]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - cl_input.c
Add prvm_offsets.h to VS2017 projects, so it can be searched easily.
[xonotic/darkplaces.git] / cl_input.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27 #include "thread.h"
28
29 /*
30 ===============================================================================
31
32 KEY BUTTONS
33
34 Continuous button event tracking is complicated by the fact that two different
35 input sources (say, mouse button 1 and the control key) can both press the
36 same button, but the button should only be released when both of the
37 pressing key have been released.
38
39 When a key event issues a button command (+forward, +attack, etc), it appends
40 its key number as a parameter to the command so it can be matched up with
41 the release.
42
43 state bit 0 is the current state of the key
44 state bit 1 is edge triggered on the up to down transition
45 state bit 2 is edge triggered on the down to up transition
46
47 ===============================================================================
48 */
49
50
51 kbutton_t       in_mlook, in_klook;
52 kbutton_t       in_left, in_right, in_forward, in_back;
53 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
54 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
55 kbutton_t       in_up, in_down;
56 // LordHavoc: added 6 new buttons
57 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 //even more
59 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
60
61 int                     in_impulse;
62
63
64
65 static void KeyDown (kbutton_t *b)
66 {
67         int k;
68         const char *c;
69
70         c = Cmd_Argv(1);
71         if (c[0])
72                 k = atoi(c);
73         else
74                 k = -1;         // typed manually at the console for continuous down
75
76         if (k == b->down[0] || k == b->down[1])
77                 return;         // repeating key
78
79         if (!b->down[0])
80                 b->down[0] = k;
81         else if (!b->down[1])
82                 b->down[1] = k;
83         else
84         {
85                 Con_Print("Three keys down for a button!\n");
86                 return;
87         }
88
89         if (b->state & 1)
90                 return;         // still down
91         b->state |= 1 + 2;      // down + impulse down
92 }
93
94 static void KeyUp (kbutton_t *b)
95 {
96         int k;
97         const char *c;
98
99         c = Cmd_Argv(1);
100         if (c[0])
101                 k = atoi(c);
102         else
103         { // typed manually at the console, assume for unsticking, so clear all
104                 b->down[0] = b->down[1] = 0;
105                 b->state = 4;   // impulse up
106                 return;
107         }
108
109         if (b->down[0] == k)
110                 b->down[0] = 0;
111         else if (b->down[1] == k)
112                 b->down[1] = 0;
113         else
114                 return;         // key up without coresponding down (menu pass through)
115         if (b->down[0] || b->down[1])
116                 return;         // some other key is still holding it down
117
118         if (!(b->state & 1))
119                 return;         // still up (this should not happen)
120         b->state &= ~1;         // now up
121         b->state |= 4;          // impulse up
122 }
123
124 static void IN_KLookDown (void) {KeyDown(&in_klook);}
125 static void IN_KLookUp (void) {KeyUp(&in_klook);}
126 static void IN_MLookDown (void) {KeyDown(&in_mlook);}
127 static void IN_MLookUp (void)
128 {
129         KeyUp(&in_mlook);
130         if ( !(in_mlook.state&1) && lookspring.value)
131                 V_StartPitchDrift();
132 }
133 static void IN_UpDown(void) {KeyDown(&in_up);}
134 static void IN_UpUp(void) {KeyUp(&in_up);}
135 static void IN_DownDown(void) {KeyDown(&in_down);}
136 static void IN_DownUp(void) {KeyUp(&in_down);}
137 static void IN_LeftDown(void) {KeyDown(&in_left);}
138 static void IN_LeftUp(void) {KeyUp(&in_left);}
139 static void IN_RightDown(void) {KeyDown(&in_right);}
140 static void IN_RightUp(void) {KeyUp(&in_right);}
141 static void IN_ForwardDown(void) {KeyDown(&in_forward);}
142 static void IN_ForwardUp(void) {KeyUp(&in_forward);}
143 static void IN_BackDown(void) {KeyDown(&in_back);}
144 static void IN_BackUp(void) {KeyUp(&in_back);}
145 static void IN_LookupDown(void) {KeyDown(&in_lookup);}
146 static void IN_LookupUp(void) {KeyUp(&in_lookup);}
147 static void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
148 static void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
149 static void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
150 static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
151 static void IN_MoverightDown(void) {KeyDown(&in_moveright);}
152 static void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153
154 static void IN_SpeedDown(void) {KeyDown(&in_speed);}
155 static void IN_SpeedUp(void) {KeyUp(&in_speed);}
156 static void IN_StrafeDown(void) {KeyDown(&in_strafe);}
157 static void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158
159 static void IN_AttackDown(void) {KeyDown(&in_attack);}
160 static void IN_AttackUp(void) {KeyUp(&in_attack);}
161
162 static void IN_UseDown(void) {KeyDown(&in_use);}
163 static void IN_UseUp(void) {KeyUp(&in_use);}
164
165 // LordHavoc: added 6 new buttons
166 static void IN_Button3Down(void) {KeyDown(&in_button3);}
167 static void IN_Button3Up(void) {KeyUp(&in_button3);}
168 static void IN_Button4Down(void) {KeyDown(&in_button4);}
169 static void IN_Button4Up(void) {KeyUp(&in_button4);}
170 static void IN_Button5Down(void) {KeyDown(&in_button5);}
171 static void IN_Button5Up(void) {KeyUp(&in_button5);}
172 static void IN_Button6Down(void) {KeyDown(&in_button6);}
173 static void IN_Button6Up(void) {KeyUp(&in_button6);}
174 static void IN_Button7Down(void) {KeyDown(&in_button7);}
175 static void IN_Button7Up(void) {KeyUp(&in_button7);}
176 static void IN_Button8Down(void) {KeyDown(&in_button8);}
177 static void IN_Button8Up(void) {KeyUp(&in_button8);}
178
179 static void IN_Button9Down(void) {KeyDown(&in_button9);}
180 static void IN_Button9Up(void) {KeyUp(&in_button9);}
181 static void IN_Button10Down(void) {KeyDown(&in_button10);}
182 static void IN_Button10Up(void) {KeyUp(&in_button10);}
183 static void IN_Button11Down(void) {KeyDown(&in_button11);}
184 static void IN_Button11Up(void) {KeyUp(&in_button11);}
185 static void IN_Button12Down(void) {KeyDown(&in_button12);}
186 static void IN_Button12Up(void) {KeyUp(&in_button12);}
187 static void IN_Button13Down(void) {KeyDown(&in_button13);}
188 static void IN_Button13Up(void) {KeyUp(&in_button13);}
189 static void IN_Button14Down(void) {KeyDown(&in_button14);}
190 static void IN_Button14Up(void) {KeyUp(&in_button14);}
191 static void IN_Button15Down(void) {KeyDown(&in_button15);}
192 static void IN_Button15Up(void) {KeyUp(&in_button15);}
193 static void IN_Button16Down(void) {KeyDown(&in_button16);}
194 static void IN_Button16Up(void) {KeyUp(&in_button16);}
195
196 static void IN_JumpDown (void) {KeyDown(&in_jump);}
197 static void IN_JumpUp (void) {KeyUp(&in_jump);}
198
199 static void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200
201 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202
203 static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
204 {
205         int i;
206         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
207                 if(in_bestweapon_info[i].impulse == impulse)
208                         break;
209         if(i >= IN_BESTWEAPON_MAX)
210         {
211                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
212                 return; // sorry
213         }
214         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
215         in_bestweapon_info[i].impulse = impulse;
216         if(weaponbit != -1)
217                 in_bestweapon_info[i].weaponbit = weaponbit;
218         if(activeweaponcode != -1)
219                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220         if(ammostat != -1)
221                 in_bestweapon_info[i].ammostat = ammostat;
222         if(ammomin != -1)
223                 in_bestweapon_info[i].ammomin = ammomin;
224 }
225
226 void IN_BestWeapon_ResetData (void)
227 {
228         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
229         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
230         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
232         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
234         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
236         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
237         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
238         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
239         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
240         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
241         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
242 }
243
244 static void IN_BestWeapon_Register_f (void)
245 {
246         if(Cmd_Argc() == 7)
247         {
248                 IN_BestWeapon_Register(
249                         Cmd_Argv(1),
250                         atoi(Cmd_Argv(2)),
251                         atoi(Cmd_Argv(3)),
252                         atoi(Cmd_Argv(4)),
253                         atoi(Cmd_Argv(5)),
254                         atoi(Cmd_Argv(6))
255                 );
256         }
257         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258         {
259                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260         }
261         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262         {
263                 IN_BestWeapon_ResetData();
264         }
265         else
266         {
267                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
268         }
269 }
270
271 static void IN_BestWeapon (void)
272 {
273         int i, n;
274         const char *t;
275         if (Cmd_Argc() < 2)
276         {
277                 Con_Printf("bestweapon requires 1 or more parameters\n");
278                 return;
279         }
280         for (i = 1;i < Cmd_Argc();i++)
281         {
282                 t = Cmd_Argv(i);
283                 // figure out which weapon this character refers to
284                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285                 {
286                         if (!strcmp(in_bestweapon_info[n].name, t))
287                         {
288                                 // we found out what weapon this character refers to
289                                 // check if the inventory contains the weapon and enough ammo
290                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291                                 {
292                                         // we found one of the weapons the player wanted
293                                         // send an impulse to switch to it
294                                         in_impulse = in_bestweapon_info[n].impulse;
295                                         return;
296                                 }
297                                 break;
298                         }
299                 }
300                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301         }
302         // if we couldn't find any of the weapons, there's nothing more we can do...
