
1360                         wishspeed0 = wishspeed;
1361                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1362                         if (s->crouched)
1363                                 wishspeed *= 0.5;
1364                         accel = cl.movevars_airaccelerate;
1365
1366                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1367                         wishspeed2 = wishspeed;
1368
1369                         // CPM: air control
1370                         if(cl.movevars_airstopaccelerate != 0)
1371                                 if(DotProduct(s->velocity, wishdir) < 0)
1372                                         accel = cl.movevars_airstopaccelerate;
1373                         // this doesn't play well with analog input, but can't really be
1374                         // fixed like the AirControl can. So, don't set the maxairstrafe*
1375                         // cvars when you want to support analog input.
1376                         if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1377                         {
1378                                 if(cl.movevars_maxairstrafespeed)
1379                                 {
1380                                         if(wishspeed > cl.movevars_maxairstrafespeed)
1381                                                 wishspeed = cl.movevars_maxairstrafespeed;
1382                                         if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1383                                                 accelqw = 1;
1384                                                 // otherwise, CPMA-style air acceleration misbehaves a lot
1385                                                 // if partially non-QW acceleration is used (as in, strafing
1386                                                 // would get faster than moving forward straight)
1387                                 }
1388                                 if(cl.movevars_airstrafeaccelerate)
1389                                 {
1390                                         accel = cl.movevars_airstrafeaccelerate;
1391                                         if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1392                                                 accelqw = 1;
1393                                                 // otherwise, CPMA-style air acceleration misbehaves a lot
1394                                                 // if partially non-QW acceleration is used (as in, strafing
1395                                                 // would get faster than moving forward straight)
1396                                 }
1397                         }
1398                         // !CPM
1399
1400                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1401                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1402                         else
1403                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1404
1405                         if(cl.movevars_aircontrol)
1406                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1407                 }
1408                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1409                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1410                         s->velocity[2] -= gravity * 0.5f;
1411                 else
1412                         s->velocity[2] -= gravity;
1413                 CL_ClientMovement_Move(s);
1414                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1415                         s->velocity[2] -= gravity * 0.5f;
1416         }
1417 }
1418
1419 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1420 {
1421         //Con_Printf(" %f", frametime);
1422         if (!s->cmd.jump)
1423                 s->cmd.canjump = true;
1424         s->waterjumptime -= s->cmd.frametime;
1425         CL_ClientMovement_UpdateStatus(s);
1426         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1427                 CL_ClientMovement_Physics_Swim(s);
1428         else
1429                 CL_ClientMovement_Physics_Walk(s);
1430 }
1431
1432 extern cvar_t slowmo;
1433 void CL_UpdateMoveVars(void)
1434 {
1435         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1436         {
1437                 cl.moveflags = 0;
1438         }
1439         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1440         {
1441                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1442                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1443                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1444                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1445                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1446                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1447                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1448                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1449                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1450                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1451                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1452                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1453                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1454                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1455                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1456                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1457                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1458                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1459                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1460                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1461                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1462                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1463                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1464                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1465                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1466                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1467                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1468                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1469                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1470                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1471         }
