]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_input.c
video modes in menu now also set vid_pixelheight and vid_conwidth/vid_conheight
[xonotic/darkplaces.git] / cl_input.c
index a4a7e4d2aaf4802e6ddabdc436772bfb84946f83..18b4cfa99249d93cac72f3a514009f3d6a54e432 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -49,7 +49,7 @@ state bit 2 is edge triggered on the down to up transition
 kbutton_t      in_mlook, in_klook;
 kbutton_t      in_left, in_right, in_forward, in_back;
 kbutton_t      in_lookup, in_lookdown, in_moveleft, in_moveright;
-kbutton_t      in_strafe, in_speed, in_use, in_jump, in_attack;
+kbutton_t      in_strafe, in_speed, in_jump, in_attack, in_use;
 kbutton_t      in_up, in_down;
 // LordHavoc: added 6 new buttons
 kbutton_t      in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
@@ -59,8 +59,8 @@ int                   in_impulse;
 
 void KeyDown (kbutton_t *b)
 {
-       int             k;
-       char    *c;
+       int k;
+       const char *c;
 
        c = Cmd_Argv(1);
        if (c[0])
@@ -70,17 +70,17 @@ void KeyDown (kbutton_t *b)
 
        if (k == b->down[0] || k == b->down[1])
                return;         // repeating key
-       
+
        if (!b->down[0])
                b->down[0] = k;
        else if (!b->down[1])
                b->down[1] = k;
        else
        {
-               Con_Print("Three keys down for a button!\n");
+               Con_Print("Three keys down for a button!\n");
                return;
        }
-       
+
        if (b->state & 1)
                return;         // still down
        b->state |= 1 + 2;      // down + impulse down
@@ -88,9 +88,9 @@ void KeyDown (kbutton_t *b)
 
 void KeyUp (kbutton_t *b)
 {
-       int             k;
-       char    *c;
-       
+       int k;
+       const char *c;
+
        c = Cmd_Argv(1);
        if (c[0])
                k = atoi(c);
@@ -119,10 +119,11 @@ void KeyUp (kbutton_t *b)
 void IN_KLookDown (void) {KeyDown(&in_klook);}
 void IN_KLookUp (void) {KeyUp(&in_klook);}
 void IN_MLookDown (void) {KeyDown(&in_mlook);}
-void IN_MLookUp (void) {
-KeyUp(&in_mlook);
-if ( !(in_mlook.state&1) &&  lookspring.value)
-       V_StartPitchDrift();
+void IN_MLookUp (void)
+{
+       KeyUp(&in_mlook);
+       if ( !(in_mlook.state&1) && lookspring.value)
+               V_StartPitchDrift();
 }
 void IN_UpDown(void) {KeyDown(&in_up);}
 void IN_UpUp(void) {KeyUp(&in_up);}
@@ -153,16 +154,23 @@ void IN_StrafeUp(void) {KeyUp(&in_strafe);}
 void IN_AttackDown(void) {KeyDown(&in_attack);}
 void IN_AttackUp(void) {KeyUp(&in_attack);}
 
+void IN_UseDown(void) {KeyDown(&in_use);}
+void IN_UseUp(void) {KeyUp(&in_use);}
+
 // LordHavoc: added 6 new buttons
-void IN_Button3Down(void) {KeyDown(&in_button3);} void IN_Button3Up(void) {KeyUp(&in_button3);}
-void IN_Button4Down(void) {KeyDown(&in_button4);} void IN_Button4Up(void) {KeyUp(&in_button4);}
-void IN_Button5Down(void) {KeyDown(&in_button5);} void IN_Button5Up(void) {KeyUp(&in_button5);}
-void IN_Button6Down(void) {KeyDown(&in_button6);} void IN_Button6Up(void) {KeyUp(&in_button6);}
-void IN_Button7Down(void) {KeyDown(&in_button7);} void IN_Button7Up(void) {KeyUp(&in_button7);}
-void IN_Button8Down(void) {KeyDown(&in_button8);} void IN_Button8Up(void) {KeyUp(&in_button8);}
-
-void IN_UseDown (void) {KeyDown(&in_use);}
-void IN_UseUp (void) {KeyUp(&in_use);}
+void IN_Button3Down(void) {KeyDown(&in_button3);}
+void IN_Button3Up(void) {KeyUp(&in_button3);}
+void IN_Button4Down(void) {KeyDown(&in_button4);}
+void IN_Button4Up(void) {KeyUp(&in_button4);}
+void IN_Button5Down(void) {KeyDown(&in_button5);}
+void IN_Button5Up(void) {KeyUp(&in_button5);}
+void IN_Button6Down(void) {KeyDown(&in_button6);}
+void IN_Button6Up(void) {KeyUp(&in_button6);}
+void IN_Button7Down(void) {KeyDown(&in_button7);}
+void IN_Button7Up(void) {KeyUp(&in_button7);}
+void IN_Button8Down(void) {KeyDown(&in_button8);}
+void IN_Button8Up(void) {KeyUp(&in_button8);}
+
 void IN_JumpDown (void) {KeyDown(&in_jump);}
 void IN_JumpUp (void) {KeyUp(&in_jump);}
 