303 }
304
305 #if 0
306 void IN_CycleWeapon (void)
307 {
308         int i, n;
309         int first = -1;
310         qboolean found = false;
311         const char *t;
312         if (Cmd_Argc() < 2)
313         {
314                 Con_Printf("bestweapon requires 1 or more parameters\n");
315                 return;
316         }
317         for (i = 1;i < Cmd_Argc();i++)
318         {
319                 t = Cmd_Argv(i);
320                 // figure out which weapon this character refers to
321                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
322                 {
323                         if (!strcmp(in_bestweapon_info[n].name, t))
324                         {
325                                 // we found out what weapon this character refers to
326                                 // check if the inventory contains the weapon and enough ammo
327                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
328                                 {
329                                         // we found one of the weapons the player wanted
330                                         if(first == -1)
331                                                 first = n;
332                                         if(found)
333                                         {
334                                                 in_impulse = in_bestweapon_info[n].impulse;
335                                                 return;
336                                         }
337                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
338                                                 found = true;
339                                 }
340                                 break;
341                         }
342                 }
343                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
344         }
345         if(first != -1)
346         {
347                 in_impulse = in_bestweapon_info[first].impulse;
348                 return;
349         }
350         // if we couldn't find any of the weapons, there's nothing more we can do...
351 }
352 #endif
353
354 /*
355 ===============
356 CL_KeyState
357
358 Returns 0.25 if a key was pressed and released during the frame,
359 0.5 if it was pressed and held
360 0 if held then released, and
361 1.0 if held for the entire time
362 ===============
363 */
364 float CL_KeyState (kbutton_t *key)
365 {
366         float           val;
367         qboolean        impulsedown, impulseup, down;
368
369         impulsedown = (key->state & 2) != 0;
370         impulseup = (key->state & 4) != 0;
371         down = (key->state & 1) != 0;
372         val = 0;
373
374         if (impulsedown && !impulseup)
375         {
376                 if (down)
377                         val = 0.5;      // pressed and held this frame
378                 else
379                         val = 0;        //      I_Error ();
380         }
381         if (impulseup && !impulsedown)
382         {
383                 if (down)
384                         val = 0;        //      I_Error ();
385                 else
386                         val = 0;        // released this frame
387         }
388         if (!impulsedown && !impulseup)
389         {
390                 if (down)
391                         val = 1.0;      // held the entire frame
392                 else
393                         val = 0;        // up the entire frame
394         }
395         if (impulsedown && impulseup)
396         {
397                 if (down)
398                         val = 0.75;     // released and re-pressed this frame
399                 else
400                         val = 0.25;     // pressed and released this frame
401         }
402
403         key->state &= 1;                // clear impulses
404
405         return val;
406 }
407
408
409
410
411 //==========================================================================
412
413 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
414 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
415 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
416 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
417
418 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
419 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"};
420
421 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
422 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
423
424 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
425
426 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement on DP servers (use cl_nopred for QWSV servers)"};
427 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
428 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"};
429 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
430 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"};
431 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
432 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
433 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)"};
434 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
435 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
436 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"};
437 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)"};
438 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
439 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
440 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"};
441 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"};
442 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)"};
443 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"};
444 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"};
445 cvar_t cl_nopred = {CVAR_SAVE, "cl_nopred", "0", "(QWSV only) disables player movement prediction when playing on QWSV servers (this setting is separate from cl_movement because player expectations are different when playing on DP vs QW servers)"};
446
447 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
448 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
449
450 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
451 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
452 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
453 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
454 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
455
456 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
457 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)"};
458 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)"};
459
460 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
461
462 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
463
464 extern cvar_t v_flipped;
465
466 /*
467 ================
468 CL_AdjustAngles
469
470 Moves the local angle positions
471 ================
472 */
473 static void CL_AdjustAngles (void)
474 {
475         float   speed;
476         float   up, down;
477
478         if (in_speed.state & 1)
479                 speed = cl.realframetime * cl_anglespeedkey.value;
480         else
481                 speed = cl.realframetime;
482
483         if (!(in_strafe.state & 1))
484         {
485                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
486                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
487         }
488         if (in_klook.state & 1)
489         {
490                 V_StopPitchDrift ();
491                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
492                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
493         }
494
495         up = CL_KeyState (&in_lookup);
496         down = CL_KeyState(&in_lookdown);
497
498         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
499         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
500
501         if (up || down)
502                 V_StopPitchDrift ();
503
504         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
505         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
506         if (cl.viewangles[YAW] >= 180)
507                 cl.viewangles[YAW] -= 360;
508         if (cl.viewangles[PITCH] >= 180)
509                 cl.viewangles[PITCH] -= 360;
510         // TODO: honor serverinfo minpitch and maxpitch values in PROTOCOL_QUAKEWORLD
511         // TODO: honor proquake pq_fullpitch cvar when playing on proquake server (server stuffcmd's this to 0 usually)
512         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
513         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
514 }
515
516 int cl_ignoremousemoves = 2;
517
518 /*
519 ================
520 CL_Input
521
522 Send the intended movement message to the server
523 ================
524 */
525 void CL_Input (void)
526 {
527         float mx, my;
528         static float old_mouse_x = 0, old_mouse_y = 0;
529
530         // clamp before the move to prevent starting with bad angles
531         CL_AdjustAngles ();
532
533         if(v_flipped.integer)
534                 cl.viewangles[YAW] = -cl.viewangles[YAW];
535
536         // reset some of the command fields
537         cl.cmd.forwardmove = 0;
538         cl.cmd.sidemove = 0;
539         cl.cmd.upmove = 0;
540
541         // get basic movement from keyboard
542         if (in_strafe.state & 1)
543         {
544                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
545                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
546         }
547
548         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
549         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
550
551         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
552         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
553
554         if (! (in_klook.state & 1) )
555         {
556                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
557                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
558         }
559
560         // adjust for speed key
561         if (in_speed.state & 1)
562         {
563                 cl.cmd.forwardmove *= cl_movespeedkey.value;
564                 cl.cmd.sidemove *= cl_movespeedkey.value;
565                 cl.cmd.upmove *= cl_movespeedkey.value;
566         }
567
568         // allow mice or other external controllers to add to the move
569         IN_Move ();
570
571         // send mouse move to csqc
572         if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
573         {
574                 if (cl.csqc_wantsmousemove)
575                 {
576                         // event type 3 is a DP_CSQC thing
577                         static int oldwindowmouse[2];
578                         if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
579                         {
580                                 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
581                                 oldwindowmouse[0] = in_windowmouse_x;
582                                 oldwindowmouse[1] = in_windowmouse_y;
583                         }
584                 }
585                 else
586                 {
587                         if (in_mouse_x || in_mouse_y)
588                                 CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
589                 }
590         }
591
592         // apply m_accelerate if it is on
593         if(m_accelerate.value > 1)
594         {
595                 static float averagespeed = 0;
596                 float speed, f, mi, ma;
597
598                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
