]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_input.c
reworked packet sending code a bit more, this is mostly just a cleanup, not a change...
[xonotic/darkplaces.git] / cl_input.c
index 8e9d0ecb20040c8c671f57f084df557f124f5298..0fc37a56b7ed77fa0e598d4119186c42e3cd319a 100644 (file)
@@ -197,6 +197,57 @@ void IN_JumpUp (void) {KeyUp(&in_jump);}
 
 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
 
+int in_bestweapon_info[][5] =
+{
+       {'1', 1, IT_AXE, STAT_SHELLS, 0},
+       {'2', 2, IT_SHOTGUN, STAT_SHELLS, 1},
+       {'3', 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
+       {'4', 4, IT_NAILGUN, STAT_NAILS, 1},
+       {'5', 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
+       {'6', 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
+       {'7', 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
+       {'8', 8, IT_LIGHTNING, STAT_CELLS, 1},
+       {'9', 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
+       {'p', 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
+       {'w', 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
+       {'l', 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
+       {'h', 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
+       {-1, 0, 0, 0, 0}
+};
+void IN_BestWeapon (void)
+{
+       int i, n;
+       const char *s;
+       if (Cmd_Argc() != 2)
+       {
+               Con_Printf("bestweapon requires 1 parameter\n");
+               return;
+       }
+       s = Cmd_Argv(1);
+       for (i = 0;s[i];i++)
+       {
+               // figure out which weapon this character refers to
+               for (n = 0;in_bestweapon_info[n][0] >= 0;n++)
+               {
+                       if (in_bestweapon_info[n][0] == s[i])
+                       {
+                               // 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][2]) && (cl.stats[in_bestweapon_info[n][3]] >= in_bestweapon_info[n][4]))
+                               {
+                                       // we found one of the weapons the player wanted
+                                       // send an impulse to switch to it
+                                       in_impulse = in_bestweapon_info[n][1];
+                                       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...
+}
+
 /*
 ===============
 CL_KeyState
@@ -269,15 +320,20 @@ 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_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 or quakeworld servers"};
 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_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_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
+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 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)"};
 
@@ -287,6 +343,9 @@ cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (qua
 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_netinputpacketlosstolerance = {CVAR_SAVE, "cl_netinputpacketlosstolerance", "4", "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)"};
+
+cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
 
 
 /*
@@ -302,9 +361,9 @@ void CL_AdjustAngles (void)
        float   up, down;
 
        if (in_speed.state & 1)
-               speed = host_realframetime * cl_anglespeedkey.value;
+               speed = cl.realframetime * cl_anglespeedkey.value;
        else
-               speed = host_realframetime;
+               speed = cl.realframetime;
 
        if (!(in_strafe.state & 1))
        {
@@ -345,26 +404,25 @@ qboolean cl_ignoremousemove = false;
 
 /*
 ================
-CL_Move
+CL_Input
 
 Send the intended movement message to the server
 ================
 */
-void CL_Move (void)
+void CL_Input (void)
 {
-       vec3_t temp;
        float mx, my;
        static float old_mouse_x = 0, old_mouse_y = 0;
 
        // clamp before the move to prevent starting with bad angles
        CL_AdjustAngles ();
 
-       // get basic movement from keyboard
-       // PRYDON_CLIENTCURSOR needs to survive basemove resets
-       VectorCopy (cl.cmd.cursor_screen, temp);
-       memset (&cl.cmd, 0, sizeof(cl.cmd));
-       VectorCopy (temp, cl.cmd.cursor_screen);
+       // reset some of the command fields
+       cl.cmd.forwardmove = 0;
+       cl.cmd.sidemove = 0;
+       cl.cmd.upmove = 0;
 
+       // get basic movement from keyboard
        if (in_strafe.state & 1)
        {
                cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
@@ -460,10 +518,9 @@ void CL_Move (void)
 
 #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);
@@ -494,52 +551,89 @@ 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_refdef.frustum_x;
-       scale[1] = -r_refdef.frustum_y;
-       scale[2] = 1;
-
-       // trace distance
-       VectorScale(scale, 1000000, scale);
-
        // calculate current view matrix
-       V_CalcRefdef();
-       VectorClear(temp);
-       Matrix4x4_Transform(&r_refdef.viewentitymatrix, 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_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
+       Matrix4x4_OriginFromMatrix(&r_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, cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
+       Matrix4x4_Transform(&r_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);
-       // makes sparks where cursor is
-       //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
+       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);
+}
+
+void CL_ClientMovement_Replay(void);
+
+void CL_ClientMovement_InputQW(void)
+{
+       int i;
+       int n;
+       // if time has not advanced, do nothing
+       if (cl.movecmd[0].time <= cl.movecmd[1].time)
+               return;
+       // 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 = cl.movecmd[0].time;
+               cl.movement_queue[cl.movement_numqueue].frametime = cl.cmd.msec / 1000.0;
+               VectorCopy(cl.cmd.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 = (cl.cmd.buttons & 2) != 0;
+               cl.movement_queue[cl.movement_numqueue].crouch = false;
+               cl.movement_numqueue++;
+       }
+       CL_ClientMovement_Replay();
 }
 
