]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_input.c
replaced cl.movement_queue with direct use of cl.movecmd array, this
[xonotic/darkplaces.git] / cl_input.c
index 357ce6c5c9db5909ee733483c0eac100e6282028..0b9176f6ba78bfcc7152f8b89307c9f1ff214ef7 100644 (file)
@@ -197,6 +197,157 @@ void IN_JumpUp (void) {KeyUp(&in_jump);}
 
 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
 
+in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
+
+void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
+{
+       int i;
+       for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
+               if(in_bestweapon_info[i].impulse == impulse)
+                       break;
+       if(i >= IN_BESTWEAPON_MAX)
+       {
+               Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
+               return; // sorry
+       }
+       strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
+       in_bestweapon_info[i].impulse = impulse;
+       if(weaponbit != -1)
+               in_bestweapon_info[i].weaponbit = weaponbit;
+       if(activeweaponcode != -1)
+               in_bestweapon_info[i].activeweaponcode = activeweaponcode;
+       if(ammostat != -1)
+               in_bestweapon_info[i].ammostat = ammostat;
+       if(ammomin != -1)
+               in_bestweapon_info[i].ammomin = ammomin;
+}
+
+void IN_BestWeapon_ResetData (void)
+{
+       memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
+       IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
+       IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
+       IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
+       IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
+       IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
+       IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
+       IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
+       IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
+       IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
+       IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
+       IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
+       IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
+       IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
+}
+
+void IN_BestWeapon_Register_f (void)
+{
+       if(Cmd_Argc() == 7)
+       {
+               IN_BestWeapon_Register(
+                       Cmd_Argv(1),
+                       atoi(Cmd_Argv(2)),
+                       atoi(Cmd_Argv(3)),
+                       atoi(Cmd_Argv(4)),
+                       atoi(Cmd_Argv(5)),
+                       atoi(Cmd_Argv(6))
+               );
+       }
+       else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
+       {
+               memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
+       }
+       else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
+       {
+               IN_BestWeapon_ResetData();
+       }
+       else
+       {
+               Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
+       }
+}
+
+void IN_BestWeapon (void)
+{
+       int i, n;
+       const char *t;
+       if (Cmd_Argc() < 2)
+       {
+               Con_Printf("bestweapon requires 1 or more parameters\n");
+               return;
+       }
+       for (i = 1;i < Cmd_Argc();i++)
+       {
+               t = Cmd_Argv(i);
+               // figure out which weapon this character refers to
+               for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
+               {
+                       if (!strcmp(in_bestweapon_info[n].name, t))
+                       {
+                               // we found out what weapon this character refers to
+                               // check if the inventory contains the weapon and enough ammo
+                               if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
+                               {
+                                       // we found one of the weapons the player wanted
+                                       // send an impulse to switch to it
+                                       in_impulse = in_bestweapon_info[n].impulse;
+                                       return;
+                               }
+                               break;
+                       }
+               }
+               // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
+       }
+       // if we couldn't find any of the weapons, there's nothing more we can do...
+}
+
+void IN_CycleWeapon (void)
+{
+       int i, n;
+       int first = -1;
+       qboolean found = false;
+       const char *t;
+       if (Cmd_Argc() < 2)
+       {
+               Con_Printf("bestweapon requires 1 or more parameters\n");
+               return;
+       }
+       for (i = 1;i < Cmd_Argc();i++)
+       {
+               t = Cmd_Argv(i);
+               // figure out which weapon this character refers to
+               for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
+               {
+                       if (!strcmp(in_bestweapon_info[n].name, t))
+                       {
+                               // we found out what weapon this character refers to
+                               // check if the inventory contains the weapon and enough ammo
+                               if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
+                               {
+                                       // we found one of the weapons the player wanted
+                                       if(first == -1)
+                                               first = n;
+                                       if(found)
+                                       {
+                                               in_impulse = in_bestweapon_info[n].impulse;
+                                               return;
+                                       }
+                                       if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
+                                               found = true;
+                               }
+                               break;
+                       }
+               }
+               // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
+       }
+       if(first != -1)
+       {
+               in_impulse = in_bestweapon_info[first].impulse;
+               return;
+       }
+       // if we couldn't find any of the weapons, there's nothing more we can do...
+}
+
 /*
 ===============
 CL_KeyState
@@ -269,30 +420,35 @@ cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning
 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
 
 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
-cvar_t cl_movement_latency = {0, "cl_movement_latency", "0", "compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers"};
+cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
+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"};
 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
 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)"};
 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
-cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead"};
+cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
+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"};
 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
 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"};
-cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-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"};
+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"};
 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)"};
-cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
-cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
+cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
+cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
 
-cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
-cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
+cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
+cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
 
 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
 
-cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
+cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
+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)"};
+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)"};
 
 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
 
+extern cvar_t v_flipped;
 
 /*
 ================
@@ -333,29 +489,22 @@ void CL_AdjustAngles (void)
                V_StopPitchDrift ();
 
        cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
-       cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
-       cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
        if (cl.viewangles[YAW] >= 180)
                cl.viewangles[YAW] -= 360;
-       if (cl.viewangles[PITCH] >= 180)
-               cl.viewangles[PITCH] -= 360;
-       if (cl.viewangles[ROLL] >= 180)
-               cl.viewangles[ROLL] -= 360;
-
-       cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
-       cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
+       cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
+       cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
 }
 
-qboolean cl_ignoremousemove = false;
+int cl_ignoremousemoves = 2;
 
 /*
 ================
-CL_Move
+CL_Input
 
 Send the intended movement message to the server
 ================
 */
-void CL_Move (void)
+void CL_Input (void)
 {
        float mx, my;
        static float old_mouse_x = 0, old_mouse_y = 0;
@@ -363,6 +512,9 @@ void CL_Move (void)
        // clamp before the move to prevent starting with bad angles
        CL_AdjustAngles ();
 
+       if(v_flipped.integer)
+               cl.viewangles[YAW] = -cl.viewangles[YAW];
+
        // reset some of the command fields
        cl.cmd.forwardmove = 0;
        cl.cmd.sidemove = 0;
@@ -402,9 +554,9 @@ void CL_Move (void)
        IN_Move ();
 
