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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
201
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
203 {
204         int i;
205         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206                 if(in_bestweapon_info[i].impulse == impulse)
207                         break;
208         if(i >= IN_BESTWEAPON_MAX)
209         {
210                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
211                 return; // sorry
212         }
213         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214         in_bestweapon_info[i].impulse = impulse;
215         if(weaponbit != -1)
216                 in_bestweapon_info[i].weaponbit = weaponbit;
217         if(activeweaponcode != -1)
218                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
219         if(ammostat != -1)
220                 in_bestweapon_info[i].ammostat = ammostat;
221         if(ammomin != -1)
222                 in_bestweapon_info[i].ammomin = ammomin;
223 }
224
225 void IN_BestWeapon_ResetData (void)
226 {
227         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
241 }
242
243 void IN_BestWeapon_Register_f (void)
244 {
245         if(Cmd_Argc() == 7)
246         {
247                 IN_BestWeapon_Register(
248                         Cmd_Argv(1),
249                         atoi(Cmd_Argv(2)),
250                         atoi(Cmd_Argv(3)),
251                         atoi(Cmd_Argv(4)),
252                         atoi(Cmd_Argv(5)),
253                         atoi(Cmd_Argv(6))
254                 );
255         }
256         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
257         {
258                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
259         }
260         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
261         {
262                 IN_BestWeapon_ResetData();
263         }
264         else
265         {
266                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
267         }
268 }
269
270 void IN_BestWeapon (void)
271 {
272         int i, n;
273         const char *t;
274         if (Cmd_Argc() < 2)
275         {
276                 Con_Printf("bestweapon requires 1 or more parameters\n");
277                 return;
278         }
279         for (i = 1;i < Cmd_Argc();i++)
280         {
281                 t = Cmd_Argv(i);
282                 // figure out which weapon this character refers to
283                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
284                 {
285                         if (!strcmp(in_bestweapon_info[n].name, t))
286                         {
287                                 // we found out what weapon this character refers to
288                                 // check if the inventory contains the weapon and enough ammo
289                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
290                                 {
291                                         // we found one of the weapons the player wanted
292                                         // send an impulse to switch to it
293                                         in_impulse = in_bestweapon_info[n].impulse;
294                                         return;
295                                 }
296                                 break;
297                         }
298                 }
299                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
300         }
301         // if we couldn't find any of the weapons, there's nothing more we can do...
302 }
303
304 #if 0
305 void IN_CycleWeapon (void)
306 {
307         int i, n;
308         int first = -1;
309         qboolean found = false;
310         const char *t;
311         if (Cmd_Argc() < 2)
312         {
313                 Con_Printf("bestweapon requires 1 or more parameters\n");
314                 return;
315         }
316         for (i = 1;i < Cmd_Argc();i++)
317         {
318                 t = Cmd_Argv(i);
319                 // figure out which weapon this character refers to
320                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
321                 {
322                         if (!strcmp(in_bestweapon_info[n].name, t))
323                         {
324                                 // we found out what weapon this character refers to
325                                 // check if the inventory contains the weapon and enough ammo
326                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
327                                 {
328                                         // we found one of the weapons the player wanted
329                                         if(first == -1)
330                                                 first = n;
331                                         if(found)
332                                         {
333                                                 in_impulse = in_bestweapon_info[n].impulse;
334                                                 return;
335                                         }
336                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
337                                                 found = true;
338                                 }
339                                 break;
340                         }
341                 }
342                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
343         }
344         if(first != -1)
345         {
346                 in_impulse = in_bestweapon_info[first].impulse;
347                 return;
348         }
349         // if we couldn't find any of the weapons, there's nothing more we can do...
350 }
351 #endif
352
353 /*
354 ===============
355 CL_KeyState
356
357 Returns 0.25 if a key was pressed and released during the frame,
358 0.5 if it was pressed and held
359 0 if held then released, and
360 1.0 if held for the entire time
361 ===============
362 */
363 float CL_KeyState (kbutton_t *key)
364 {
365         float           val;
366         qboolean        impulsedown, impulseup, down;
367
368         impulsedown = (key->state & 2) != 0;
369         impulseup = (key->state & 4) != 0;
370         down = (key->state & 1) != 0;
371         val = 0;
372
373         if (impulsedown && !impulseup)
374         {
375                 if (down)
376                         val = 0.5;      // pressed and held this frame
377                 else
378                         val = 0;        //      I_Error ();
379         }
380         if (impulseup && !impulsedown)
381         {
382                 if (down)
383                         val = 0;        //      I_Error ();
384                 else
385                         val = 0;        // released this frame
386         }
387         if (!impulsedown && !impulseup)
388         {
389                 if (down)
390                         val = 1.0;      // held the entire frame
391                 else
392                         val = 0;        // up the entire frame
393         }
394         if (impulsedown && impulseup)
395         {
396                 if (down)
397                         val = 0.75;     // released and re-pressed this frame
398                 else
399                         val = 0.25;     // pressed and released this frame
400         }
401
402         key->state &= 1;                // clear impulses
403
404         return val;
405 }
406
407
408
409
410 //==========================================================================
411
412 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
413 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
414 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
415 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
416
417 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
418 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
419
420 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
421 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
422
423 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
424
425 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
426 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
427 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"};
428 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
429 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"};
430 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
431 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
432 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)"};
433 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
434 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
435 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"};
436 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)"};
437 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
438 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
439 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"};
440 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"};
441 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)"};
442 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"};
443 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"};
444
445 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
446 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
447
448 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
449 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
450 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
451 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
452 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
453
454 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
455 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)"};
456 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)"};
457
458 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
459
460 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
461
462 extern cvar_t v_flipped;
463
464 /*
465 ================
466 CL_AdjustAngles
467
468 Moves the local angle positions
469 ================
470 */
471 void CL_AdjustAngles (void)
472 {
473         float   speed;
474         float   up, down;
475
476         if (in_speed.state & 1)
477                 speed = cl.realframetime * cl_anglespeedkey.value;
478         else
479                 speed = cl.realframetime;
480
481         if (!(in_strafe.state & 1))
482         {
483                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
484                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
485         }
486         if (in_klook.state & 1)
487         {
488                 V_StopPitchDrift ();
489                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
490                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
491         }
492
493         up = CL_KeyState (&in_lookup);
494         down = CL_KeyState(&in_lookdown);
495
496         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
497         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
498
499         if (up || down)
500                 V_StopPitchDrift ();
501
502         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
503         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
504         if (cl.viewangles[YAW] >= 180)
505                 cl.viewangles[YAW] -= 360;