 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
 {
        int i;
        int n;
+       // if time has not advanced, do nothing
+       if (cl.movecmd[0].time <= cl.movecmd[1].time)
+               return;
        // 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
        {
-               double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
                for (i = 0;i < n;i++)
-                       if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
+               {
+                       if (cl.movement_queue[i].time >= cl.movecmd[0].time - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.movecmd[0].time)
                                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])
+       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 = cl.movesequence;
-               cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
-               cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
+               cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
+               cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.movecmd[0].time - cl.movecmd[1].time, 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;
@@ -548,248 +642,613 @@ void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
                cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
                cl.movement_numqueue++;
        }
-       cl.movement_replay = true;
+       CL_ClientMovement_Replay();
 }
 
-void CL_ClientMovement_Replay(void)
+typedef enum waterlevel_e
+{
+       WATERLEVEL_NONE,
+       WATERLEVEL_WETFEET,
+       WATERLEVEL_SWIMMING,
+       WATERLEVEL_SUBMERGED
+}
+waterlevel_t;
+
+typedef struct cl_clientmovement_state_s
+{
+       // position
+       vec3_t origin;
+       vec3_t velocity;
+       // current bounding box (different if crouched vs standing)
+       vec3_t mins;
+       vec3_t maxs;
+       // currently on the ground
+       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
+       waterlevel_t waterlevel;
+       // weird hacks when jumping out of water
+       // (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;
+       float movevars_airaccel_qw;
+       float movevars_airaccel_sideways_friction;
+
+       // user command
+       client_movementqueue_t q;
+}
+cl_clientmovement_state_t;
+
+#define NUMOFFSETS 27
+static vec3_t offsets[NUMOFFSETS] =
+{
+// 1 no nudge (just return the original if this test passes)
+       { 0.000,  0.000,  0.000},
+// 6 simple nudges
+       { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
+       {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
+       { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
+// 4 diagonal flat nudges
+       {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
+       {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
+// 8 diagonal upward nudges
+       {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
+       { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
+       {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
+       {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
+// 8 diagonal downward nudges
+       {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
+       { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
+       {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
+       {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
+};
+
+qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
 {
        int i;
+       vec3_t neworigin;
+       for (i = 0;i < NUMOFFSETS;i++)
+       {
+               VectorAdd(offsets[i], s->origin, neworigin);
+               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;
+               }
+       }
+       // if all offsets failed, give up
+       return false;
+}
+
+void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
+{
+       vec3_t origin1, origin2;
+       trace_t trace;
+
+       // make sure player is not stuck
+       CL_ClientMovement_Unstick(s);
+
+       // set crouched
+       if (s->q.crouch)
+       {
+               // wants to crouch, this always works..
+               if (!s->crouched)
+                       s->crouched = true;
+       }
+       else
+       {
+               // wants to stand, if currently crouching we need to check for a
+               // low ceiling first
+               if (s->crouched)
+               {
+                       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;
+               }
+       }
+       if (s->crouched)
+       {
+               VectorCopy(cl.playercrouchmins, s->mins);
+               VectorCopy(cl.playercrouchmaxs, s->maxs);
+       }
+       else
+       {
+               VectorCopy(cl.playerstandmins, s->mins);
+               VectorCopy(cl.playerstandmaxs, s->maxs);
+       }
+
+       // 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_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 && s->velocity[2] < cl_gravity.value * s->q.frametime;
+
+       // 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_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_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_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+                               s->waterlevel = WATERLEVEL_SUBMERGED;
+               }
+       }
+
+       // water jump prediction
+       if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
+               s->waterjumptime = 0;
+}
+
+void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
+{
        int bump;
-       int contents;
-       int crouch;
-       int onground;
-       double edgefriction;
-       double frametime;
        double t;
-       vec_t wishspeed;
-       vec_t addspeed;
-       vec_t accelspeed;
        vec_t f;
-       vec_t *playermins;
-       vec_t *playermaxs;
-       vec3_t currentorigin;
-       vec3_t currentvelocity;
-       vec3_t forward;
-       vec3_t right;
-       vec3_t up;
-       vec3_t wishvel;
-       vec3_t wishdir;
        vec3_t neworigin;
        vec3_t currentorigin2;
        vec3_t neworigin2;
-       vec3_t yawangles;
+       vec3_t primalvelocity;
        trace_t trace;
        trace_t trace2;
        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++)
+       {
+               VectorMA(s->origin, t, s->velocity, neworigin);
+               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_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_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)
+                               {
+                                       trace = trace2;
+                                       VectorCopy(trace3.endpos, trace.endpos);
+                               }
+                       }
+               }
 
