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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
201
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
203 {
204         int i;
205         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206                 if(in_bestweapon_info[i].impulse == impulse)
207                         break;
208         if(i >= IN_BESTWEAPON_MAX)
209         {
210                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
211                 return; // sorry
212         }
213         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214         in_bestweapon_info[i].impulse = impulse;
215         if(weaponbit != -1)
216                 in_bestweapon_info[i].weaponbit = weaponbit;
217         if(activeweaponcode != -1)
218                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
219         if(ammostat != -1)
220                 in_bestweapon_info[i].ammostat = ammostat;
221         if(ammomin != -1)
222                 in_bestweapon_info[i].ammomin = ammomin;
223 }
224
225 void IN_BestWeapon_ResetData (void)
226 {
227         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
241 }
242
243 void IN_BestWeapon_Register_f (void)
244 {
245         if(Cmd_Argc() == 7)
246         {
247                 IN_BestWeapon_Register(
248                         Cmd_Argv(1),
249                         atoi(Cmd_Argv(2)),
250                         atoi(Cmd_Argv(3)),
251                         atoi(Cmd_Argv(4)),
252                         atoi(Cmd_Argv(5)),
253                         atoi(Cmd_Argv(6))
254                 );
255         }
256         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
257         {
258                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
259         }
260         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
261         {
262                 IN_BestWeapon_ResetData();
263         }
264         else
265         {
266                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
267         }
268 }
269
270 void IN_BestWeapon (void)
271 {
272         int i, n;
273         const char *t;
274         if (Cmd_Argc() < 2)
275         {
276                 Con_Printf("bestweapon requires 1 or more parameters\n");
277                 return;
278         }
279         for (i = 1;i < Cmd_Argc();i++)
280         {
281                 t = Cmd_Argv(i);
282                 // figure out which weapon this character refers to
283                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
284                 {
285                         if (!strcmp(in_bestweapon_info[n].name, t))
286                         {
287                                 // we found out what weapon this character refers to
288                                 // check if the inventory contains the weapon and enough ammo
289                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
290                                 {
291                                         // we found one of the weapons the player wanted
292                                         // send an impulse to switch to it
293                                         in_impulse = in_bestweapon_info[n].impulse;
294                                         return;
295                                 }
296                                 break;
297                         }
298                 }
299                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
300         }
301         // if we couldn't find any of the weapons, there's nothing more we can do...
302 }
303
304 #if 0
305 void IN_CycleWeapon (void)
306 {
307         int i, n;
308         int first = -1;
309         qboolean found = false;
310         const char *t;
311         if (Cmd_Argc() < 2)
312         {
313                 Con_Printf("bestweapon requires 1 or more parameters\n");
314                 return;
315         }
316         for (i = 1;i < Cmd_Argc();i++)
317         {
318                 t = Cmd_Argv(i);
319                 // figure out which weapon this character refers to
320                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
321                 {
322                         if (!strcmp(in_bestweapon_info[n].name, t))
323                         {
324                                 // we found out what weapon this character refers to
325                                 // check if the inventory contains the weapon and enough ammo
326                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
327                                 {
328                                         // we found one of the weapons the player wanted
329                                         if(first == -1)
330                                                 first = n;
331                                         if(found)
332                                         {
333                                                 in_impulse = in_bestweapon_info[n].impulse;
334                                                 return;
335                                         }
336                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
337                                                 found = true;
338                                 }
339                                 break;
340                         }
341                 }
342                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
343         }
344         if(first != -1)
345         {
346                 in_impulse = in_bestweapon_info[first].impulse;
347                 return;
348         }
349         // if we couldn't find any of the weapons, there's nothing more we can do...
350 }
351 #endif
352
353 /*
354 ===============
355 CL_KeyState
356
357 Returns 0.25 if a key was pressed and released during the frame,
358 0.5 if it was pressed and held
359 0 if held then released, and
360 1.0 if held for the entire time
361 ===============
362 */
363 float CL_KeyState (kbutton_t *key)
364 {
365         float           val;
366         qboolean        impulsedown, impulseup, down;
367
368         impulsedown = (key->state & 2) != 0;
369         impulseup = (key->state & 4) != 0;
370         down = (key->state & 1) != 0;
371         val = 0;
372
373         if (impulsedown && !impulseup)
374         {
375                 if (down)
376                         val = 0.5;      // pressed and held this frame
377                 else
378                         val = 0;        //      I_Error ();
379         }
380         if (impulseup && !impulsedown)
381         {
382                 if (down)
383                         val = 0;        //      I_Error ();
384                 else
385                         val = 0;        // released this frame
386         }
387         if (!impulsedown && !impulseup)
388         {
389                 if (down)
390                         val = 1.0;      // held the entire frame
391                 else
392                         val = 0;        // up the entire frame
393         }
394         if (impulsedown && impulseup)
395         {
396                 if (down)
397                         val = 0.75;     // released and re-pressed this frame
398                 else
399                         val = 0.25;     // pressed and released this frame
400         }
401
402         key->state &= 1;                // clear impulses
403
404         return val;
405 }
406
407
408
409
410 //==========================================================================
411
412 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
413 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
414 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
415 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
416
417 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
418 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
419
420 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
421 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
422
423 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
424
425 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
426 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
427 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
428 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
429 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
430 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
431 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
432 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
433 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
434 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
435 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
436 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
437 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
438 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
439 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
440 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
441 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
442 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
443 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
444
445 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
446 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
447
448 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
449 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
450 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
451 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
452 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
453
454 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
455 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
456 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
457
458 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
459
460 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
461
462 extern cvar_t v_flipped;
463
464 /*
465 ================
466 CL_AdjustAngles
467
468 Moves the local angle positions
469 ================
470 */
471 void CL_AdjustAngles (void)
472 {
473         float   speed;
474         float   up, down;
475
476         if (in_speed.state & 1)
477                 speed = cl.realframetime * cl_anglespeedkey.value;
478         else
479                 speed = cl.realframetime;
480
481         if (!(in_strafe.state & 1))
482         {
483                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
484                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
485         }
486         if (in_klook.state & 1)
487         {
488                 V_StopPitchDrift ();
489                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
490                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
491         }
492
493         up = CL_KeyState (&in_lookup);
494         down = CL_KeyState(&in_lookdown);
495
496         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
497         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
498
499         if (up || down)
500                 V_StopPitchDrift ();
501
502         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
503         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