506         if (cl.viewangles[PITCH] >= 180)
507                 cl.viewangles[PITCH] -= 360;
508         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
509         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
510 }
511
512 int cl_ignoremousemoves = 2;
513
514 /*
515 ================
516 CL_Input
517
518 Send the intended movement message to the server
519 ================
520 */
521 extern qboolean CL_VM_InputEvent (int eventtype, int x, int y);
522 void CL_Input (void)
523 {
524         float mx, my;
525         static float old_mouse_x = 0, old_mouse_y = 0;
526
527         // clamp before the move to prevent starting with bad angles
528         CL_AdjustAngles ();
529
530         if(v_flipped.integer)
531                 cl.viewangles[YAW] = -cl.viewangles[YAW];
532
533         // reset some of the command fields
534         cl.cmd.forwardmove = 0;
535         cl.cmd.sidemove = 0;
536         cl.cmd.upmove = 0;
537
538         // get basic movement from keyboard
539         if (in_strafe.state & 1)
540         {
541                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
542                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
543         }
544
545         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
546         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
547
548         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
549         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
550
551         if (! (in_klook.state & 1) )
552         {
553                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
554                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
555         }
556
557         // adjust for speed key
558         if (in_speed.state & 1)
559         {
560                 cl.cmd.forwardmove *= cl_movespeedkey.value;
561                 cl.cmd.sidemove *= cl_movespeedkey.value;
562                 cl.cmd.upmove *= cl_movespeedkey.value;
563         }
564
565         // allow mice or other external controllers to add to the move
566         IN_Move ();
567
568         // send mouse move to csqc
569         if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
570         {
571                 if (cl.csqc_wantsmousemove)
572                 {
573                         // event type 3 is a DP_CSQC thing
574                         static int oldwindowmouse[2];
575                         if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
576                         {
577                                 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.integer / vid.width, in_windowmouse_y * vid_conheight.integer / vid.height);
578                                 oldwindowmouse[0] = in_windowmouse_x;
579                                 oldwindowmouse[1] = in_windowmouse_y;
580                         }
581                 }
582                 else
583                 {
584                         if (in_mouse_x || in_mouse_y)
585                                 CL_VM_InputEvent(2, in_mouse_x * vid_conwidth.integer / vid.width, in_mouse_y * vid_conheight.integer / vid.height);
586                 }
587         }
588
589         // apply m_accelerate if it is on
590         if(m_accelerate.value > 1)
591         {
592                 static float averagespeed = 0;
593                 float speed, f, mi, ma;
594
595                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
596                 if(m_accelerate_filter.value > 0)
597                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
598                 else
599                         f = 1;
600                 averagespeed = speed * f + averagespeed * (1 - f);
601
602                 mi = max(1, m_accelerate_minspeed.value);
603                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
604
605                 if(averagespeed <= mi)
606                 {
607                         f = 1;
608                 }
609                 else if(averagespeed >= ma)
610                 {
611                         f = m_accelerate.value;
612                 }
613                 else
614                 {
615                         f = averagespeed;
616                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
617                 }
618
619                 in_mouse_x *= f;
620                 in_mouse_y *= f;
621         }
622
623         // apply m_filter if it is on
624         mx = in_mouse_x;
625         my = in_mouse_y;
626         if (m_filter.integer)
627         {
628                 in_mouse_x = (mx + old_mouse_x) * 0.5;
629                 in_mouse_y = (my + old_mouse_y) * 0.5;
630         }
631         old_mouse_x = mx;
632         old_mouse_y = my;
633
634         // ignore a mouse move if mouse was activated/deactivated this frame
635         if (cl_ignoremousemoves)
636         {
637                 cl_ignoremousemoves--;
638                 in_mouse_x = old_mouse_x = 0;
639                 in_mouse_y = old_mouse_y = 0;
640         }
641
642         // if not in menu, apply mouse move to viewangles/movement
643         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
644         {
645                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
646                 if (in_strafe.state & 1)
647                 {
648                         // strafing mode, all looking is movement
649                         V_StopPitchDrift();
650                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651                         if (noclip_anglehack)
652                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
653                         else
654                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
655                 }
656                 else if ((in_mlook.state & 1) || freelook.integer)
657                 {
658                         // mouselook, lookstrafe causes turning to become strafing
659                         V_StopPitchDrift();
660                         if (lookstrafe.integer)
661                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
662                         else
663                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
664                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
665                 }
666                 else
667                 {
668                         // non-mouselook, yaw turning and forward/back movement
669                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
670                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
671                 }
672         }
673         else // don't pitch drift when csqc is controlling the mouse
674         {
675                 // mouse interacting with the scene, mostly stationary view
676                 V_StopPitchDrift();
677                 // update prydon cursor
678                 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
679                 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
680         }
681
682         if(v_flipped.integer)
683         {
684                 cl.viewangles[YAW] = -cl.viewangles[YAW];
685                 cl.cmd.sidemove = -cl.cmd.sidemove;
686         }
687
688         // clamp after the move to prevent rendering with bad angles
689         CL_AdjustAngles ();
690
691         if(cl_movecliptokeyboard.integer)
692         {
693                 vec_t f = 1;
694                 if (in_speed.state & 1)
695                         f *= cl_movespeedkey.value;
696                 if(cl_movecliptokeyboard.integer == 2)
697                 {
698                         // digital direction, analog amount
699                         vec_t wishvel_x, wishvel_y;
700                         f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
701                         wishvel_x = fabs(cl.cmd.forwardmove);
702                         wishvel_y = fabs(cl.cmd.sidemove);
703                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
704                         {
705                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
706                                 if(wishvel_x >= 2 * wishvel_y)
707                                 {
708                                         // pure X motion
709                                         if(cl.cmd.forwardmove > 0)
710                                                 cl.cmd.forwardmove = wishspeed;
711                                         else
712                                                 cl.cmd.forwardmove = -wishspeed;
713                                         cl.cmd.sidemove = 0;
714                                 }
715                                 else if(wishvel_y >= 2 * wishvel_x)
716                                 {
717                                         // pure Y motion
718                                         cl.cmd.forwardmove = 0;
719                                         if(cl.cmd.sidemove > 0)
720                                                 cl.cmd.sidemove = wishspeed;
721                                         else
722                                                 cl.cmd.sidemove = -wishspeed;
723                                 }
724                                 else
725                                 {
726                                         // diagonal
727                                         if(cl.cmd.forwardmove > 0)
728                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
729                                         else
730                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
731                                         if(cl.cmd.sidemove > 0)
732                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
733                                         else
734                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
735                                 }
736                         }
737                 }
738                 else if(cl_movecliptokeyboard.integer)
739                 {
740                         // digital direction, digital amount
741                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
742                                 cl.cmd.sidemove = cl_sidespeed.value * f;
743                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
744                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
745                         else
746                                 cl.cmd.sidemove = 0;
747                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
748                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
749                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
750                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
751                         else
752                                 cl.cmd.forwardmove = 0;
753                 }
754         }
755 }
756
757 #include "cl_collision.h"
758
759 void CL_UpdatePrydonCursor(void)
760 {
761         vec3_t temp;
762
763         if (cl_prydoncursor.integer <= 0)
764                 VectorClear(cl.cmd.cursor_screen);
765
766         /*
767         if (cl.cmd.cursor_screen[0] < -1)
768         {
769                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
770                 cl.cmd.cursor_screen[0] = -1;