-       if (!cl.movement_replay)
-               return;
-       cl.movement_replay = false;
+               // check if it moved at all
+               if (trace.fraction >= 0.001)
+                       VectorCopy(trace.endpos, s->origin);
 
-       // fetch current starting values
-       VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
-       VectorCopy(cl.mvelocity[0], currentvelocity);
-       // FIXME: try minor nudges in various directions if startsolid to find a
-       // safe place to start the walk (due to network compression in some
-       // protocols this starts in solid)
-       //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
-       crouch = false; // this will be updated on first move
+               // check if it moved all the way
+               if (trace.fraction == 1)
+                       break;
 
-       // check if onground
-       VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
-       VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
-       trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
-       onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
-       //Con_Printf("%f: ", cl.mtime[0]);
+               //if (trace.plane.normal[2] > 0.7)
+               //      s->onground = true;
 
-       // replay the input queue to predict current location
-       // note: this relies on the fact there's always one queue item at the end
+               t -= t * trace.fraction;
 
-       for (i = 0;cl.movement && i < cl.movement_numqueue;i++)
+               f = DotProduct(s->velocity, trace.plane.normal);
+               VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
+       }
+       if (s->waterjumptime > 0)
+               VectorCopy(primalvelocity, s->velocity);
+}
+
+
+void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
+{
+       vec_t wishspeed;
+       vec_t f;
+       vec3_t wishvel;
+       vec3_t wishdir;
+
+       // water jump only in certain situations
+       // this mimics quakeworld code
+       if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
        {
-               client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
-               frametime = q->frametime;
-               //Con_Printf(" %f", frametime);
-               //if (frametime > 0)
+               vec3_t forward;
+               vec3_t yawangles;
+               vec3_t spot;
+               VectorSet(yawangles, 0, s->q.viewangles[1], 0);
+               AngleVectors(yawangles, forward, NULL, NULL);
+               VectorMA(s->origin, 24, forward, spot);
+               spot[2] += 8;
+               if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
                {
-                       if (q->crouch)
+                       spot[2] += 24;
+                       if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
                        {
-                               // wants to crouch, this always works...
-                               if (!crouch)
-                                       crouch = true;
-                       }
-                       else
-                       {
-                               // wants to stand, if currently crouching we need to check for a
-                               // low ceiling first
-                               if (crouch)
-                               {
-                                       trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
-                                       if (!trace.startsolid)
-                                               crouch = false;
-                               }
-                       }
-                       if (crouch)
-                       {
-                               playermins = cl_playercrouchmins;
-                               playermaxs = cl_playercrouchmaxs;
-                       }
-                       else
-                       {
-                               playermins = cl_playerstandmins;
-                               playermaxs = cl_playerstandmaxs;
-                       }
-                       // change velocity according to q->viewangles and q->move
-                       contents = CL_PointSuperContents(currentorigin);
-                       if (contents & SUPERCONTENTS_LIQUIDSMASK)
-                       {
-                               // swim
-                               AngleVectors(q->viewangles, forward, right, up);
-                               VectorSet(up, 0, 0, 1);
-                               VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
-                               wishspeed = VectorLength(wishvel);
-                               if (wishspeed)
-                                       VectorScale(wishvel, 1 / wishspeed, wishdir);
-                               else
-                                       VectorSet( wishdir, 0.0, 0.0, 0.0 );
-                               wishspeed = min(wishspeed, cl_movement_maxspeed.value);
-                               if (crouch)
-                                       wishspeed *= 0.5;
-                               wishspeed *= 0.6;
-                               VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
-                               f = wishspeed - DotProduct(currentvelocity, wishdir);
-                               if (f > 0)
-                               {
-                                       f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
-                                       VectorMA(currentvelocity, f, wishdir, currentvelocity);
-                               }
-                               if (q->jump)
-                               {
-                                       if (contents & SUPERCONTENTS_LAVA)
-                                               currentvelocity[2] =  50;
-                                       else if (contents & SUPERCONTENTS_SLIME)
-                                               currentvelocity[2] =  80;
-                                       else
-                                       {
-                                               if (gamemode == GAME_NEXUIZ)
-                                                       currentvelocity[2] = 200;
-                                               else
-                                                       currentvelocity[2] = 100;
-                                       }
-                               }
+                               VectorScale(forward, 50, s->velocity);
+                               s->velocity[2] = 310;
+                               s->waterjumptime = 2;
+                               s->onground = false;
+                               s->canjump = false;
                        }
+               }
+       }
+
+       if (!VectorLength2(s->q.move))
+       {
+               // drift towards bottom
+               VectorSet(wishvel, 0, 0, -60);
+       }
+       else
+       {
+               // swim
+               vec3_t forward;
+               vec3_t right;
+               vec3_t up;
+               // calculate movement vector
+               AngleVectors(s->q.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);
+       }
+
+       // split wishvel into wishspeed and wishdir
+       wishspeed = VectorLength(wishvel);
+       if (wishspeed)
+               VectorScale(wishvel, 1 / wishspeed, wishdir);
+       else
+               VectorSet( wishdir, 0.0, 0.0, 0.0 );
+       wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
+
+       if (s->crouched)
+               wishspeed *= 0.5;
+