1472         else
1473         {
1474                 cl.moveflags = 0;
1475                 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1476                 cl.movevars_timescale = slowmo.value;
1477                 cl.movevars_gravity = sv_gravity.value;
1478                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1479                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1480                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1481                 cl.movevars_accelerate = cl_movement_accelerate.value;
1482                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1483                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1484                 cl.movevars_friction = cl_movement_friction.value;
1485                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1486                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1487                 cl.movevars_entgravity = 1;
1488                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1489                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1490                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1491                 cl.movevars_stepheight = cl_movement_stepheight.value;
1492                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1493                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1494                 cl.movevars_airstopaccelerate = 0;
1495                 cl.movevars_airstrafeaccelerate = 0;
1496                 cl.movevars_maxairstrafespeed = 0;
1497                 cl.movevars_aircontrol = 0;
1498                 cl.movevars_aircontrol_power = 2;
1499                 cl.movevars_warsowbunny_airforwardaccel = 0;
1500                 cl.movevars_warsowbunny_accel = 0;
1501                 cl.movevars_warsowbunny_topspeed = 0;
1502                 cl.movevars_warsowbunny_turnaccel = 0;
1503                 cl.movevars_warsowbunny_backtosideratio = 0;
1504         }
1505
1506         if(!(cl.moveflags & MOVEFLAG_VALID))
1507         {
1508                 if(gamemode == GAME_NEXUIZ)
1509                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1510         }
1511
1512         if(cl.movevars_aircontrol_power <= 0)
1513                 cl.movevars_aircontrol = 2; // CPMA default
1514 }
1515
1516 void CL_ClientMovement_Replay(void)
1517 {
1518         int i;
1519         double totalmovemsec;
1520         cl_clientmovement_state_t s;
1521
1522         if (cl.movement_predicted && !cl.movement_replay)
1523                 return;
1524
1525         // set up starting state for the series of moves
1526         memset(&s, 0, sizeof(s));
1527         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1528         VectorCopy(cl.mvelocity[0], s.velocity);
1529         s.crouched = true; // will be updated on first move
1530         //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]);
1531
1532         totalmovemsec = 0;
1533         for (i = 0;i < CL_MAX_USERCMDS;i++)
1534                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1535                         totalmovemsec += cl.movecmd[i].msec;
1536         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);
1537         //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);
1538         if (cl.movement_predicted)
1539         {
1540                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1541
1542                 // replay the input queue to predict current location
1543                 // note: this relies on the fact there's always one queue item at the end
1544
1545                 // find how many are still valid
1546                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1547                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1548                                 break;
1549                 // now walk them in oldest to newest order
1550                 for (i--;i >= 0;i--)
1551                 {
1552                         s.cmd = cl.movecmd[i];
1553                         if (i < CL_MAX_USERCMDS - 1)
1554                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1555                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1556                         //Con_Printf("%i ", s.cmd.msec);
1557                         if(s.cmd.frametime > 0.0005)
1558                         {
1559                                 if (s.cmd.frametime > 0.05)
1560                                 {
1561                                         s.cmd.frametime /= 2;
1562                                         CL_ClientMovement_PlayerMove(&s);
1563                                 }
1564                                 CL_ClientMovement_PlayerMove(&s);
1565                                 cl.movecmd[i].canjump = s.cmd.canjump;
1566                         }
1567                 }
1568                 //Con_Printf("\n");
1569                 CL_ClientMovement_UpdateStatus(&s);
1570         }
1571         else
1572         {
1573                 // get the first movement queue entry to know whether to crouch and such
1574                 s.cmd = cl.movecmd[0];
1575         }
1576
1577         if (cls.demoplayback) // for bob, speedometer
1578                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1579         else
1580         {
1581                 cl.movement_replay = false;
1582                 // update the interpolation target position and velocity
1583                 VectorCopy(s.origin, cl.movement_origin);
1584                 VectorCopy(s.velocity, cl.movement_velocity);
1585         }
1586
1587         // update the onground flag if appropriate
1588         if (cl.movement_predicted)
1589         {
1590                 // when predicted we simply set the flag according to the UpdateStatus
1591                 cl.onground = s.onground;
1592         }
1593         else
1594         {
1595                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1596                 // an update packet is received, but can be forced on here to hide
1597                 // server inconsistencies in the onground flag