        // ignore a mouse move if mouse was activated/deactivated this frame
-       if (cl_ignoremousemove)
+       if (cl_ignoremousemoves)
        {
-               cl_ignoremousemove = false;
+               cl_ignoremousemoves--;
                in_mouse_x = 0;
                in_mouse_y = 0;
        }
@@ -423,51 +575,57 @@ void CL_Move (void)
        // if not in menu, apply mouse move to viewangles/movement
        if (!cl.csqc_wantsmousemove && in_client_mouse)
        {
+               float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
                if (cl_prydoncursor.integer)
                {
                        // mouse interacting with the scene, mostly stationary view
                        V_StopPitchDrift();
-                       cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
-                       cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
+                       cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
+                       cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
                }
                else if (in_strafe.state & 1)
                {
                        // strafing mode, all looking is movement
                        V_StopPitchDrift();
-                       cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
+                       cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
                        if (noclip_anglehack)
-                               cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
+                               cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
                        else
-                               cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
+                               cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
                }
                else if ((in_mlook.state & 1) || freelook.integer)
                {
                        // mouselook, lookstrafe causes turning to become strafing
                        V_StopPitchDrift();
                        if (lookstrafe.integer)
-                               cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
+                               cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
                        else
-                               cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
-                       cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
+                               cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
+                       cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
                }
                else
                {
                        // non-mouselook, yaw turning and forward/back movement
-                       cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
-                       cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
+                       cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
+                       cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
                }
        }
 
+       if(v_flipped.integer)
+       {
+               cl.viewangles[YAW] = -cl.viewangles[YAW];
+               cl.cmd.sidemove = -cl.cmd.sidemove;
+       }
+
        // clamp after the move to prevent rendering with bad angles
        CL_AdjustAngles ();
 }
 
 #include "cl_collision.h"
 
-extern void V_CalcRefdef(void);
 void CL_UpdatePrydonCursor(void)
 {
-       vec3_t temp, scale;
+       vec3_t temp;
 
        if (!cl_prydoncursor.integer)
                VectorClear(cl.cmd.cursor_screen);
@@ -498,99 +656,13 @@ void CL_UpdatePrydonCursor(void)
        cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
        cl.cmd.cursor_screen[2] = 1;
 
-       scale[0] = -r_view.frustum_x;
-       scale[1] = -r_view.frustum_y;
-       scale[2] = 1;
-
-       // trace distance
-       VectorScale(scale, 1000000, scale);
-
        // calculate current view matrix
-       V_CalcRefdef();
-       VectorClear(temp);
-       Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_start);
-       VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
-       Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
+       Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
+       // calculate direction vector of cursor in viewspace by using frustum slopes
+       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);
+       Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
        // trace from view origin to the cursor
-       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, false);
-}
-
-void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
-{
-       int i;
-       int n;
-       // remove stale queue items
-       n = cl.movement_numqueue;
-       cl.movement_numqueue = 0;
-       for (i = 0;i < n;i++)
-       {
-               if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
-                       cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
-               else if (i == 0)
-                       cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
-       }
-       // add to input queue if there is room
-       if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
-       {
-               // add to input queue
-               cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
-               cl.movement_queue[cl.movement_numqueue].time = realtime;
-               cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec / 1000.0;
-               VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
-               cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
-               cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
-               cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
-               cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
-               cl.movement_queue[cl.movement_numqueue].crouch = false;
-               cl.movement_numqueue++;
-       }
-       cl.movement_replay = true;
-}
-
-void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
-{
-       int i;
-       int n;
-       double lasttime = (cls.protocol == PROTOCOL_DARKPLACES6 || cls.protocol == PROTOCOL_DARKPLACES7) ? cl.mtime[1] : (cl.movement_numqueue >= 0 ? cl.movement_queue[cl.movement_numqueue - 1].time : 0);
-       // remove stale queue items
-       n = cl.movement_numqueue;
-       cl.movement_numqueue = 0;
-       if (cl.servermovesequence)
-       {
-               for (i = 0;i < n;i++)
-               {
-                       if (cl.movement_queue[i].sequence > cl.servermovesequence)
-                               cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
-                       else if (i == 0)
-                               cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
-               }
-       }
-       else
-       {
-               for (i = 0;i < n;i++)
-               {
-                       if (cl.movement_queue[i].time >= cl.mtime[0] - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.mtime[0])
-                               cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
-                       else if (i == 0)
-                               cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
-               }
-       }
-       // add to input queue if there is room
-       if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
-       {
-               // add to input queue
-               cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
-               cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0];
-               cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.mtime[0] - lasttime, 0.1);
-               VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
-               cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
-               cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
-               cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
-               cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
-               cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
-               cl.movement_numqueue++;
-       }
-       cl.movement_replay = true;
+       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);
 }
 
 typedef enum waterlevel_e
@@ -614,8 +686,6 @@ typedef struct cl_clientmovement_state_s
        qboolean onground;
        // currently crouching
        qboolean crouched;
-       // whether jump button has been released since last jump
-       qboolean canjump;
        // what kind of water (SUPERCONTENTS_LAVA for instance)
        int watertype;
        // how deep
@@ -624,24 +694,8 @@ typedef struct cl_clientmovement_state_s
        // (this is in seconds and counts down to 0)
        float waterjumptime;
 
-       // movement parameters for physics code
-       float movevars_gravity;
-       float movevars_stopspeed;
-       float movevars_maxspeed;
-       float movevars_spectatormaxspeed;
-       float movevars_accelerate;
-       float movevars_airaccelerate;
-       float movevars_wateraccelerate;
-       float movevars_friction;
-       float movevars_waterfriction;
-       float movevars_entgravity;
-       float movevars_jumpvelocity;
-       float movevars_edgefriction;
-       float movevars_maxairspeed;
-       float movevars_stepheight;
-
        // user command
-       client_movementqueue_t q;
+       usercmd_t cmd;
 }
 cl_clientmovement_state_t;
 
@@ -676,7 +730,7 @@ qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
        for (i = 0;i < NUMOFFSETS;i++)
        {
                VectorAdd(offsets[i], s->origin, neworigin);
-               if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true).startsolid)
+               if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
                {
                        VectorCopy(neworigin, s->origin);
                        return true;
@@ -695,7 +749,7 @@ void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
        CL_ClientMovement_Unstick(s);
 
        // set crouched
-       if (s->q.crouch)
+       if (s->cmd.crouch)
        {
                // wants to crouch, this always works..
                if (!s->crouched)
@@ -707,7 +761,7 @@ void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
                // low ceiling first
                if (s->crouched)
                {
-                       trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+                       trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
                        if (!trace.startsolid)
                                s->crouched = false;
                }
@@ -726,22 +780,22 @@ void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
        // set onground
        VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
        VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
-       trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+       trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
        s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
 