771         }
772         if (cl.cmd.cursor_screen[0] > 1)
773         {
774                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
775                 cl.cmd.cursor_screen[0] = 1;
776         }
777         if (cl.cmd.cursor_screen[1] < -1)
778         {
779                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
780                 cl.cmd.cursor_screen[1] = -1;
781         }
782         if (cl.cmd.cursor_screen[1] > 1)
783         {
784                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
785                 cl.cmd.cursor_screen[1] = 1;
786         }
787         */
788         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
789         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
790         cl.cmd.cursor_screen[2] = 1;
791
792         // calculate current view matrix
793         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
794         // calculate direction vector of cursor in viewspace by using frustum slopes
795         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);
796         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
797         // trace from view origin to the cursor
798         if (cl_prydoncursor_notrace.integer)
799         {
800                 cl.cmd.cursor_fraction = 1.0f;
801                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
802                 VectorClear(cl.cmd.cursor_normal);
803                 cl.cmd.cursor_entitynumber = 0;
804         }
805         else
806                 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);
807 }
808
809 typedef enum waterlevel_e
810 {
811         WATERLEVEL_NONE,
812         WATERLEVEL_WETFEET,
813         WATERLEVEL_SWIMMING,
814         WATERLEVEL_SUBMERGED
815 }
816 waterlevel_t;
817
818 typedef struct cl_clientmovement_state_s
819 {
820         // position
821         vec3_t origin;
822         vec3_t velocity;
823         // current bounding box (different if crouched vs standing)
824         vec3_t mins;
825         vec3_t maxs;
826         // currently on the ground
827         qboolean onground;
828         // currently crouching
829         qboolean crouched;
830         // what kind of water (SUPERCONTENTS_LAVA for instance)
831         int watertype;
832         // how deep
833         waterlevel_t waterlevel;
834         // weird hacks when jumping out of water
835         // (this is in seconds and counts down to 0)
836         float waterjumptime;
837
838         // user command
839         usercmd_t cmd;
840 }
841 cl_clientmovement_state_t;
842
843 #define NUMOFFSETS 27
844 static vec3_t offsets[NUMOFFSETS] =
845 {
846 // 1 no nudge (just return the original if this test passes)
847         { 0.000,  0.000,  0.000},
848 // 6 simple nudges
849         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
850         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
851         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
852 // 4 diagonal flat nudges
853         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
854         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
855 // 8 diagonal upward nudges
856         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
857         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
858         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
859         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
860 // 8 diagonal downward nudges
861         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
862         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
863         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
864         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
865 };
866
867 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
868 {
869         int i;
870         vec3_t neworigin;
871         for (i = 0;i < NUMOFFSETS;i++)
872         {
873                 VectorAdd(offsets[i], s->origin, neworigin);
874                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
875                 {
876                         VectorCopy(neworigin, s->origin);
877                         return true;
878                 }
879         }
880         // if all offsets failed, give up
881         return false;
882 }
883
884 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
885 {
886         vec_t f;
887         vec3_t origin1, origin2;
888         trace_t trace;
889
890         // make sure player is not stuck
891         CL_ClientMovement_Unstick(s);
892
893         // set crouched
894         if (s->cmd.crouch)
895         {
896                 // wants to crouch, this always works..
897                 if (!s->crouched)
898                         s->crouched = true;
899         }
900         else
901         {
902                 // wants to stand, if currently crouching we need to check for a
903                 // low ceiling first
904                 if (s->crouched)
905                 {
906                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
907                         if (!trace.startsolid)
908                                 s->crouched = false;
909                 }
910         }
911         if (s->crouched)
912         {
913                 VectorCopy(cl.playercrouchmins, s->mins);
914                 VectorCopy(cl.playercrouchmaxs, s->maxs);
915         }
916         else
917         {
918                 VectorCopy(cl.playerstandmins, s->mins);
919                 VectorCopy(cl.playerstandmaxs, s->maxs);
920         }
921
922         // set onground
923         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
924         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
925         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
926         if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
927         {
928                 s->onground = true;
929
930                 // this code actually "predicts" an impact; so let's clip velocity first
931                 f = DotProduct(s->velocity, trace.plane.normal);
932                 if(f < 0) // only if moving downwards actually
933                         VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
934         }
935         else
936                 s->onground = false;
937
938         // set watertype/waterlevel
939         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
940         s->waterlevel = WATERLEVEL_NONE;
941         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
942         if (s->watertype)
943         {
944                 s->waterlevel = WATERLEVEL_WETFEET;
945                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
946                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
947                 {
948                         s->waterlevel = WATERLEVEL_SWIMMING;
949                         origin1[2] = s->origin[2] + 22;
950                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
951                                 s->waterlevel = WATERLEVEL_SUBMERGED;
952                 }
953         }
954
955         // water jump prediction
956         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
957                 s->waterjumptime = 0;
958 }
959
960 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
961 {
962         int bump;
963         double t;
964         vec_t f;
965         vec3_t neworigin;
966         vec3_t currentorigin2;
967         vec3_t neworigin2;
968         vec3_t primalvelocity;
969         trace_t trace;
970         trace_t trace2;
971         trace_t trace3;
972         CL_ClientMovement_UpdateStatus(s);
973         VectorCopy(s->velocity, primalvelocity);
974         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
975         {
976                 VectorMA(s->origin, t, s->velocity, neworigin);
977                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
978                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
979                 {
980                         // may be a step or wall, try stepping up
981                         // first move forward at a higher level
982                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
983                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
984                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
985                         if (!trace2.startsolid)
986                         {
987                                 // then move down from there
988                                 VectorCopy(trace2.endpos, currentorigin2);
989                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
990                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
991                                 //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]);
992                                 // accept the new trace if it made some progress
993                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
994                                 {
995                                         trace = trace2;
996                                         VectorCopy(trace3.endpos, trace.endpos);
997                                 }
998                         }
999                 }
1000
1001                 // check if it moved at all
1002                 if (trace.fraction >= 0.001)
1003                         VectorCopy(trace.endpos, s->origin);
1004
1005                 // check if it moved all the way
1006                 if (trace.fraction == 1)
1007                         break;
1008
1009                 //if (trace.plane.normal[2] > 0.7)
1010                 //      s->onground = true;
1011
1012                 t -= t * trace.fraction;
1013
1014                 f = DotProduct(s->velocity, trace.plane.normal);
1015                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
1016         }
1017         if (s->waterjumptime > 0)
1018                 VectorCopy(primalvelocity, s->velocity);
1019 }
1020
1021
1022 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1023 {
1024         vec_t wishspeed;
1025         vec_t f;
1026         vec3_t wishvel;
1027         vec3_t wishdir;
1028
1029         // water jump only in certain situations
1030         // this mimics quakeworld code
1031         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1032         {
1033                 vec3_t forward;
1034                 vec3_t yawangles;
1035                 vec3_t spot;
1036                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1037                 AngleVectors(yawangles, forward, NULL, NULL);
1038                 VectorMA(s->origin, 24, forward, spot);
1039                 spot[2] += 8;
1040                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1041                 {
1042                         spot[2] += 24;
1043                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1044                         {
1045                                 VectorScale(forward, 50, s->velocity);
1046                                 s->velocity[2] = 310;
1047                                 s->waterjumptime = 2;
1048                                 s->onground = false;
1049                                 s->cmd.canjump = false;
1050                         }
1051                 }
1052         }
1053
