f76c15c410ef8229aa30a8d80de83f6a474287d7
[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"};
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
446 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
447 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
448
449 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
450 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
451 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
452 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
453 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
454
455 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
456 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)"};
457 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)"};
458
459 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
460
461 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
462
463 extern cvar_t v_flipped;
464
465 /*
466 ================
467 CL_AdjustAngles
468
469 Moves the local angle positions
470 ================
471 */
472 static void CL_AdjustAngles (void)
473 {
474         float   speed;
475         float   up, down;
476
477         if (in_speed.state & 1)
478                 speed = cl.realframetime * cl_anglespeedkey.value;
479         else
480                 speed = cl.realframetime;
481
482         if (!(in_strafe.state & 1))
483         {
484                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
485                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
486         }
487         if (in_klook.state & 1)
488         {
489                 V_StopPitchDrift ();
490                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
491                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
492         }
493
494         up = CL_KeyState (&in_lookup);
495         down = CL_KeyState(&in_lookdown);
496
497         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
498         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
499
500         if (up || down)
501                 V_StopPitchDrift ();
502
503         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
504         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
505         if (cl.viewangles[YAW] >= 180)
506                 cl.viewangles[YAW] -= 360;
507         if (cl.viewangles[PITCH] >= 180)
508                 cl.viewangles[PITCH] -= 360;
509         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
510         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
511 }
512
513 int cl_ignoremousemoves = 2;
514
515 /*
516 ================
517 CL_Input
518
519 Send the intended movement message to the server
520 ================
521 */
522 void CL_Input (void)
523 {
524         float mx, my;
525         static float old_mouse_x = 0, old_mouse_y = 0;
526
527         // clamp before the move to prevent starting with bad angles
528         CL_AdjustAngles ();
529
530         if(v_flipped.integer)
531                 cl.viewangles[YAW] = -cl.viewangles[YAW];
532
533         // reset some of the command fields
534         cl.cmd.forwardmove = 0;
535         cl.cmd.sidemove = 0;
536         cl.cmd.upmove = 0;
537
538         // get basic movement from keyboard
539         if (in_strafe.state & 1)
540         {
541                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
542                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
543         }
544
545         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
546         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
547
548         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
549         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
550
551         if (! (in_klook.state & 1) )
552         {
553                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
554                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
555         }
556
557         // adjust for speed key
558         if (in_speed.state & 1)
559         {
560                 cl.cmd.forwardmove *= cl_movespeedkey.value;
561                 cl.cmd.sidemove *= cl_movespeedkey.value;
562                 cl.cmd.upmove *= cl_movespeedkey.value;
563         }
564
565         // allow mice or other external controllers to add to the move
566         IN_Move ();
567
568         // send mouse move to csqc
569         if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
570         {
571                 if (cl.csqc_wantsmousemove)
572                 {
573                         // event type 3 is a DP_CSQC thing
574                         static int oldwindowmouse[2];
575                         if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
576                         {
577                                 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.integer / vid.width, in_windowmouse_y * vid_conheight.integer / vid.height);
578                                 oldwindowmouse[0] = in_windowmouse_x;
579                                 oldwindowmouse[1] = in_windowmouse_y;
580                         }
581                 }
582                 else
583                 {
584                         if (in_mouse_x || in_mouse_y)
585                                 CL_VM_InputEvent(2, in_mouse_x * vid_conwidth.integer / vid.width, in_mouse_y * vid_conheight.integer / vid.height);
586                 }
587         }
588
589         // apply m_accelerate if it is on
590         if(m_accelerate.value > 1)
591         {
592                 static float averagespeed = 0;
593                 float speed, f, mi, ma;
594
595                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
596                 if(m_accelerate_filter.value > 0)
597                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
598                 else
599                         f = 1;
600                 averagespeed = speed * f + averagespeed * (1 - f);
601
602                 mi = max(1, m_accelerate_minspeed.value);
603                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
604
605                 if(averagespeed <= mi)
606                 {
607                         f = 1;
608                 }
609                 else if(averagespeed >= ma)
610                 {
611                         f = m_accelerate.value;
612                 }
613                 else
614                 {
615                         f = averagespeed;
616                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
617                 }
618
619                 in_mouse_x *= f;
620                 in_mouse_y *= f;
621         }
622
623         // apply m_filter if it is on
624         mx = in_mouse_x;
625         my = in_mouse_y;
626         if (m_filter.integer)
627         {
628                 in_mouse_x = (mx + old_mouse_x) * 0.5;
629                 in_mouse_y = (my + old_mouse_y) * 0.5;
630         }
631         old_mouse_x = mx;
632         old_mouse_y = my;
633
634         // ignore a mouse move if mouse was activated/deactivated this frame
635         if (cl_ignoremousemoves)
636         {
637                 cl_ignoremousemoves--;
638                 in_mouse_x = old_mouse_x = 0;
639                 in_mouse_y = old_mouse_y = 0;
640         }
641
642         // if not in menu, apply mouse move to viewangles/movement
643         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
644         {
645                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
646                 if (in_strafe.state & 1)
647                 {
648                         // strafing mode, all looking is movement
649                         V_StopPitchDrift();
650                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651                         if (noclip_anglehack)
652                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
653                         else
654                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
655                 }
656                 else if ((in_mlook.state & 1) || freelook.integer)
657                 {
658                         // mouselook, lookstrafe causes turning to become strafing
659                         V_StopPitchDrift();
660                         if (lookstrafe.integer)
661                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
662                         else
663                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
664                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
665                 }
666                 else
667                 {
668                         // non-mouselook, yaw turning and forward/back movement
669                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
670                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
671                 }
672         }
673         else // don't pitch drift when csqc is controlling the mouse
674         {
675                 // mouse interacting with the scene, mostly stationary view
676                 V_StopPitchDrift();
677                 // update prydon cursor
678                 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
679                 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
680         }
681
682         if(v_flipped.integer)
683         {
684                 cl.viewangles[YAW] = -cl.viewangles[YAW];
685                 cl.cmd.sidemove = -cl.cmd.sidemove;
686         }
687
688         // clamp after the move to prevent rendering with bad angles
689         CL_AdjustAngles ();
690
691         if(cl_movecliptokeyboard.integer)
692         {
693                 vec_t f = 1;
694                 if (in_speed.state & 1)
695                         f *= cl_movespeedkey.value;
696                 if(cl_movecliptokeyboard.integer == 2)