599                 if(m_accelerate_filter.value > 0)
600                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
601                 else
602                         f = 1;
603                 averagespeed = speed * f + averagespeed * (1 - f);
604
605                 mi = max(1, m_accelerate_minspeed.value);
606                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
607
608                 if(averagespeed <= mi)
609                 {
610                         f = 1;
611                 }
612                 else if(averagespeed >= ma)
613                 {
614                         f = m_accelerate.value;
615                 }
616                 else
617                 {
618                         f = averagespeed;
619                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
620                 }
621
622                 in_mouse_x *= f;
623                 in_mouse_y *= f;
624         }
625
626         // apply m_filter if it is on
627         mx = in_mouse_x;
628         my = in_mouse_y;
629         if (m_filter.integer)
630         {
631                 in_mouse_x = (mx + old_mouse_x) * 0.5;
632                 in_mouse_y = (my + old_mouse_y) * 0.5;
633         }
634         old_mouse_x = mx;
635         old_mouse_y = my;
636
637         // ignore a mouse move if mouse was activated/deactivated this frame
638         if (cl_ignoremousemoves)
639         {
640                 cl_ignoremousemoves--;
641                 in_mouse_x = old_mouse_x = 0;
642                 in_mouse_y = old_mouse_y = 0;
643         }
644
645         // if not in menu, apply mouse move to viewangles/movement
646         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
647         {
648                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
649                 if (in_strafe.state & 1)
650                 {
651                         // strafing mode, all looking is movement
652                         V_StopPitchDrift();
653                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
654                         if (noclip_anglehack)
655                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
656                         else
657                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
658                 }
659                 else if ((in_mlook.state & 1) || freelook.integer)
660                 {
661                         // mouselook, lookstrafe causes turning to become strafing
662                         V_StopPitchDrift();
663                         if (lookstrafe.integer)
664                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
665                         else
666                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
667                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
668                 }
669                 else
670                 {
671                         // non-mouselook, yaw turning and forward/back movement
672                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
673                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
674                 }
675         }
676         else // don't pitch drift when csqc is controlling the mouse
677         {
678                 // mouse interacting with the scene, mostly stationary view
679                 V_StopPitchDrift();
680                 // update prydon cursor
681                 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
682                 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
683         }
684
685         if(v_flipped.integer)
686         {
687                 cl.viewangles[YAW] = -cl.viewangles[YAW];
688                 cl.cmd.sidemove = -cl.cmd.sidemove;
689         }
690
691         // clamp after the move to prevent rendering with bad angles
692         CL_AdjustAngles ();
693
694         if(cl_movecliptokeyboard.integer)
695         {
696                 vec_t f = 1;
697                 if (in_speed.state & 1)
698                         f *= cl_movespeedkey.value;
699                 if(cl_movecliptokeyboard.integer == 2)
700                 {
701                         // digital direction, analog amount
702                         vec_t wishvel_x, wishvel_y;
703                         wishvel_x = fabs(cl.cmd.forwardmove);
704                         wishvel_y = fabs(cl.cmd.sidemove);
705                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
706                         {
707                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
708                                 if(wishvel_x >= 2 * wishvel_y)
709                                 {
710                                         // pure X motion
711                                         if(cl.cmd.forwardmove > 0)
712                                                 cl.cmd.forwardmove = wishspeed;
713                                         else
714                                                 cl.cmd.forwardmove = -wishspeed;
715                                         cl.cmd.sidemove = 0;
716                                 }
717                                 else if(wishvel_y >= 2 * wishvel_x)
718                                 {
719                                         // pure Y motion
720                                         cl.cmd.forwardmove = 0;
721                                         if(cl.cmd.sidemove > 0)
722                                                 cl.cmd.sidemove = wishspeed;
723                                         else
724                                                 cl.cmd.sidemove = -wishspeed;
725                                 }
726                                 else
727                                 {
728                                         // diagonal
729                                         if(cl.cmd.forwardmove > 0)
730                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
731                                         else
732                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
733                                         if(cl.cmd.sidemove > 0)
734                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
735                                         else
736                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
737                                 }
738                         }
739                 }
740                 else if(cl_movecliptokeyboard.integer)
741                 {
742                         // digital direction, digital amount
743                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
744                                 cl.cmd.sidemove = cl_sidespeed.value * f;
745                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
746                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
747                         else
748                                 cl.cmd.sidemove = 0;
749                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
750                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
751                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
752                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
753                         else
754                                 cl.cmd.forwardmove = 0;
755                 }
756         }
757 }
758
759 #include "cl_collision.h"
760
761 static void CL_UpdatePrydonCursor(void)
762 {
763         vec3_t temp;
764
765         if (cl_prydoncursor.integer <= 0)
766                 VectorClear(cl.cmd.cursor_screen);
767
768         /*
769         if (cl.cmd.cursor_screen[0] < -1)
770         {
771                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
772                 cl.cmd.cursor_screen[0] = -1;
773         }
774         if (cl.cmd.cursor_screen[0] > 1)
775         {
776                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
777                 cl.cmd.cursor_screen[0] = 1;
778         }
779         if (cl.cmd.cursor_screen[1] < -1)
780         {
781                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
782                 cl.cmd.cursor_screen[1] = -1;
783         }
784         if (cl.cmd.cursor_screen[1] > 1)
785         {
786                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
787                 cl.cmd.cursor_screen[1] = 1;
788         }
789         */
790         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
791         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
792         cl.cmd.cursor_screen[2] = 1;
793
794         // calculate current view matrix
795         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
796         // calculate direction vector of cursor in viewspace by using frustum slopes
797         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);
798         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
799         // trace from view origin to the cursor
800         if (cl_prydoncursor_notrace.integer)
801         {
802                 cl.cmd.cursor_fraction = 1.0f;
803                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
804                 VectorClear(cl.cmd.cursor_normal);
805                 cl.cmd.cursor_entitynumber = 0;
806         }
807         else
808                 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);
809 }
810
811 #define NUMOFFSETS 27
812 static vec3_t offsets[NUMOFFSETS] =
813 {
814 // 1 no nudge (just return the original if this test passes)
815         { 0.000,  0.000,  0.000},
816 // 6 simple nudges
817         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
818         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
819         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
820 // 4 diagonal flat nudges
821         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
822         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
823 // 8 diagonal upward nudges
824         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
825         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
826         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
827         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
828 // 8 diagonal downward nudges
829         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
830         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
831         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
832         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
833 };
834
835 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
836 {
837         int i;
838         vec3_t neworigin;
839         for (i = 0;i < NUMOFFSETS;i++)
840         {
841                 VectorAdd(offsets[i], s->origin, neworigin);
842                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true).startsolid)
843                 {
844                         VectorCopy(neworigin, s->origin);
845                         return true;
846                 }
847         }
848         // if all offsets failed, give up
849         return false;
850 }
851
852 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
853 {
854         vec_t f;
855         vec3_t origin1, origin2;
856         trace_t trace;
857
858         // make sure player is not stuck
859         CL_ClientMovement_Unstick(s);
860
861         // set crouched
862         if (s->cmd.crouch)
863         {
864                 // wants to crouch, this always works..