+       if (s->waterjumptime <= 0)
+       {
+               // water friction
+               f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
+               f = bound(0, f, 1);
+               VectorScale(s->velocity, f, s->velocity);
+
+               // water acceleration
+               f = wishspeed - DotProduct(s->velocity, wishdir);
+               if (f > 0)
+               {
+                       f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
+                       VectorMA(s->velocity, f, wishdir, s->velocity);
+               }
+
+               // holding jump button swims upward slowly
+               if (s->q.jump)
+               {
+                       if (s->watertype & SUPERCONTENTS_LAVA)
+                               s->velocity[2] =  50;
+                       else if (s->watertype & SUPERCONTENTS_SLIME)
+                               s->velocity[2] =  80;
                        else
                        {
-                               // walk
-                               if (onground && q->jump)
-                               {
-                                       currentvelocity[2] += cl_movement_jumpvelocity.value;
-                                       onground = false;
-                               }
-                               VectorSet(yawangles, 0, q->viewangles[1], 0);
-                               AngleVectors(yawangles, forward, right, up);
-                               VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
-                               wishspeed = VectorLength(wishvel);
-                               if (wishspeed)
-                                       VectorScale(wishvel, 1 / wishspeed, wishdir);
-                               else
-                                       VectorSet( wishdir, 0.0, 0.0, 0.0 );
-                               wishspeed = min(wishspeed, cl_movement_maxspeed.value);
-                               if (crouch)
-                                       wishspeed *= 0.5;
-                               // check if onground
-                               if (onground)
-                               {
-                                       // apply ground friction
-                                       f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
-                                       edgefriction = 1;
-                                       if (f > 0)
-                                       {
-                                               VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
-                                               VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
-                                               trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
-                                               if (trace.fraction == 1)
-                                                       edgefriction = cl_movement_edgefriction.value;
-                                       }
-                                       // apply friction
-                                       f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
-                                       f = max(f, 0);
-                                       VectorScale(currentvelocity, f, currentvelocity);
-                               }
-                               else
-                               {
-                                       // apply air speed limit
-                                       wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
-                               }
                                if (gamemode == GAME_NEXUIZ)
-                                       addspeed = wishspeed;
+                                       s->velocity[2] = 200;
                                else
-                                       addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
-                               if (addspeed > 0)
-                               {
-                                       accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
-                                       VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
-                               }
-                               currentvelocity[2] -= cl_gravity.value * frametime;
+                                       s->velocity[2] = 100;
                        }
                }
-               //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
+       }
+
+       CL_ClientMovement_Move(s);
+}
+
+void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
+{
+       vec_t friction;
+       vec_t wishspeed;
+       vec_t addspeed;
+       vec_t accelspeed;
+       vec_t f;
+       vec3_t forward;
+       vec3_t right;
+       vec3_t up;
+       vec3_t wishvel;
+       vec3_t wishdir;
+       vec3_t yawangles;
+       trace_t trace;
+
+       // 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
+       {
+               s->velocity[2] += s->movevars_jumpvelocity;
+               s->onground = false;
+               s->canjump = false;
+       }
+
+       // calculate movement vector
+       VectorSet(yawangles, 0, s->q.viewangles[1], 0);
+       AngleVectors(yawangles, forward, right, up);
+       VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
+
+       // split wishvel into wishspeed and wishdir
+       wishspeed = VectorLength(wishvel);
+       if (wishspeed)
+               VectorScale(wishvel, 1 / wishspeed, wishdir);
+       else
+               VectorSet( wishdir, 0.0, 0.0, 0.0 );
+       wishspeed = min(wishspeed, s->movevars_maxspeed);
+       if (s->crouched)
+               wishspeed *= 0.5;
+
+       // check if onground
+       if (s->onground)
+       {
+               // 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)
                {
-                       if (crouch)
-                       {
-                               playermins = cl_playercrouchmins;
-                               playermaxs = cl_playercrouchmaxs;
-                       }
+                       vec3_t neworigin2;
+                       vec3_t neworigin3;
+                       // note: QW uses the full player box for the trace, and yet still
+                       // uses s->origin[2] + s->mins[2], which is clearly an bug, but
+                       // this mimics it for compatibility
+                       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_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
                        else
+                               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;
+               }
+               // apply ground friction
+               f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->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);
+                       VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
+               }
+               s->velocity[2] -= cl_gravity.value * s->q.frametime;
+               if (cls.protocol == PROTOCOL_QUAKEWORLD)
+                       s->velocity[2] = 0;
+               if (VectorLength2(s->velocity))
+                       CL_ClientMovement_Move(s);
+       }
+       else
+       {
+               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);
+
+                       /*
+                       addspeed = wishspeed - DotProduct(s->velocity, wishdir);
+                       if (addspeed > 0)
                        {
-                               playermins = cl_playerstandmins;
-                               playermaxs = cl_playerstandmaxs;