1598                 // (which mostly occur when stepping up stairs at very high framerates
1599                 //  where after the step up the move continues forward and not
1600                 //  downward so the ground is not detected)
1601                 //
1602                 // such onground inconsistencies can cause jittery gun bobbing and
1603                 // stair smoothing, so we set onground if UpdateStatus says so
1604                 if (s.onground)
1605                         cl.onground = true;
1606         }
1607
1608         // react to onground state changes (for gun bob)
1609         if (cl.onground)
1610         {
1611                 if (!cl.oldonground)
1612                         cl.hitgroundtime = cl.movecmd[0].time;
1613                 cl.lastongroundtime = cl.movecmd[0].time;
1614         }
1615         cl.oldonground = cl.onground;
1616 }
1617
1618 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1619 {
1620         int bits;
1621
1622         bits = 0;
1623         if (to->viewangles[0] != from->viewangles[0])
1624                 bits |= QW_CM_ANGLE1;
1625         if (to->viewangles[1] != from->viewangles[1])
1626                 bits |= QW_CM_ANGLE2;
1627         if (to->viewangles[2] != from->viewangles[2])
1628                 bits |= QW_CM_ANGLE3;
1629         if (to->forwardmove != from->forwardmove)
1630                 bits |= QW_CM_FORWARD;
1631         if (to->sidemove != from->sidemove)
1632                 bits |= QW_CM_SIDE;
1633         if (to->upmove != from->upmove)
1634                 bits |= QW_CM_UP;
1635         if (to->buttons != from->buttons)
1636                 bits |= QW_CM_BUTTONS;
1637         if (to->impulse != from->impulse)
1638                 bits |= QW_CM_IMPULSE;
1639
1640         MSG_WriteByte(buf, bits);
1641         if (bits & QW_CM_ANGLE1)
1642                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1643         if (bits & QW_CM_ANGLE2)
1644                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1645         if (bits & QW_CM_ANGLE3)
1646                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1647         if (bits & QW_CM_FORWARD)
1648                 MSG_WriteShort(buf, (short) to->forwardmove);
1649         if (bits & QW_CM_SIDE)
1650                 MSG_WriteShort(buf, (short) to->sidemove);
1651         if (bits & QW_CM_UP)
1652                 MSG_WriteShort(buf, (short) to->upmove);
1653         if (bits & QW_CM_BUTTONS)
1654                 MSG_WriteByte(buf, to->buttons);
1655         if (bits & QW_CM_IMPULSE)
1656                 MSG_WriteByte(buf, to->impulse);
1657         MSG_WriteByte(buf, to->msec);
1658 }
1659
1660 void CL_NewFrameReceived(int num)
1661 {
1662         if (developer_networkentities.integer >= 10)
1663                 Con_Printf("recv: svc_entities %i\n", num);
1664         cl.latestframenums[cl.latestframenumsposition] = num;
1665         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1666         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1667 }
1668
1669 /*
1670 ==============
1671 CL_SendMove
1672 ==============
1673 */
1674 usercmd_t nullcmd; // for delta compression of qw moves
1675 void CL_SendMove(void)
1676 {
1677         int i, j, packetloss;
1678         int checksumindex;
1679         int bits;
1680         int maxusercmds;
1681         usercmd_t *cmd;
1682         sizebuf_t buf;
1683         unsigned char data[1024];
1684         double packettime;
1685         int msecdelta;
1686         qboolean quemove;
1687         qboolean important;
1688
1689         // if playing a demo, do nothing
1690         if (!cls.netcon)
1691                 return;
1692
1693         // we don't que moves during a lag spike (potential network timeout)
1694         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1695
1696         // we build up cl.cmd and then decide whether to send or not
1697         // we store this into cl.movecmd[0] for prediction each frame even if we
1698         // do not send, to make sure that prediction is instant
1699         cl.cmd.time = cl.time;
1700         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1701
1702         // set button bits
1703         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1704         bits = 0;
1705         if (in_attack.state   & 3) bits |=   1;
1706         if (in_jump.state     & 3) bits |=   2;
1707         if (in_button3.state  & 3) bits |=   4;
1708         if (in_button4.state  & 3) bits |=   8;
1709         if (in_button5.state  & 3) bits |=  16;
1710         if (in_button6.state  & 3) bits |=  32;
1711         if (in_button7.state  & 3) bits |=  64;
1712         if (in_button8.state  & 3) bits |= 128;
1713         if (in_use.state      & 3) bits |= 256;
1714         if (key_dest != key_game || key_consoleactive) bits |= 512;
1715         if (cl_prydoncursor.integer > 0) bits |= 1024;
1716         if (in_button9.state  & 3)  bits |=   2048;
1717         if (in_button10.state  & 3) bits |=   4096;
1718         if (in_button11.state  & 3) bits |=   8192;
1719         if (in_button12.state  & 3) bits |=  16384;
1720         if (in_button13.state  & 3) bits |=  32768;
1721         if (in_button14.state  & 3) bits |=  65536;
1722         if (in_button15.state  & 3) bits |= 131072;
1723         if (in_button16.state  & 3) bits |= 262144;
1724         // button bits 19-31 unused currently
1725         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1726         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1727         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1728         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1729         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1730
1731         // set buttons and impulse
1732         cl.cmd.buttons = bits;
1733         cl.cmd.impulse = in_impulse;
1734
1735         // set viewangles
1736         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1737
1738         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1739         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1740         // ridiculous value rejection (matches qw)
1741         if (cl.cmd.msec > 250)
1742                 cl.cmd.msec = 100;
1743         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1744
1745         cl.cmd.predicted = cl_movement.integer != 0;
1746