        // set watertype/waterlevel
        VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
        s->waterlevel = WATERLEVEL_NONE;
-       s->watertype = CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
+       s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
        if (s->watertype)
        {
                s->waterlevel = WATERLEVEL_WETFEET;
                origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
-               if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+               if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
                {
                        s->waterlevel = WATERLEVEL_SWIMMING;
                        origin1[2] = s->origin[2] + 22;
-                       if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+                       if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
                                s->waterlevel = WATERLEVEL_SUBMERGED;
                }
        }
@@ -765,23 +819,23 @@ void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
        trace_t trace3;
        CL_ClientMovement_UpdateStatus(s);
        VectorCopy(s->velocity, primalvelocity);
-       for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
+       for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
        {
                VectorMA(s->origin, t, s->velocity, neworigin);
-               trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+               trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
                if (trace.fraction < 1 && trace.plane.normal[2] == 0)
                {
                        // may be a step or wall, try stepping up
                        // first move forward at a higher level
-                       VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
-                       VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
-                       trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+                       VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
+                       VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
+                       trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
                        if (!trace2.startsolid)
                        {
                                // then move down from there
                                VectorCopy(trace2.endpos, currentorigin2);
                                VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
-                               trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+                               trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
                                //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]);
                                // accept the new trace if it made some progress
                                if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
@@ -822,30 +876,30 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
 
        // water jump only in certain situations
        // this mimics quakeworld code
-       if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
+       if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
        {
                vec3_t forward;
                vec3_t yawangles;
                vec3_t spot;
-               VectorSet(yawangles, 0, s->q.viewangles[1], 0);
+               VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
                AngleVectors(yawangles, forward, NULL, NULL);
                VectorMA(s->origin, 24, forward, spot);
                spot[2] += 8;
-               if (CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
+               if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
                {
                        spot[2] += 24;
-                       if (!CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
+                       if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
                        {
                                VectorScale(forward, 50, s->velocity);
                                s->velocity[2] = 310;
                                s->waterjumptime = 2;
                                s->onground = false;
-                               s->canjump = false;
+                               s->cmd.canjump = false;
                        }
                }
        }
 
-       if (!VectorLength2(s->q.move))
+       if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
        {
                // drift towards bottom
                VectorSet(wishvel, 0, 0, -60);
@@ -857,9 +911,9 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
                vec3_t right;
                vec3_t up;
                // calculate movement vector
-               AngleVectors(s->q.viewangles, forward, right, up);
+               AngleVectors(s->cmd.viewangles, forward, right, up);
                VectorSet(up, 0, 0, 1);
-               VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
+               VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
        }
 
        // split wishvel into wishspeed and wishdir
@@ -868,7 +922,7 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
                VectorScale(wishvel, 1 / wishspeed, wishdir);
        else
                VectorSet( wishdir, 0.0, 0.0, 0.0 );
-       wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
+       wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
 
        if (s->crouched)
                wishspeed *= 0.5;
@@ -876,7 +930,7 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
        if (s->waterjumptime <= 0)
        {
                // water friction
-               f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
+               f = 1 - s->cmd.frametime * cl.movevars_waterfriction * s->waterlevel;
                f = bound(0, f, 1);
                VectorScale(s->velocity, f, s->velocity);
 
@@ -884,12 +938,12 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
                f = wishspeed - DotProduct(s->velocity, wishdir);
                if (f > 0)
                {
-                       f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
+                       f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
                        VectorMA(s->velocity, f, wishdir, s->velocity);
                }
 
                // holding jump button swims upward slowly
-               if (s->q.jump)
+               if (s->cmd.jump)
                {
                        if (s->watertype & SUPERCONTENTS_LAVA)
                                s->velocity[2] =  50;
@@ -925,17 +979,22 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
 
        // jump if on ground with jump button pressed but only if it has been
        // released at least once since the last jump
-       if (s->q.jump && s->onground)// && s->canjump) // FIXME: canjump doesn't work properly
+       if (s->cmd.jump)
        {
-               s->velocity[2] += s->movevars_jumpvelocity;
-               s->onground = false;
-               s->canjump = false;
+               if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
+               {
+                       s->velocity[2] += cl.movevars_jumpvelocity;
+                       s->onground = false;
+                       s->cmd.canjump = false;
+               }
        }
+       else
+               s->cmd.canjump = true;
 
        // calculate movement vector
-       VectorSet(yawangles, 0, s->q.viewangles[1], 0);
+       VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
        AngleVectors(yawangles, forward, right, up);
-       VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
+       VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
 
        // split wishvel into wishspeed and wishdir
        wishspeed = VectorLength(wishvel);
@@ -943,7 +1002,7 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
                VectorScale(wishvel, 1 / wishspeed, wishdir);
        else
                VectorSet( wishdir, 0.0, 0.0, 0.0 );
-       wishspeed = min(wishspeed, s->movevars_maxspeed);
+       wishspeed = min(wishspeed, cl.movevars_maxspeed);
        if (s->crouched)
                wishspeed *= 0.5;
 
@@ -952,8 +1011,8 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
        {
                // apply edge friction
                f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
-               friction = s->movevars_friction;
-               if (f > 0 && s->movevars_edgefriction != 1)
+               friction = cl.movevars_friction;
+               if (f > 0 && cl.movevars_edgefriction != 1)
                {
                        vec3_t neworigin2;
                        vec3_t neworigin3;
@@ -963,23 +1022,23 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
                        VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
                        VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
                        if (cls.protocol == PROTOCOL_QUAKEWORLD)
-                               trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+                               trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
                        else
-                               trace = CL_TraceBox(neworigin2, vec3_origin, vec3_origin, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+                               trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
                        if (trace.fraction == 1 && !trace.startsolid)
-                               friction *= s->movevars_edgefriction;
+                               friction *= cl.movevars_edgefriction;
                }
                // apply ground friction
-               f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
+               f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
                f = max(f, 0);
                VectorScale(s->velocity, f, s->velocity);
                addspeed = wishspeed - DotProduct(s->velocity, wishdir);
                if (addspeed > 0)
                {
-                       accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
+                       accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
                        VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
                }
-               s->velocity[2] -= cl_gravity.value * s->q.frametime;
+               s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
                if (cls.protocol == PROTOCOL_QUAKEWORLD)
                        s->velocity[2] = 0;
                if (VectorLength2(s->velocity))
@@ -989,20 +1048,40 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
        {
                if (s->waterjumptime <= 0)
                {
+                       vec_t f;
+                       vec_t vel_straight;
+                       vec_t vel_z;
+                       vec3_t vel_perpend;
+
                        // apply air speed limit
-                       wishspeed = min(wishspeed, s->movevars_maxairspeed);
-                       // Nexuiz has no upper bound on air acceleration, but little control
-                       if (gamemode == GAME_NEXUIZ)
-                               addspeed = wishspeed;
-                       else
-                               addspeed = wishspeed - DotProduct(s->velocity, wishdir);
+                       wishspeed = min(wishspeed, cl.movevars_maxairspeed);
+
+                       /*
+                       addspeed = wishspeed - DotProduct(s->velocity, wishdir);
                        if (addspeed > 0)
                        {
-                               accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
+                               accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
                                VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
                        }
+                       */
+
+                       vel_straight = DotProduct(s->velocity, wishdir);
+                       vel_z = s->velocity[2];
+                       VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
+                       vel_perpend[2] -= vel_z;
+
+                       f = wishspeed - vel_straight;
+                       if(f > 0)
+                               vel_straight += min(f, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * cl.movevars_airaccel_qw;
+                       if(wishspeed > 0)
+                               vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
+
+                       VectorM(1 - (s->cmd.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
+
+                       VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
+                       s->velocity[2] += vel_z;
                }
-               s->velocity[2] -= cl_gravity.value * s->q.frametime;
+               s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
                CL_ClientMovement_Move(s);
        }
 }
@@ -1010,9 +1089,9 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
 {
        //Con_Printf(" %f", frametime);
-       if (!s->q.jump)
-               s->canjump = true;
-       s->waterjumptime -= s->q.frametime;
+       if (!s->cmd.jump)
+               s->cmd.canjump = true;
+       s->waterjumptime -= s->cmd.frametime;
        CL_ClientMovement_UpdateStatus(s);
        if (s->waterlevel >= WATERLEVEL_SWIMMING)
                CL_ClientMovement_Physics_Swim(s);
@@ -1020,105 +1099,165 @@ void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
                CL_ClientMovement_Physics_Walk(s);
 }
 