865                 if (!s->crouched)
866                         s->crouched = true;
867         }
868         else
869         {
870                 // wants to stand, if currently crouching we need to check for a
871                 // low ceiling first
872                 if (s->crouched)
873                 {
874                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
875                         if (!trace.startsolid)
876                                 s->crouched = false;
877                 }
878         }
879         if (s->crouched)
880         {
881                 VectorCopy(cl.playercrouchmins, s->mins);
882                 VectorCopy(cl.playercrouchmaxs, s->maxs);
883         }
884         else
885         {
886                 VectorCopy(cl.playerstandmins, s->mins);
887                 VectorCopy(cl.playerstandmaxs, s->maxs);
888         }
889
890         // set onground
891         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
892         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
893         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
894         if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
895         {
896                 s->onground = true;
897
898                 // this code actually "predicts" an impact; so let's clip velocity first
899                 f = DotProduct(s->velocity, trace.plane.normal);
900                 if(f < 0) // only if moving downwards actually
901                         VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
902         }
903         else
904                 s->onground = false;
905
906         // set watertype/waterlevel
907         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
908         s->waterlevel = WATERLEVEL_NONE;
909         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
910         if (s->watertype)
911         {
912                 s->waterlevel = WATERLEVEL_WETFEET;
913                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
914                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
915                 {
916                         s->waterlevel = WATERLEVEL_SWIMMING;
917                         origin1[2] = s->origin[2] + 22;
918                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
919                                 s->waterlevel = WATERLEVEL_SUBMERGED;
920                 }
921         }
922
923         // water jump prediction
924         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
925                 s->waterjumptime = 0;
926 }
927
928 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
929 {
930         int bump;
931         double t;
932         vec_t f;
933         vec3_t neworigin;
934         vec3_t currentorigin2;
935         vec3_t neworigin2;
936         vec3_t primalvelocity;
937         trace_t trace;
938         trace_t trace2;
939         trace_t trace3;
940         CL_ClientMovement_UpdateStatus(s);
941         VectorCopy(s->velocity, primalvelocity);
942         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
943         {
944                 VectorMA(s->origin, t, s->velocity, neworigin);
945                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
946                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
947                 {
948                         // may be a step or wall, try stepping up
949                         // first move forward at a higher level
950                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
951                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
952                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
953                         if (!trace2.startsolid)
954                         {
955                                 // then move down from there
956                                 VectorCopy(trace2.endpos, currentorigin2);
957                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
958                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
959                                 //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]);
960                                 // accept the new trace if it made some progress
961                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
962                                 {
963                                         trace = trace2;
964                                         VectorCopy(trace3.endpos, trace.endpos);
965                                 }
966                         }
967                 }
968
969                 // check if it moved at all
970                 if (trace.fraction >= 0.001)
971                         VectorCopy(trace.endpos, s->origin);
972
973                 // check if it moved all the way
974                 if (trace.fraction == 1)
975                         break;
976
977                 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
978                 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
979                 // this got commented out in a change that supposedly makes the code match QW better
980                 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
981                 if (trace.plane.normal[2] > 0.7)
982                         s->onground = true;
983
984                 t -= t * trace.fraction;
985
986                 f = DotProduct(s->velocity, trace.plane.normal);
987                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
988         }
989         if (s->waterjumptime > 0)
990                 VectorCopy(primalvelocity, s->velocity);
991 }
992
993
994 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
995 {
996         vec_t wishspeed;
997         vec_t f;
998         vec3_t wishvel;
999         vec3_t wishdir;
1000
1001         // water jump only in certain situations
1002         // this mimics quakeworld code
1003         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1004         {
1005                 vec3_t forward;
1006                 vec3_t yawangles;
1007                 vec3_t spot;
1008                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1009                 AngleVectors(yawangles, forward, NULL, NULL);
1010                 VectorMA(s->origin, 24, forward, spot);
1011                 spot[2] += 8;
1012                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1013                 {
1014                         spot[2] += 24;
1015                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1016                         {
1017                                 VectorScale(forward, 50, s->velocity);
1018                                 s->velocity[2] = 310;
1019                                 s->waterjumptime = 2;
1020                                 s->onground = false;
1021                                 s->cmd.canjump = false;
1022                         }
1023                 }
1024         }
1025
1026         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1027         {
1028                 // drift towards bottom
1029                 VectorSet(wishvel, 0, 0, -60);
1030         }
1031         else
1032         {
1033                 // swim
1034                 vec3_t forward;
1035                 vec3_t right;
1036                 vec3_t up;
1037                 // calculate movement vector
1038                 AngleVectors(s->cmd.viewangles, forward, right, up);
1039                 VectorSet(up, 0, 0, 1);
1040                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1041         }
1042
1043         // split wishvel into wishspeed and wishdir
1044         wishspeed = VectorLength(wishvel);
1045         if (wishspeed)
1046                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1047         else
1048                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1049         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1050
1051         if (s->crouched)
1052                 wishspeed *= 0.5;
1053
1054         if (s->waterjumptime <= 0)
1055         {
1056                 // water friction
1057                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1058                 f = bound(0, f, 1);
1059                 VectorScale(s->velocity, f, s->velocity);
1060
1061                 // water acceleration
1062                 f = wishspeed - DotProduct(s->velocity, wishdir);
1063                 if (f > 0)
1064                 {
1065                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1066                         VectorMA(s->velocity, f, wishdir, s->velocity);
1067                 }
1068
1069                 // holding jump button swims upward slowly
1070                 if (s->cmd.jump)
1071                 {
1072                         if (s->watertype & SUPERCONTENTS_LAVA)
1073                                 s->velocity[2] =  50;
1074                         else if (s->watertype & SUPERCONTENTS_SLIME)
1075                                 s->velocity[2] =  80;
1076                         else
1077                         {
1078                                 if (IS_NEXUIZ_DERIVED(gamemode))
1079                                         s->velocity[2] = 200;
1080                                 else
1081                                         s->velocity[2] = 100;
1082                         }
1083                 }
1084         }
1085
1086         CL_ClientMovement_Move(s);
1087 }
1088
1089 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1090 {
1091         if(forward == 0 && side == 0)
1092                 return 0; // avoid division by zero
1093         angle -= RAD2DEG(atan2(side, forward));
1094         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1095         if(angle >  1)
1096                 return 0;
1097         if(angle < -1)
1098                 return 0;
1099         return 1 - fabs(angle);
1100 }
1101
1102 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1103 {
1104         if(a == 0)
1105         {
1106                 if(lerp < 1)
1107                         return 0;
1108                 else
1109                         return b;
1110         }
1111         if(b == 0)
1112         {
1113                 if(lerp > 0)
1114                         return 0;
1115                 else
1116                         return a;
1117         }
1118         return a * pow(fabs(b / a), lerp);
1119 }
1120
1121 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1122 {
1123         vec_t zspeed, speed, dot, k;
1124
1125 #if 0
1126         // this doesn't play well with analog input
1127         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1128                 return;
1129         k = 32;
1130 #else
1131         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1132         if(k <= 0)
1133                 return;
1134 #endif
1135
1136         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1137
1138         zspeed = s->velocity[2];
1139         s->velocity[2] = 0;
1140         speed = VectorNormalizeLength(s->velocity);
1141
1142         dot = DotProduct(s->velocity, wishdir);
1143
1144         if(dot > 0) { // we can't change direction while slowing down
1145                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1146                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1147                 k *= cl.movevars_aircontrol;
1148                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1149                 VectorNormalize(s->velocity);
1150         }
1151
1152         VectorScale(s->velocity, speed, s->velocity);
1153         s->velocity[2] = zspeed;
1154 }
1155
1156 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1157 {
1158         return
1159                 (accelqw < 0 ? -1 : +1)
1160                 *
1161                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1162 }
1163
1164 static void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t stretchfactor, vec_t sidefric, vec_t speedlimit)
1165 {
1166         vec_t vel_straight;
1167         vec_t vel_z;
1168         vec3_t vel_perpend;
1169         vec_t step;
1170         vec3_t vel_xy;
1171         vec_t vel_xy_current;
1172         vec_t vel_xy_backward, vel_xy_forward;
1173         vec_t speedclamp;
1174
1175         if(stretchfactor > 0)
1176                 speedclamp = stretchfactor;
1177         else if(accelqw < 0)
1178                 speedclamp = 1;
1179         else
1180                 speedclamp = -1; // no clamping
1181
1182         if(accelqw < 0)
1183                 accelqw = -accelqw;
1184
1185         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1186                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1187
1188         vel_straight = DotProduct(s->velocity, wishdir);
1189         vel_z = s->velocity[2];
1190         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1191         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1192
1193         step = accel * s->cmd.frametime * wishspeed0;
1194
1195         vel_xy_current  = VectorLength(vel_xy);
1196         if(speedlimit > 0)
1197                 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1198         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1199         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1200         if(vel_xy_backward < 0)
1201                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1202
1203         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1204
1205         if(sidefric < 0 && VectorLength2(vel_perpend))
1206                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1207         {
1208                 vec_t f, fmin;
1209                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1210                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1211                 // assume: fmin > 1
1212                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1213                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1214                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1215                 // obviously, this cannot be
1216                 if(fmin <= 0)
1217                         VectorScale(vel_perpend, f, vel_perpend);
1218                 else
1219                 {
1220                         fmin = sqrt(fmin);
1221                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1222                 }
1223         }
1224         else
1225                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1226
1227         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1228
1229         if(speedclamp >= 0)
1230         {
1231                 vec_t vel_xy_preclamp;
1232                 vel_xy_preclamp = VectorLength(s->velocity);
1233                 if(vel_xy_preclamp > 0) // prevent division by zero
1234                 {
1235                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1236                         if(vel_xy_current < vel_xy_preclamp)
1237                                 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1238                 }
1239         }
1240