1054         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1055         {
1056                 // drift towards bottom
1057                 VectorSet(wishvel, 0, 0, -60);
1058         }
1059         else
1060         {
1061                 // swim
1062                 vec3_t forward;
1063                 vec3_t right;
1064                 vec3_t up;
1065                 // calculate movement vector
1066                 AngleVectors(s->cmd.viewangles, forward, right, up);
1067                 VectorSet(up, 0, 0, 1);
1068                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1069         }
1070
1071         // split wishvel into wishspeed and wishdir
1072         wishspeed = VectorLength(wishvel);
1073         if (wishspeed)
1074                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1075         else
1076                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1077         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1078
1079         if (s->crouched)
1080                 wishspeed *= 0.5;
1081
1082         if (s->waterjumptime <= 0)
1083         {
1084                 // water friction
1085                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1086                 f = bound(0, f, 1);
1087                 VectorScale(s->velocity, f, s->velocity);
1088
1089                 // water acceleration
1090                 f = wishspeed - DotProduct(s->velocity, wishdir);
1091                 if (f > 0)
1092                 {
1093                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1094                         VectorMA(s->velocity, f, wishdir, s->velocity);
1095                 }
1096
1097                 // holding jump button swims upward slowly
1098                 if (s->cmd.jump)
1099                 {
1100                         if (s->watertype & SUPERCONTENTS_LAVA)
1101                                 s->velocity[2] =  50;
1102                         else if (s->watertype & SUPERCONTENTS_SLIME)
1103                                 s->velocity[2] =  80;
1104                         else
1105                         {
1106                                 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1107                                         s->velocity[2] = 200;
1108                                 else
1109                                         s->velocity[2] = 100;
1110                         }
1111                 }
1112         }
1113
1114         CL_ClientMovement_Move(s);
1115 }
1116
1117 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1118 {
1119         if(forward == 0 && side == 0)
1120                 return 0; // avoid division by zero
1121         angle -= RAD2DEG(atan2(side, forward));
1122         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1123         if(angle >  1)
1124                 return 0;
1125         if(angle < -1)
1126                 return 0;
1127         return 1 - fabs(angle);
1128 }
1129
1130 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1131 {
1132         if(a == 0)
1133         {
1134                 if(lerp < 1)
1135                         return 0;
1136                 else
1137                         return b;
1138         }
1139         if(b == 0)
1140         {
1141                 if(lerp > 0)
1142                         return 0;
1143                 else
1144                         return a;
1145         }
1146         return a * pow(fabs(b / a), lerp);
1147 }
1148
1149 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1150 {
1151         vec_t zspeed, speed, dot, k;
1152
1153 #if 0
1154         // this doesn't play well with analog input
1155         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1156                 return;
1157         k = 32;
1158 #else
1159         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1160         if(k <= 0)
1161                 return;
1162 #endif
1163
1164         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1165
1166         zspeed = s->velocity[2];
1167         s->velocity[2] = 0;
1168         speed = VectorNormalizeLength(s->velocity);
1169
1170         dot = DotProduct(s->velocity, wishdir);
1171
1172         if(dot > 0) { // we can't change direction while slowing down
1173                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1174                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1175                 k *= cl.movevars_aircontrol;
1176                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1177                 VectorNormalize(s->velocity);
1178         }
1179
1180         VectorScale(s->velocity, speed, s->velocity);
1181         s->velocity[2] = zspeed;
1182 }
1183
1184 float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1185 {
1186         return
1187                 (accelqw < 0 ? -1 : +1)
1188                 *
1189                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1190 }
1191
1192 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t stretchfactor, vec_t sidefric, vec_t speedlimit)
1193 {
1194         vec_t vel_straight;
1195         vec_t vel_z;
1196         vec3_t vel_perpend;
1197         vec_t step;
1198         vec3_t vel_xy;
1199         vec_t vel_xy_current;
1200         vec_t vel_xy_backward, vel_xy_forward;
1201         vec_t speedclamp;
1202
1203         if(stretchfactor > 0)
1204                 speedclamp = stretchfactor;
1205         else if(accelqw < 0)
1206                 speedclamp = 1;
1207         else
1208                 speedclamp = -1; // no clamping
1209
1210         if(accelqw < 0)
1211                 accelqw = -accelqw;
1212
1213         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1214                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1215
1216         vel_straight = DotProduct(s->velocity, wishdir);
1217         vel_z = s->velocity[2];
1218         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1219         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1220
1221         step = accel * s->cmd.frametime * wishspeed0;
1222
1223         vel_xy_current  = VectorLength(vel_xy);
1224         if(speedlimit > 0)
1225                 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1226         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1227         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1228         if(vel_xy_backward < 0)
1229                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1230
1231         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1232
1233         if(sidefric < 0 && VectorLength2(vel_perpend))
1234                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1235         {
1236                 vec_t f, fmin;
1237                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1238                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1239                 // assume: fmin > 1
1240                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1241                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1242                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1243                 // obviously, this cannot be
1244                 if(fmin <= 0)
1245                         VectorScale(vel_perpend, f, vel_perpend);
1246                 else
1247                 {
1248                         fmin = sqrt(fmin);
1249                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1250                 }
1251         }
1252         else
1253                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1254
1255         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1256
1257         if(speedclamp >= 0)
1258         {
1259                 vec_t vel_xy_preclamp;
1260                 vel_xy_preclamp = VectorLength(s->velocity);
1261                 if(vel_xy_preclamp > 0) // prevent division by zero
1262                 {
1263                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1264                         if(vel_xy_current < vel_xy_preclamp)
1265                                 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1266                 }
1267         }
1268
1269         s->velocity[2] += vel_z;
1270 }
1271
1272 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1273 {
1274     vec3_t curvel, wishvel, acceldir, curdir;
1275     float addspeed, accelspeed, curspeed;
1276     float dot;
1277
1278     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1279     float bunnyaccel = cl.movevars_warsowbunny_accel;
1280     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1281     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1282     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1283
1284     if( !wishspeed )
1285         return;
1286
1287     VectorCopy( s->velocity, curvel );
1288     curvel[2] = 0;
1289     curspeed = VectorLength( curvel );
1290
1291     if( wishspeed > curspeed * 1.01f )
1292     {
1293         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1294         if( accelspeed < wishspeed )
1295             wishspeed = accelspeed;
1296     }
1297     else
1298     {
1299         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1300         if( f < 0 )
1301             f = 0;
1302         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1303     }
1304     VectorScale( wishdir, wishspeed, wishvel );
1305     VectorSubtract( wishvel, curvel, acceldir );
1306     addspeed = VectorNormalizeLength( acceldir );
1307
1308     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1309     if( accelspeed > addspeed )
1310         accelspeed = addspeed;
1311
1312     if( backtosideratio < 1.0f )
1313     {
1314         VectorNormalize2( curvel, curdir );
1315         dot = DotProduct( acceldir, curdir );
1316         if( dot < 0 )
1317             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1318     }
1319
1320     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1321 }
1322
1323 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1324 {
1325         vec_t friction;
1326         vec_t wishspeed;
1327         vec_t addspeed;
1328         vec_t accelspeed;
1329         vec_t f;
1330         vec_t gravity;
1331         vec3_t forward;
1332         vec3_t right;
1333         vec3_t up;
1334         vec3_t wishvel;
1335         vec3_t wishdir;
1336         vec3_t yawangles;
1337         trace_t trace;
1338
1339         // jump if on ground with jump button pressed but only if it has been
1340         // released at least once since the last jump
1341         if (s->cmd.jump)
1342         {
1343                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1344                 {
1345                         s->velocity[2] += cl.movevars_jumpvelocity;
1346                         s->onground = false;
1347                         s->cmd.canjump = false;
1348                 }
1349         }
1350         else
1351                 s->cmd.canjump = true;
1352
1353         // calculate movement vector
1354         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1355         AngleVectors(yawangles, forward, right, up);
1356         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1357
1358         // split wishvel into wishspeed and wishdir
1359         wishspeed = VectorLength(wishvel);
1360         if (wishspeed)