+                               accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
+                               VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
                        }
-                       onground = false;
-                       for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
+                       */
+
+                       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, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
+                       if(wishspeed > 0)
+                               vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
+
+                       VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->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;
+               CL_ClientMovement_Move(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;
+       CL_ClientMovement_UpdateStatus(s);
+       if (s->waterlevel >= WATERLEVEL_SWIMMING)
+               CL_ClientMovement_Physics_Swim(s);
+       else
+               CL_ClientMovement_Physics_Walk(s);
+}
+
+void CL_ClientMovement_Replay(void)
+{
+       int i;
+       cl_clientmovement_state_t s;
+
+       // 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;
+       //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]);
+
+       // 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;
+               s.movevars_airaccel_qw = 1.0;
+               s.movevars_airaccel_sideways_friction = 0.0;
+       }
+       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;
+               s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
+               s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
+       }
+
+       cl.movement_predicted = (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission) && ((cls.protocol != PROTOCOL_DARKPLACES6 && cls.protocol != PROTOCOL_DARKPLACES7) || cl.servermovesequence);
+       if (cl.movement_predicted)
+       {
+               //Con_Printf("%f: ", cl.movecmd[0].time);
+
+               // 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++)
+               {
+                       s.q = cl.movement_queue[i];
+                       // if a move is more than 50ms, do it as two moves (matching qwsv)
+                       if (s.q.frametime > 0.05)
                        {
-                               VectorMA(currentorigin, t, currentvelocity, neworigin);
-                               trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
-                               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, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
-                                       VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
-                                       trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
-                                       // then move down from there
-                                       VectorCopy(trace2.endpos, currentorigin2);
-                                       VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
-                                       trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
-                                       //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)
-                                       {
-                                               trace = trace2;
-                                               VectorCopy(trace3.endpos, trace.endpos);
-                                       }
-                               }
-                               if (trace.fraction == 1)
-                               {
-                                       VectorCopy(trace.endpos, currentorigin);
-                                       break;
-                               }
-                               if (trace.plane.normal[2] > 0.7)
-                                       onground = true;
-                               t *= 1 - trace.fraction;
-                               if (trace.fraction >= 0.001)
-                                       VectorCopy(trace.endpos, currentorigin);
-                               f = DotProduct(currentvelocity, trace.plane.normal);
-                               VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
+                               s.q.frametime *= 0.5;
+                               CL_ClientMovement_PlayerMove(&s);
                        }
+                       CL_ClientMovement_PlayerMove(&s);
                }
        }
+       else
+       {
+               // get the first movement queue entry to know whether to crouch and such
+               s.q = cl.movement_queue[0];
+       }
+       CL_ClientMovement_UpdateStatus(&s);
+
        // store replay location
-       VectorCopy(cl.movement_origin, cl.movement_oldorigin);
-       VectorCopy(currentorigin, cl.movement_origin);
-       VectorCopy(currentvelocity, cl.movement_velocity);
-       //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
-       //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
+       if (cl.movecmd[0].time > cl.movecmd[1].time)
+       {
+               cl.movement_time[1] = cl.movecmd[1].time;
+               cl.movement_time[0] = cl.movecmd[0].time;
+               cl.movement_time[2] = cl.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);
+
+               // update the onground flag if appropriate
+               // when not predicted, cl.onground is only cleared by cl_parse.c, but can
+               // be set forcefully here to hide server inconsistencies in the onground
+               // flag (such as when stepping up stairs, the onground flag tends to turn
+               // off briefly due to precision errors, particularly at high framerates),
+               // such inconsistencies can mess up the gun bobbing and stair smoothing,
+               // so they must be avoided.
+               if (cl.movement_predicted)
+                       cl.onground = s.onground;
+               else 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, usercmd_t *from, usercmd_t *to)
+{
+       int bits;
+
+       bits = 0;
+       if (to->viewangles[0] != from->viewangles[0])
+               bits |= QW_CM_ANGLE1;
+       if (to->viewangles[1] != from->viewangles[1])
+               bits |= QW_CM_ANGLE2;
+       if (to->viewangles[2] != from->viewangles[2])
+               bits |= QW_CM_ANGLE3;
+       if (to->forwardmove != from->forwardmove)
+               bits |= QW_CM_FORWARD;
+       if (to->sidemove != from->sidemove)
+               bits |= QW_CM_SIDE;
+       if (to->upmove != from->upmove)
+               bits |= QW_CM_UP;
+       if (to->buttons != from->buttons)
+               bits |= QW_CM_BUTTONS;
+       if (to->impulse != from->impulse)
+               bits |= QW_CM_IMPULSE;
+
+       MSG_WriteByte(buf, bits);
+       if (bits & QW_CM_ANGLE1)
+               MSG_WriteAngle16i(buf, to->viewangles[0]);
+       if (bits & QW_CM_ANGLE2)
+               MSG_WriteAngle16i(buf, to->viewangles[1]);
+       if (bits & QW_CM_ANGLE3)
+               MSG_WriteAngle16i(buf, to->viewangles[2]);
+       if (bits & QW_CM_FORWARD)
+               MSG_WriteShort(buf, to->forwardmove);
+       if (bits & QW_CM_SIDE)
+               MSG_WriteShort(buf, to->sidemove);
+       if (bits & QW_CM_UP)
+               MSG_WriteShort(buf, to->upmove);
+       if (bits & QW_CM_BUTTONS)
+               MSG_WriteByte(buf, to->buttons);
+       if (bits & QW_CM_IMPULSE)
+               MSG_WriteByte(buf, to->impulse);
+       MSG_WriteByte(buf, to->msec);
 }
 