+extern cvar_t slowmo;
+void CL_UpdateMoveVars(void)
+{
+       if (cls.protocol == PROTOCOL_QUAKEWORLD)
+       {
+       }
+       else if (cl.stats[STAT_MOVEVARS_TICRATE])
+       {
+               cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
+               cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
+               cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
+               cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
+               cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
+               cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
+               cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
+               cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
+               cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
+               cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
+               cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
+               cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
+               cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
+               cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
+               cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
+               cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
+               cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
+               cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
+       }
+       else
+       {
+               cl.movevars_timescale = slowmo.value;
+               cl.movevars_gravity = sv_gravity.value;
+               cl.movevars_stopspeed = cl_movement_stopspeed.value;
+               cl.movevars_maxspeed = cl_movement_maxspeed.value;
+               cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
+               cl.movevars_accelerate = cl_movement_accelerate.value;
+               cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
+               cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
+               cl.movevars_friction = cl_movement_friction.value;
+               cl.movevars_wallfriction = cl_movement_wallfriction.value;
+               cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
+               cl.movevars_entgravity = 1;
+               cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
+               cl.movevars_edgefriction = cl_movement_edgefriction.value;
+               cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
+               cl.movevars_stepheight = cl_movement_stepheight.value;
+               cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
+               cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
+       }
+}
+
 void CL_ClientMovement_Replay(void)
 {
        int i;
+       double totalmovemsec;
        cl_clientmovement_state_t s;
 
-       if (!cl.movement_replay)
+       if (cl.movement_predicted && !cl.movement_replay)
                return;
-       cl.movement_replay = false;
 
        // set up starting state for the series of moves
        memset(&s, 0, sizeof(s));
        VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
        VectorCopy(cl.mvelocity[0], s.velocity);
        s.crouched = true; // will be updated on first move
-       s.canjump = cl.movement_replay_canjump;
-
-       // set up movement variables
-       if (cls.protocol == PROTOCOL_QUAKEWORLD)
-       {
-               s.movevars_gravity = cl.qw_movevars_gravity;
-               s.movevars_stopspeed = cl.qw_movevars_stopspeed;
-               s.movevars_maxspeed = cl.qw_movevars_maxspeed;
-               s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
-               s.movevars_accelerate = cl.qw_movevars_accelerate;
-               s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
-               s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
-               s.movevars_friction = cl.qw_movevars_friction;
-               s.movevars_waterfriction = cl.qw_movevars_waterfriction;
-               s.movevars_entgravity = cl.qw_movevars_entgravity;
-               s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
-               s.movevars_edgefriction = cl_movement_edgefriction.value;
-               s.movevars_maxairspeed = cl_movement_maxairspeed.value;
-               s.movevars_stepheight = cl_movement_stepheight.value;
-       }
-       else
-       {
-               s.movevars_gravity = sv_gravity.value;
-               s.movevars_stopspeed = cl_movement_stopspeed.value;
-               s.movevars_maxspeed = cl_movement_maxspeed.value;
-               s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
-               s.movevars_accelerate = cl_movement_accelerate.value;
-               s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
-               s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
-               s.movevars_friction = cl_movement_friction.value;
-               s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
-               s.movevars_entgravity = 1;
-               s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
-               s.movevars_edgefriction = cl_movement_edgefriction.value;
-               s.movevars_maxairspeed = cl_movement_maxairspeed.value;
-               s.movevars_stepheight = cl_movement_stepheight.value;
-       }
-
-       cl.movement_predicted = (cl_movement.integer && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission) && ((cls.protocol != PROTOCOL_DARKPLACES6 && cls.protocol != PROTOCOL_DARKPLACES7) || cl.servermovesequence);
+       //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]);
+
+       totalmovemsec = 0;
+       for (i = 0;i < CL_MAX_USERCMDS;i++)
+               if (cl.movecmd[i].sequence > cls.servermovesequence)
+                       totalmovemsec += cl.movecmd[i].msec;
+       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);
+       //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);
        if (cl.movement_predicted)
        {
-               //Con_Printf("%f: ", cl.mtime[0]);
+               //Con_Printf("%ims\n", cl.movecmd[0].msec);
 
                // replay the input queue to predict current location
                // note: this relies on the fact there's always one queue item at the end
 