697                 {
698                         // digital direction, analog amount
699                         vec_t wishvel_x, wishvel_y;
700                         wishvel_x = fabs(cl.cmd.forwardmove);
701                         wishvel_y = fabs(cl.cmd.sidemove);
702                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
703                         {
704                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
705                                 if(wishvel_x >= 2 * wishvel_y)
706                                 {
707                                         // pure X motion
708                                         if(cl.cmd.forwardmove > 0)
709                                                 cl.cmd.forwardmove = wishspeed;
710                                         else
711                                                 cl.cmd.forwardmove = -wishspeed;
712                                         cl.cmd.sidemove = 0;
713                                 }
714                                 else if(wishvel_y >= 2 * wishvel_x)
715                                 {
716                                         // pure Y motion
717                                         cl.cmd.forwardmove = 0;
718                                         if(cl.cmd.sidemove > 0)
719                                                 cl.cmd.sidemove = wishspeed;
720                                         else
721                                                 cl.cmd.sidemove = -wishspeed;
722                                 }
723                                 else
724                                 {
725                                         // diagonal
726                                         if(cl.cmd.forwardmove > 0)
727                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
728                                         else
729                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
730                                         if(cl.cmd.sidemove > 0)
731                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
732                                         else
733                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
734                                 }
735                         }
736                 }
737                 else if(cl_movecliptokeyboard.integer)
738                 {
739                         // digital direction, digital amount
740                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
741                                 cl.cmd.sidemove = cl_sidespeed.value * f;
742                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
743                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
744                         else
745                                 cl.cmd.sidemove = 0;
746                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
747                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
748                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
749                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
750                         else
751                                 cl.cmd.forwardmove = 0;
752                 }
753         }
754 }
755
756 #include "cl_collision.h"
757
758 static void CL_UpdatePrydonCursor(void)
759 {
760         vec3_t temp;
761
762         if (cl_prydoncursor.integer <= 0)
763                 VectorClear(cl.cmd.cursor_screen);
764
765         /*
766         if (cl.cmd.cursor_screen[0] < -1)
767         {
768                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
769                 cl.cmd.cursor_screen[0] = -1;
770         }
771         if (cl.cmd.cursor_screen[0] > 1)
772         {
773                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
774                 cl.cmd.cursor_screen[0] = 1;
775         }
776         if (cl.cmd.cursor_screen[1] < -1)
777         {
778                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
779                 cl.cmd.cursor_screen[1] = -1;
780         }
781         if (cl.cmd.cursor_screen[1] > 1)
782         {
783                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
784                 cl.cmd.cursor_screen[1] = 1;
785         }
786         */
787         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
788         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
789         cl.cmd.cursor_screen[2] = 1;
790
791         // calculate current view matrix
792         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
793         // calculate direction vector of cursor in viewspace by using frustum slopes
794         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);
795         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
796         // trace from view origin to the cursor
797         if (cl_prydoncursor_notrace.integer)
798         {
799                 cl.cmd.cursor_fraction = 1.0f;
800                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
801                 VectorClear(cl.cmd.cursor_normal);
802                 cl.cmd.cursor_entitynumber = 0;
803         }
804         else
805                 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);
806 }
807
808 #define NUMOFFSETS 27
809 static vec3_t offsets[NUMOFFSETS] =
810 {
811 // 1 no nudge (just return the original if this test passes)
812         { 0.000,  0.000,  0.000},
813 // 6 simple nudges
814         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
815         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
816         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
817 // 4 diagonal flat nudges
818         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
819         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
820 // 8 diagonal upward nudges
821         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
822         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
823         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
824         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
825 // 8 diagonal downward nudges
826         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
827         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
828         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
829         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
830 };
831
832 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
833 {
834         int i;
835         vec3_t neworigin;
836         for (i = 0;i < NUMOFFSETS;i++)
837         {
838                 VectorAdd(offsets[i], s->origin, neworigin);
839                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true).startsolid)
840                 {
841                         VectorCopy(neworigin, s->origin);
842                         return true;
843                 }
844         }
845         // if all offsets failed, give up
846         return false;
847 }
848
849 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
850 {
851         vec_t f;
852         vec3_t origin1, origin2;
853         trace_t trace;
854
855         // make sure player is not stuck
856         CL_ClientMovement_Unstick(s);
857
858         // set crouched
859         if (s->cmd.crouch)
860         {
861                 // wants to crouch, this always works..
862                 if (!s->crouched)
863                         s->crouched = true;
864         }
865         else
866         {
867                 // wants to stand, if currently crouching we need to check for a
868                 // low ceiling first
869                 if (s->crouched)
870                 {
871                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
872                         if (!trace.startsolid)
873                                 s->crouched = false;
874                 }
875         }
876         if (s->crouched)
877         {
878                 VectorCopy(cl.playercrouchmins, s->mins);
879                 VectorCopy(cl.playercrouchmaxs, s->maxs);
880         }
881         else
882         {
883                 VectorCopy(cl.playerstandmins, s->mins);
884                 VectorCopy(cl.playerstandmaxs, s->maxs);
885         }
886
887         // set onground
888         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
889         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
890         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
891         if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
892         {
893                 s->onground = true;
894
895                 // this code actually "predicts" an impact; so let's clip velocity first
896                 f = DotProduct(s->velocity, trace.plane.normal);
897                 if(f < 0) // only if moving downwards actually
898                         VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
899         }
900         else
901                 s->onground = false;
902
903         // set watertype/waterlevel
904         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
905         s->waterlevel = WATERLEVEL_NONE;
906         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
907         if (s->watertype)
908         {
909                 s->waterlevel = WATERLEVEL_WETFEET;
910                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
911                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
912                 {
913                         s->waterlevel = WATERLEVEL_SWIMMING;
914                         origin1[2] = s->origin[2] + 22;
915                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
916                                 s->waterlevel = WATERLEVEL_SUBMERGED;
917                 }
918         }
919
920         // water jump prediction