504         if (cl.viewangles[YAW] >= 180)
505                 cl.viewangles[YAW] -= 360;
506         if (cl.viewangles[PITCH] >= 180)
507                 cl.viewangles[PITCH] -= 360;
508         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
509         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
510 }
511
512 int cl_ignoremousemoves = 2;
513
514 /*
515 ================
516 CL_Input
517
518 Send the intended movement message to the server
519 ================
520 */
521 extern qboolean CL_VM_InputEvent (int eventtype, int x, int y);
522 void CL_Input (void)
523 {
524         float mx, my;
525         static float old_mouse_x = 0, old_mouse_y = 0;
526
527         // clamp before the move to prevent starting with bad angles
528         CL_AdjustAngles ();
529
530         if(v_flipped.integer)
531                 cl.viewangles[YAW] = -cl.viewangles[YAW];
532
533         // reset some of the command fields
534         cl.cmd.forwardmove = 0;
535         cl.cmd.sidemove = 0;
536         cl.cmd.upmove = 0;
537
538         // get basic movement from keyboard
539         if (in_strafe.state & 1)
540         {
541                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
542                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
543         }
544
545         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
546         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
547
548         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
549         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
550
551         if (! (in_klook.state & 1) )
552         {
553                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
554                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
555         }
556
557         // adjust for speed key
558         if (in_speed.state & 1)
559         {
560                 cl.cmd.forwardmove *= cl_movespeedkey.value;
561                 cl.cmd.sidemove *= cl_movespeedkey.value;
562                 cl.cmd.upmove *= cl_movespeedkey.value;
563         }
564
565         // allow mice or other external controllers to add to the move
566         IN_Move ();
567
568         // send mouse move to csqc
569         if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
570         {
571                 if (cl.csqc_wantsmousemove)
572                 {
573                         // event type 3 is a DP_CSQC thing
574                         static int oldwindowmouse[2];
575                         if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
576                         {
577                                 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.integer / vid.width, in_windowmouse_y * vid_conheight.integer / vid.height);
578                                 oldwindowmouse[0] = in_windowmouse_x;
579                                 oldwindowmouse[1] = in_windowmouse_y;
580                         }
581                 }
582                 else
583                 {
584                         if (in_mouse_x || in_mouse_y)
585                                 CL_VM_InputEvent(2, in_mouse_x * vid_conwidth.integer / vid.width, in_mouse_y * vid_conheight.integer / vid.height);
586                 }
587         }
588
589         // apply m_accelerate if it is on
590         if(m_accelerate.value > 1)
591         {
592                 static float averagespeed = 0;
593                 float speed, f, mi, ma;
594
595                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
596                 if(m_accelerate_filter.value > 0)
597                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
598                 else
599                         f = 1;
600                 averagespeed = speed * f + averagespeed * (1 - f);
601
602                 mi = max(1, m_accelerate_minspeed.value);
603                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
604
605                 if(averagespeed <= mi)
606                 {
607                         f = 1;
608                 }
609                 else if(averagespeed >= ma)
610                 {
611                         f = m_accelerate.value;
612                 }
613                 else
614                 {
615                         f = averagespeed;
616                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
617                 }
618
619                 in_mouse_x *= f;
620                 in_mouse_y *= f;
621         }
622
623         // apply m_filter if it is on
624         mx = in_mouse_x;
625         my = in_mouse_y;
626         if (m_filter.integer)
627         {
628                 in_mouse_x = (mx + old_mouse_x) * 0.5;
629                 in_mouse_y = (my + old_mouse_y) * 0.5;
630         }
631         old_mouse_x = mx;
632         old_mouse_y = my;
633
634         // ignore a mouse move if mouse was activated/deactivated this frame
635         if (cl_ignoremousemoves)
636         {
637                 cl_ignoremousemoves--;
638                 in_mouse_x = old_mouse_x = 0;
639                 in_mouse_y = old_mouse_y = 0;
640         }
641
642         // if not in menu, apply mouse move to viewangles/movement
643         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
644         {
645                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
646                 if (in_strafe.state & 1)
647                 {
648                         // strafing mode, all looking is movement
649                         V_StopPitchDrift();
650                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651                         if (noclip_anglehack)
652                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
653                         else
654                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
655                 }
656                 else if ((in_mlook.state & 1) || freelook.integer)
657                 {
658                         // mouselook, lookstrafe causes turning to become strafing
659                         V_StopPitchDrift();
660                         if (lookstrafe.integer)
661                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
662                         else
663                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
664                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
665                 }
666                 else
667                 {
668                         // non-mouselook, yaw turning and forward/back movement
669                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
670                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
671                 }
672         }
673         else // don't pitch drift when csqc is controlling the mouse
674         {
675                 // mouse interacting with the scene, mostly stationary view
676                 V_StopPitchDrift();
677                 // update prydon cursor
678                 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
679                 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
680         }
681
682         if(v_flipped.integer)
683         {
684                 cl.viewangles[YAW] = -cl.viewangles[YAW];
685                 cl.cmd.sidemove = -cl.cmd.sidemove;
686         }
687
688         // clamp after the move to prevent rendering with bad angles
689         CL_AdjustAngles ();
690
691         if(cl_movecliptokeyboard.integer)
692         {
693                 vec_t f = 1;
694                 if (in_speed.state & 1)
695                         f *= cl_movespeedkey.value;
696                 if(cl_movecliptokeyboard.integer == 2)
697                 {
698                         // digital direction, analog amount
699                         vec_t wishvel_x, wishvel_y;
700                         f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
701                         wishvel_x = fabs(cl.cmd.forwardmove);
702                         wishvel_y = fabs(cl.cmd.sidemove);
703                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
704                         {
705                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
706                                 if(wishvel_x >= 2 * wishvel_y)
707                                 {
708                                         // pure X motion
709                                         if(cl.cmd.forwardmove > 0)
710                                                 cl.cmd.forwardmove = wishspeed;
711                                         else
712                                                 cl.cmd.forwardmove = -wishspeed;
713                                         cl.cmd.sidemove = 0;
714                                 }
715                                 else if(wishvel_y >= 2 * wishvel_x)
716                                 {
717                                         // pure Y motion
718                                         cl.cmd.forwardmove = 0;
719                                         if(cl.cmd.sidemove > 0)
720                                                 cl.cmd.sidemove = wishspeed;
721                                         else
722                                                 cl.cmd.sidemove = -wishspeed;
723                                 }
724                                 else
725                                 {
726                                         // diagonal
727                                         if(cl.cmd.forwardmove > 0)
728                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
729                                         else
730                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
731                                         if(cl.cmd.sidemove > 0)
732                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
733                                         else
734                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
735                                 }
736                         }
737                 }
738                 else if(cl_movecliptokeyboard.integer)
739                 {
740                         // digital direction, digital amount
741                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
742                                 cl.cmd.sidemove = cl_sidespeed.value * f;
743                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
744                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
745                         else
746                                 cl.cmd.sidemove = 0;
747                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
748                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
749                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
750                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
751                         else
752                                 cl.cmd.forwardmove = 0;
753                 }
754         }
755 }
756
757 #include "cl_collision.h"
758
759 void CL_UpdatePrydonCursor(void)
760 {
761         vec3_t temp;
762