1361                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1362         else
1363                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1364         // check if onground
1365         if (s->onground)
1366         {
1367                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1368                 if (s->crouched)
1369                         wishspeed *= 0.5;
1370
1371                 // apply edge friction
1372                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1373                 if (f > 0)
1374                 {
1375                         friction = cl.movevars_friction;
1376                         if (cl.movevars_edgefriction != 1)
1377                         {
1378                                 vec3_t neworigin2;
1379                                 vec3_t neworigin3;
1380                                 // note: QW uses the full player box for the trace, and yet still
1381                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1382                                 // this mimics it for compatibility
1383                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1384                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1385                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1386                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1387                                 else
1388                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false, false);
1389                                 if (trace.fraction == 1 && !trace.startsolid)
1390                                         friction *= cl.movevars_edgefriction;
1391                         }
1392                         // apply ground friction
1393                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1394                         f = max(f, 0);
1395                         VectorScale(s->velocity, f, s->velocity);
1396                 }
1397                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1398                 if (addspeed > 0)
1399                 {
1400                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1401                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1402                 }
1403                 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1404                         gravity = 0;
1405                 else
1406                         gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1407                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1408                         s->velocity[2] -= gravity * 0.5f;
1409                 else
1410                         s->velocity[2] -= gravity;
1411                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1412                         s->velocity[2] = 0;
1413                 if (VectorLength2(s->velocity))
1414                         CL_ClientMovement_Move(s);
1415                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1416                         s->velocity[2] -= gravity * 0.5f;
1417         }
1418         else
1419         {
1420                 if (s->waterjumptime <= 0)
1421                 {
1422                         // apply air speed limit
1423                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1424                         qboolean accelerating;
1425
1426                         accelqw = cl.movevars_airaccel_qw;
1427                         wishspeed0 = wishspeed;
1428                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1429                         if (s->crouched)
1430                                 wishspeed *= 0.5;
1431                         accel = cl.movevars_airaccelerate;
1432
1433                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1434                         wishspeed2 = wishspeed;
1435
1436                         // CPM: air control
1437                         if(cl.movevars_airstopaccelerate != 0)
1438                         {
1439                                 vec3_t curdir;
1440                                 curdir[0] = s->velocity[0];
1441                                 curdir[1] = s->velocity[1];
1442                                 curdir[2] = 0;
1443                                 VectorNormalize(curdir);
1444                                 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1445                         }
1446                         strafity = CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, -90) + CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, +90); // if one is nonzero, other is always zero
1447                         if(cl.movevars_maxairstrafespeed)
1448                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1449                         if(cl.movevars_airstrafeaccelerate)
1450                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1451                         if(cl.movevars_airstrafeaccel_qw)
1452                                 accelqw =
1453                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1454                                         *
1455                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1456                         // !CPM
1457
1458                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1459                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1460                         else
1461                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_qw_stretchfactor, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1462
1463                         if(cl.movevars_aircontrol)
1464                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1465                 }
1466                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1467                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1468                         s->velocity[2] -= gravity * 0.5f;
1469                 else
1470                         s->velocity[2] -= gravity;
1471                 CL_ClientMovement_Move(s);
1472                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1473                         s->velocity[2] -= gravity * 0.5f;
1474         }
1475 }
1476
1477 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1478 {
1479         //Con_Printf(" %f", frametime);
1480         if (!s->cmd.jump)
1481                 s->cmd.canjump = true;
1482         s->waterjumptime -= s->cmd.frametime;
1483         CL_ClientMovement_UpdateStatus(s);
1484         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1485                 CL_ClientMovement_Physics_Swim(s);
1486         else
1487                 CL_ClientMovement_Physics_Walk(s);
1488 }
1489
1490 extern cvar_t slowmo;
1491 void CL_UpdateMoveVars(void)
1492 {
1493         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1494         {
1495                 cl.moveflags = 0;
1496         }
1497         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1498         {
1499                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1500                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1501                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1502                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1503                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1504                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1505                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1506                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1507                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1508                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1509                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1510                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1511                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1512                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1513                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1514                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1515                 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1516                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1517                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1518                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1519                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1520                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1521                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1522                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1523                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1524                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1525                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1526                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1527                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1528                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1529                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1530                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1531                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1532                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1533         }
1534         else
1535         {
1536                 cl.moveflags = 0;
1537                 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1538                 cl.movevars_timescale = slowmo.value;
1539                 cl.movevars_gravity = sv_gravity.value;
1540                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1541                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1542                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1543                 cl.movevars_accelerate = cl_movement_accelerate.value;
1544                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1545                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1546                 cl.movevars_friction = cl_movement_friction.value;
1547                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1548                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1549                 cl.movevars_entgravity = 1;
1550                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1551                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1552                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1553                 cl.movevars_stepheight = cl_movement_stepheight.value;
1554                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1555                 cl.movevars_airaccel_qw_stretchfactor = 0;
1556                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1557                 cl.movevars_airstopaccelerate = 0;
1558                 cl.movevars_airstrafeaccelerate = 0;
1559                 cl.movevars_maxairstrafespeed = 0;
1560                 cl.movevars_airstrafeaccel_qw = 0;
1561                 cl.movevars_aircontrol = 0;
1562                 cl.movevars_aircontrol_power = 2;
1563                 cl.movevars_aircontrol_penalty = 0;