921         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
922                 s->waterjumptime = 0;
923 }
924
925 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
926 {
927         int bump;
928         double t;
929         vec_t f;
930         vec3_t neworigin;
931         vec3_t currentorigin2;
932         vec3_t neworigin2;
933         vec3_t primalvelocity;
934         trace_t trace;
935         trace_t trace2;
936         trace_t trace3;
937         CL_ClientMovement_UpdateStatus(s);
938         VectorCopy(s->velocity, primalvelocity);
939         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
940         {
941                 VectorMA(s->origin, t, s->velocity, neworigin);
942                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
943                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
944                 {
945                         // may be a step or wall, try stepping up
946                         // first move forward at a higher level
947                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
948                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
949                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
950                         if (!trace2.startsolid)
951                         {
952                                 // then move down from there
953                                 VectorCopy(trace2.endpos, currentorigin2);
954                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
955                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
956                                 //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]);
957                                 // accept the new trace if it made some progress
958                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
959                                 {
960                                         trace = trace2;
961                                         VectorCopy(trace3.endpos, trace.endpos);
962                                 }
963                         }
964                 }
965
966                 // check if it moved at all
967                 if (trace.fraction >= 0.001)
968                         VectorCopy(trace.endpos, s->origin);
969
970                 // check if it moved all the way
971                 if (trace.fraction == 1)
972                         break;
973
974                 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
975                 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
976                 // this got commented out in a change that supposedly makes the code match QW better
977                 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
978                 if (trace.plane.normal[2] > 0.7)
979                         s->onground = true;
980
981                 t -= t * trace.fraction;
982
983                 f = DotProduct(s->velocity, trace.plane.normal);
984                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
985         }
986         if (s->waterjumptime > 0)
987                 VectorCopy(primalvelocity, s->velocity);
988 }
989
990
991 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
992 {
993         vec_t wishspeed;
994         vec_t f;
995         vec3_t wishvel;
996         vec3_t wishdir;
997
998         // water jump only in certain situations
999         // this mimics quakeworld code
1000         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1001         {
1002                 vec3_t forward;
1003                 vec3_t yawangles;
1004                 vec3_t spot;
1005                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1006                 AngleVectors(yawangles, forward, NULL, NULL);
1007                 VectorMA(s->origin, 24, forward, spot);
1008                 spot[2] += 8;
1009                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsolid)
1010                 {
1011                         spot[2] += 24;
1012                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsolid)
1013                         {
1014                                 VectorScale(forward, 50, s->velocity);
1015                                 s->velocity[2] = 310;
1016                                 s->waterjumptime = 2;
1017                                 s->onground = false;
1018                                 s->cmd.canjump = false;
1019                         }
1020                 }
1021         }
1022
1023         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1024         {
1025                 // drift towards bottom
1026                 VectorSet(wishvel, 0, 0, -60);
1027         }
1028         else
1029         {
1030                 // swim
1031                 vec3_t forward;
1032                 vec3_t right;
1033                 vec3_t up;
1034                 // calculate movement vector
1035                 AngleVectors(s->cmd.viewangles, forward, right, up);
1036                 VectorSet(up, 0, 0, 1);
1037                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1038         }
1039
1040         // split wishvel into wishspeed and wishdir
1041         wishspeed = VectorLength(wishvel);
1042         if (wishspeed)
1043                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1044         else
1045                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1046         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1047
1048         if (s->crouched)
1049                 wishspeed *= 0.5;
1050
1051         if (s->waterjumptime <= 0)
1052         {
1053                 // water friction
1054                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1055                 f = bound(0, f, 1);
1056                 VectorScale(s->velocity, f, s->velocity);
1057
1058                 // water acceleration
1059                 f = wishspeed - DotProduct(s->velocity, wishdir);
1060                 if (f > 0)
1061                 {
1062                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1063                         VectorMA(s->velocity, f, wishdir, s->velocity);
1064                 }
1065
1066                 // holding jump button swims upward slowly
1067                 if (s->cmd.jump)
1068                 {
1069                         if (s->watertype & SUPERCONTENTS_LAVA)
1070                                 s->velocity[2] =  50;
1071                         else if (s->watertype & SUPERCONTENTS_SLIME)
1072                                 s->velocity[2] =  80;
1073                         else
1074                         {
1075                                 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1076                                         s->velocity[2] = 200;
1077                                 else
1078                                         s->velocity[2] = 100;
1079                         }
1080                 }
1081         }
1082
1083         CL_ClientMovement_Move(s);
1084 }
1085
1086 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1087 {
1088         if(forward == 0 && side == 0)
1089                 return 0; // avoid division by zero
1090         angle -= RAD2DEG(atan2(side, forward));
1091         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1092         if(angle >  1)
1093                 return 0;
1094         if(angle < -1)
1095                 return 0;
1096         return 1 - fabs(angle);
1097 }
1098
1099 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1100 {
1101         if(a == 0)
1102         {
1103                 if(lerp < 1)
1104                         return 0;
1105                 else
1106                         return b;
1107         }
1108         if(b == 0)
1109         {
1110                 if(lerp > 0)
1111                         return 0;
1112                 else
1113                         return a;
1114         }
1115         return a * pow(fabs(b / a), lerp);
1116 }
1117
1118 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1119 {
1120         vec_t zspeed, speed, dot, k;
1121
1122 #if 0
1123         // this doesn't play well with analog input
1124         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1125                 return;
1126         k = 32;
1127 #else
1128         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1129         if(k <= 0)
1130                 return;
1131 #endif
1132
1133         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1134
1135         zspeed = s->velocity[2];
1136         s->velocity[2] = 0;
1137         speed = VectorNormalizeLength(s->velocity);
1138
1139         dot = DotProduct(s->velocity, wishdir);
1140
1141         if(dot > 0) { // we can't change direction while slowing down
1142                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1143                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1144                 k *= cl.movevars_aircontrol;
1145                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1146                 VectorNormalize(s->velocity);
1147         }
1148
1149         VectorScale(s->velocity, speed, s->velocity);
1150         s->velocity[2] = zspeed;
1151 }
1152
1153 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1154 {
1155         return
1156                 (accelqw < 0 ? -1 : +1)
1157                 *
1158                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1159 }
1160
1161 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)
1162 {
1163         vec_t vel_straight;
1164         vec_t vel_z;
1165         vec3_t vel_perpend;
1166         vec_t step;
1167         vec3_t vel_xy;
1168         vec_t vel_xy_current;
1169         vec_t vel_xy_backward, vel_xy_forward;
1170         vec_t speedclamp;