763         if (cl_prydoncursor.integer <= 0)
764                 VectorClear(cl.cmd.cursor_screen);
765
766         /*
767         if (cl.cmd.cursor_screen[0] < -1)
768         {
769                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
770                 cl.cmd.cursor_screen[0] = -1;
771         }
772         if (cl.cmd.cursor_screen[0] > 1)
773         {
774                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
775                 cl.cmd.cursor_screen[0] = 1;
776         }
777         if (cl.cmd.cursor_screen[1] < -1)
778         {
779                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
780                 cl.cmd.cursor_screen[1] = -1;
781         }
782         if (cl.cmd.cursor_screen[1] > 1)
783         {
784                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
785                 cl.cmd.cursor_screen[1] = 1;
786         }
787         */
788         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
789         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
790         cl.cmd.cursor_screen[2] = 1;
791
792         // calculate current view matrix
793         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
794         // calculate direction vector of cursor in viewspace by using frustum slopes
795         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
796         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
797         // trace from view origin to the cursor
798         if (cl_prydoncursor_notrace.integer)
799         {
800                 cl.cmd.cursor_fraction = 1.0f;
801                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
802                 VectorClear(cl.cmd.cursor_normal);
803                 cl.cmd.cursor_entitynumber = 0;
804         }
805         else
806                 cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL);
807 }
808
809 typedef enum waterlevel_e
810 {
811         WATERLEVEL_NONE,
812         WATERLEVEL_WETFEET,
813         WATERLEVEL_SWIMMING,
814         WATERLEVEL_SUBMERGED
815 }
816 waterlevel_t;
817
818 typedef struct cl_clientmovement_state_s
819 {
820         // position
821         vec3_t origin;
822         vec3_t velocity;
823         // current bounding box (different if crouched vs standing)
824         vec3_t mins;
825         vec3_t maxs;
826         // currently on the ground
827         qboolean onground;
828         // currently crouching
829         qboolean crouched;
830         // what kind of water (SUPERCONTENTS_LAVA for instance)
831         int watertype;
832         // how deep
833         waterlevel_t waterlevel;
834         // weird hacks when jumping out of water
835         // (this is in seconds and counts down to 0)
836         float waterjumptime;
837
838         // user command
839         usercmd_t cmd;
840 }
841 cl_clientmovement_state_t;
842
843 #define NUMOFFSETS 27
844 static vec3_t offsets[NUMOFFSETS] =
845 {
846 // 1 no nudge (just return the original if this test passes)
847         { 0.000,  0.000,  0.000},
848 // 6 simple nudges
849         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
850         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
851         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
852 // 4 diagonal flat nudges
853         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
854         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
855 // 8 diagonal upward nudges
856         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
857         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
858         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
859         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
860 // 8 diagonal downward nudges
861         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
862         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
863         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
864         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
865 };
866
867 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
868 {
869         int i;
870         vec3_t neworigin;
871         for (i = 0;i < NUMOFFSETS;i++)
872         {
873                 VectorAdd(offsets[i], s->origin, neworigin);
874                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
875                 {
876                         VectorCopy(neworigin, s->origin);
877                         return true;
878                 }
879         }
880         // if all offsets failed, give up
881         return false;
882 }
883
884 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
885 {
886         vec3_t origin1, origin2;
887         trace_t trace;
888
889         // make sure player is not stuck
890         CL_ClientMovement_Unstick(s);
891
892         // set crouched
893         if (s->cmd.crouch)
894         {
895                 // wants to crouch, this always works..
896                 if (!s->crouched)
897                         s->crouched = true;
898         }
899         else
900         {
901                 // wants to stand, if currently crouching we need to check for a
902                 // low ceiling first
903                 if (s->crouched)
904                 {
905                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
906                         if (!trace.startsolid)
907                                 s->crouched = false;
908                 }
909         }
910         if (s->crouched)
911         {
912                 VectorCopy(cl.playercrouchmins, s->mins);
913                 VectorCopy(cl.playercrouchmaxs, s->maxs);
914         }
915         else
916         {
917                 VectorCopy(cl.playerstandmins, s->mins);
918                 VectorCopy(cl.playerstandmaxs, s->maxs);
919         }
920
921         // set onground
922         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
923         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
924         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
925         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
926
927         // set watertype/waterlevel
928         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
929         s->waterlevel = WATERLEVEL_NONE;
930         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
931         if (s->watertype)
932         {
933                 s->waterlevel = WATERLEVEL_WETFEET;
934                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
935                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
936                 {
937                         s->waterlevel = WATERLEVEL_SWIMMING;
938                         origin1[2] = s->origin[2] + 22;
939                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
940                                 s->waterlevel = WATERLEVEL_SUBMERGED;
941                 }
942         }
943
944         // water jump prediction
945         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
946                 s->waterjumptime = 0;
947 }
948
949 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
950 {
951         int bump;
952         double t;
953         vec_t f;
954         vec3_t neworigin;
955         vec3_t currentorigin2;
956         vec3_t neworigin2;
957         vec3_t primalvelocity;
958         trace_t trace;
959         trace_t trace2;
960         trace_t trace3;
961         CL_ClientMovement_UpdateStatus(s);
962         VectorCopy(s->velocity, primalvelocity);
963         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
964         {
965                 VectorMA(s->origin, t, s->velocity, neworigin);
966                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
967                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
968                 {
969                         // may be a step or wall, try stepping up
970                         // first move forward at a higher level
971                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
972                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
973                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
974                         if (!trace2.startsolid)
975                         {
976                                 // then move down from there
977                                 VectorCopy(trace2.endpos, currentorigin2);
978                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
979                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
980                                 //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]);
981                                 // accept the new trace if it made some progress
982                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
983                                 {
984                                         trace = trace2;
985                                         VectorCopy(trace3.endpos, trace.endpos);
986                                 }
987                         }
988                 }
989
990                 // check if it moved at all
991                 if (trace.fraction >= 0.001)
992                         VectorCopy(trace.endpos, s->origin);
993
994                 // check if it moved all the way
995                 if (trace.fraction == 1)
996                         break;
997
998                 //if (trace.plane.normal[2] > 0.7)
999                 //      s->onground = true;
1000
1001                 t -= t * trace.fraction;
1002
1003                 f = DotProduct(s->velocity, trace.plane.normal);
1004                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
1005         }
1006         if (s->waterjumptime > 0)
1007                 VectorCopy(primalvelocity, s->velocity);
1008 }
1009
1010
1011 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1012 {
1013         vec_t wishspeed;
1014         vec_t f;
1015         vec3_t wishvel;
1016         vec3_t wishdir;
1017
1018         // water jump only in certain situations
1019         // this mimics quakeworld code
1020         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1021         {
1022                 vec3_t forward;
1023                 vec3_t yawangles;
1024                 vec3_t spot;
1025                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1026                 AngleVectors(yawangles, forward, NULL, NULL);
1027                 VectorMA(s->origin, 24, forward, spot);
1028                 spot[2] += 8;
1029                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1030                 {
1031                         spot[2] += 24;
1032                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1033                         {
1034                                 VectorScale(forward, 50, s->velocity);
1035                                 s->velocity[2] = 310;
1036                                 s->waterjumptime = 2;
1037                                 s->onground = false;
1038                                 s->cmd.canjump = false;
1039                         }
1040                 }
1041         }
1042
1043         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1044         {