1747         // movement is set by input code (forwardmove/sidemove/upmove)
1748         // always dump the first two moves, because they may contain leftover inputs from the last level
1749         if (cl.cmd.sequence <= 2)
1750                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1751
1752         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1753         cl.cmd.crouch = 0;
1754         switch (cls.protocol)
1755         {
1756         case PROTOCOL_QUAKEWORLD:
1757         case PROTOCOL_QUAKE:
1758         case PROTOCOL_QUAKEDP:
1759         case PROTOCOL_NEHAHRAMOVIE:
1760         case PROTOCOL_NEHAHRABJP:
1761         case PROTOCOL_NEHAHRABJP2:
1762         case PROTOCOL_NEHAHRABJP3:
1763         case PROTOCOL_DARKPLACES1:
1764         case PROTOCOL_DARKPLACES2:
1765         case PROTOCOL_DARKPLACES3:
1766         case PROTOCOL_DARKPLACES4:
1767         case PROTOCOL_DARKPLACES5:
1768                 break;
1769         case PROTOCOL_DARKPLACES6:
1770         case PROTOCOL_DARKPLACES7:
1771                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
1772                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1773                 break;
1774         case PROTOCOL_UNKNOWN:
1775                 break;
1776         }
1777
1778         if (quemove)
1779                 cl.movecmd[0] = cl.cmd;
1780
1781         // don't predict more than 200fps
1782         if (realtime >= cl.lastpackettime + 0.005)
1783                 cl.movement_replay = true; // redo the prediction
1784
1785         // now decide whether to actually send this move
1786         // (otherwise it is only for prediction)
1787
1788         // don't send too often or else network connections can get clogged by a
1789         // high renderer framerate
1790         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1791         if (cl.movevars_timescale && cl.movevars_ticrate)
1792         {
1793                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1794                 packettime = min(packettime, maxtic);
1795         }
1796
1797         // do not send 0ms packets because they mess up physics
1798         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1799                 return;
1800         // always send if buttons changed or an impulse is pending
1801         // even if it violates the rate limit!
1802         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1803         // don't send too often (cl_netfps)
1804         if (!important && realtime < cl.lastpackettime + packettime)
1805                 return;
1806         // don't choke the connection with packets (obey rate limit)
1807         // it is important that this check be last, because it adds a new
1808         // frame to the shownetgraph output and any cancelation after this
1809         // will produce a nasty spike-like look to the netgraph
1810         // we also still send if it is important
1811         if (!NetConn_CanSend(cls.netcon) && !important)
1812                 return;
1813         // try to round off the lastpackettime to a multiple of the packet interval
1814         // (this causes it to emit packets at a steady beat)
1815         if (packettime > 0)
1816                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1817         else
1818                 cl.lastpackettime = realtime;
1819
1820         buf.maxsize = sizeof(data);
1821         buf.cursize = 0;
1822         buf.data = data;
1823
1824         // send the movement message
1825         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1826         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1827         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1828         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1829         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1830         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1831         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1832         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1833         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1834         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1835         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1836
1837         // set prydon cursor info
1838         CL_UpdatePrydonCursor();
1839
1840         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1841         {
1842                 switch (cls.protocol)
1843                 {
1844                 case PROTOCOL_QUAKEWORLD:
1845                         MSG_WriteByte(&buf, qw_clc_move);
1846                         // save the position for a checksum byte
1847                         checksumindex = buf.cursize;
1848                         MSG_WriteByte(&buf, 0);
1849                         // packet loss percentage
1850                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1851                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1852                                         packetloss++;
1853                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1854                         MSG_WriteByte(&buf, packetloss);
1855                         // write most recent 3 moves
1856                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1857                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1858                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1859                         // calculate the checksum
1860                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1861                         // if delta compression history overflows, request no delta
1862                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1863                                 cl.qw_validsequence = 0;
1864                         // request delta compression if appropriate
1865                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1866                         {
1867                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1868                                 MSG_WriteByte(&buf, qw_clc_delta);
1869                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1870                         }
1871                         else
1872                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1873                         break;
1874                 case PROTOCOL_QUAKE:
1875                 case PROTOCOL_QUAKEDP:
1876                 case PROTOCOL_NEHAHRAMOVIE:
1877                 case PROTOCOL_NEHAHRABJP:
1878                 case PROTOCOL_NEHAHRABJP2:
1879                 case PROTOCOL_NEHAHRABJP3:
1880                         // 5 bytes
1881                         MSG_WriteByte (&buf, clc_move);
1882                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1883                         // 3 bytes
1884                         for (i = 0;i < 3;i++)
1885                                 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1886                         // 6 bytes
1887                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1888                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1889                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1890                         // 2 bytes
1891                         MSG_WriteByte (&buf, cl.cmd.buttons);
1892                         MSG_WriteByte (&buf, cl.cmd.impulse);
1893                         break;
1894                 case PROTOCOL_DARKPLACES2:
1895                 case PROTOCOL_DARKPLACES3:
1896                         // 5 bytes
1897                         MSG_WriteByte (&buf, clc_move);
1898                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1899                         // 12 bytes
1900                         for (i = 0;i < 3;i++)
1901                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1902                         // 6 bytes
1903                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1904                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1905                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1906                         // 2 bytes
1907                         MSG_WriteByte (&buf, cl.cmd.buttons);
1908                         MSG_WriteByte (&buf, cl.cmd.impulse);
1909                         break;
1910                 case PROTOCOL_DARKPLACES1:
1911                 case PROTOCOL_DARKPLACES4:
1912                 case PROTOCOL_DARKPLACES5:
1913                         // 5 bytes
1914                         MSG_WriteByte (&buf, clc_move);
1915                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1916                         // 6 bytes
1917                         for (i = 0;i < 3;i++)
1918                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1919                         // 6 bytes
1920                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1921                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1922                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1923                         // 2 bytes
1924                         MSG_WriteByte (&buf, cl.cmd.buttons);
1925                         MSG_WriteByte (&buf, cl.cmd.impulse);
1926                 case PROTOCOL_DARKPLACES6:
1927                 case PROTOCOL_DARKPLACES7:
1928                         // set the maxusercmds variable to limit how many should be sent
1929                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1930                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1931                         if (!cl.cmd.predicted)
1932                                 maxusercmds = 1;
1933
1934                         // send the latest moves in order, the old ones will be
1935                         // ignored by the server harmlessly, however if the previous
1936                         // packets were lost these moves will be used
1937                         //
1938                         // this reduces packet loss impact on gameplay.
1939                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1940                         {
1941                                 // don't repeat any stale moves
1942                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1943                                         continue;
1944                                 // 5/9 bytes
1945                                 MSG_WriteByte (&buf, clc_move);
1946                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1947                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1948                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1949                                 // 6 bytes
1950                                 for (i = 0;i < 3;i++)
1951                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1952                                 // 6 bytes
1953                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1954                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1955                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1956                                 // 5 bytes
1957                                 MSG_WriteLong (&buf, cmd->buttons);
1958                                 MSG_WriteByte (&buf, cmd->impulse);
1959                                 // PRYDON_CLIENTCURSOR
1960                                 // 30 bytes
1961                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1962                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1963                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1964                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1965                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1966                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1967                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1968                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1969                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1970                         }
1971                         break;
1972                 case PROTOCOL_UNKNOWN:
1973                         break;
1974                 }
1975         }
1976
1977         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1978         {
1979                 // ack entity frame numbers received since the last input was sent
1980                 // (redundent to improve handling of client->server packet loss)
1981                 // if cl_netrepeatinput is 1 and client framerate matches server
1982                 // framerate, this is 10 bytes, if client framerate is lower this
1983                 // will be more...