1241         s->velocity[2] += vel_z;
1242 }
1243
1244 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1245 {
1246     vec3_t curvel, wishvel, acceldir, curdir;
1247     float addspeed, accelspeed, curspeed;
1248     float dot;
1249
1250     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1251     float bunnyaccel = cl.movevars_warsowbunny_accel;
1252     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1253     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1254     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1255
1256     if( !wishspeed )
1257         return;
1258
1259     VectorCopy( s->velocity, curvel );
1260     curvel[2] = 0;
1261     curspeed = VectorLength( curvel );
1262
1263     if( wishspeed > curspeed * 1.01f )
1264     {
1265         float faccelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1266         if( faccelspeed < wishspeed )
1267             wishspeed = faccelspeed;
1268     }
1269     else
1270     {
1271         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1272         if( f < 0 )
1273             f = 0;
1274         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1275     }
1276     VectorScale( wishdir, wishspeed, wishvel );
1277     VectorSubtract( wishvel, curvel, acceldir );
1278     addspeed = VectorNormalizeLength( acceldir );
1279
1280     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1281     if( accelspeed > addspeed )
1282         accelspeed = addspeed;
1283
1284     if( backtosideratio < 1.0f )
1285     {
1286         VectorNormalize2( curvel, curdir );
1287         dot = DotProduct( acceldir, curdir );
1288         if( dot < 0 )
1289             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1290     }
1291
1292     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1293 }
1294
1295 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1296 {
1297         vec_t friction;
1298         vec_t wishspeed;
1299         vec_t addspeed;
1300         vec_t accelspeed;
1301         vec_t f;
1302         vec_t gravity;
1303         vec3_t forward;
1304         vec3_t right;
1305         vec3_t up;
1306         vec3_t wishvel;
1307         vec3_t wishdir;
1308         vec3_t yawangles;
1309         trace_t trace;
1310
1311         // jump if on ground with jump button pressed but only if it has been
1312         // released at least once since the last jump
1313         if (s->cmd.jump)
1314         {
1315                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1316                 {
1317                         s->velocity[2] += cl.movevars_jumpvelocity;
1318                         s->onground = false;
1319                         s->cmd.canjump = false;
1320                 }
1321         }
1322         else
1323                 s->cmd.canjump = true;
1324
1325         // calculate movement vector
1326         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1327         AngleVectors(yawangles, forward, right, up);
1328         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1329
1330         // split wishvel into wishspeed and wishdir
1331         wishspeed = VectorLength(wishvel);
1332         if (wishspeed)
1333                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1334         else
1335                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1336         // check if onground
1337         if (s->onground)
1338         {
1339                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1340                 if (s->crouched)
1341                         wishspeed *= 0.5;
1342
1343                 // apply edge friction
1344                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1345                 if (f > 0)
1346                 {
1347                         friction = cl.movevars_friction;
1348                         if (cl.movevars_edgefriction != 1)
1349                         {
1350                                 vec3_t neworigin2;
1351                                 vec3_t neworigin3;
1352                                 // note: QW uses the full player box for the trace, and yet still
1353                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1354                                 // this mimics it for compatibility
1355                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1356                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1357                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1358                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
1359                                 else
1360                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true, false);
1361                                 if (trace.fraction == 1 && !trace.startsolid)
1362                                         friction *= cl.movevars_edgefriction;
1363                         }
1364                         // apply ground friction
1365                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1366                         f = max(f, 0);
1367                         VectorScale(s->velocity, f, s->velocity);
1368                 }
1369                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1370                 if (addspeed > 0)
1371                 {
1372                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1373                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1374                 }
1375                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1376                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1377                 {
1378                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1379                                 s->velocity[2] -= gravity * 0.5f;
1380                         else
1381                                 s->velocity[2] -= gravity;
1382                 }
1383                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1384                         s->velocity[2] = 0;
1385                 if (VectorLength2(s->velocity))
1386                         CL_ClientMovement_Move(s);
1387                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1388                 {
1389                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1390                                 s->velocity[2] -= gravity * 0.5f;
1391                 }
1392         }
1393         else
1394         {
1395                 if (s->waterjumptime <= 0)
1396                 {
1397                         // apply air speed limit
1398                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1399                         qboolean accelerating;
1400
1401                         accelqw = cl.movevars_airaccel_qw;
1402                         wishspeed0 = wishspeed;
1403                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1404                         if (s->crouched)
1405                                 wishspeed *= 0.5;
1406                         accel = cl.movevars_airaccelerate;
1407
1408                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1409                         wishspeed2 = wishspeed;
1410
1411                         // CPM: air control
1412                         if(cl.movevars_airstopaccelerate != 0)
1413                         {
1414                                 vec3_t curdir;
1415                                 curdir[0] = s->velocity[0];
1416                                 curdir[1] = s->velocity[1];
1417                                 curdir[2] = 0;
1418                                 VectorNormalize(curdir);
1419                                 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1420                         }
1421                         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
1422                         if(cl.movevars_maxairstrafespeed)
1423                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1424                         if(cl.movevars_airstrafeaccelerate)
1425                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1426                         if(cl.movevars_airstrafeaccel_qw)
1427                                 accelqw =
1428                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1429                                         *
1430                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1431                         // !CPM
1432
1433                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1434                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1435                         else
1436                                 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);
1437
1438                         if(cl.movevars_aircontrol)
1439                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1440                 }
1441                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1442                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1443                         s->velocity[2] -= gravity * 0.5f;
1444                 else
1445                         s->velocity[2] -= gravity;
1446                 CL_ClientMovement_Move(s);
1447                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1448                 {
1449                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1450                                 s->velocity[2] -= gravity * 0.5f;
1451                 }
1452         }
1453 }
1454
1455 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1456 {
1457         //Con_Printf(" %f", frametime);
1458         if (!s->cmd.jump)
1459                 s->cmd.canjump = true;
1460         s->waterjumptime -= s->cmd.frametime;
1461         CL_ClientMovement_UpdateStatus(s);
1462         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1463                 CL_ClientMovement_Physics_Swim(s);
1464         else
1465                 CL_ClientMovement_Physics_Walk(s);
1466 }
1467
1468 extern cvar_t slowmo;
1469 void CL_UpdateMoveVars(void)
1470 {
1471         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1472         {
1473                 cl.moveflags = 0;
1474         }
1475         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1476         {
1477                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1478                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1479                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1480                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1481                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1482                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1483                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1484                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1485                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1486                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1487                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1488                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1489                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1490                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1491                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1492                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1493                 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1494                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1495                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1496                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1497                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1498                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1499                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1500                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1501                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1502                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1503                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1504                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1505                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1506                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1507                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1508                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1509                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1510                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1511         }
1512         else
1513         {
1514                 cl.moveflags = 0;
1515                 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1516                 cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
1517                 cl.movevars_gravity = sv_gravity.value;
1518                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1519                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1520                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1521                 cl.movevars_accelerate = cl_movement_accelerate.value;
1522                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1523                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1524                 cl.movevars_friction = cl_movement_friction.value;
1525                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1526                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1527                 cl.movevars_entgravity = 1;
1528                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1529                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1530                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1531                 cl.movevars_stepheight = cl_movement_stepheight.value;
1532                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1533                 cl.movevars_airaccel_qw_stretchfactor = 0;
1534                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1535                 cl.movevars_airstopaccelerate = 0;
1536                 cl.movevars_airstrafeaccelerate = 0;
1537                 cl.movevars_maxairstrafespeed = 0;
1538                 cl.movevars_airstrafeaccel_qw = 0;
1539                 cl.movevars_aircontrol = 0;
1540                 cl.movevars_aircontrol_power = 2;
1541                 cl.movevars_aircontrol_penalty = 0;
1542                 cl.movevars_warsowbunny_airforwardaccel = 0;
1543                 cl.movevars_warsowbunny_accel = 0;
1544                 cl.movevars_warsowbunny_topspeed = 0;
1545                 cl.movevars_warsowbunny_turnaccel = 0;
1546                 cl.movevars_warsowbunny_backtosideratio = 0;
1547                 cl.movevars_airspeedlimit_nonqw = 0;
1548         }
1549
1550         if(!(cl.moveflags & MOVEFLAG_VALID))
1551         {
1552                 if(gamemode == GAME_NEXUIZ)  // Legacy hack to work with old servers of Nexuiz.