1171
1172         if(stretchfactor > 0)
1173                 speedclamp = stretchfactor;
1174         else if(accelqw < 0)
1175                 speedclamp = 1;
1176         else
1177                 speedclamp = -1; // no clamping
1178
1179         if(accelqw < 0)
1180                 accelqw = -accelqw;
1181
1182         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1183                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1184
1185         vel_straight = DotProduct(s->velocity, wishdir);
1186         vel_z = s->velocity[2];
1187         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1188         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1189
1190         step = accel * s->cmd.frametime * wishspeed0;
1191
1192         vel_xy_current  = VectorLength(vel_xy);
1193         if(speedlimit > 0)
1194                 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1195         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1196         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1197         if(vel_xy_backward < 0)
1198                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1199
1200         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1201
1202         if(sidefric < 0 && VectorLength2(vel_perpend))
1203                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1204         {
1205                 vec_t f, fmin;
1206                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1207                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1208                 // assume: fmin > 1
1209                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1210                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1211                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1212                 // obviously, this cannot be
1213                 if(fmin <= 0)
1214                         VectorScale(vel_perpend, f, vel_perpend);
1215                 else
1216                 {
1217                         fmin = sqrt(fmin);
1218                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1219                 }
1220         }
1221         else
1222                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1223
1224         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1225
1226         if(speedclamp >= 0)
1227         {
1228                 vec_t vel_xy_preclamp;
1229                 vel_xy_preclamp = VectorLength(s->velocity);
1230                 if(vel_xy_preclamp > 0) // prevent division by zero
1231                 {
1232                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1233                         if(vel_xy_current < vel_xy_preclamp)
1234                                 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1235                 }
1236         }
1237
1238         s->velocity[2] += vel_z;
1239 }
1240
1241 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1242 {
1243     vec3_t curvel, wishvel, acceldir, curdir;
1244     float addspeed, accelspeed, curspeed;
1245     float dot;
1246
1247     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1248     float bunnyaccel = cl.movevars_warsowbunny_accel;
1249     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1250     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1251     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1252
1253     if( !wishspeed )
1254         return;
1255
1256     VectorCopy( s->velocity, curvel );
1257     curvel[2] = 0;
1258     curspeed = VectorLength( curvel );
1259
1260     if( wishspeed > curspeed * 1.01f )
1261     {
1262         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1263         if( accelspeed < wishspeed )
1264             wishspeed = accelspeed;
1265     }
1266     else
1267     {
1268         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1269         if( f < 0 )
1270             f = 0;
1271         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1272     }
1273     VectorScale( wishdir, wishspeed, wishvel );
1274     VectorSubtract( wishvel, curvel, acceldir );
1275     addspeed = VectorNormalizeLength( acceldir );
1276
1277     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1278     if( accelspeed > addspeed )
1279         accelspeed = addspeed;
1280
1281     if( backtosideratio < 1.0f )
1282     {
1283         VectorNormalize2( curvel, curdir );
1284         dot = DotProduct( acceldir, curdir );
1285         if( dot < 0 )
1286             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1287     }
1288
1289     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1290 }
1291
1292 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1293 {
1294         vec_t friction;
1295         vec_t wishspeed;
1296         vec_t addspeed;
1297         vec_t accelspeed;
1298         vec_t f;
1299         vec_t gravity;
1300         vec3_t forward;
1301         vec3_t right;
1302         vec3_t up;
1303         vec3_t wishvel;
1304         vec3_t wishdir;
1305         vec3_t yawangles;
1306         trace_t trace;
1307
1308         // jump if on ground with jump button pressed but only if it has been
1309         // released at least once since the last jump
1310         if (s->cmd.jump)
1311         {
1312                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1313                 {
1314                         s->velocity[2] += cl.movevars_jumpvelocity;
1315                         s->onground = false;
1316                         s->cmd.canjump = false;
1317                 }
1318         }
1319         else
1320                 s->cmd.canjump = true;
1321
1322         // calculate movement vector
1323         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1324         AngleVectors(yawangles, forward, right, up);
1325         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1326
1327         // split wishvel into wishspeed and wishdir
1328         wishspeed = VectorLength(wishvel);
1329         if (wishspeed)
1330                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1331         else
1332                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1333         // check if onground
1334         if (s->onground)
1335         {
1336                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1337                 if (s->crouched)
1338                         wishspeed *= 0.5;
1339
1340                 // apply edge friction
1341                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1342                 if (f > 0)
1343                 {
1344                         friction = cl.movevars_friction;
1345                         if (cl.movevars_edgefriction != 1)
1346                         {
1347                                 vec3_t neworigin2;
1348                                 vec3_t neworigin3;
1349                                 // note: QW uses the full player box for the trace, and yet still
1350                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1351                                 // this mimics it for compatibility
1352                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1353                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1354                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1355                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
1356                                 else
1357                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true, false);
1358                                 if (trace.fraction == 1 && !trace.startsolid)
1359                                         friction *= cl.movevars_edgefriction;
1360                         }
1361                         // apply ground friction
1362                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1363                         f = max(f, 0);
1364                         VectorScale(s->velocity, f, s->velocity);
1365                 }
1366                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1367                 if (addspeed > 0)
1368                 {
1369                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1370                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1371                 }
1372                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1373                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1374                 {
1375                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1376                                 s->velocity[2] -= gravity * 0.5f;
1377                         else
1378                                 s->velocity[2] -= gravity;
1379                 }
1380                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1381                         s->velocity[2] = 0;
1382                 if (VectorLength2(s->velocity))
1383                         CL_ClientMovement_Move(s);
1384                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1385                 {
1386                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1387                                 s->velocity[2] -= gravity * 0.5f;
1388                 }
1389         }
1390         else
1391         {
1392                 if (s->waterjumptime <= 0)
1393                 {
1394                         // apply air speed limit
1395                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1396                         qboolean accelerating;
1397
1398                         accelqw = cl.movevars_airaccel_qw;
1399                         wishspeed0 = wishspeed;
1400                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1401                         if (s->crouched)
1402                                 wishspeed *= 0.5;