1984                 int i, j;
1985                 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
1986                 if (oldsequence < 1)
1987                         oldsequence = 1;
1988                 for (i = 0;i < LATESTFRAMENUMS;i++)
1989                 {
1990                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
1991                         if (cl.latestsendnums[j] >= oldsequence)
1992                         {
1993                                 if (developer_networkentities.integer >= 10)
1994                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
1995                                 MSG_WriteByte(&buf, clc_ackframe);
1996                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
1997                         }
1998                 }
1999         }
2000
2001         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2002         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2003
2004         // acknowledge any recently received data blocks
2005         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2006         {
2007                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2008                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2009                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2010                 cls.dp_downloadack[i].start = 0;
2011                 cls.dp_downloadack[i].size = 0;
2012         }
2013
2014         // send the reliable message (forwarded commands) if there is one
2015         if (buf.cursize || cls.netcon->message.cursize)
2016                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2017
2018         if (quemove)
2019         {
2020                 // update the cl.movecmd array which holds the most recent moves,
2021                 // because we now need a new slot for the next input
2022                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2023                         cl.movecmd[i] = cl.movecmd[i-1];
2024                 cl.movecmd[0].msec = 0;
2025                 cl.movecmd[0].frametime = 0;
2026         }
2027
2028         // clear button 'click' states
2029         in_attack.state  &= ~2;
2030         in_jump.state    &= ~2;
2031         in_button3.state &= ~2;
2032         in_button4.state &= ~2;
2033         in_button5.state &= ~2;
2034         in_button6.state &= ~2;
2035         in_button7.state &= ~2;
2036         in_button8.state &= ~2;
2037         in_use.state     &= ~2;
2038         in_button9.state  &= ~2;
2039         in_button10.state &= ~2;
2040         in_button11.state &= ~2;
2041         in_button12.state &= ~2;
2042         in_button13.state &= ~2;
2043         in_button14.state &= ~2;
2044         in_button15.state &= ~2;
2045         in_button16.state &= ~2;
2046         // clear impulse
2047         in_impulse = 0;
2048
2049         if (cls.netcon->message.overflowed)
2050         {
2051                 Con_Print("CL_SendMove: lost server connection\n");
2052                 CL_Disconnect();
2053                 Host_ShutdownServer();
2054         }
2055 }
2056
2057 /*
2058 ============
2059 CL_InitInput
2060 ============
2061 */
2062 void CL_InitInput (void)
2063 {
2064         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2065         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2066         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2067         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2068         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2069         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2070         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2071         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2072         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2073         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2074         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2075         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2076         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2077         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2078         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2079         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2080         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2081         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2082         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2083         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2084         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2085         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2086         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2087         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2088         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2089         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2090         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2091         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2092         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2093         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2094         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2095         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2096         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2097
2098         // LordHavoc: added use button
2099         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2100         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2101
2102         // LordHavoc: added 6 new buttons
2103         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2104         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2105         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2106         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2107         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2108         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2109         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2110         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2111         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2112         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2113         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2114         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2115         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2116         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2117         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2118         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2119         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2120         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2121         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2122         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2123         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2124         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2125         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2126         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2127         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2128         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2129         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2130         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2131
2132         // LordHavoc: added bestweapon command
2133         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)");
2134 #if 0
2135         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");
2136 #endif
2137         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2138
2139         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2140         Cvar_RegisterVariable(&cl_movement);
2141         Cvar_RegisterVariable(&cl_movement_nettimeout);
2142         Cvar_RegisterVariable(&cl_movement_minping);
2143         Cvar_RegisterVariable(&cl_movement_track_canjump);
2144         Cvar_RegisterVariable(&cl_movement_maxspeed);
2145         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2146         Cvar_RegisterVariable(&cl_movement_stopspeed);
2147         Cvar_RegisterVariable(&cl_movement_friction);
2148         Cvar_RegisterVariable(&cl_movement_wallfriction);
2149         Cvar_RegisterVariable(&cl_movement_waterfriction);
2150         Cvar_RegisterVariable(&cl_movement_edgefriction);
2151         Cvar_RegisterVariable(&cl_movement_stepheight);
2152         Cvar_RegisterVariable(&cl_movement_accelerate);
2153         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2154         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2155         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2156         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2157         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2158
2159         Cvar_RegisterVariable(&in_pitch_min);
2160         Cvar_RegisterVariable(&in_pitch_max);
2161         Cvar_RegisterVariable(&m_filter);
2162         Cvar_RegisterVariable(&m_accelerate);
2163         Cvar_RegisterVariable(&m_accelerate_minspeed);
2164         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2165         Cvar_RegisterVariable(&m_accelerate_filter);
2166
2167         Cvar_RegisterVariable(&cl_netfps);
2168         Cvar_RegisterVariable(&cl_netrepeatinput);
2169         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2170
2171         Cvar_RegisterVariable(&cl_nodelta);
2172 }
2173