-               for (i = 0;i < cl.movement_numqueue;i++)
+               // find how many are still valid
+               for (i = 0;i < CL_MAX_USERCMDS;i++)
+                       if (cl.movecmd[i].sequence <= cls.servermovesequence)
+                               break;
+               // now walk them in oldest to newest order
+               for (i--;i >= 0;i--)
                {
-                       s.q = cl.movement_queue[i];
+                       s.cmd = cl.movecmd[i];
+                       if (i < CL_MAX_USERCMDS - 1)
+                               s.cmd.canjump = cl.movecmd[i+1].canjump;
                        // if a move is more than 50ms, do it as two moves (matching qwsv)
-                       if (s.q.frametime > 0.05)
+                       //Con_Printf("%i ", s.cmd.msec);
+                       if (s.cmd.frametime > 0.05)
                        {
-                               s.q.frametime *= 0.5;
+                               s.cmd.frametime /= 2;
                                CL_ClientMovement_PlayerMove(&s);
                        }
                        CL_ClientMovement_PlayerMove(&s);
+                       cl.movecmd[i].canjump = s.cmd.canjump;
                }
+               //Con_Printf("\n");
        }
        else
        {
                // get the first movement queue entry to know whether to crouch and such
-               s.q = cl.movement_queue[0];
+               s.cmd = cl.movecmd[0];
        }
-       // store replay location
        CL_ClientMovement_UpdateStatus(&s);
-       cl.onground = s.onground;
-       cl.movement_time[1] = cl.movement_time[0];
-       cl.movement_time[0] = cl.movement_queue[cl.movement_numqueue-1].time;
-       VectorCopy(cl.movement_origin, cl.movement_oldorigin);
-       VectorCopy(s.origin, cl.movement_origin);
-       VectorCopy(s.velocity, cl.movement_velocity);
-       //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
-       //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
+
+       if (cls.demoplayback) // for bob, speedometer
+               VectorCopy(cl.mvelocity[0], cl.movement_velocity);
+       else
+       {
+               cl.movement_replay = false;
+               // update the interpolation target position and velocity
+               VectorCopy(s.origin, cl.movement_origin);
+               VectorCopy(s.velocity, cl.movement_velocity);
+       }
+
+       // update the onground flag if appropriate
+       if (cl.movement_predicted)
+       {
+               // when predicted we simply set the flag according to the UpdateStatus
+               cl.onground = s.onground;
+       }
+       else
+       {
+               // when not predicted, cl.onground is cleared by cl_parse.c each time
+               // an update packet is received, but can be forced on here to hide
+               // server inconsistencies in the onground flag
+               // (which mostly occur when stepping up stairs at very high framerates
+               //  where after the step up the move continues forward and not
+               //  downward so the ground is not detected)
+               //
+               // such onground inconsistencies can cause jittery gun bobbing and
+               // stair smoothing, so we set onground if UpdateStatus says so
+               if (s.onground)
+                       cl.onground = true;
+       }
+
+       // react to onground state changes (for gun bob)
+       if (cl.onground)
+       {
+               if (!cl.oldonground)
+                       cl.hitgroundtime = cl.movecmd[0].time;
+               cl.lastongroundtime = cl.movecmd[0].time;
+       }
+       cl.oldonground = cl.onground;
 }
 
-void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
+void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
 {
        int bits;
 
        bits = 0;
-       if (to->angles[0] != from->angles[0])
+       if (to->viewangles[0] != from->viewangles[0])
                bits |= QW_CM_ANGLE1;
-       if (to->angles[1] != from->angles[1])
+       if (to->viewangles[1] != from->viewangles[1])
                bits |= QW_CM_ANGLE2;
-       if (to->angles[2] != from->angles[2])
+       if (to->viewangles[2] != from->viewangles[2])
                bits |= QW_CM_ANGLE3;
        if (to->forwardmove != from->forwardmove)
                bits |= QW_CM_FORWARD;
@@ -1133,11 +1272,11 @@ void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *
 
        MSG_WriteByte(buf, bits);
        if (bits & QW_CM_ANGLE1)
-               MSG_WriteAngle16i(buf, to->angles[0]);
+               MSG_WriteAngle16i(buf, to->viewangles[0]);
        if (bits & QW_CM_ANGLE2)
-               MSG_WriteAngle16i(buf, to->angles[1]);
+               MSG_WriteAngle16i(buf, to->viewangles[1]);
        if (bits & QW_CM_ANGLE3)
-               MSG_WriteAngle16i(buf, to->angles[2]);
+               MSG_WriteAngle16i(buf, to->viewangles[2]);
        if (bits & QW_CM_FORWARD)
                MSG_WriteShort(buf, to->forwardmove);
        if (bits & QW_CM_SIDE)
@@ -1156,93 +1295,51 @@ void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *
 CL_SendMove
 ==============
 */
-extern cvar_t cl_netinputpacketspersecond;
+usercmd_t nullcmd; // for delta compression of qw moves
 void CL_SendMove(void)
 {
-       int i;
+       int i, j, packetloss;
+       int checksumindex;
        int bits;
-       int impulse;
+       int maxusercmds;
+       usercmd_t *cmd;
        sizebuf_t buf;
-       unsigned char data[128];
-       static double lastsendtime = 0;
-#define MOVEAVERAGING 0
-#if MOVEAVERAGING
-       static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
-#endif
-       float forwardmove, sidemove, upmove;
+       unsigned char data[1024];
+       double packettime;
+       int msecdelta;
 
        // if playing a demo, do nothing
        if (!cls.netcon)
                return;
 
-#if MOVEAVERAGING
-       // accumulate changes between messages
-       accumforwardmove += cl.cmd.forwardmove;
-       accumsidemove += cl.cmd.sidemove;
-       accumupmove += cl.cmd.upmove;
-       accumtotal++;
-#endif
-
-       if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
-       {
-               if (!cl.movement_needupdate)
-                       return;
-               cl.movement_needupdate = false;
-       }
-       else
-       {
-               if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
-                       return;
-               // don't let it fall behind if CL_SendMove hasn't been called recently
-               // (such is the case when framerate is too low for instance)
-               lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
-       }
-#if MOVEAVERAGING
-       // average the accumulated changes
-       accumtotal = 1.0f / accumtotal;
-       forwardmove = accumforwardmove * accumtotal;
-       sidemove = accumsidemove * accumtotal;
-       upmove = accumupmove * accumtotal;
-       accumforwardmove = 0;
-       accumsidemove = 0;
-       accumupmove = 0;
-       accumtotal = 0;
-#else
-       // use the latest values
-       forwardmove = cl.cmd.forwardmove;
-       sidemove = cl.cmd.sidemove;
-       upmove = cl.cmd.upmove;
-#endif
-
-       if (cls.signon == SIGNONS)
-               CL_UpdatePrydonCursor();
-
-       buf.maxsize = 128;
-       buf.cursize = 0;
-       buf.data = data;
+       // we build up cl.movecmd[0] and then decide whether to send or not
+       // the prediction code will use this command even though it has not been
+       // sent yet
+       cl.cmd.time = cl.time;
+       cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
 