1045                 // drift towards bottom
1046                 VectorSet(wishvel, 0, 0, -60);
1047         }
1048         else
1049         {
1050                 // swim
1051                 vec3_t forward;
1052                 vec3_t right;
1053                 vec3_t up;
1054                 // calculate movement vector
1055                 AngleVectors(s->cmd.viewangles, forward, right, up);
1056                 VectorSet(up, 0, 0, 1);
1057                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1058         }
1059
1060         // split wishvel into wishspeed and wishdir
1061         wishspeed = VectorLength(wishvel);
1062         if (wishspeed)
1063                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1064         else
1065                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1066         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1067
1068         if (s->crouched)
1069                 wishspeed *= 0.5;
1070
1071         if (s->waterjumptime <= 0)
1072         {
1073                 // water friction
1074                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1075                 f = bound(0, f, 1);
1076                 VectorScale(s->velocity, f, s->velocity);
1077
1078                 // water acceleration
1079                 f = wishspeed - DotProduct(s->velocity, wishdir);
1080                 if (f > 0)
1081                 {
1082                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1083                         VectorMA(s->velocity, f, wishdir, s->velocity);
1084                 }
1085
1086                 // holding jump button swims upward slowly
1087                 if (s->cmd.jump)
1088                 {
1089                         if (s->watertype & SUPERCONTENTS_LAVA)
1090                                 s->velocity[2] =  50;
1091                         else if (s->watertype & SUPERCONTENTS_SLIME)
1092                                 s->velocity[2] =  80;
1093                         else
1094                         {
1095                                 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1096                                         s->velocity[2] = 200;
1097                                 else
1098                                         s->velocity[2] = 100;
1099                         }
1100                 }
1101         }
1102
1103         CL_ClientMovement_Move(s);
1104 }
1105
1106 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1107 {
1108         if(forward == 0 && side == 0)
1109                 return 0; // avoid division by zero
1110         angle -= RAD2DEG(atan2(side, forward));
1111         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1112         if(angle >  1)
1113                 return 0;
1114         if(angle < -1)
1115                 return 0;
1116         return 1 - fabs(angle);
1117 }
1118
1119 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1120 {
1121         if(a == 0)
1122         {
1123                 if(lerp < 1)
1124                         return 0;
1125                 else
1126                         return b;
1127         }
1128         if(b == 0)
1129         {
1130                 if(lerp > 0)
1131                         return 0;
1132                 else
1133                         return a;
1134         }
1135         return a * pow(fabs(b / a), lerp);
1136 }
1137
1138 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1139 {
1140         vec_t zspeed, speed, dot, k;
1141
1142 #if 0
1143         // this doesn't play well with analog input
1144         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1145                 return;
1146         k = 32;
1147 #else
1148         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1149         if(k <= 0)
1150                 return;
1151 #endif
1152
1153         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1154
1155         zspeed = s->velocity[2];
1156         s->velocity[2] = 0;
1157         speed = VectorNormalizeLength(s->velocity);
1158
1159         dot = DotProduct(s->velocity, wishdir);
1160
1161         if(dot > 0) { // we can't change direction while slowing down
1162                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1163                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1164                 k *= cl.movevars_aircontrol;
1165                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1166                 VectorNormalize(s->velocity);
1167         }
1168
1169         VectorScale(s->velocity, speed, s->velocity);
1170         s->velocity[2] = zspeed;
1171 }
1172
1173 float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1174 {
1175         return
1176                 (accelqw < 0 ? -1 : +1)
1177                 *
1178                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1179 }
1180
1181 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)
1182 {
1183         vec_t vel_straight;
1184         vec_t vel_z;
1185         vec3_t vel_perpend;
1186         vec_t step;
1187         vec3_t vel_xy;
1188         vec_t vel_xy_current;
1189         vec_t vel_xy_backward, vel_xy_forward;
1190         vec_t speedclamp;
1191
1192         if(stretchfactor > 0)
1193                 speedclamp = stretchfactor;
1194         else if(accelqw < 0)
1195                 speedclamp = 1;
1196         else
1197                 speedclamp = -1; // no clamping
1198
1199         if(accelqw < 0)
1200                 accelqw = -accelqw;
1201
1202         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1203                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1204
1205         vel_straight = DotProduct(s->velocity, wishdir);
1206         vel_z = s->velocity[2];
1207         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1208         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1209
1210         step = accel * s->cmd.frametime * wishspeed0;
1211
1212         vel_xy_current  = VectorLength(vel_xy);
1213         if(speedlimit > 0)
1214                 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1215         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1216         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1217         if(vel_xy_backward < 0)
1218                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1219
1220         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1221
1222         if(sidefric < 0 && VectorLength2(vel_perpend))
1223                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1224         {
1225                 vec_t f, fmin;
1226                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1227                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1228                 // assume: fmin > 1
1229                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1230                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1231                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1232                 // obviously, this cannot be
1233                 if(fmin <= 0)
1234                         VectorScale(vel_perpend, f, vel_perpend);
1235                 else
1236                 {
1237                         fmin = sqrt(fmin);
1238                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1239                 }
1240         }
1241         else
1242                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1243
1244         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1245
1246         if(speedclamp >= 0)
1247         {
1248                 vec_t vel_xy_preclamp;
1249                 vel_xy_preclamp = VectorLength(s->velocity);
1250                 if(vel_xy_preclamp > 0) // prevent division by zero
1251                 {
1252                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1253                         if(vel_xy_current < vel_xy_preclamp)
1254                                 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1255                 }
1256         }
1257
1258         s->velocity[2] += vel_z;
1259 }
1260
1261 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1262 {
1263     vec3_t curvel, wishvel, acceldir, curdir;
1264     float addspeed, accelspeed, curspeed;
1265     float dot;
1266
1267     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1268     float bunnyaccel = cl.movevars_warsowbunny_accel;
1269     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1270     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1271     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1272
1273     if( !wishspeed )
1274         return;
1275
1276     VectorCopy( s->velocity, curvel );
1277     curvel[2] = 0;
1278     curspeed = VectorLength( curvel );
1279
1280     if( wishspeed > curspeed * 1.01f )
1281     {
1282         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1283         if( accelspeed < wishspeed )
1284             wishspeed = accelspeed;
1285     }
1286     else
1287     {
1288         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1289         if( f < 0 )
1290             f = 0;
1291         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1292     }
1293     VectorScale( wishdir, wishspeed, wishvel );
1294     VectorSubtract( wishvel, curvel, acceldir );
1295     addspeed = VectorNormalizeLength( acceldir );
1296
1297     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1298     if( accelspeed > addspeed )
1299         accelspeed = addspeed;
1300
1301     if( backtosideratio < 1.0f )
1302     {
1303         VectorNormalize2( curvel, curdir );
1304         dot = DotProduct( acceldir, curdir );
1305         if( dot < 0 )
1306             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1307     }
1308
1309     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1310 }
1311
1312 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1313 {
1314         vec_t friction;
1315         vec_t wishspeed;
1316         vec_t addspeed;
1317         vec_t accelspeed;
1318         vec_t f;
1319         vec_t gravity;
1320         vec3_t forward;
1321         vec3_t right;
1322         vec3_t up;
1323         vec3_t wishvel;
1324         vec3_t wishdir;
1325         vec3_t yawangles;
1326         trace_t trace;
1327
1328         // jump if on ground with jump button pressed but only if it has been
1329         // released at least once since the last jump
1330         if (s->cmd.jump)
1331         {
1332                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1333                 {
1334                         s->velocity[2] += cl.movevars_jumpvelocity;
1335                         s->onground = false;
1336                         s->cmd.canjump = false;
1337                 }
1338         }
1339         else
1340                 s->cmd.canjump = true;
1341
1342         // calculate movement vector
1343         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1344         AngleVectors(yawangles, forward, right, up);
1345         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1346
1347         // split wishvel into wishspeed and wishdir