 /*
@@ -797,213 +1256,292 @@ void CL_ClientMovement_Replay(void)
 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, maxusercmds;
        int bits;
-       int impulse;
        sizebuf_t buf;
-       unsigned char data[128];
+       unsigned char data[1024];
        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;
+       double packettime;
+       double msectime;
+       static double oldmsectime;
 
        // 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)
+       packettime = 1.0 / bound(10, cl_netinputpacketspersecond.value, 100);
+       // on quakeworld servers the server replies to client input, so we send
+       // packets whenever we want to
+       // on non-quakeworld servers the client replies to server updates
+       if (cls.protocol == PROTOCOL_QUAKEWORLD)
+       {
+               // don't send too often or else network connections can get clogged by a high renderer framerate
+               if (realtime < lastsendtime + packettime)
+                       return;
+               cl.cmd.time = realtime;
+       }
+       else if (cl.movement_predicted || cls.signon < SIGNONS)
        {
-               if (!cl.movement_needupdate)
+               // don't send too often or else network connections can get clogged by a high renderer framerate
+               if (realtime < lastsendtime + packettime)
                        return;
-               cl.movement_needupdate = false;
-               cl.movement = cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
+               cl.cmd.time = cls.protocol == PROTOCOL_QUAKEWORLD ? realtime : cl.time;
        }
        else
        {
-               cl.movement = false;
-               if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
+               // if not predicted, we should just reply to server packets, and
+               // report the real latest packet time rather than our interpolated
+               // time
+               if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
                        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);
+               cl.cmd.time = cls.protocol == PROTOCOL_QUAKEWORLD ? realtime : cl.mtime[0];
        }
-#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();
+       // 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 = bound(realtime, lastsendtime + packettime, realtime + packettime);
+       // clear the note down that we sent a packet recently
+       cl.movement_needupdate = false;
+
 
-       buf.maxsize = 128;
+       buf.maxsize = sizeof(data);
        buf.cursize = 0;
        buf.data = data;
 