        // set button bits
        // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
        bits = 0;
-       if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
-       if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
-       if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
-       if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
-       if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
-       if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
-       if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
-       if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
-       if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
+       if (in_attack.state   & 3) bits |=   1;
+       if (in_jump.state     & 3) bits |=   2;
+       if (in_button3.state  & 3) bits |=   4;
+       if (in_button4.state  & 3) bits |=   8;
+       if (in_button5.state  & 3) bits |=  16;
+       if (in_button6.state  & 3) bits |=  32;
+       if (in_button7.state  & 3) bits |=  64;
+       if (in_button8.state  & 3) bits |= 128;
+       if (in_use.state      & 3) bits |= 256;
        if (key_dest != key_game || key_consoleactive) bits |= 512;
        if (cl_prydoncursor.integer) bits |= 1024;
-       if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
-       if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
-       if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
-       if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
-       if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
-       if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
-       if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
-       if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
+       if (in_button9.state  & 3)  bits |=   2048;
+       if (in_button10.state  & 3) bits |=   4096;
+       if (in_button11.state  & 3) bits |=   8192;
+       if (in_button12.state  & 3) bits |=  16384;
+       if (in_button13.state  & 3) bits |=  32768;
+       if (in_button14.state  & 3) bits |=  65536;
+       if (in_button15.state  & 3) bits |= 131072;
+       if (in_button16.state  & 3) bits |= 262144;
        // button bits 19-31 unused currently
        // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
        if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
@@ -1250,210 +1347,304 @@ void CL_SendMove(void)
        if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
        if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
 
-       impulse = in_impulse;
-       in_impulse = 0;
+       // set buttons and impulse
+       cl.cmd.buttons = bits;
+       cl.cmd.impulse = in_impulse;
+
+       // set viewangles
+       VectorCopy(cl.viewangles, cl.cmd.viewangles);
+
+       msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
+       cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
+       // ridiculous value rejection (matches qw)
+       if (cl.cmd.msec > 250)
+               cl.cmd.msec = 100;
+       cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
+
+       cl.cmd.predicted = cl_movement.integer;
+
+       // movement is set by input code (forwardmove/sidemove/upmove)
+       // always dump the first two moves, because they may contain leftover inputs from the last level
+       if (cl.cmd.sequence <= 2)
+               cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
 
-       csqc_buttons = bits;
+       cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
+       cl.cmd.crouch = 0;
+       switch (cls.protocol)
+       {
+       case PROTOCOL_QUAKEWORLD:
+       case PROTOCOL_QUAKE:
+       case PROTOCOL_QUAKEDP:
+       case PROTOCOL_NEHAHRAMOVIE:
+       case PROTOCOL_NEHAHRABJP:
+       case PROTOCOL_NEHAHRABJP2:
+       case PROTOCOL_NEHAHRABJP3:
+       case PROTOCOL_DARKPLACES1:
+       case PROTOCOL_DARKPLACES2:
+       case PROTOCOL_DARKPLACES3:
+       case PROTOCOL_DARKPLACES4:
+       case PROTOCOL_DARKPLACES5:
+               break;
+       case PROTOCOL_DARKPLACES6:
+       case PROTOCOL_DARKPLACES7:
+               // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
+               cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
+               break;
+       case PROTOCOL_UNKNOWN:
+               break;
+       }
+
+       cl.movecmd[0] = cl.cmd;
 