1564                 cl.movevars_warsowbunny_airforwardaccel = 0;
1565                 cl.movevars_warsowbunny_accel = 0;
1566                 cl.movevars_warsowbunny_topspeed = 0;
1567                 cl.movevars_warsowbunny_turnaccel = 0;
1568                 cl.movevars_warsowbunny_backtosideratio = 0;
1569                 cl.movevars_airspeedlimit_nonqw = 0;
1570         }
1571
1572         if(!(cl.moveflags & MOVEFLAG_VALID))
1573         {
1574                 if(gamemode == GAME_NEXUIZ)
1575                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1576         }
1577
1578         if(cl.movevars_aircontrol_power <= 0)
1579                 cl.movevars_aircontrol_power = 2; // CPMA default
1580 }
1581
1582 void CL_ClientMovement_Replay(void)
1583 {
1584         int i;
1585         double totalmovemsec;
1586         cl_clientmovement_state_t s;
1587
1588         if (cl.movement_predicted && !cl.movement_replay)
1589                 return;
1590
1591         if (!cl_movement_replay.integer)
1592                 return;
1593
1594         // set up starting state for the series of moves
1595         memset(&s, 0, sizeof(s));
1596         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1597         VectorCopy(cl.mvelocity[0], s.velocity);
1598         s.crouched = true; // will be updated on first move
1599         //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]);
1600
1601         totalmovemsec = 0;
1602         for (i = 0;i < CL_MAX_USERCMDS;i++)
1603                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1604                         totalmovemsec += cl.movecmd[i].msec;
1605         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);
1606         //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);
1607         if (cl.movement_predicted)
1608         {
1609                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1610
1611                 // replay the input queue to predict current location
1612                 // note: this relies on the fact there's always one queue item at the end
1613
1614                 // find how many are still valid
1615                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1616                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1617                                 break;
1618                 // now walk them in oldest to newest order
1619                 for (i--;i >= 0;i--)
1620                 {
1621                         s.cmd = cl.movecmd[i];
1622                         if (i < CL_MAX_USERCMDS - 1)
1623                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1624
1625                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1626                         //Con_Printf("%i ", s.cmd.msec);
1627                         if(s.cmd.frametime > 0.0005)
1628                         {
1629                                 if (s.cmd.frametime > 0.05)
1630                                 {
1631                                         s.cmd.frametime /= 2;
1632                                         CL_ClientMovement_PlayerMove(&s);
1633                                 }
1634                                 CL_ClientMovement_PlayerMove(&s);
1635                         }
1636                         else
1637                         {
1638                                 // we REALLY need this handling to happen, even if the move is not executed
1639                                 if (!s.cmd.jump)
1640                                         s.cmd.canjump = true;
1641                         }
1642                         cl.movecmd[i].canjump = s.cmd.canjump;
1643                 }
1644                 //Con_Printf("\n");
1645                 CL_ClientMovement_UpdateStatus(&s);
1646         }
1647         else
1648         {
1649                 // get the first movement queue entry to know whether to crouch and such
1650                 s.cmd = cl.movecmd[0];
1651         }
1652
1653         if (cls.demoplayback) // for bob, speedometer
1654                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1655         else
1656         {
1657                 cl.movement_replay = false;
1658                 // update the interpolation target position and velocity
1659                 VectorCopy(s.origin, cl.movement_origin);
1660                 VectorCopy(s.velocity, cl.movement_velocity);
1661         }
1662
1663         // update the onground flag if appropriate
1664         if (cl.movement_predicted)
1665         {
1666                 // when predicted we simply set the flag according to the UpdateStatus
1667                 cl.onground = s.onground;
1668         }
1669         else
1670         {
1671                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1672                 // an update packet is received, but can be forced on here to hide
1673                 // server inconsistencies in the onground flag
1674                 // (which mostly occur when stepping up stairs at very high framerates
1675                 //  where after the step up the move continues forward and not
1676                 //  downward so the ground is not detected)
1677                 //
1678                 // such onground inconsistencies can cause jittery gun bobbing and
1679                 // stair smoothing, so we set onground if UpdateStatus says so
1680                 if (s.onground)
1681                         cl.onground = true;
1682         }
1683
1684         // react to onground state changes (for gun bob)
1685         if (cl.onground)
1686         {
1687                 if (!cl.oldonground)
1688                         cl.hitgroundtime = cl.movecmd[0].time;
1689                 cl.lastongroundtime = cl.movecmd[0].time;
1690         }
1691         cl.oldonground = cl.onground;
1692 }
1693
1694 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1695 {
1696         int bits;
1697
1698         bits = 0;
1699         if (to->viewangles[0] != from->viewangles[0])
1700                 bits |= QW_CM_ANGLE1;
1701         if (to->viewangles[1] != from->viewangles[1])
1702                 bits |= QW_CM_ANGLE2;
1703         if (to->viewangles[2] != from->viewangles[2])
1704                 bits |= QW_CM_ANGLE3;
1705         if (to->forwardmove != from->forwardmove)
1706                 bits |= QW_CM_FORWARD;
1707         if (to->sidemove != from->sidemove)
1708                 bits |= QW_CM_SIDE;
1709         if (to->upmove != from->upmove)
1710                 bits |= QW_CM_UP;
1711         if (to->buttons != from->buttons)
1712                 bits |= QW_CM_BUTTONS;
1713         if (to->impulse != from->impulse)
1714                 bits |= QW_CM_IMPULSE;
1715
1716         MSG_WriteByte(buf, bits);
1717         if (bits & QW_CM_ANGLE1)
1718                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1719         if (bits & QW_CM_ANGLE2)
1720                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1721         if (bits & QW_CM_ANGLE3)
1722                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1723         if (bits & QW_CM_FORWARD)
1724                 MSG_WriteShort(buf, (short) to->forwardmove);
1725         if (bits & QW_CM_SIDE)
1726                 MSG_WriteShort(buf, (short) to->sidemove);
1727         if (bits & QW_CM_UP)
1728                 MSG_WriteShort(buf, (short) to->upmove);
1729         if (bits & QW_CM_BUTTONS)
1730                 MSG_WriteByte(buf, to->buttons);
1731         if (bits & QW_CM_IMPULSE)
1732                 MSG_WriteByte(buf, to->impulse);
1733         MSG_WriteByte(buf, to->msec);
1734 }
1735
1736 void CL_NewFrameReceived(int num)
1737 {
1738         if (developer_networkentities.integer >= 10)
1739                 Con_Printf("recv: svc_entities %i\n", num);
1740         cl.latestframenums[cl.latestframenumsposition] = num;
1741         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1742         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1743 }
1744
1745 void CL_RotateMoves(const matrix4x4_t *m)
1746 {
1747         // rotate viewangles in all previous moves
1748         vec3_t v;
1749         vec3_t f, r, u;
1750         int i;
1751         for (i = 0;i < CL_MAX_USERCMDS;i++)
1752         {
1753                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1754                 {
1755                         usercmd_t *c = &cl.movecmd[i];
1756                         AngleVectors(c->viewangles, f, r, u);
1757                         Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1758                         Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1759                         AnglesFromVectors(c->viewangles, f, u, false);
1760                 }
1761         }
1762 }
1763
1764 /*
1765 ==============
1766 CL_SendMove
1767 ==============
1768 */
1769 usercmd_t nullcmd; // for delta compression of qw moves
1770 void CL_SendMove(void)
1771 {
1772         int i, j, packetloss;
1773         int checksumindex;
1774         int bits;
1775         int maxusercmds;
1776         usercmd_t *cmd;
1777         sizebuf_t buf;
1778         unsigned char data[1024];
1779         double packettime;
1780         int msecdelta;
1781         qboolean quemove;
1782         qboolean important;
1783
1784         // if playing a demo, do nothing
1785         if (!cls.netcon)
1786                 return;
1787
1788         // we don't que moves during a lag spike (potential network timeout)
1789         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1790
1791         // we build up cl.cmd and then decide whether to send or not
1792         // we store this into cl.movecmd[0] for prediction each frame even if we
1793         // do not send, to make sure that prediction is instant
1794         cl.cmd.time = cl.time;
1795         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1796
1797         // set button bits
1798         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1799         bits = 0;
1800         if (in_attack.state   & 3) bits |=   1;
1801         if (in_jump.state     & 3) bits |=   2;
1802         if (in_button3.state  & 3) bits |=   4;
1803         if (in_button4.state  & 3) bits |=   8;
1804         if (in_button5.state  & 3) bits |=  16;
1805         if (in_button6.state  & 3) bits |=  32;
1806         if (in_button7.state  & 3) bits |=  64;
1807         if (in_button8.state  & 3) bits |= 128;
1808         if (in_use.state      & 3) bits |= 256;
1809         if (key_dest != key_game || key_consoleactive) bits |= 512;
1810         if (cl_prydoncursor.integer > 0) bits |= 1024;
1811         if (in_button9.state  & 3)  bits |=   2048;
1812         if (in_button10.state  & 3) bits |=   4096;
1813         if (in_button11.state  & 3) bits |=   8192;
1814         if (in_button12.state  & 3) bits |=  16384;
1815         if (in_button13.state  & 3) bits |=  32768;
1816         if (in_button14.state  & 3) bits |=  65536;
1817         if (in_button15.state  & 3) bits |= 131072;
1818         if (in_button16.state  & 3) bits |= 262144;
1819         // button bits 19-31 unused currently
1820         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1821         if(cl_prydoncursor.integer > 0)
1822         {