1403                         accel = cl.movevars_airaccelerate;
1404
1405                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1406                         wishspeed2 = wishspeed;
1407
1408                         // CPM: air control
1409                         if(cl.movevars_airstopaccelerate != 0)
1410                         {
1411                                 vec3_t curdir;
1412                                 curdir[0] = s->velocity[0];
1413                                 curdir[1] = s->velocity[1];
1414                                 curdir[2] = 0;
1415                                 VectorNormalize(curdir);
1416                                 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1417                         }
1418                         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
1419                         if(cl.movevars_maxairstrafespeed)
1420                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1421                         if(cl.movevars_airstrafeaccelerate)
1422                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1423                         if(cl.movevars_airstrafeaccel_qw)
1424                                 accelqw =
1425                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1426                                         *
1427                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1428                         // !CPM
1429
1430                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1431                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1432                         else
1433                                 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);
1434
1435                         if(cl.movevars_aircontrol)
1436                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1437                 }
1438                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1439                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1440                         s->velocity[2] -= gravity * 0.5f;
1441                 else
1442                         s->velocity[2] -= gravity;
1443                 CL_ClientMovement_Move(s);
1444                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1445                 {
1446                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1447                                 s->velocity[2] -= gravity * 0.5f;
1448                 }
1449         }
1450 }
1451
1452 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1453 {
1454         //Con_Printf(" %f", frametime);
1455         if (!s->cmd.jump)
1456                 s->cmd.canjump = true;
1457         s->waterjumptime -= s->cmd.frametime;
1458         CL_ClientMovement_UpdateStatus(s);
1459         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1460                 CL_ClientMovement_Physics_Swim(s);
1461         else
1462                 CL_ClientMovement_Physics_Walk(s);
1463 }
1464
1465 extern cvar_t slowmo;
1466 void CL_UpdateMoveVars(void)
1467 {
1468         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1469         {
1470                 cl.moveflags = 0;
1471         }
1472         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1473         {
1474                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1475                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1476                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1477                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1478                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1479                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1480                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1481                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1482                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1483                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1484                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1485                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1486                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1487                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1488                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1489                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1490                 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1491                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1492                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1493                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1494                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1495                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1496                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1497                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1498                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1499                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1500                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1501                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1502                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1503                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1504                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1505                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1506                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1507                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1508         }
1509         else
1510         {
1511                 cl.moveflags = 0;
1512                 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1513                 cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
1514                 cl.movevars_gravity = sv_gravity.value;
1515                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1516                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1517                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1518                 cl.movevars_accelerate = cl_movement_accelerate.value;
1519                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1520                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1521                 cl.movevars_friction = cl_movement_friction.value;
1522                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1523                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1524                 cl.movevars_entgravity = 1;
1525                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1526                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1527                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1528                 cl.movevars_stepheight = cl_movement_stepheight.value;
1529                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1530                 cl.movevars_airaccel_qw_stretchfactor = 0;
1531                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1532                 cl.movevars_airstopaccelerate = 0;
1533                 cl.movevars_airstrafeaccelerate = 0;
1534                 cl.movevars_maxairstrafespeed = 0;
1535                 cl.movevars_airstrafeaccel_qw = 0;
1536                 cl.movevars_aircontrol = 0;
1537                 cl.movevars_aircontrol_power = 2;
1538                 cl.movevars_aircontrol_penalty = 0;
1539                 cl.movevars_warsowbunny_airforwardaccel = 0;
1540                 cl.movevars_warsowbunny_accel = 0;
1541                 cl.movevars_warsowbunny_topspeed = 0;
1542                 cl.movevars_warsowbunny_turnaccel = 0;
1543                 cl.movevars_warsowbunny_backtosideratio = 0;
1544                 cl.movevars_airspeedlimit_nonqw = 0;
1545         }
1546
1547         if(!(cl.moveflags & MOVEFLAG_VALID))
1548         {
1549                 if(gamemode == GAME_NEXUIZ)
1550                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1551         }
1552
1553         if(cl.movevars_aircontrol_power <= 0)
1554                 cl.movevars_aircontrol_power = 2; // CPMA default
1555 }
1556
1557 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1558 {
1559         // if a move is more than 50ms, do it as two moves (matching qwsv)
1560         //Con_Printf("%i ", s.cmd.msec);
1561         if(s->cmd.frametime > 0.0005)
1562         {
1563                 if (s->cmd.frametime > 0.05)
1564                 {
1565                         s->cmd.frametime /= 2;
1566                         CL_ClientMovement_PlayerMove(s);
1567                 }
1568                 CL_ClientMovement_PlayerMove(s);
1569         }
1570         else
1571         {
1572                 // we REALLY need this handling to happen, even if the move is not executed
1573                 if (!s->cmd.jump)
1574                         s->cmd.canjump = true;
1575         }
1576 }
1577
1578 void CL_ClientMovement_Replay(void)
1579 {
1580         int i;
1581         double totalmovemsec;
1582         cl_clientmovement_state_t s;
1583
1584         VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1585
1586         if (cl.movement_predicted && !cl.movement_replay)
1587                 return;
1588
1589         if (!cl_movement_replay.integer)
1590                 return;
1591
1592         // set up starting state for the series of moves
1593         memset(&s, 0, sizeof(s));
1594         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1595         VectorCopy(cl.mvelocity[0], s.velocity);