1348         wishspeed = VectorLength(wishvel);
1349         if (wishspeed)
1350                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1351         else
1352                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1353         // check if onground
1354         if (s->onground)
1355         {
1356                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1357                 if (s->crouched)
1358                         wishspeed *= 0.5;
1359
1360                 // apply edge friction
1361                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1362                 if (f > 0)
1363                 {
1364                         friction = cl.movevars_friction;
1365                         if (cl.movevars_edgefriction != 1)
1366                         {
1367                                 vec3_t neworigin2;
1368                                 vec3_t neworigin3;
1369                                 // note: QW uses the full player box for the trace, and yet still
1370                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1371                                 // this mimics it for compatibility
1372                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1373                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1374                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1375                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1376                                 else
1377                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false, false);
1378                                 if (trace.fraction == 1 && !trace.startsolid)
1379                                         friction *= cl.movevars_edgefriction;
1380                         }
1381                         // apply ground friction
1382                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1383                         f = max(f, 0);
1384                         VectorScale(s->velocity, f, s->velocity);
1385                 }
1386                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1387                 if (addspeed > 0)
1388                 {
1389                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1390                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1391                 }
1392                 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1393                         gravity = 0;
1394                 else
1395                         gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1396                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1397                         s->velocity[2] -= gravity * 0.5f;
1398                 else
1399                         s->velocity[2] -= gravity;
1400                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1401                         s->velocity[2] = 0;
1402                 if (VectorLength2(s->velocity))
1403                         CL_ClientMovement_Move(s);
1404                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1405                         s->velocity[2] -= gravity * 0.5f;
1406         }
1407         else
1408         {
1409                 if (s->waterjumptime <= 0)
1410                 {
1411                         // apply air speed limit
1412                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1413                         qboolean accelerating;
1414
1415                         accelqw = cl.movevars_airaccel_qw;
1416                         wishspeed0 = wishspeed;
1417                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1418                         if (s->crouched)
1419                                 wishspeed *= 0.5;
1420                         accel = cl.movevars_airaccelerate;
1421
1422                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1423                         wishspeed2 = wishspeed;
1424
1425                         // CPM: air control
1426                         if(cl.movevars_airstopaccelerate != 0)
1427                         {
1428                                 vec3_t curdir;
1429                                 curdir[0] = s->velocity[0];
1430                                 curdir[1] = s->velocity[1];
1431                                 curdir[2] = 0;
1432                                 VectorNormalize(curdir);
1433                                 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1434                         }
1435                         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
1436                         if(cl.movevars_maxairstrafespeed)
1437                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1438                         if(cl.movevars_airstrafeaccelerate)
1439                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1440                         if(cl.movevars_airstrafeaccel_qw)
1441                                 accelqw =
1442                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1443                                         *
1444                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1445                         // !CPM
1446
1447                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1448                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1449                         else
1450                                 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);
1451
1452                         if(cl.movevars_aircontrol)
1453                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1454                 }
1455                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1456                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1457                         s->velocity[2] -= gravity * 0.5f;
1458                 else
1459                         s->velocity[2] -= gravity;
1460                 CL_ClientMovement_Move(s);
1461                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1462                         s->velocity[2] -= gravity * 0.5f;
1463         }
1464 }
1465
1466 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1467 {
1468         //Con_Printf(" %f", frametime);
1469         if (!s->cmd.jump)
1470                 s->cmd.canjump = true;
1471         s->waterjumptime -= s->cmd.frametime;
1472         CL_ClientMovement_UpdateStatus(s);
1473         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1474                 CL_ClientMovement_Physics_Swim(s);
1475         else
1476                 CL_ClientMovement_Physics_Walk(s);
1477 }
1478
1479 extern cvar_t slowmo;
1480 void CL_UpdateMoveVars(void)
1481 {
1482         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1483         {
1484                 cl.moveflags = 0;
1485         }
1486         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1487         {
1488                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1489                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1490                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1491                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1492                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1493                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1494                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1495                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1496                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1497                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1498                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1499                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1500                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1501                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1502                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1503                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1504                 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1505                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1506                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1507                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1508                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1509                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1510                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1511                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1512                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1513                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1514                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1515                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1516                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1517                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1518                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1519                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1520                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1521                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1522         }
1523         else
1524         {
1525                 cl.moveflags = 0;
1526                 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1527                 cl.movevars_timescale = slowmo.value;
1528                 cl.movevars_gravity = sv_gravity.value;
1529                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1530                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1531                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1532                 cl.movevars_accelerate = cl_movement_accelerate.value;
1533                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1534                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1535                 cl.movevars_friction = cl_movement_friction.value;
1536                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1537                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1538                 cl.movevars_entgravity = 1;
1539                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1540                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1541                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1542                 cl.movevars_stepheight = cl_movement_stepheight.value;
1543                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1544                 cl.movevars_airaccel_qw_stretchfactor = 0;
1545                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1546                 cl.movevars_airstopaccelerate = 0;
1547                 cl.movevars_airstrafeaccelerate = 0;
1548                 cl.movevars_maxairstrafespeed = 0;
1549                 cl.movevars_airstrafeaccel_qw = 0;
1550                 cl.movevars_aircontrol = 0;