1823                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1824                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1825                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1826                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1827         }
1828
1829         // set buttons and impulse
1830         cl.cmd.buttons = bits;
1831         cl.cmd.impulse = in_impulse;
1832
1833         // set viewangles
1834         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1835
1836         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1837         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1838         // ridiculous value rejection (matches qw)
1839         if (cl.cmd.msec > 250)
1840                 cl.cmd.msec = 100;
1841         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1842
1843         cl.cmd.predicted = cl_movement.integer != 0;
1844
1845         // movement is set by input code (forwardmove/sidemove/upmove)
1846         // always dump the first two moves, because they may contain leftover inputs from the last level
1847         if (cl.cmd.sequence <= 2)
1848                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1849
1850         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1851         cl.cmd.crouch = 0;
1852         switch (cls.protocol)
1853         {
1854         case PROTOCOL_QUAKEWORLD:
1855         case PROTOCOL_QUAKE:
1856         case PROTOCOL_QUAKEDP:
1857         case PROTOCOL_NEHAHRAMOVIE:
1858         case PROTOCOL_NEHAHRABJP:
1859         case PROTOCOL_NEHAHRABJP2:
1860         case PROTOCOL_NEHAHRABJP3:
1861         case PROTOCOL_DARKPLACES1:
1862         case PROTOCOL_DARKPLACES2:
1863         case PROTOCOL_DARKPLACES3:
1864         case PROTOCOL_DARKPLACES4:
1865         case PROTOCOL_DARKPLACES5:
1866                 break;
1867         case PROTOCOL_DARKPLACES6:
1868         case PROTOCOL_DARKPLACES7:
1869                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1870                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1871                 break;
1872         case PROTOCOL_UNKNOWN:
1873                 break;
1874         }
1875
1876         if (quemove)
1877                 cl.movecmd[0] = cl.cmd;
1878
1879         // don't predict more than 200fps
1880         if (realtime >= cl.lastpackettime + 0.005)
1881                 cl.movement_replay = true; // redo the prediction
1882
1883         // now decide whether to actually send this move
1884         // (otherwise it is only for prediction)
1885
1886         // don't send too often or else network connections can get clogged by a
1887         // high renderer framerate
1888         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1889         if (cl.movevars_timescale && cl.movevars_ticrate)
1890         {
1891                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1892                 packettime = min(packettime, maxtic);
1893         }
1894
1895         // do not send 0ms packets because they mess up physics
1896         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1897                 return;
1898         // always send if buttons changed or an impulse is pending
1899         // even if it violates the rate limit!
1900         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1901         // don't send too often (cl_netfps)
1902         if (!important && realtime < cl.lastpackettime + packettime)
1903                 return;
1904         // don't choke the connection with packets (obey rate limit)
1905         // it is important that this check be last, because it adds a new
1906         // frame to the shownetgraph output and any cancelation after this
1907         // will produce a nasty spike-like look to the netgraph
1908         // we also still send if it is important
1909         if (!NetConn_CanSend(cls.netcon) && !important)
1910                 return;
1911         // try to round off the lastpackettime to a multiple of the packet interval
1912         // (this causes it to emit packets at a steady beat)
1913         if (packettime > 0)
1914                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1915         else
1916                 cl.lastpackettime = realtime;
1917
1918         buf.maxsize = sizeof(data);
1919         buf.cursize = 0;
1920         buf.data = data;
1921
1922         // send the movement message
1923         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1924         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1925         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1926         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1927         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1928         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1929         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1930         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1931         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1932         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1933         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1934
1935         // set prydon cursor info
1936         CL_UpdatePrydonCursor();
1937
1938         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1939         {
1940                 switch (cls.protocol)
1941                 {
1942                 case PROTOCOL_QUAKEWORLD:
1943                         MSG_WriteByte(&buf, qw_clc_move);
1944                         // save the position for a checksum byte
1945                         checksumindex = buf.cursize;
1946                         MSG_WriteByte(&buf, 0);
1947                         // packet loss percentage
1948                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1949                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1950                                         packetloss++;
1951                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1952                         MSG_WriteByte(&buf, packetloss);
1953                         // write most recent 3 moves
1954                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1955                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1956                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1957                         // calculate the checksum
1958                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1959                         // if delta compression history overflows, request no delta
1960                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1961                                 cl.qw_validsequence = 0;
1962                         // request delta compression if appropriate
1963                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1964                         {
1965                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1966                                 MSG_WriteByte(&buf, qw_clc_delta);
1967                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1968                         }
1969                         else
1970                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1971                         break;
1972                 case PROTOCOL_QUAKE:
1973                 case PROTOCOL_QUAKEDP:
1974                 case PROTOCOL_NEHAHRAMOVIE:
1975                 case PROTOCOL_NEHAHRABJP:
1976                 case PROTOCOL_NEHAHRABJP2:
1977                 case PROTOCOL_NEHAHRABJP3:
1978                         // 5 bytes
1979                         MSG_WriteByte (&buf, clc_move);
1980                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1981                         // 3 bytes (6 bytes in proquake)
1982                         if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1983                         {
1984                                 for (i = 0;i < 3;i++)
1985                                         MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1986                         }
1987                         else
1988                         {
1989                                 for (i = 0;i < 3;i++)
1990                                         MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1991                         }
1992                         // 6 bytes
1993                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1994                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1995                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1996                         // 2 bytes
1997                         MSG_WriteByte (&buf, cl.cmd.buttons);
1998                         MSG_WriteByte (&buf, cl.cmd.impulse);
1999                         break;
2000                 case PROTOCOL_DARKPLACES2:
2001                 case PROTOCOL_DARKPLACES3:
2002                         // 5 bytes
2003                         MSG_WriteByte (&buf, clc_move);
2004                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2005                         // 12 bytes
2006                         for (i = 0;i < 3;i++)
2007                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
2008                         // 6 bytes
2009                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2010                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2011                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2012                         // 2 bytes
2013                         MSG_WriteByte (&buf, cl.cmd.buttons);
2014                         MSG_WriteByte (&buf, cl.cmd.impulse);
2015                         break;
2016                 case PROTOCOL_DARKPLACES1:
2017                 case PROTOCOL_DARKPLACES4:
2018                 case PROTOCOL_DARKPLACES5:
2019                         // 5 bytes
2020                         MSG_WriteByte (&buf, clc_move);
2021                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2022                         // 6 bytes
2023                         for (i = 0;i < 3;i++)
2024                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2025                         // 6 bytes
2026                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2027                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2028                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2029                         // 2 bytes
2030                         MSG_WriteByte (&buf, cl.cmd.buttons);
2031                         MSG_WriteByte (&buf, cl.cmd.impulse);
2032                 case PROTOCOL_DARKPLACES6:
2033                 case PROTOCOL_DARKPLACES7:
2034                         // set the maxusercmds variable to limit how many should be sent
2035                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2036                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2037                         if (!cl.cmd.predicted)
2038                                 maxusercmds = 1;
2039
2040                         // send the latest moves in order, the old ones will be
2041                         // ignored by the server harmlessly, however if the previous
2042                         // packets were lost these moves will be used
2043                         //
2044                         // this reduces packet loss impact on gameplay.