1596         s.crouched = true; // will be updated on first move
1597         //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]);
1598
1599         totalmovemsec = 0;
1600         for (i = 0;i < CL_MAX_USERCMDS;i++)
1601                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1602                         totalmovemsec += cl.movecmd[i].msec;
1603         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);
1604         //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1605         if (cl.movement_predicted)
1606         {
1607                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1608
1609                 // replay the input queue to predict current location
1610                 // note: this relies on the fact there's always one queue item at the end
1611
1612                 // find how many are still valid
1613                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1614                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1615                                 break;
1616                 // now walk them in oldest to newest order
1617                 for (i--;i >= 0;i--)
1618                 {
1619                         s.cmd = cl.movecmd[i];
1620                         if (i < CL_MAX_USERCMDS - 1)
1621                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1622
1623                         CL_ClientMovement_PlayerMove_Frame(&s);
1624
1625                         cl.movecmd[i].canjump = s.cmd.canjump;
1626                 }
1627                 //Con_Printf("\n");
1628                 CL_ClientMovement_UpdateStatus(&s);
1629         }
1630         else
1631         {
1632                 // get the first movement queue entry to know whether to crouch and such
1633                 s.cmd = cl.movecmd[0];
1634         }
1635
1636         if (!cls.demoplayback) // for bob, speedometer
1637         {
1638                 cl.movement_replay = false;
1639                 // update the interpolation target position and velocity
1640                 VectorCopy(s.origin, cl.movement_origin);
1641                 VectorCopy(s.velocity, cl.movement_velocity);
1642         }
1643
1644         // update the onground flag if appropriate
1645         if (cl.movement_predicted)
1646         {
1647                 // when predicted we simply set the flag according to the UpdateStatus
1648                 cl.onground = s.onground;
1649         }
1650         else
1651         {
1652                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1653                 // an update packet is received, but can be forced on here to hide
1654                 // server inconsistencies in the onground flag
1655                 // (which mostly occur when stepping up stairs at very high framerates
1656                 //  where after the step up the move continues forward and not
1657                 //  downward so the ground is not detected)
1658                 //
1659                 // such onground inconsistencies can cause jittery gun bobbing and
1660                 // stair smoothing, so we set onground if UpdateStatus says so
1661                 if (s.onground)
1662                         cl.onground = true;
1663         }
1664 }
1665
1666 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1667 {
1668         int bits;
1669
1670         bits = 0;
1671         if (to->viewangles[0] != from->viewangles[0])
1672                 bits |= QW_CM_ANGLE1;
1673         if (to->viewangles[1] != from->viewangles[1])
1674                 bits |= QW_CM_ANGLE2;
1675         if (to->viewangles[2] != from->viewangles[2])
1676                 bits |= QW_CM_ANGLE3;
1677         if (to->forwardmove != from->forwardmove)
1678                 bits |= QW_CM_FORWARD;
1679         if (to->sidemove != from->sidemove)
1680                 bits |= QW_CM_SIDE;
1681         if (to->upmove != from->upmove)
1682                 bits |= QW_CM_UP;
1683         if (to->buttons != from->buttons)
1684                 bits |= QW_CM_BUTTONS;
1685         if (to->impulse != from->impulse)
1686                 bits |= QW_CM_IMPULSE;
1687
1688         MSG_WriteByte(buf, bits);
1689         if (bits & QW_CM_ANGLE1)
1690                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1691         if (bits & QW_CM_ANGLE2)
1692                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1693         if (bits & QW_CM_ANGLE3)
1694                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1695         if (bits & QW_CM_FORWARD)
1696                 MSG_WriteShort(buf, (short) to->forwardmove);
1697         if (bits & QW_CM_SIDE)
1698                 MSG_WriteShort(buf, (short) to->sidemove);
1699         if (bits & QW_CM_UP)
1700                 MSG_WriteShort(buf, (short) to->upmove);
1701         if (bits & QW_CM_BUTTONS)
1702                 MSG_WriteByte(buf, to->buttons);
1703         if (bits & QW_CM_IMPULSE)
1704                 MSG_WriteByte(buf, to->impulse);
1705         MSG_WriteByte(buf, to->msec);
1706 }
1707
1708 void CL_NewFrameReceived(int num)
1709 {
1710         if (developer_networkentities.integer >= 10)
1711                 Con_Printf("recv: svc_entities %i\n", num);
1712         cl.latestframenums[cl.latestframenumsposition] = num;
1713         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1714         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1715 }
1716
1717 void CL_RotateMoves(const matrix4x4_t *m)
1718 {
1719         // rotate viewangles in all previous moves
1720         vec3_t v;
1721         vec3_t f, r, u;
1722         int i;
1723         for (i = 0;i < CL_MAX_USERCMDS;i++)
1724         {
1725                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1726                 {
1727                         usercmd_t *c = &cl.movecmd[i];
1728                         AngleVectors(c->viewangles, f, r, u);
1729                         Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1730                         Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1731                         AnglesFromVectors(c->viewangles, f, u, false);
1732                 }
1733         }
1734 }
1735
1736 /*
1737 ==============
1738 CL_SendMove
1739 ==============
1740 */
1741 usercmd_t nullcmd; // for delta compression of qw moves
1742 void CL_SendMove(void)
1743 {
1744         int i, j, packetloss;
1745         int checksumindex;
1746         int bits;
1747         int maxusercmds;
1748         usercmd_t *cmd;
1749         sizebuf_t buf;
1750         unsigned char data[1024];
1751         double packettime;
1752         int msecdelta;
1753         qboolean quemove;
1754         qboolean important;
1755
1756         // if playing a demo, do nothing
1757         if (!cls.netcon)
1758                 return;
1759
1760         // we don't que moves during a lag spike (potential network timeout)
1761         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1762
1763         // we build up cl.cmd and then decide whether to send or not
1764         // we store this into cl.movecmd[0] for prediction each frame even if we
1765         // do not send, to make sure that prediction is instant
1766         cl.cmd.time = cl.time;
1767         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1768
1769         // set button bits
1770         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1771         bits = 0;
1772         if (in_attack.state   & 3) bits |=   1;
1773         if (in_jump.state     & 3) bits |=   2;
1774         if (in_button3.state  & 3) bits |=   4;
1775         if (in_button4.state  & 3) bits |=   8;
1776         if (in_button5.state  & 3) bits |=  16;
1777         if (in_button6.state  & 3) bits |=  32;
1778         if (in_button7.state  & 3) bits |=  64;
1779         if (in_button8.state  & 3) bits |= 128;
1780         if (in_use.state      & 3) bits |= 256;
1781         if (key_dest != key_game || key_consoleactive) bits |= 512;
1782         if (cl_prydoncursor.integer > 0) bits |= 1024;
1783         if (in_button9.state  & 3)  bits |=   2048;
1784         if (in_button10.state  & 3) bits |=   4096;
1785         if (in_button11.state  & 3) bits |=   8192;
1786         if (in_button12.state  & 3) bits |=  16384;
1787         if (in_button13.state  & 3) bits |=  32768;
1788         if (in_button14.state  & 3) bits |=  65536;
1789         if (in_button15.state  & 3) bits |= 131072;
1790         if (in_button16.state  & 3) bits |= 262144;
1791         // button bits 19-31 unused currently
1792         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1793         if(cl_prydoncursor.integer > 0)
1794         {
1795                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1796                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1797                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1798                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1799         }
1800
1801         // set buttons and impulse
1802         cl.cmd.buttons = bits;
1803         cl.cmd.impulse = in_impulse;
1804
1805         // set viewangles
1806         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1807
1808         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1809         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1810         // ridiculous value rejection (matches qw)
1811         if (cl.cmd.msec > 250)
1812                 cl.cmd.msec = 100;
1813         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1814
1815         cl.cmd.predicted = cl_movement.integer != 0;
1816
1817         // movement is set by input code (forwardmove/sidemove/upmove)
1818         // always dump the first two moves, because they may contain leftover inputs from the last level
1819         if (cl.cmd.sequence <= 2)