-       // 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 (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;
-       // 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;
-       if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
-       if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
-       if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
-
-       impulse = in_impulse;
-       in_impulse = 0;
-
-       csqc_buttons = bits;
-
-       if (cls.signon == SIGNONS)
+       // conditions for sending a move:
+       // if the move advances time or if the game is paused (in which case time
+       // is not advancing)
+       if ((cl.cmd.time > cl.movecmd[0].time || cl.mtime[0] <= cl.mtime[1]) && cls.signon == SIGNONS)
        {
+               // 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 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 (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;
+               // 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;
+               if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
+               if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
+               if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
+               cl.cmd.buttons = bits;
+
+               // set impulse
+               cl.cmd.impulse = in_impulse;
+               in_impulse = 0;
+
+               // movement is set by input code (forwardmove/sidemove/upmove)
+
+               // set viewangles
+               VectorCopy(cl.viewangles, cl.cmd.viewangles);
+
+               msectime = floor(cl.cmd.time * 1000);
+               cl.cmd.msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
+               // ridiculous value rejection (matches qw)
+               if (cl.cmd.msec > 250)
+                       cl.cmd.msec = 100;
+               oldmsectime = msectime;
+
+               cl.movesequence++;
+               if (cl_movement.integer)
+                       cl.cmd.sequence = cl.movesequence;
+               else
+                       cl.cmd.sequence = 0;
+
+               // set prydon cursor info
+               CL_UpdatePrydonCursor();
+
                // always dump the first two messages, because they may contain leftover inputs from the last level
-               if (++cl.movemessages >= 2)
+               if (cl.movesequence > 2)
                {
-                       // 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
-                       if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_QUAKEDP || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
+                       // update the cl.movecmd array which holds the most recent moves
+                       for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
+                               cl.movecmd[i] = cl.movecmd[i-1];
+                       cl.movecmd[0] = cl.cmd;
+
+                       // set the maxusercmds variable to limit how many should be sent
+                       if (cls.protocol == PROTOCOL_QUAKEWORLD)
+                       {
+                               // qw uses exactly 3 moves
+                               maxusercmds = 3;
+                       }
+                       else
                        {
+                               // configurable number of unacknowledged moves
+                               maxusercmds = bound(1, cl_netinputpacketlosstolerance.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.movement_predicted)
+                                       maxusercmds = 1;
+                       }
+
+                       if (cls.protocol == PROTOCOL_QUAKEWORLD)
+                       {
+                               int checksumindex;
+
+                               CL_ClientMovement_InputQW();
+
+                               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 < 100;j++)
+                                       packetloss += cls.netcon->packetlost[j];
+                               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->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)
+                       {
+                               CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
+
                                // 5 bytes
                                MSG_WriteByte (&buf, clc_move);
-                               MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
+                               MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
                                // 3 bytes
                                for (i = 0;i < 3;i++)
-                                       MSG_WriteAngle8i (&buf, cl.viewangles[i]);
+                                       MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
                                // 6 bytes
-                               MSG_WriteCoord16i (&buf, forwardmove);
-                               MSG_WriteCoord16i (&buf, sidemove);
-                               MSG_WriteCoord16i (&buf, upmove);
+                               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, bits);
-                               MSG_WriteByte (&buf, impulse);
+                               MSG_WriteByte (&buf, cl.movecmd[0].buttons);
+                               MSG_WriteByte (&buf, cl.movecmd[0].impulse);
                        }
-                       else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
+                       else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
                        {
+                               CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
+
                                // 5 bytes
                                MSG_WriteByte (&buf, clc_move);
-                               MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
+                               MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
                                // 12 bytes
                                for (i = 0;i < 3;i++)
-                                       MSG_WriteAngle32f (&buf, cl.viewangles[i]);
+                                       MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
                                // 6 bytes
-                               MSG_WriteCoord16i (&buf, forwardmove);
-                               MSG_WriteCoord16i (&buf, sidemove);
-                               MSG_WriteCoord16i (&buf, upmove);
+                               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, bits);
-                               MSG_WriteByte (&buf, impulse);
+                               MSG_WriteByte (&buf, cl.movecmd[0].buttons);
+                               MSG_WriteByte (&buf, cl.movecmd[0].impulse);
                        }
-                       else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
+                       else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
                        {
+                               CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
+
                                // 5 bytes
                                MSG_WriteByte (&buf, clc_move);
-                               MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
+                               MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
                                // 6 bytes
                                for (i = 0;i < 3;i++)
-                                       MSG_WriteAngle16i (&buf, cl.viewangles[i]);
+                                       MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
                                // 6 bytes
-                               MSG_WriteCoord16i (&buf, forwardmove);
-                               MSG_WriteCoord16i (&buf, sidemove);
-                               MSG_WriteCoord16i (&buf, upmove);
+                               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, bits);
-                               MSG_WriteByte (&buf, impulse);
+                               MSG_WriteByte (&buf, cl.movecmd[0].buttons);
+                               MSG_WriteByte (&buf, cl.movecmd[0].impulse);
                        }
                        else
                        {
-                               // 5 bytes
-                               MSG_WriteByte (&buf, clc_move);
-                               if (cl.protocol != PROTOCOL_DARKPLACES6)
+                               usercmd_t *cmd;
+                               // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
+                               CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
+
+                               // 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--)
                                {
-                                       if (cl_movement.integer)
-                                       {
-                                               cl.movesequence++;
-                                               MSG_WriteLong (&buf, cl.movesequence);
-                                       }
-                                       else
-                                               MSG_WriteLong (&buf, 0);
+                                       // don't repeat any stale moves
+                                       if (cmd->sequence && cmd->sequence < cl.servermovesequence)
+                                               continue;
+                                       // 5/9 bytes
+                                       MSG_WriteByte (&buf, clc_move);
+                                       if (cls.protocol != PROTOCOL_DARKPLACES6)
+                                               MSG_WriteLong (&buf, cmd->sequence);
+                                       MSG_WriteFloat (&buf, cmd->time); // last server packet time
+                                       // 6 bytes
+                                       for (i = 0;i < 3;i++)
+                                               MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
+                                       // 6 bytes
+                                       MSG_WriteCoord16i (&buf, cmd->forwardmove);
+                                       MSG_WriteCoord16i (&buf, cmd->sidemove);
+                                       MSG_WriteCoord16i (&buf, cmd->upmove);
+                                       // 5 bytes
+                                       MSG_WriteLong (&buf, cmd->buttons);
+                                       MSG_WriteByte (&buf, cmd->impulse);
+                                       // PRYDON_CLIENTCURSOR
+                                       // 30 bytes
+                                       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);
                                }
-                               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);
-                               // 5 bytes
-                               MSG_WriteLong (&buf, bits);
-                               MSG_WriteByte (&buf, impulse);
-                               // PRYDON_CLIENTCURSOR
-                               // 30 bytes
-                               MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
-                               MSG_WriteShort (&buf, 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);
                }
+       }
 