1553                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1554         }
1555
1556         if(cl.movevars_aircontrol_power <= 0)
1557                 cl.movevars_aircontrol_power = 2; // CPMA default
1558 }
1559
1560 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1561 {
1562         // if a move is more than 50ms, do it as two moves (matching qwsv)
1563         //Con_Printf("%i ", s.cmd.msec);
1564         if(s->cmd.frametime > 0.0005)
1565         {
1566                 if (s->cmd.frametime > 0.05)
1567                 {
1568                         s->cmd.frametime /= 2;
1569                         CL_ClientMovement_PlayerMove(s);
1570                 }
1571                 CL_ClientMovement_PlayerMove(s);
1572         }
1573         else
1574         {
1575                 // we REALLY need this handling to happen, even if the move is not executed
1576                 if (!s->cmd.jump)
1577                         s->cmd.canjump = true;
1578         }
1579 }
1580
1581 void CL_ClientMovement_Replay(void)
1582 {
1583         int i;
1584         double totalmovemsec;
1585         cl_clientmovement_state_t s;
1586
1587         VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1588
1589         if (cl.movement_predicted && !cl.movement_replay)
1590                 return;
1591
1592         if (!cl_movement_replay.integer)
1593                 return;
1594
1595         // set up starting state for the series of moves
1596         memset(&s, 0, sizeof(s));
1597         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1598         VectorCopy(cl.mvelocity[0], s.velocity);
1599         s.crouched = true; // will be updated on first move
1600         //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]);
1601
1602         totalmovemsec = 0;
1603         for (i = 0;i < CL_MAX_USERCMDS;i++)
1604                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1605                         totalmovemsec += cl.movecmd[i].msec;
1606         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);
1607         //Con_Printf("%i = %.0f >= %.0f && %u && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1608         if (cl.movement_predicted)
1609         {
1610                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1611
1612                 // replay the input queue to predict current location
1613                 // note: this relies on the fact there's always one queue item at the end
1614
1615                 // find how many are still valid
1616                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1617                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1618                                 break;
1619                 // now walk them in oldest to newest order
1620                 for (i--;i >= 0;i--)
1621                 {
1622                         s.cmd = cl.movecmd[i];
1623                         if (i < CL_MAX_USERCMDS - 1)
1624                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1625
1626                         CL_ClientMovement_PlayerMove_Frame(&s);
1627
1628                         cl.movecmd[i].canjump = s.cmd.canjump;
1629                 }
1630                 //Con_Printf("\n");
1631                 CL_ClientMovement_UpdateStatus(&s);
1632         }
1633         else
1634         {
1635                 // get the first movement queue entry to know whether to crouch and such
1636                 s.cmd = cl.movecmd[0];
1637         }
1638
1639         if (!cls.demoplayback) // for bob, speedometer
1640         {
1641                 cl.movement_replay = false;
1642                 // update the interpolation target position and velocity
1643                 VectorCopy(s.origin, cl.movement_origin);
1644                 VectorCopy(s.velocity, cl.movement_velocity);
1645         }
1646
1647         // update the onground flag if appropriate
1648         if (cl.movement_predicted)
1649         {
1650                 // when predicted we simply set the flag according to the UpdateStatus
1651                 cl.onground = s.onground;
1652         }
1653         else
1654         {
1655                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1656                 // an update packet is received, but can be forced on here to hide
1657                 // server inconsistencies in the onground flag
1658                 // (which mostly occur when stepping up stairs at very high framerates
1659                 //  where after the step up the move continues forward and not
1660                 //  downward so the ground is not detected)
1661                 //
1662                 // such onground inconsistencies can cause jittery gun bobbing and
1663                 // stair smoothing, so we set onground if UpdateStatus says so
1664                 if (s.onground)
1665                         cl.onground = true;
1666         }
1667 }
1668
1669 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1670 {
1671         int bits;
1672
1673         bits = 0;
1674         if (to->viewangles[0] != from->viewangles[0])
1675                 bits |= QW_CM_ANGLE1;
1676         if (to->viewangles[1] != from->viewangles[1])
1677                 bits |= QW_CM_ANGLE2;
1678         if (to->viewangles[2] != from->viewangles[2])
1679                 bits |= QW_CM_ANGLE3;
1680         if (to->forwardmove != from->forwardmove)
1681                 bits |= QW_CM_FORWARD;
1682         if (to->sidemove != from->sidemove)
1683                 bits |= QW_CM_SIDE;
1684         if (to->upmove != from->upmove)
1685                 bits |= QW_CM_UP;
1686         if (to->buttons != from->buttons)
1687                 bits |= QW_CM_BUTTONS;
1688         if (to->impulse != from->impulse)
1689                 bits |= QW_CM_IMPULSE;
1690
1691         MSG_WriteByte(buf, bits);
1692         if (bits & QW_CM_ANGLE1)
1693                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1694         if (bits & QW_CM_ANGLE2)
1695                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1696         if (bits & QW_CM_ANGLE3)
1697                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1698         if (bits & QW_CM_FORWARD)
1699                 MSG_WriteShort(buf, (short) to->forwardmove);
1700         if (bits & QW_CM_SIDE)
1701                 MSG_WriteShort(buf, (short) to->sidemove);
1702         if (bits & QW_CM_UP)
1703                 MSG_WriteShort(buf, (short) to->upmove);
1704         if (bits & QW_CM_BUTTONS)
1705                 MSG_WriteByte(buf, to->buttons);
1706         if (bits & QW_CM_IMPULSE)
1707                 MSG_WriteByte(buf, to->impulse);
1708         MSG_WriteByte(buf, to->msec);
1709 }
1710
1711 void CL_NewFrameReceived(int num)
1712 {
1713         if (developer_networkentities.integer >= 10)
1714                 Con_Printf("recv: svc_entities %i\n", num);
1715         cl.latestframenums[cl.latestframenumsposition] = num;
1716         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1717         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1718 }
1719
1720 void CL_RotateMoves(const matrix4x4_t *m)
1721 {
1722         // rotate viewangles in all previous moves
1723         vec3_t v;
1724         vec3_t f, r, u;
1725         int i;
1726         for (i = 0;i < CL_MAX_USERCMDS;i++)
1727         {
1728                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1729                 {
1730                         usercmd_t *c = &cl.movecmd[i];
1731                         AngleVectors(c->viewangles, f, r, u);
1732                         Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1733                         Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1734                         AnglesFromVectors(c->viewangles, f, u, false);
1735                 }
1736         }
1737 }
1738
1739 /*
1740 ==============
1741 CL_SendMove
1742 ==============
1743 */
1744 usercmd_t nullcmd; // for delta compression of qw moves
1745 void CL_SendMove(void)
1746 {
1747         int i, j, packetloss;
1748         int checksumindex;
1749         int bits;
1750         int maxusercmds;
1751         usercmd_t *cmd;
1752         sizebuf_t buf;
1753         unsigned char data[1024];
1754         double packettime;
1755         int msecdelta;
1756         qboolean quemove;
1757         qboolean important;
1758
1759         // if playing a demo, do nothing
1760         if (!cls.netcon)
1761                 return;
1762
1763         // we don't que moves during a lag spike (potential network timeout)
1764         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1765
1766         // we build up cl.cmd and then decide whether to send or not
1767         // we store this into cl.movecmd[0] for prediction each frame even if we
1768         // do not send, to make sure that prediction is instant
1769         cl.cmd.time = cl.time;
1770         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1771
1772         // set button bits
1773         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1774         bits = 0;
1775         if (in_attack.state   & 3) bits |=   1;
1776         if (in_jump.state     & 3) bits |=   2;
1777         if (in_button3.state  & 3) bits |=   4;
1778         if (in_button4.state  & 3) bits |=   8;
1779         if (in_button5.state  & 3) bits |=  16;
1780         if (in_button6.state  & 3) bits |=  32;
1781         if (in_button7.state  & 3) bits |=  64;
1782         if (in_button8.state  & 3) bits |= 128;
1783         if (in_use.state      & 3) bits |= 256;
1784         if (key_dest != key_game || key_consoleactive) bits |= 512;
1785         if (cl_prydoncursor.integer > 0) bits |= 1024;
1786         if (in_button9.state  & 3)  bits |=   2048;
1787         if (in_button10.state  & 3) bits |=   4096;
1788         if (in_button11.state  & 3) bits |=   8192;
1789         if (in_button12.state  & 3) bits |=  16384;
1790         if (in_button13.state  & 3) bits |=  32768;
1791         if (in_button14.state  & 3) bits |=  65536;
1792         if (in_button15.state  & 3) bits |= 131072;
1793         if (in_button16.state  & 3) bits |= 262144;
1794         // button bits 19-31 unused currently
1795         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1796         if(cl_prydoncursor.integer > 0)
1797         {
1798                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1799                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1800                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1801                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1802         }
1803
1804         // set buttons and impulse
1805         cl.cmd.buttons = bits;
1806         cl.cmd.impulse = in_impulse;
1807
1808         // set viewangles
1809         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1810
1811         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1812         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1813         // ridiculous value rejection (matches qw)
1814         if (cl.cmd.msec > 250)
1815                 cl.cmd.msec = 100;