1820                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1821
1822         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1823         cl.cmd.crouch = 0;
1824         switch (cls.protocol)
1825         {
1826         case PROTOCOL_QUAKEWORLD:
1827         case PROTOCOL_QUAKE:
1828         case PROTOCOL_QUAKEDP:
1829         case PROTOCOL_NEHAHRAMOVIE:
1830         case PROTOCOL_NEHAHRABJP:
1831         case PROTOCOL_NEHAHRABJP2:
1832         case PROTOCOL_NEHAHRABJP3:
1833         case PROTOCOL_DARKPLACES1:
1834         case PROTOCOL_DARKPLACES2:
1835         case PROTOCOL_DARKPLACES3:
1836         case PROTOCOL_DARKPLACES4:
1837         case PROTOCOL_DARKPLACES5:
1838                 break;
1839         case PROTOCOL_DARKPLACES6:
1840         case PROTOCOL_DARKPLACES7:
1841                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1842                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1843                 break;
1844         case PROTOCOL_UNKNOWN:
1845                 break;
1846         }
1847
1848         if (quemove)
1849                 cl.movecmd[0] = cl.cmd;
1850
1851         // don't predict more than 200fps
1852         if (realtime >= cl.lastpackettime + 0.005)
1853                 cl.movement_replay = true; // redo the prediction
1854
1855         // now decide whether to actually send this move
1856         // (otherwise it is only for prediction)
1857
1858         // don't send too often or else network connections can get clogged by a
1859         // high renderer framerate
1860         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1861         if (cl.movevars_timescale && cl.movevars_ticrate)
1862         {
1863                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1864                 packettime = min(packettime, maxtic);
1865         }
1866
1867         // do not send 0ms packets because they mess up physics
1868         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1869                 return;
1870         // always send if buttons changed or an impulse is pending
1871         // even if it violates the rate limit!
1872         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1873         // don't send too often (cl_netfps)
1874         if (!important && realtime < cl.lastpackettime + packettime)
1875                 return;
1876         // don't choke the connection with packets (obey rate limit)
1877         // it is important that this check be last, because it adds a new
1878         // frame to the shownetgraph output and any cancelation after this
1879         // will produce a nasty spike-like look to the netgraph
1880         // we also still send if it is important
1881         if (!NetConn_CanSend(cls.netcon) && !important)
1882                 return;
1883         // try to round off the lastpackettime to a multiple of the packet interval
1884         // (this causes it to emit packets at a steady beat)
1885         if (packettime > 0)
1886                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1887         else
1888                 cl.lastpackettime = realtime;
1889
1890         buf.maxsize = sizeof(data);
1891         buf.cursize = 0;
1892         buf.data = data;
1893
1894         // send the movement message
1895         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1896         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1897         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1898         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1899         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1900         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1901         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1902         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1903         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1904         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1905         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1906
1907         // set prydon cursor info
1908         CL_UpdatePrydonCursor();
1909
1910         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1911         {
1912                 switch (cls.protocol)
1913                 {
1914                 case PROTOCOL_QUAKEWORLD:
1915                         MSG_WriteByte(&buf, qw_clc_move);
1916                         // save the position for a checksum byte
1917                         checksumindex = buf.cursize;
1918                         MSG_WriteByte(&buf, 0);
1919                         // packet loss percentage
1920                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1921                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1922                                         packetloss++;
1923                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1924                         MSG_WriteByte(&buf, packetloss);
1925                         // write most recent 3 moves
1926                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1927                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1928                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1929                         // calculate the checksum
1930                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1931                         // if delta compression history overflows, request no delta
1932                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1933                                 cl.qw_validsequence = 0;
1934                         // request delta compression if appropriate
1935                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1936                         {
1937                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1938                                 MSG_WriteByte(&buf, qw_clc_delta);
1939                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1940                         }
1941                         else
1942                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1943                         break;
1944                 case PROTOCOL_QUAKE:
1945                 case PROTOCOL_QUAKEDP:
1946                 case PROTOCOL_NEHAHRAMOVIE:
1947                 case PROTOCOL_NEHAHRABJP:
1948                 case PROTOCOL_NEHAHRABJP2:
1949                 case PROTOCOL_NEHAHRABJP3:
1950                         // 5 bytes
1951                         MSG_WriteByte (&buf, clc_move);
1952                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1953                         // 3 bytes (6 bytes in proquake)
1954                         if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1955                         {
1956                                 for (i = 0;i < 3;i++)
1957                                         MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1958                         }
1959                         else
1960                         {
1961                                 for (i = 0;i < 3;i++)
1962                                         MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1963                         }
1964                         // 6 bytes
1965                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1966                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1967                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1968                         // 2 bytes
1969                         MSG_WriteByte (&buf, cl.cmd.buttons);
1970                         MSG_WriteByte (&buf, cl.cmd.impulse);
1971                         break;
1972                 case PROTOCOL_DARKPLACES2:
1973                 case PROTOCOL_DARKPLACES3:
1974                         // 5 bytes
1975                         MSG_WriteByte (&buf, clc_move);
1976                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1977                         // 12 bytes
1978                         for (i = 0;i < 3;i++)
1979                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
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_DARKPLACES1:
1989                 case PROTOCOL_DARKPLACES4:
1990                 case PROTOCOL_DARKPLACES5:
1991                         // 5 bytes
1992                         MSG_WriteByte (&buf, clc_move);
1993                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1994                         // 6 bytes
1995                         for (i = 0;i < 3;i++)
1996                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1997                         // 6 bytes
1998                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1999                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2000                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2001                         // 2 bytes
2002                         MSG_WriteByte (&buf, cl.cmd.buttons);
2003                         MSG_WriteByte (&buf, cl.cmd.impulse);
2004                 case PROTOCOL_DARKPLACES6:
2005                 case PROTOCOL_DARKPLACES7:
2006                         // set the maxusercmds variable to limit how many should be sent
2007                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2008                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2009                         if (!cl.cmd.predicted)
2010                                 maxusercmds = 1;
2011
2012                         // send the latest moves in order, the old ones will be
2013                         // ignored by the server harmlessly, however if the previous
2014                         // packets were lost these moves will be used
2015                         //
2016                         // this reduces packet loss impact on gameplay.