-       if (cls.signon == SIGNONS)
+       // don't predict more than 200fps
+       if (realtime >= cl.lastpackettime + 0.005)
+               cl.movement_replay = true; // redo the prediction
+
+       // now decide whether to actually send this move
+       // (otherwise it is only for prediction)
+
+       // don't send too often or else network connections can get clogged by a
+       // high renderer framerate
+       packettime = 1.0 / bound(1, cl_netfps.value, 1000);
+       // send input every frame in singleplayer
+       if (cl.islocalgame)
+               packettime = 0;
+       // always send if buttons changed or an impulse is pending
+       // even if it violates the rate limit!
+       if (!cl_netimmediatebuttons.integer || (cl.movecmd[0].buttons == cl.movecmd[1].buttons && !cl.movecmd[0].impulse))
        {
-               // always dump the first two messages, because they may contain leftover inputs from the last level
-               if (++cl.movemessages >= 2)
+               // don't choke the connection with packets (obey rate limit)
+               if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
+                       return;
+               // don't send too often (cl_netfps)
+               if (realtime < cl.lastpackettime + packettime)
+                       return;
+       }
+       // try to round off the lastpackettime to a multiple of the packet interval
+       // (this causes it to emit packets at a steady beat)
+       if (packettime > 0)
+               cl.lastpackettime = floor(realtime / packettime) * packettime;
+       else
+               cl.lastpackettime = realtime;
+
+       buf.maxsize = sizeof(data);
+       buf.cursize = 0;
+       buf.data = data;
+
+       // send the movement message
+       // PROTOCOL_QUAKE        clc_move = 16 bytes total
+       // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
+       // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
+       // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
+       // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
+       // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
+       // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
+       // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
+       // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
+       // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
+       // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
+
+       // set prydon cursor info
+       CL_UpdatePrydonCursor();
+
+       if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
+       {
+               switch (cls.protocol)
                {
-                       // send the movement message
-                       // PROTOCOL_QUAKE        clc_move = 16 bytes total
-                       // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
-                       // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
-                       // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
-                       // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
-                       // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
-                       // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
-                       // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
-                       // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
-                       // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
-                       // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
-                       if (cls.protocol == PROTOCOL_QUAKEWORLD)
-                       {
-                               int checksumindex;
-                               double msectime;
-                               static double oldmsectime;
-                               qw_usercmd_t *cmd, *oldcmd;
-                               qw_usercmd_t nullcmd;
-
-                               //Con_Printf("code qw_clc_move\n");
-
-                               i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
-                               cmd = &cl.qw_moves[i];
-                               memset(&nullcmd, 0, sizeof(nullcmd));
-                               memset(cmd, 0, sizeof(*cmd));
-                               cmd->buttons = bits;
-                               cmd->impulse = impulse;
-                               cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
-                               cmd->sidemove = (short)bound(-32768, sidemove, 32767);
-                               cmd->upmove = (short)bound(-32768, upmove, 32767);
-                               VectorCopy(cl.viewangles, cmd->angles);
-                               msectime = realtime * 1000;
-                               cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
-                               // ridiculous value rejection (matches qw)
-                               if (cmd->msec > 250)
-                                       cmd->msec = 100;
-                               oldmsectime = msectime;
-
-                               CL_ClientMovement_InputQW(cmd);
-
-                               MSG_WriteByte(&buf, qw_clc_move);
-                               // save the position for a checksum byte
-                               checksumindex = buf.cursize;
-                               MSG_WriteByte(&buf, 0);
-                               // packet loss percentage
-                               // FIXME: netgraph stuff
-                               MSG_WriteByte(&buf, 0);
-                               // write most recent 3 moves
-                               i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
-                               cmd = &cl.qw_moves[i];
-                               QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
-                               oldcmd = cmd;
-                               i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
-                               cmd = &cl.qw_moves[i];
-                               QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
-                               oldcmd = cmd;
-                               i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
-                               cmd = &cl.qw_moves[i];
-                               QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
-                               // calculate the checksum
-                               buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
-                               // if delta compression history overflows, request no delta
-                               if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
-                                       cl.qw_validsequence = 0;
-                               // request delta compression if appropriate
-                               if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
-                               {
-                                       cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
-                                       MSG_WriteByte(&buf, qw_clc_delta);
-                                       MSG_WriteByte(&buf, cl.qw_validsequence & 255);
-                               }
-                               else
-                                       cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
-                       }
-                       else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
-                       {
-                               // 5 bytes
-                               MSG_WriteByte (&buf, clc_move);
-                               MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
-                               // 3 bytes
-                               for (i = 0;i < 3;i++)
-                                       MSG_WriteAngle8i (&buf, cl.viewangles[i]);
-                               // 6 bytes
-                               MSG_WriteCoord16i (&buf, forwardmove);
-                               MSG_WriteCoord16i (&buf, sidemove);
-                               MSG_WriteCoord16i (&buf, upmove);
-                               // 2 bytes
-                               MSG_WriteByte (&buf, bits);
-                               MSG_WriteByte (&buf, impulse);
-
-                               CL_ClientMovement_Input((bits & 2) != 0, false);
-                       }
-                       else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
-                       {
-                               // 5 bytes
-                               MSG_WriteByte (&buf, clc_move);
-                               MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
-                               // 12 bytes
-                               for (i = 0;i < 3;i++)
-                                       MSG_WriteAngle32f (&buf, cl.viewangles[i]);
-                               // 6 bytes
-                               MSG_WriteCoord16i (&buf, forwardmove);
-                               MSG_WriteCoord16i (&buf, sidemove);
-                               MSG_WriteCoord16i (&buf, upmove);
-                               // 2 bytes
-                               MSG_WriteByte (&buf, bits);
-                               MSG_WriteByte (&buf, impulse);
-
-                               CL_ClientMovement_Input((bits & 2) != 0, false);
-                       }
-                       else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
+               case PROTOCOL_QUAKEWORLD:
+                       MSG_WriteByte(&buf, qw_clc_move);
+                       // save the position for a checksum byte
+                       checksumindex = buf.cursize;
+                       MSG_WriteByte(&buf, 0);
+                       // packet loss percentage
+                       for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
+                               if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
+                                       packetloss++;
+                       packetloss = packetloss * 100 / NETGRAPH_PACKETS;
+                       MSG_WriteByte(&buf, packetloss);
+                       // write most recent 3 moves
+                       QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
+                       QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
+                       QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
+                       // calculate the checksum
+                       buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
+                       // if delta compression history overflows, request no delta
+                       if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
+                               cl.qw_validsequence = 0;
+                       // request delta compression if appropriate
+                       if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
                        {
-                               // 5 bytes
-                               MSG_WriteByte (&buf, clc_move);
-                               MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
-                               // 6 bytes
-                               for (i = 0;i < 3;i++)
-                                       MSG_WriteAngle16i (&buf, cl.viewangles[i]);
-                               // 6 bytes
-                               MSG_WriteCoord16i (&buf, forwardmove);
-                               MSG_WriteCoord16i (&buf, sidemove);
-                               MSG_WriteCoord16i (&buf, upmove);
-                               // 2 bytes
-                               MSG_WriteByte (&buf, bits);
-                               MSG_WriteByte (&buf, impulse);
-
-                               CL_ClientMovement_Input((bits & 2) != 0, false);
+                               cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
+                               MSG_WriteByte(&buf, qw_clc_delta);
+                               MSG_WriteByte(&buf, cl.qw_validsequence & 255);
                        }
                        else
+                               cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
+                       break;
+               case PROTOCOL_QUAKE:
+               case PROTOCOL_QUAKEDP:
+               case PROTOCOL_NEHAHRAMOVIE:
+               case PROTOCOL_NEHAHRABJP:
+               case PROTOCOL_NEHAHRABJP2:
+               case PROTOCOL_NEHAHRABJP3:
+                       // 5 bytes
+                       MSG_WriteByte (&buf, clc_move);
+                       MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
+                       // 3 bytes
+                       for (i = 0;i < 3;i++)
+                               MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
+                       // 6 bytes
+                       MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
+                       MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
+                       MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+                       // 2 bytes
+                       MSG_WriteByte (&buf, cl.movecmd[0].buttons);
+                       MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+                       break;
+               case PROTOCOL_DARKPLACES2:
+               case PROTOCOL_DARKPLACES3:
+                       // 5 bytes
+                       MSG_WriteByte (&buf, clc_move);
+                       MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
+                       // 12 bytes
+                       for (i = 0;i < 3;i++)
+                               MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
+                       // 6 bytes
+                       MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
+                       MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
+                       MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+                       // 2 bytes
+                       MSG_WriteByte (&buf, cl.movecmd[0].buttons);
+                       MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+                       break;
+               case PROTOCOL_DARKPLACES1:
+               case PROTOCOL_DARKPLACES4:
+               case PROTOCOL_DARKPLACES5:
+                       // 5 bytes
+                       MSG_WriteByte (&buf, clc_move);
+                       MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
+                       // 6 bytes
+                       for (i = 0;i < 3;i++)
+                               MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
+                       // 6 bytes
+                       MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
+                       MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
+                       MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+                       // 2 bytes
+                       MSG_WriteByte (&buf, cl.movecmd[0].buttons);
+                       MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+               case PROTOCOL_DARKPLACES6:
+               case PROTOCOL_DARKPLACES7:
+                       // set the maxusercmds variable to limit how many should be sent
+                       maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
+                       // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
+                       if (!cl.cmd.predicted)
+                               maxusercmds = 1;
+
+                       // send the latest moves in order, the old ones will be
+                       // ignored by the server harmlessly, however if the previous
+                       // packets were lost these moves will be used
+                       //
+                       // this reduces packet loss impact on gameplay.
+                       for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
                        {
-                               // 5 bytes
+                               // don't repeat any stale moves
+                               if (cmd->sequence && cmd->sequence < cls.servermovesequence)
+                                       continue;
+                               // 5/9 bytes
                                MSG_WriteByte (&buf, clc_move);
                                if (cls.protocol != PROTOCOL_DARKPLACES6)
-                               {
-                                       if (cl_movement.integer)
-                                       {
-                                               cl.movesequence++;
-                                               MSG_WriteLong (&buf, cl.movesequence);
-                                       }
-                                       else
-                                               MSG_WriteLong (&buf, 0);
-                               }
-                               MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
+                                       MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
+                               MSG_WriteFloat (&buf, cmd->time); // last server packet time
                                // 6 bytes
                                for (i = 0;i < 3;i++)
-                                       MSG_WriteAngle16i (&buf, cl.viewangles[i]);
+                                       MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
                                // 6 bytes
-                               MSG_WriteCoord16i (&buf, forwardmove);
-                               MSG_WriteCoord16i (&buf, sidemove);
-                               MSG_WriteCoord16i (&buf, upmove);
+                               MSG_WriteCoord16i (&buf, cmd->forwardmove);
+                               MSG_WriteCoord16i (&buf, cmd->sidemove);
+                               MSG_WriteCoord16i (&buf, cmd->upmove);
                                // 5 bytes
-                               MSG_WriteLong (&buf, bits);
-                               MSG_WriteByte (&buf, impulse);
+                               MSG_WriteLong (&buf, cmd->buttons);
+                               MSG_WriteByte (&buf, cmd->impulse);
                                // PRYDON_CLIENTCURSOR
                                // 30 bytes
-                               MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[0] * 32767.0f));
-                               MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[1] * 32767.0f));
-                               MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
-                               MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
-                               MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
-                               MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
-                               MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
-                               MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
-                               MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
-
-                               // FIXME: bits & 16 is +button5, Nexuiz specific
-                               CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
+                               MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
+                               MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
+                               MSG_WriteFloat (&buf, cmd->cursor_start[0]);
+                               MSG_WriteFloat (&buf, cmd->cursor_start[1]);
+                               MSG_WriteFloat (&buf, cmd->cursor_start[2]);
+                               MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
+                               MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
+                               MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
+                               MSG_WriteShort (&buf, cmd->cursor_entitynumber);
                        }
+                       break;
+               case PROTOCOL_UNKNOWN:
+                       break;
                }
+       }
 