1816         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1817
1818         switch(cls.protocol)
1819         {
1820         case PROTOCOL_QUAKEWORLD:
1821                 // quakeworld uses a different cvar with opposite meaning, for compatibility
1822                 cl.cmd.predicted = cl_nopred.integer == 0;
1823                 break;
1824         case PROTOCOL_DARKPLACES6:
1825         case PROTOCOL_DARKPLACES7:
1826                 cl.cmd.predicted = cl_movement.integer != 0;
1827                 break;
1828         default:
1829                 cl.cmd.predicted = false;
1830                 break;
1831         }
1832
1833         // movement is set by input code (forwardmove/sidemove/upmove)
1834         // always dump the first two moves, because they may contain leftover inputs from the last level
1835         if (cl.cmd.sequence <= 2)
1836                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1837
1838         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1839         cl.cmd.crouch = 0;
1840         switch (cls.protocol)
1841         {
1842         case PROTOCOL_QUAKEWORLD:
1843         case PROTOCOL_QUAKE:
1844         case PROTOCOL_QUAKEDP:
1845         case PROTOCOL_NEHAHRAMOVIE:
1846         case PROTOCOL_NEHAHRABJP:
1847         case PROTOCOL_NEHAHRABJP2:
1848         case PROTOCOL_NEHAHRABJP3:
1849         case PROTOCOL_DARKPLACES1:
1850         case PROTOCOL_DARKPLACES2:
1851         case PROTOCOL_DARKPLACES3:
1852         case PROTOCOL_DARKPLACES4:
1853         case PROTOCOL_DARKPLACES5:
1854                 break;
1855         case PROTOCOL_DARKPLACES6:
1856         case PROTOCOL_DARKPLACES7:
1857                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1858                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1859                 break;
1860         case PROTOCOL_UNKNOWN:
1861                 break;
1862         }
1863
1864         if (quemove)
1865                 cl.movecmd[0] = cl.cmd;
1866
1867         // don't predict more than 200fps
1868         if (realtime >= cl.lastpackettime + 0.005)
1869                 cl.movement_replay = true; // redo the prediction
1870
1871         // now decide whether to actually send this move
1872         // (otherwise it is only for prediction)
1873
1874         // don't send too often or else network connections can get clogged by a
1875         // high renderer framerate
1876         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1877         if (cl.movevars_timescale && cl.movevars_ticrate)
1878         {
1879                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1880                 packettime = min(packettime, maxtic);
1881         }
1882
1883         // do not send 0ms packets because they mess up physics
1884         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1885                 return;
1886         // always send if buttons changed or an impulse is pending
1887         // even if it violates the rate limit!
1888         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1889         // don't send too often (cl_netfps)
1890         if (!important && realtime < cl.lastpackettime + packettime)
1891                 return;
1892         // don't choke the connection with packets (obey rate limit)
1893         // it is important that this check be last, because it adds a new
1894         // frame to the shownetgraph output and any cancelation after this
1895         // will produce a nasty spike-like look to the netgraph
1896         // we also still send if it is important
1897         if (!NetConn_CanSend(cls.netcon) && !important)
1898                 return;
1899         // try to round off the lastpackettime to a multiple of the packet interval
1900         // (this causes it to emit packets at a steady beat)
1901         if (packettime > 0)
1902                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1903         else
1904                 cl.lastpackettime = realtime;
1905
1906         buf.maxsize = sizeof(data);
1907         buf.cursize = 0;
1908         buf.data = data;
1909
1910         // send the movement message
1911         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1912         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1913         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1914         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1915         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1916         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1917         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1918         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1919         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1920         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1921         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1922
1923         // set prydon cursor info
1924         CL_UpdatePrydonCursor();
1925
1926         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1927         {
1928                 switch (cls.protocol)
1929                 {
1930                 case PROTOCOL_QUAKEWORLD:
1931                         MSG_WriteByte(&buf, qw_clc_move);
1932                         // save the position for a checksum byte
1933                         checksumindex = buf.cursize;
1934                         MSG_WriteByte(&buf, 0);
1935                         // packet loss percentage
1936                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1937                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1938                                         packetloss++;
1939                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1940                         MSG_WriteByte(&buf, packetloss);
1941                         // write most recent 3 moves
1942                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1943                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1944                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1945                         // calculate the checksum
1946                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1947                         // if delta compression history overflows, request no delta
1948                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1949                                 cl.qw_validsequence = 0;
1950                         // request delta compression if appropriate
1951                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1952                         {
1953                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1954                                 MSG_WriteByte(&buf, qw_clc_delta);
1955                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1956                         }
1957                         else
1958                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1959                         break;
1960                 case PROTOCOL_QUAKE:
1961                 case PROTOCOL_QUAKEDP:
1962                 case PROTOCOL_NEHAHRAMOVIE:
1963                 case PROTOCOL_NEHAHRABJP:
1964                 case PROTOCOL_NEHAHRABJP2:
1965                 case PROTOCOL_NEHAHRABJP3:
1966                         // 5 bytes
1967                         MSG_WriteByte (&buf, clc_move);
1968                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1969                         // 3 bytes (6 bytes in proquake)
1970                         if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1971                         {
1972                                 for (i = 0;i < 3;i++)
1973                                         MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1974                         }
1975                         else
1976                         {
1977                                 for (i = 0;i < 3;i++)
1978                                         MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1979                         }
1980                         // 6 bytes
1981                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1982                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1983                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1984                         // 2 bytes
1985                         MSG_WriteByte (&buf, cl.cmd.buttons);
1986                         MSG_WriteByte (&buf, cl.cmd.impulse);
1987                         break;
1988                 case PROTOCOL_DARKPLACES2:
1989                 case PROTOCOL_DARKPLACES3:
1990                         // 5 bytes
1991                         MSG_WriteByte (&buf, clc_move);
1992                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1993                         // 12 bytes
1994                         for (i = 0;i < 3;i++)
1995                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1996                         // 6 bytes
1997                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1998                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1999                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2000                         // 2 bytes
2001                         MSG_WriteByte (&buf, cl.cmd.buttons);
2002                         MSG_WriteByte (&buf, cl.cmd.impulse);
2003                         break;
2004                 case PROTOCOL_DARKPLACES1:
2005                 case PROTOCOL_DARKPLACES4:
2006                 case PROTOCOL_DARKPLACES5:
2007                         // 5 bytes
2008                         MSG_WriteByte (&buf, clc_move);
2009                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2010                         // 6 bytes
2011                         for (i = 0;i < 3;i++)
2012                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2013                         // 6 bytes
2014                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2015                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2016                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2017                         // 2 bytes
2018                         MSG_WriteByte (&buf, cl.cmd.buttons);
2019                         MSG_WriteByte (&buf, cl.cmd.impulse);
2020                 case PROTOCOL_DARKPLACES6:
2021                 case PROTOCOL_DARKPLACES7:
2022                         // set the maxusercmds variable to limit how many should be sent
2023                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2024                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2025                         if (!cl.cmd.predicted)
2026                                 maxusercmds = 1;
2027
2028                         // send the latest moves in order, the old ones will be
2029                         // ignored by the server harmlessly, however if the previous
2030                         // packets were lost these moves will be used
2031                         //
2032                         // this reduces packet loss impact on gameplay.