+       if (cls.protocol != PROTOCOL_QUAKEWORLD)
+       {
                // ack the last few frame numbers
                // (redundent to improve handling of client->server packet loss)
                // for LATESTFRAMENUMS == 3 case this is 15 bytes
@@ -1017,13 +1555,26 @@ void CL_SendMove(void)
                                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
+       if (cls.protocol != PROTOCOL_QUAKEWORLD)
+       {
+               // 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);
+       NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
 
        if (cls.netcon->message.overflowed)
        {
@@ -1082,31 +1633,34 @@ void CL_InitInput (void)
        Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
        Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
        Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button3");
-       Cmd_AddCommand ("+button5", IN_Button5Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button3");
-       Cmd_AddCommand ("+button6", IN_Button6Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button3");
-       Cmd_AddCommand ("+button7", IN_Button7Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button3");
-       Cmd_AddCommand ("+button8", IN_Button8Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button3");
-       Cmd_AddCommand ("+button9", IN_Button9Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button3");
-       Cmd_AddCommand ("+button10", IN_Button10Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button3");
-       Cmd_AddCommand ("+button11", IN_Button11Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button3");
-       Cmd_AddCommand ("+button12", IN_Button12Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button3");
-       Cmd_AddCommand ("+button13", IN_Button13Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button3");
-       Cmd_AddCommand ("+button14", IN_Button14Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button3");
-       Cmd_AddCommand ("+button15", IN_Button15Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button3");
-       Cmd_AddCommand ("+button16", IN_Button16Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button3");
+       Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
+       Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
+       Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
+       Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
+       Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
+       Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
+       Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
+       Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
+       Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
+       Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
+       Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
+       Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
+       Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
+       Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
+       Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
+       Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
+       Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
+       Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
+       Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
+       Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
+       Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
+       Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
+       Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
+       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: 87654321)");
 
        Cvar_RegisterVariable(&cl_movement);
        Cvar_RegisterVariable(&cl_movement_latency);
@@ -1116,8 +1670,11 @@ void CL_InitInput (void)
        Cvar_RegisterVariable(&cl_movement_friction);
        Cvar_RegisterVariable(&cl_movement_edgefriction);
        Cvar_RegisterVariable(&cl_movement_stepheight);
+       Cvar_RegisterVariable(&cl_movement_airaccelerate);
        Cvar_RegisterVariable(&cl_movement_accelerate);
        Cvar_RegisterVariable(&cl_movement_jumpvelocity);
+       Cvar_RegisterVariable(&cl_movement_airaccel_qw);
+       Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
        Cvar_RegisterVariable(&cl_gravity);
        Cvar_RegisterVariable(&cl_slowmo);
 
@@ -1126,5 +1683,8 @@ void CL_InitInput (void)
        Cvar_RegisterVariable(&m_filter);
 
        Cvar_RegisterVariable(&cl_netinputpacketspersecond);
+       Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
+
+       Cvar_RegisterVariable(&cl_nodelta);
 }