-               if (cls.protocol != PROTOCOL_QUAKEWORLD)
+       if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
+       {
+               // ack the last few frame numbers
+               // (redundent to improve handling of client->server packet loss)
+               // for LATESTFRAMENUMS == 3 case this is 15 bytes
+               for (i = 0;i < LATESTFRAMENUMS;i++)
                {
-                       // ack the last few frame numbers
-                       // (redundent to improve handling of client->server packet loss)
-                       // for LATESTFRAMENUMS == 3 case this is 15 bytes
-                       for (i = 0;i < LATESTFRAMENUMS;i++)
+                       if (cl.latestframenums[i] > 0)
                        {
-                               if (cl.latestframenums[i] > 0)
-                               {
-                                       if (developer_networkentities.integer >= 1)
-                                               Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
-                                       MSG_WriteByte(&buf, clc_ackframe);
-                                       MSG_WriteLong(&buf, cl.latestframenums[i]);
-                               }
+                               if (developer_networkentities.integer >= 10)
+                                       Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
+                               MSG_WriteByte(&buf, clc_ackframe);
+                               MSG_WriteLong(&buf, cl.latestframenums[i]);
                        }
                }
+       }
+
+       // PROTOCOL_DARKPLACES6 = 67 bytes per packet
+       // PROTOCOL_DARKPLACES7 = 71 bytes per packet
 
-               // PROTOCOL_DARKPLACES6 = 67 bytes per packet
-               // PROTOCOL_DARKPLACES7 = 71 bytes per packet
+       // acknowledge any recently received data blocks
+       for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
+       {
+               MSG_WriteByte(&buf, clc_ackdownloaddata);
+               MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
+               MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
+               cls.dp_downloadack[i].start = 0;
+               cls.dp_downloadack[i].size = 0;
        }
 
        // send the reliable message (forwarded commands) if there is one
-       NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
+       if (buf.cursize || cls.netcon->message.cursize)
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
+
+       // update the cl.movecmd array which holds the most recent moves,
+       // because we now need a new slot for the next input
+       for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
+               cl.movecmd[i] = cl.movecmd[i-1];
+       cl.movecmd[0].msec = 0;
+       cl.movecmd[0].frametime = 0;
+
+       // clear button 'click' states
+       in_attack.state  &= ~2;
+       in_jump.state    &= ~2;
+       in_button3.state &= ~2;
+       in_button4.state &= ~2;
+       in_button5.state &= ~2;
+       in_button6.state &= ~2;
+       in_button7.state &= ~2;
+       in_button8.state &= ~2;
+       in_use.state     &= ~2;
+       in_button9.state  &= ~2;
+       in_button10.state &= ~2;
+       in_button11.state &= ~2;
+       in_button12.state &= ~2;
+       in_button13.state &= ~2;
+       in_button14.state &= ~2;
+       in_button15.state &= ~2;
+       in_button16.state &= ~2;
+       // clear impulse
+       in_impulse = 0;
 
        if (cls.netcon->message.overflowed)
        {
@@ -1486,7 +1677,7 @@ void CL_InitInput (void)
        Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
        Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
        Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
-       Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
+       Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
        Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
        Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
        Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
@@ -1538,24 +1729,36 @@ void CL_InitInput (void)
        Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
        Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
 
+       // LordHavoc: added bestweapon command
+       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)");
+       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");
+       Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
+
        Cvar_RegisterVariable(&cl_movement);
-       Cvar_RegisterVariable(&cl_movement_latency);
+       Cvar_RegisterVariable(&cl_movement_minping);
+       Cvar_RegisterVariable(&cl_movement_track_canjump);
        Cvar_RegisterVariable(&cl_movement_maxspeed);
        Cvar_RegisterVariable(&cl_movement_maxairspeed);
        Cvar_RegisterVariable(&cl_movement_stopspeed);
        Cvar_RegisterVariable(&cl_movement_friction);
+       Cvar_RegisterVariable(&cl_movement_wallfriction);
+       Cvar_RegisterVariable(&cl_movement_waterfriction);
        Cvar_RegisterVariable(&cl_movement_edgefriction);
        Cvar_RegisterVariable(&cl_movement_stepheight);
        Cvar_RegisterVariable(&cl_movement_accelerate);
+       Cvar_RegisterVariable(&cl_movement_airaccelerate);
+       Cvar_RegisterVariable(&cl_movement_wateraccelerate);
        Cvar_RegisterVariable(&cl_movement_jumpvelocity);
-       Cvar_RegisterVariable(&cl_gravity);
-       Cvar_RegisterVariable(&cl_slowmo);
+       Cvar_RegisterVariable(&cl_movement_airaccel_qw);
+       Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
 
        Cvar_RegisterVariable(&in_pitch_min);
        Cvar_RegisterVariable(&in_pitch_max);
        Cvar_RegisterVariable(&m_filter);
 
-       Cvar_RegisterVariable(&cl_netinputpacketspersecond);
+       Cvar_RegisterVariable(&cl_netfps);
+       Cvar_RegisterVariable(&cl_netrepeatinput);
+       Cvar_RegisterVariable(&cl_netimmediatebuttons);
 
        Cvar_RegisterVariable(&cl_nodelta);
 }