2045                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2046                         {
2047                                 // don't repeat any stale moves
2048                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2049                                         continue;
2050                                 // 5/9 bytes
2051                                 MSG_WriteByte (&buf, clc_move);
2052                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
2053                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2054                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2055                                 // 6 bytes
2056                                 for (i = 0;i < 3;i++)
2057                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2058                                 // 6 bytes
2059                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2060                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
2061                                 MSG_WriteCoord16i (&buf, cmd->upmove);
2062                                 // 5 bytes
2063                                 MSG_WriteLong (&buf, cmd->buttons);
2064                                 MSG_WriteByte (&buf, cmd->impulse);
2065                                 // PRYDON_CLIENTCURSOR
2066                                 // 30 bytes
2067                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2068                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2069                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2070                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2071                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2072                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2073                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2074                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2075                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2076                         }
2077                         break;
2078                 case PROTOCOL_UNKNOWN:
2079                         break;
2080                 }
2081         }
2082
2083         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2084         {
2085                 // ack entity frame numbers received since the last input was sent
2086                 // (redundent to improve handling of client->server packet loss)
2087                 // if cl_netrepeatinput is 1 and client framerate matches server
2088                 // framerate, this is 10 bytes, if client framerate is lower this
2089                 // will be more...
2090                 int i, j;
2091                 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2092                 if (oldsequence < 1)
2093                         oldsequence = 1;
2094                 for (i = 0;i < LATESTFRAMENUMS;i++)
2095                 {
2096                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2097                         if (cl.latestsendnums[j] >= oldsequence)
2098                         {
2099                                 if (developer_networkentities.integer >= 10)
2100                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2101                                 MSG_WriteByte(&buf, clc_ackframe);
2102                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2103                         }
2104                 }
2105         }
2106
2107         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2108         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2109
2110         // acknowledge any recently received data blocks
2111         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2112         {
2113                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2114                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2115                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2116                 cls.dp_downloadack[i].start = 0;
2117                 cls.dp_downloadack[i].size = 0;
2118         }
2119
2120         // send the reliable message (forwarded commands) if there is one
2121         if (buf.cursize || cls.netcon->message.cursize)
2122                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2123
2124         if (quemove)
2125         {
2126                 // update the cl.movecmd array which holds the most recent moves,
2127                 // because we now need a new slot for the next input
2128                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2129                         cl.movecmd[i] = cl.movecmd[i-1];
2130                 cl.movecmd[0].msec = 0;
2131                 cl.movecmd[0].frametime = 0;
2132         }
2133
2134         // clear button 'click' states
2135         in_attack.state  &= ~2;
2136         in_jump.state    &= ~2;
2137         in_button3.state &= ~2;
2138         in_button4.state &= ~2;
2139         in_button5.state &= ~2;
2140         in_button6.state &= ~2;
2141         in_button7.state &= ~2;
2142         in_button8.state &= ~2;
2143         in_use.state     &= ~2;
2144         in_button9.state  &= ~2;
2145         in_button10.state &= ~2;
2146         in_button11.state &= ~2;
2147         in_button12.state &= ~2;
2148         in_button13.state &= ~2;
2149         in_button14.state &= ~2;
2150         in_button15.state &= ~2;
2151         in_button16.state &= ~2;
2152         // clear impulse
2153         in_impulse = 0;
2154
2155         if (cls.netcon->message.overflowed)
2156         {
2157                 Con_Print("CL_SendMove: lost server connection\n");
2158                 CL_Disconnect();
2159                 Host_ShutdownServer();
2160         }
2161 }
2162
2163 /*
2164 ============
2165 CL_InitInput
2166 ============
2167 */
2168 void CL_InitInput (void)
2169 {
2170         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2171         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2172         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2173         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2174         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2175         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2176         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2177         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2178         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2179         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2180         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2181         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2182         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2183         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2184         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2185         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2186         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2187         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2188         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2189         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2190         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2191         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2192         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2193         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2194         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2195         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2196         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2197         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2198         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2199         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2200         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2201         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2202         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2203
2204         // LordHavoc: added use button
2205         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2206         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2207
2208         // LordHavoc: added 6 new buttons
2209         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2210         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2211         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2212         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2213         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2214         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2215         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2216         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2217         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2218         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2219         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2220         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2221         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2222         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2223         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2224         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2225         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2226         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2227         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2228         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2229         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2230         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2231         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2232         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2233         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2234         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2235         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2236         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2237
2238         // LordHavoc: added bestweapon command
2239         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)");
2240 #if 0
2241         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");
2242 #endif
2243         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2244
2245         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2246         Cvar_RegisterVariable(&cl_movement);
2247         Cvar_RegisterVariable(&cl_movement_replay);
2248         Cvar_RegisterVariable(&cl_movement_nettimeout);
2249         Cvar_RegisterVariable(&cl_movement_minping);
2250         Cvar_RegisterVariable(&cl_movement_track_canjump);
2251         Cvar_RegisterVariable(&cl_movement_maxspeed);
2252         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2253         Cvar_RegisterVariable(&cl_movement_stopspeed);
2254         Cvar_RegisterVariable(&cl_movement_friction);
2255         Cvar_RegisterVariable(&cl_movement_wallfriction);
2256         Cvar_RegisterVariable(&cl_movement_waterfriction);
2257         Cvar_RegisterVariable(&cl_movement_edgefriction);
2258         Cvar_RegisterVariable(&cl_movement_stepheight);
2259         Cvar_RegisterVariable(&cl_movement_accelerate);
2260         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2261         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2262         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2263         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2264         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2265
2266         Cvar_RegisterVariable(&in_pitch_min);
2267         Cvar_RegisterVariable(&in_pitch_max);
2268         Cvar_RegisterVariable(&m_filter);
2269         Cvar_RegisterVariable(&m_accelerate);
2270         Cvar_RegisterVariable(&m_accelerate_minspeed);
2271         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2272         Cvar_RegisterVariable(&m_accelerate_filter);
2273
2274         Cvar_RegisterVariable(&cl_netfps);
2275         Cvar_RegisterVariable(&cl_netrepeatinput);
2276         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2277
2278         Cvar_RegisterVariable(&cl_nodelta);
2279
2280         Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
2281 }
2282