1551                 cl.movevars_aircontrol_power = 2;
1552                 cl.movevars_aircontrol_penalty = 0;
1553                 cl.movevars_warsowbunny_airforwardaccel = 0;
1554                 cl.movevars_warsowbunny_accel = 0;
1555                 cl.movevars_warsowbunny_topspeed = 0;
1556                 cl.movevars_warsowbunny_turnaccel = 0;
1557                 cl.movevars_warsowbunny_backtosideratio = 0;
1558                 cl.movevars_airspeedlimit_nonqw = 0;
1559         }
1560
1561         if(!(cl.moveflags & MOVEFLAG_VALID))
1562         {
1563                 if(gamemode == GAME_NEXUIZ)
1564                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1565         }
1566
1567         if(cl.movevars_aircontrol_power <= 0)
1568                 cl.movevars_aircontrol_power = 2; // CPMA default
1569 }
1570
1571 void CL_ClientMovement_Replay(void)
1572 {
1573         int i;
1574         double totalmovemsec;
1575         cl_clientmovement_state_t s;
1576
1577         if (cl.movement_predicted && !cl.movement_replay)
1578                 return;
1579
1580         if (!cl_movement_replay.integer)
1581                 return;
1582
1583         // set up starting state for the series of moves
1584         memset(&s, 0, sizeof(s));
1585         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1586         VectorCopy(cl.mvelocity[0], s.velocity);
1587         s.crouched = true; // will be updated on first move
1588         //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]);
1589
1590         totalmovemsec = 0;
1591         for (i = 0;i < CL_MAX_USERCMDS;i++)
1592                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1593                         totalmovemsec += cl.movecmd[i].msec;
1594         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);
1595         //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);
1596         if (cl.movement_predicted)
1597         {
1598                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1599
1600                 // replay the input queue to predict current location
1601                 // note: this relies on the fact there's always one queue item at the end
1602
1603                 // find how many are still valid
1604                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1605                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1606                                 break;
1607                 // now walk them in oldest to newest order
1608                 for (i--;i >= 0;i--)
1609                 {
1610                         s.cmd = cl.movecmd[i];
1611                         if (i < CL_MAX_USERCMDS - 1)
1612                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1613
1614                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1615                         //Con_Printf("%i ", s.cmd.msec);
1616                         if(s.cmd.frametime > 0.0005)
1617                         {
1618                                 if (s.cmd.frametime > 0.05)
1619                                 {
1620                                         s.cmd.frametime /= 2;
1621                                         CL_ClientMovement_PlayerMove(&s);
1622                                 }
1623                                 CL_ClientMovement_PlayerMove(&s);
1624                         }
1625                         else
1626                         {
1627                                 // we REALLY need this handling to happen, even if the move is not executed
1628                                 if (!s.cmd.jump)
1629                                         s.cmd.canjump = true;
1630                         }
1631                         cl.movecmd[i].canjump = s.cmd.canjump;
1632                 }
1633                 //Con_Printf("\n");
1634                 CL_ClientMovement_UpdateStatus(&s);
1635         }
1636         else
1637         {
1638                 // get the first movement queue entry to know whether to crouch and such
1639                 s.cmd = cl.movecmd[0];
1640         }
1641
1642         if (cls.demoplayback) // for bob, speedometer
1643                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1644         else
1645         {
1646                 cl.movement_replay = false;
1647                 // update the interpolation target position and velocity
1648                 VectorCopy(s.origin, cl.movement_origin);
1649                 VectorCopy(s.velocity, cl.movement_velocity);
1650         }
1651
1652         // update the onground flag if appropriate
1653         if (cl.movement_predicted)
1654         {
1655                 // when predicted we simply set the flag according to the UpdateStatus
1656                 cl.onground = s.onground;
1657         }
1658         else
1659         {
1660                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1661                 // an update packet is received, but can be forced on here to hide
1662                 // server inconsistencies in the onground flag
1663                 // (which mostly occur when stepping up stairs at very high framerates
1664                 //  where after the step up the move continues forward and not
1665                 //  downward so the ground is not detected)
1666                 //
1667                 // such onground inconsistencies can cause jittery gun bobbing and
1668                 // stair smoothing, so we set onground if UpdateStatus says so
1669                 if (s.onground)
1670                         cl.onground = true;
1671         }
1672
1673         // react to onground state changes (for gun bob)
1674         if (cl.onground)
1675         {
1676                 if (!cl.oldonground)
1677                         cl.hitgroundtime = cl.movecmd[0].time;
1678                 cl.lastongroundtime = cl.movecmd[0].time;
1679         }
1680         cl.oldonground = cl.onground;
1681 }
1682
1683 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1684 {
1685         int bits;
1686
1687         bits = 0;
1688         if (to->viewangles[0] != from->viewangles[0])
1689                 bits |= QW_CM_ANGLE1;
1690         if (to->viewangles[1] != from->viewangles[1])
1691                 bits |= QW_CM_ANGLE2;
1692         if (to->viewangles[2] != from->viewangles[2])
1693                 bits |= QW_CM_ANGLE3;
1694         if (to->forwardmove != from->forwardmove)
1695                 bits |= QW_CM_FORWARD;
1696         if (to->sidemove != from->sidemove)
1697                 bits |= QW_CM_SIDE;
1698         if (to->upmove != from->upmove)
1699                 bits |= QW_CM_UP;
1700         if (to->buttons != from->buttons)
1701                 bits |= QW_CM_BUTTONS;
1702         if (to->impulse != from->impulse)
1703                 bits |= QW_CM_IMPULSE;
1704
1705         MSG_WriteByte(buf, bits);
1706         if (bits & QW_CM_ANGLE1)
1707                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1708         if (bits & QW_CM_ANGLE2)
1709                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1710         if (bits & QW_CM_ANGLE3)
1711                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1712         if (bits & QW_CM_FORWARD)
1713                 MSG_WriteShort(buf, (short) to->forwardmove);
1714         if (bits & QW_CM_SIDE)
1715                 MSG_WriteShort(buf, (short) to->sidemove);
1716         if (bits & QW_CM_UP)
1717                 MSG_WriteShort(buf, (short) to->upmove);
1718         if (bits & QW_CM_BUTTONS)
1719                 MSG_WriteByte(buf, to->buttons);
1720         if (bits & QW_CM_IMPULSE)
1721                 MSG_WriteByte(buf, to->impulse);
1722         MSG_WriteByte(buf, to->msec);
1723 }
1724
1725 void CL_NewFrameReceived(int num)
1726 {
1727         if (developer_networkentities.integer >= 10)
1728                 Con_Printf("recv: svc_entities %i\n", num);
1729         cl.latestframenums[cl.latestframenumsposition] = num;
1730         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1731         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1732 }
1733
1734 void CL_RotateMoves(const matrix4x4_t *m)
1735 {
1736         // rotate viewangles in all previous moves
1737         vec3_t v;
1738         vec3_t f, r, u;
1739         int i;
1740         for (i = 0;i < CL_MAX_USERCMDS;i++)
1741         {
1742                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1743                 {
1744                         usercmd_t *c = &cl.movecmd[i];
1745                         AngleVectors(c->viewangles, f, r, u);
1746                         Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1747                         Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1748                         AnglesFromVectors(c->viewangles, f, u, false);
1749                 }
1750         }
1751 }
1752
1753 /*
1754 ==============
1755 CL_SendMove
1756 ==============
1757 */
1758 usercmd_t nullcmd; // for delta compression of qw moves
1759 void CL_SendMove(void)
1760 {
1761         int i, j, packetloss;
1762         int checksumindex;
1763         int bits;
1764         int maxusercmds;
1765         usercmd_t *cmd;
1766         sizebuf_t buf;
1767         unsigned char data[1024];
1768         double packettime;
1769         int msecdelta;
1770         qboolean quemove;
1771         qboolean important;
1772
1773         // if playing a demo, do nothing
1774         if (!cls.netcon)
1775                 return;
1776
1777         // we don't que moves during a lag spike (potential network timeout)
1778         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1779
1780         // we build up cl.cmd and then decide whether to send or not
1781         // we store this into cl.movecmd[0] for prediction each frame even if we
1782         // do not send, to make sure that prediction is instant
1783         cl.cmd.time = cl.time;
1784         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1785
1786         // set button bits
1787         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1788         bits = 0;
1789         if (in_attack.state   & 3) bits |=   1;
1790         if (in_jump.state     & 3) bits |=   2;
1791         if (in_button3.state  & 3) bits |=   4;
1792         if (in_button4.state  & 3) bits |=   8;
1793         if (in_button5.state  & 3) bits |=  16;
1794         if (in_button6.state  & 3) bits |=  32;
1795         if (in_button7.state  & 3) bits |=  64;
1796         if (in_button8.state  & 3) bits |= 128;
1797         if (in_use.state      & 3) bits |= 256;
1798         if (key_dest != key_game || key_consoleactive) bits |= 512;
1799         if (cl_prydoncursor.integer > 0) bits |= 1024;
1800         if (in_button9.state  & 3)  bits |=   2048;
1801         if (in_button10.state  & 3) bits |=   4096;
1802         if (in_button11.state  & 3) bits |=   8192;
1803         if (in_button12.state  & 3) bits |=  16384;
1804         if (in_button13.state  & 3) bits |=  32768;
1805         if (in_button14.state  & 3) bits |=  65536;
1806         if (in_button15.state  & 3) bits |= 131072;
1807         if (in_button16.state  & 3) bits |= 262144;
1808         // button bits 19-31 unused currently