2017                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2018                         {
2019                                 // don't repeat any stale moves
2020                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2021                                         continue;
2022                                 // 5/9 bytes
2023                                 MSG_WriteByte (&buf, clc_move);
2024                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
2025                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2026                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2027                                 // 6 bytes
2028                                 for (i = 0;i < 3;i++)
2029                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2030                                 // 6 bytes
2031                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2032                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
2033                                 MSG_WriteCoord16i (&buf, cmd->upmove);
2034                                 // 5 bytes
2035                                 MSG_WriteLong (&buf, cmd->buttons);
2036                                 MSG_WriteByte (&buf, cmd->impulse);
2037                                 // PRYDON_CLIENTCURSOR
2038                                 // 30 bytes
2039                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2040                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2041                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2042                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2043                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2044                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2045                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2046                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2047                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2048                         }
2049                         break;
2050                 case PROTOCOL_UNKNOWN:
2051                         break;
2052                 }
2053         }
2054
2055         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2056         {
2057                 // ack entity frame numbers received since the last input was sent
2058                 // (redundent to improve handling of client->server packet loss)
2059                 // if cl_netrepeatinput is 1 and client framerate matches server
2060                 // framerate, this is 10 bytes, if client framerate is lower this
2061                 // will be more...
2062                 int i, j;
2063                 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2064                 if (oldsequence < 1)
2065                         oldsequence = 1;
2066                 for (i = 0;i < LATESTFRAMENUMS;i++)
2067                 {
2068                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2069                         if (cl.latestsendnums[j] >= oldsequence)
2070                         {
2071                                 if (developer_networkentities.integer >= 10)
2072                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2073                                 MSG_WriteByte(&buf, clc_ackframe);
2074                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2075                         }
2076                 }
2077         }
2078
2079         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2080         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2081
2082         // acknowledge any recently received data blocks
2083         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2084         {
2085                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2086                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2087                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2088                 cls.dp_downloadack[i].start = 0;
2089                 cls.dp_downloadack[i].size = 0;
2090         }
2091
2092         // send the reliable message (forwarded commands) if there is one
2093         if (buf.cursize || cls.netcon->message.cursize)
2094                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2095
2096         if (quemove)
2097         {
2098                 // update the cl.movecmd array which holds the most recent moves,
2099                 // because we now need a new slot for the next input
2100                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2101                         cl.movecmd[i] = cl.movecmd[i-1];
2102                 cl.movecmd[0].msec = 0;
2103                 cl.movecmd[0].frametime = 0;
2104         }
2105
2106         // clear button 'click' states
2107         in_attack.state  &= ~2;
2108         in_jump.state    &= ~2;
2109         in_button3.state &= ~2;
2110         in_button4.state &= ~2;
2111         in_button5.state &= ~2;
2112         in_button6.state &= ~2;
2113         in_button7.state &= ~2;
2114         in_button8.state &= ~2;
2115         in_use.state     &= ~2;
2116         in_button9.state  &= ~2;
2117         in_button10.state &= ~2;
2118         in_button11.state &= ~2;
2119         in_button12.state &= ~2;
2120         in_button13.state &= ~2;
2121         in_button14.state &= ~2;
2122         in_button15.state &= ~2;
2123         in_button16.state &= ~2;
2124         // clear impulse
2125         in_impulse = 0;
2126
2127         if (cls.netcon->message.overflowed)
2128         {
2129                 Con_Print("CL_SendMove: lost server connection\n");
2130                 CL_Disconnect();
2131                 SV_LockThreadMutex();
2132                 Host_ShutdownServer();
2133                 SV_UnlockThreadMutex();
2134         }
2135 }
2136
2137 /*
2138 ============
2139 CL_InitInput
2140 ============
2141 */
2142 void CL_InitInput (void)
2143 {
2144         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2145         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2146         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2147         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2148         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2149         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2150         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2151         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2152         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2153         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2154         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2155         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2156         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2157         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2158         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2159         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2160         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2161         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2162         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2163         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2164         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2165         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2166         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2167         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2168         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2169         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2170         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2171         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2172         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2173         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2174         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2175         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2176         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2177
2178         // LordHavoc: added use button
2179         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2180         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2181
2182         // LordHavoc: added 6 new buttons
2183         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2184         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2185         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2186         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2187         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2188         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2189         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2190         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2191         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2192         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2193         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2194         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2195         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2196         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2197         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2198         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2199         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2200         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2201         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2202         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2203         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2204         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2205         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2206         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2207         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2208         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2209         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2210         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2211
2212         // LordHavoc: added bestweapon command
2213         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)");
2214 #if 0
2215         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");
2216 #endif
2217         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2218
2219         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2220         Cvar_RegisterVariable(&cl_movement);
2221         Cvar_RegisterVariable(&cl_movement_replay);
2222         Cvar_RegisterVariable(&cl_movement_nettimeout);
2223         Cvar_RegisterVariable(&cl_movement_minping);
2224         Cvar_RegisterVariable(&cl_movement_track_canjump);
2225         Cvar_RegisterVariable(&cl_movement_maxspeed);
2226         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2227         Cvar_RegisterVariable(&cl_movement_stopspeed);
2228         Cvar_RegisterVariable(&cl_movement_friction);
2229         Cvar_RegisterVariable(&cl_movement_wallfriction);
2230         Cvar_RegisterVariable(&cl_movement_waterfriction);
2231         Cvar_RegisterVariable(&cl_movement_edgefriction);
2232         Cvar_RegisterVariable(&cl_movement_stepheight);
2233         Cvar_RegisterVariable(&cl_movement_accelerate);
2234         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2235         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2236         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2237         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2238         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2239
2240         Cvar_RegisterVariable(&in_pitch_min);
2241         Cvar_RegisterVariable(&in_pitch_max);
2242         Cvar_RegisterVariable(&m_filter);
2243         Cvar_RegisterVariable(&m_accelerate);
2244         Cvar_RegisterVariable(&m_accelerate_minspeed);
2245         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2246         Cvar_RegisterVariable(&m_accelerate_filter);
2247
2248         Cvar_RegisterVariable(&cl_netfps);
2249         Cvar_RegisterVariable(&cl_netrepeatinput);
2250         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2251
2252         Cvar_RegisterVariable(&cl_nodelta);
2253
2254         Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
2255 }
2256