2033                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2034                         {
2035                                 // don't repeat any stale moves
2036                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2037                                         continue;
2038                                 // 5/9 bytes
2039                                 MSG_WriteByte (&buf, clc_move);
2040                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
2041                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2042                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2043                                 // 6 bytes
2044                                 for (i = 0;i < 3;i++)
2045                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2046                                 // 6 bytes
2047                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2048                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
2049                                 MSG_WriteCoord16i (&buf, cmd->upmove);
2050                                 // 5 bytes
2051                                 MSG_WriteLong (&buf, cmd->buttons);
2052                                 MSG_WriteByte (&buf, cmd->impulse);
2053                                 // PRYDON_CLIENTCURSOR
2054                                 // 30 bytes
2055                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2056                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2057                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2058                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2059                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2060                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2061                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2062                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2063                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2064                         }
2065                         break;
2066                 case PROTOCOL_UNKNOWN:
2067                         break;
2068                 }
2069         }
2070
2071         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2072         {
2073                 // ack entity frame numbers received since the last input was sent
2074                 // (redundent to improve handling of client->server packet loss)
2075                 // if cl_netrepeatinput is 1 and client framerate matches server
2076                 // framerate, this is 10 bytes, if client framerate is lower this
2077                 // will be more...
2078                 unsigned int oldsequence = cl.cmd.sequence;
2079                 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2080                 if (oldsequence > delta)
2081                         oldsequence = oldsequence - delta;
2082                 else
2083                         oldsequence = 1;
2084                 for (i = 0;i < LATESTFRAMENUMS;i++)
2085                 {
2086                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2087                         if (cl.latestsendnums[j] >= oldsequence)
2088                         {
2089                                 if (developer_networkentities.integer >= 10)
2090                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2091                                 MSG_WriteByte(&buf, clc_ackframe);
2092                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2093                         }
2094                 }
2095         }
2096
2097         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2098         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2099
2100         // acknowledge any recently received data blocks
2101         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2102         {
2103                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2104                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2105                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2106                 cls.dp_downloadack[i].start = 0;
2107                 cls.dp_downloadack[i].size = 0;
2108         }
2109
2110         // send the reliable message (forwarded commands) if there is one
2111         if (buf.cursize || cls.netcon->message.cursize)
2112                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2113
2114         if (quemove)
2115         {
2116                 // update the cl.movecmd array which holds the most recent moves,
2117                 // because we now need a new slot for the next input
2118                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2119                         cl.movecmd[i] = cl.movecmd[i-1];
2120                 cl.movecmd[0].msec = 0;
2121                 cl.movecmd[0].frametime = 0;
2122         }
2123
2124         // clear button 'click' states
2125         in_attack.state  &= ~2;
2126         in_jump.state    &= ~2;
2127         in_button3.state &= ~2;
2128         in_button4.state &= ~2;
2129         in_button5.state &= ~2;
2130         in_button6.state &= ~2;
2131         in_button7.state &= ~2;
2132         in_button8.state &= ~2;
2133         in_use.state     &= ~2;
2134         in_button9.state  &= ~2;
2135         in_button10.state &= ~2;
2136         in_button11.state &= ~2;
2137         in_button12.state &= ~2;
2138         in_button13.state &= ~2;
2139         in_button14.state &= ~2;
2140         in_button15.state &= ~2;
2141         in_button16.state &= ~2;
2142         // clear impulse
2143         in_impulse = 0;
2144
2145         if (cls.netcon->message.overflowed)
2146         {
2147                 Con_Print("CL_SendMove: lost server connection\n");
2148                 CL_Disconnect();
2149                 SV_LockThreadMutex();
2150                 Host_ShutdownServer();
2151                 SV_UnlockThreadMutex();
2152         }
2153 }
2154
2155 /*
2156 ============
2157 CL_InitInput
2158 ============
2159 */
2160 void CL_InitInput (void)
2161 {
2162         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2163         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2164         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2165         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2166         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2167         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2168         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2169         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2170         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2171         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2172         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2173         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2174         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2175         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2176         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2177         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2178         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2179         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2180         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2181         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2182         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2183         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2184         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2185         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2186         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2187         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2188         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2189         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2190         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2191         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2192         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2193         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2194         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2195
2196         // LordHavoc: added use button
2197         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2198         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2199
2200         // LordHavoc: added 6 new buttons
2201         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2202         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2203         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2204         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2205         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2206         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2207         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2208         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2209         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2210         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2211         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2212         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2213         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2214         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2215         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2216         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2217         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2218         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2219         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2220         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2221         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2222         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2223         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2224         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2225         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2226         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2227         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2228         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2229
2230         // LordHavoc: added bestweapon command
2231         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)");
2232 #if 0
2233         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");
2234 #endif
2235         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2236
2237         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2238         Cvar_RegisterVariable(&cl_movement);
2239         Cvar_RegisterVariable(&cl_movement_replay);
2240         Cvar_RegisterVariable(&cl_movement_nettimeout);
2241         Cvar_RegisterVariable(&cl_movement_minping);
2242         Cvar_RegisterVariable(&cl_movement_track_canjump);
2243         Cvar_RegisterVariable(&cl_movement_maxspeed);
2244         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2245         Cvar_RegisterVariable(&cl_movement_stopspeed);
2246         Cvar_RegisterVariable(&cl_movement_friction);
2247         Cvar_RegisterVariable(&cl_movement_wallfriction);
2248         Cvar_RegisterVariable(&cl_movement_waterfriction);
2249         Cvar_RegisterVariable(&cl_movement_edgefriction);
2250         Cvar_RegisterVariable(&cl_movement_stepheight);
2251         Cvar_RegisterVariable(&cl_movement_accelerate);
2252         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2253         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2254         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2255         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2256         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2257         Cvar_RegisterVariable(&cl_nopred);
2258
2259         Cvar_RegisterVariable(&in_pitch_min);
2260         Cvar_RegisterVariable(&in_pitch_max);
2261         Cvar_RegisterVariable(&m_filter);
2262         Cvar_RegisterVariable(&m_accelerate);
2263         Cvar_RegisterVariable(&m_accelerate_minspeed);
2264         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2265         Cvar_RegisterVariable(&m_accelerate_filter);
2266
2267         Cvar_RegisterVariable(&cl_netfps);
2268         Cvar_RegisterVariable(&cl_netrepeatinput);
2269         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2270
2271         Cvar_RegisterVariable(&cl_nodelta);
2272
2273         Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
2274 }
2275