1809         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1810         if(cl_prydoncursor.integer > 0)
1811         {
1812                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1813                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1814                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1815                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1816         }
1817
1818         // set buttons and impulse
1819         cl.cmd.buttons = bits;
1820         cl.cmd.impulse = in_impulse;
1821
1822         // set viewangles
1823         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1824
1825         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1826         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1827         // ridiculous value rejection (matches qw)
1828         if (cl.cmd.msec > 250)
1829                 cl.cmd.msec = 100;
1830         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1831
1832         cl.cmd.predicted = cl_movement.integer != 0;
1833
1834         // movement is set by input code (forwardmove/sidemove/upmove)
1835         // always dump the first two moves, because they may contain leftover inputs from the last level
1836         if (cl.cmd.sequence <= 2)
1837                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1838
1839         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1840         cl.cmd.crouch = 0;
1841         switch (cls.protocol)
1842         {
1843         case PROTOCOL_QUAKEWORLD:
1844         case PROTOCOL_QUAKE:
1845         case PROTOCOL_QUAKEDP:
1846         case PROTOCOL_NEHAHRAMOVIE:
1847         case PROTOCOL_NEHAHRABJP:
1848         case PROTOCOL_NEHAHRABJP2:
1849         case PROTOCOL_NEHAHRABJP3:
1850         case PROTOCOL_DARKPLACES1:
1851         case PROTOCOL_DARKPLACES2:
1852         case PROTOCOL_DARKPLACES3:
1853         case PROTOCOL_DARKPLACES4:
1854         case PROTOCOL_DARKPLACES5:
1855                 break;
1856         case PROTOCOL_DARKPLACES6:
1857         case PROTOCOL_DARKPLACES7:
1858                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1859                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1860                 break;
1861         case PROTOCOL_UNKNOWN:
1862                 break;
1863         }
1864
1865         if (quemove)
1866                 cl.movecmd[0] = cl.cmd;
1867
1868         // don't predict more than 200fps
1869         if (realtime >= cl.lastpackettime + 0.005)
1870                 cl.movement_replay = true; // redo the prediction
1871
1872         // now decide whether to actually send this move
1873         // (otherwise it is only for prediction)
1874
1875         // don't send too often or else network connections can get clogged by a
1876         // high renderer framerate
1877         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1878         if (cl.movevars_timescale && cl.movevars_ticrate)
1879         {
1880                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1881                 packettime = min(packettime, maxtic);
1882         }
1883
1884         // do not send 0ms packets because they mess up physics
1885         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1886                 return;
1887         // always send if buttons changed or an impulse is pending
1888         // even if it violates the rate limit!
1889         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1890         // don't send too often (cl_netfps)
1891         if (!important && realtime < cl.lastpackettime + packettime)
1892                 return;
1893         // don't choke the connection with packets (obey rate limit)
1894         // it is important that this check be last, because it adds a new
1895         // frame to the shownetgraph output and any cancelation after this
1896         // will produce a nasty spike-like look to the netgraph
1897         // we also still send if it is important
1898         if (!NetConn_CanSend(cls.netcon) && !important)
1899                 return;
1900         // try to round off the lastpackettime to a multiple of the packet interval
1901         // (this causes it to emit packets at a steady beat)
1902         if (packettime > 0)
1903                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1904         else
1905                 cl.lastpackettime = realtime;
1906
1907         buf.maxsize = sizeof(data);
1908         buf.cursize = 0;
1909         buf.data = data;
1910
1911         // send the movement message
1912         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1913         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1914         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1915         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1916         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1917         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1918         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1919         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1920         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1921         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1922         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1923
1924         // set prydon cursor info
1925         CL_UpdatePrydonCursor();
1926
1927         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1928         {
1929                 switch (cls.protocol)
1930                 {
1931                 case PROTOCOL_QUAKEWORLD:
1932                         MSG_WriteByte(&buf, qw_clc_move);
1933                         // save the position for a checksum byte
1934                         checksumindex = buf.cursize;
1935                         MSG_WriteByte(&buf, 0);
1936                         // packet loss percentage
1937                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1938                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1939                                         packetloss++;
1940                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1941                         MSG_WriteByte(&buf, packetloss);
1942                         // write most recent 3 moves
1943                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1944                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1945                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1946                         // calculate the checksum
1947                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1948                         // if delta compression history overflows, request no delta
1949                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1950                                 cl.qw_validsequence = 0;
1951                         // request delta compression if appropriate
1952                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1953                         {
1954                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1955                                 MSG_WriteByte(&buf, qw_clc_delta);
1956                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1957                         }
1958                         else
1959                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1960                         break;
1961                 case PROTOCOL_QUAKE:
1962                 case PROTOCOL_QUAKEDP:
1963                 case PROTOCOL_NEHAHRAMOVIE:
1964                 case PROTOCOL_NEHAHRABJP:
1965                 case PROTOCOL_NEHAHRABJP2:
1966                 case PROTOCOL_NEHAHRABJP3:
1967                         // 5 bytes
1968                         MSG_WriteByte (&buf, clc_move);
1969                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1970                         // 3 bytes (6 bytes in proquake)
1971                         if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1972                         {
1973                                 for (i = 0;i < 3;i++)
1974                                         MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1975                         }
1976                         else
1977                         {
1978                                 for (i = 0;i < 3;i++)
1979                                         MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1980                         }
1981                         // 6 bytes
1982                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1983                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1984                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1985                         // 2 bytes
1986                         MSG_WriteByte (&buf, cl.cmd.buttons);
1987                         MSG_WriteByte (&buf, cl.cmd.impulse);
1988                         break;
1989                 case PROTOCOL_DARKPLACES2:
1990                 case PROTOCOL_DARKPLACES3:
1991                         // 5 bytes
1992                         MSG_WriteByte (&buf, clc_move);
1993                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1994                         // 12 bytes
1995                         for (i = 0;i < 3;i++)
1996                                 MSG_WriteAngle32f (&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                         break;
2005                 case PROTOCOL_DARKPLACES1:
2006                 case PROTOCOL_DARKPLACES4:
2007                 case PROTOCOL_DARKPLACES5:
2008                         // 5 bytes
2009                         MSG_WriteByte (&buf, clc_move);
2010                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2011                         // 6 bytes
2012                         for (i = 0;i < 3;i++)
2013                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2014                         // 6 bytes
2015                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2016                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2017                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2018                         // 2 bytes
2019                         MSG_WriteByte (&buf, cl.cmd.buttons);
2020                         MSG_WriteByte (&buf, cl.cmd.impulse);
2021                 case PROTOCOL_DARKPLACES6:
2022                 case PROTOCOL_DARKPLACES7:
2023                         // set the maxusercmds variable to limit how many should be sent
2024                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2025                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2026                         if (!cl.cmd.predicted)
2027                                 maxusercmds = 1;
2028
2029                         // send the latest moves in order, the old ones will be
2030                         // ignored by the server harmlessly, however if the previous
2031                         // packets were lost these moves will be used
2032                         //
2033                         // this reduces packet loss impact on gameplay.
2034                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2035                         {
2036                                 // don't repeat any stale moves
2037                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2038                                         continue;
2039                                 // 5/9 bytes
2040                                 MSG_WriteByte (&buf, clc_move);
2041                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
2042                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2043                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2044                                 // 6 bytes
2045                                 for (i = 0;i < 3;i++)
2046                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2047                                 // 6 bytes
2048                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2049                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
2050                                 MSG_WriteCoord16i (&buf, cmd->upmove);
2051                                 // 5 bytes
2052                                 MSG_WriteLong (&buf, cmd->buttons);
2053                                 MSG_WriteByte (&buf, cmd->impulse);
2054                                 // PRYDON_CLIENTCURSOR
2055                                 // 30 bytes
2056                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2057                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2058                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2059                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2060                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2061                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2062                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2063                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2064                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2065                         }
2066                         break;
2067                 case PROTOCOL_UNKNOWN:
2068                         break;
2069                 }
2070         }
2071
2072         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2073         {
2074                 // ack entity frame numbers received since the last input was sent
2075                 // (redundent to improve handling of client->server packet loss)
2076                 // if cl_netrepeatinput is 1 and client framerate matches server
2077                 // framerate, this is 10 bytes, if client framerate is lower this
2078                 // will be more...
2079                 int i, j;
2080                 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2081                 if (oldsequence < 1)
2082                         oldsequence = 1;
2083                 for (i = 0;i < LATESTFRAMENUMS;i++)
2084                 {
2085                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2086                         if (cl.latestsendnums[j] >= oldsequence)
2087                         {
2088                                 if (developer_networkentities.integer >= 10)
2089                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2090                                 MSG_WriteByte(&buf, clc_ackframe);
2091                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2092                         }
2093                 }
2094         }
2095
2096         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2097         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2098
2099         // acknowledge any recently received data blocks
2100         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2101         {
2102                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2103                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2104                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2105                 cls.dp_downloadack[i].start = 0;
2106                 cls.dp_downloadack[i].size = 0;
2107         }
2108
2109         // send the reliable message (forwarded commands) if there is one
2110         if (buf.cursize || cls.netcon->message.cursize)
2111                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2112
2113         if (quemove)
2114         {
2115                 // update the cl.movecmd array which holds the most recent moves,
2116                 // because we now need a new slot for the next input
2117                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2118                         cl.movecmd[i] = cl.movecmd[i-1];
2119                 cl.movecmd[0].msec = 0;
2120                 cl.movecmd[0].frametime = 0;
2121         }
2122
2123         // clear button 'click' states
2124         in_attack.state  &= ~2;
2125         in_jump.state    &= ~2;
2126         in_button3.state &= ~2;
2127         in_button4.state &= ~2;
2128         in_button5.state &= ~2;
2129         in_button6.state &= ~2;
2130         in_button7.state &= ~2;
2131         in_button8.state &= ~2;
2132         in_use.state     &= ~2;
2133         in_button9.state  &= ~2;
2134         in_button10.state &= ~2;
2135         in_button11.state &= ~2;
2136         in_button12.state &= ~2;
2137         in_button13.state &= ~2;
2138         in_button14.state &= ~2;
2139         in_button15.state &= ~2;
2140         in_button16.state &= ~2;
2141         // clear impulse
2142         in_impulse = 0;
2143
2144         if (cls.netcon->message.overflowed)
2145         {
2146                 Con_Print("CL_SendMove: lost server connection\n");
2147                 CL_Disconnect();
2148                 Host_ShutdownServer();
2149         }
2150 }
2151
2152 /*
2153 ============
2154 CL_InitInput
2155 ============
2156 */
2157 void CL_InitInput (void)
2158 {
2159         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2160         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2161         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2162         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2163         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2164         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2165         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2166         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2167         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2168         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2169         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2170         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2171         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2172         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2173         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2174         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2175         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2176         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2177         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2178         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2179         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2180         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2181         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2182         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2183         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2184         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2185         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2186         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2187         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2188         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2189         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2190         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2191         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2192
2193         // LordHavoc: added use button
2194         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2195         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2196
2197         // LordHavoc: added 6 new buttons
2198         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2199         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2200         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2201         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2202         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2203         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2204         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2205         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2206         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2207         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2208         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2209         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2210         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2211         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2212         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2213         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2214         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2215         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2216         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2217         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2218         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2219         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2220         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2221         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2222         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2223         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2224         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2225         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2226
2227         // LordHavoc: added bestweapon command
2228         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)");
2229 #if 0
2230         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");
2231 #endif
2232         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2233
2234         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2235         Cvar_RegisterVariable(&cl_movement);
2236         Cvar_RegisterVariable(&cl_movement_replay);
2237         Cvar_RegisterVariable(&cl_movement_nettimeout);
2238         Cvar_RegisterVariable(&cl_movement_minping);
2239         Cvar_RegisterVariable(&cl_movement_track_canjump);
2240         Cvar_RegisterVariable(&cl_movement_maxspeed);
2241         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2242         Cvar_RegisterVariable(&cl_movement_stopspeed);
2243         Cvar_RegisterVariable(&cl_movement_friction);
2244         Cvar_RegisterVariable(&cl_movement_wallfriction);
2245         Cvar_RegisterVariable(&cl_movement_waterfriction);
2246         Cvar_RegisterVariable(&cl_movement_edgefriction);
2247         Cvar_RegisterVariable(&cl_movement_stepheight);
2248         Cvar_RegisterVariable(&cl_movement_accelerate);
2249         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2250         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2251         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2252         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2253         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2254
2255         Cvar_RegisterVariable(&in_pitch_min);
2256         Cvar_RegisterVariable(&in_pitch_max);
2257         Cvar_RegisterVariable(&m_filter);
2258         Cvar_RegisterVariable(&m_accelerate);
2259         Cvar_RegisterVariable(&m_accelerate_minspeed);
2260         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2261         Cvar_RegisterVariable(&m_accelerate_filter);
2262
2263         Cvar_RegisterVariable(&cl_netfps);
2264         Cvar_RegisterVariable(&cl_netrepeatinput);
2265         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2266
2267         Cvar_RegisterVariable(&cl_nodelta);
2268
2269         Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
2270 }
2271