@@ -182,35 +190,43 @@ float CL_KeyState (kbutton_t *key)
 {
        float           val;
        qboolean        impulsedown, impulseup, down;
-       
+
        impulsedown = key->state & 2;
        impulseup = key->state & 4;
        down = key->state & 1;
        val = 0;
-       
+
        if (impulsedown && !impulseup)
+       {
                if (down)
                        val = 0.5;      // pressed and held this frame
                else
                        val = 0;        //      I_Error ();
+       }
        if (impulseup && !impulsedown)
+       {
                if (down)
                        val = 0;        //      I_Error ();
                else
                        val = 0;        // released this frame
+       }
        if (!impulsedown && !impulseup)
+       {
                if (down)
                        val = 1.0;      // held the entire frame
                else
                        val = 0;        // up the entire frame
+       }
        if (impulsedown && impulseup)
+       {
                if (down)
                        val = 0.75;     // released and re-pressed this frame
                else
                        val = 0.25;     // pressed and released this frame
+       }
 
        key->state &= 1;                // clear impulses
-       
+
        return val;
 }
 
@@ -219,17 +235,35 @@ float CL_KeyState (kbutton_t *key)
 
 //==========================================================================
 
-cvar_t cl_upspeed = {"cl_upspeed","200"};
-cvar_t cl_forwardspeed = {"cl_forwardspeed","200", true};
-cvar_t cl_backspeed = {"cl_backspeed","200", true};
-cvar_t cl_sidespeed = {"cl_sidespeed","350"};
+cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400"};
+cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400"};
+cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400"};
+cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350"};
+
+cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"};
+
+cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"};
+cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
 
-cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0"};
+cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
 
-cvar_t cl_yawspeed = {"cl_yawspeed","140"};
-cvar_t cl_pitchspeed = {"cl_pitchspeed","150"};
+cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0"};
+cvar_t cl_movement_latency = {0, "cl_movement_latency", "0"};
+cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320"};
+cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30"};
+cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100"};
+cvar_t cl_movement_friction = {0, "cl_movement_friction", "4"};
+cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2"};
+cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18"};
+cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10"};
+cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270"};
+cvar_t cl_gravity = {0, "cl_gravity", "800"};
+cvar_t cl_slowmo = {0, "cl_slowmo", "1"};
 
-cvar_t cl_anglespeedkey = {"cl_anglespeedkey","1.5"};
+cvar_t in_pitch_min = {0, "in_pitch_min", "-90"}; // quake used -70
+cvar_t in_pitch_max = {0, "in_pitch_max", "90"}; // quake used 80
+
+cvar_t m_filter = {CVAR_SAVE, "m_filter","0"};
 
 
 /*
@@ -243,17 +277,16 @@ void CL_AdjustAngles (void)
 {
        float   speed;
        float   up, down;
-       
+
        if (in_speed.state & 1)
-               speed = host_frametime * cl_anglespeedkey.value;
+               speed = host_realframetime * cl_anglespeedkey.value;
        else
-               speed = host_frametime;
+               speed = host_realframetime;
 
        if (!(in_strafe.state & 1))
        {
                cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
                cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
-               cl.viewangles[YAW] = anglemod(cl.viewangles[YAW]);
        }
        if (in_klook.state & 1)
        {
@@ -261,168 +294,690 @@ void CL_AdjustAngles (void)
                cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
                cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
        }
-       
+
        up = CL_KeyState (&in_lookup);
        down = CL_KeyState(&in_lookdown);
-       
+
        cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
        cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
 
        if (up || down)
                V_StopPitchDrift ();
 
-       // LordHavoc: changed from 80 to 90 (straight up)
-       if (cl.viewangles[PITCH] > 90)
-               cl.viewangles[PITCH] = 90;
-       // LordHavoc: changed from -70 to -90 (straight down)
-       if (cl.viewangles[PITCH] < -90)
-               cl.viewangles[PITCH] = -90;
-
-       if (cl.viewangles[ROLL] > 50)
-               cl.viewangles[ROLL] = 50;
-       if (cl.viewangles[ROLL] < -50)
-               cl.viewangles[ROLL] = -50;
-               
+       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);
 }
 
+qboolean cl_ignoremousemove = false;
+
 /*
 ================
-CL_BaseMove
+CL_Move
 
 Send the intended movement message to the server
 ================
 */
-void CL_BaseMove (usercmd_t *cmd)
-{      
-       if (cls.signon != SIGNONS)
-               return;
-                       
+void CL_Move (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 ();
-       
-       memset (cmd, 0, sizeof(*cmd));
-       
+
+       // 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);
+
        if (in_strafe.state & 1)
        {
-               cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
-               cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
+               cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
+               cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
        }
 
-       cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
-       cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
+       cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
+       cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
 
-       cmd->upmove += cl_upspeed.value * CL_KeyState (&in_up);
-       cmd->upmove -= cl_upspeed.value * CL_KeyState (&in_down);
+       cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
+       cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
 
        if (! (in_klook.state & 1) )
-       {       
-               cmd->forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
-               cmd->forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
-       }       
-
-//
-// adjust for speed key
-//
+       {
+               cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
+               cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
+       }
+
+       // adjust for speed key
        if (in_speed.state & 1)
        {
-               cmd->forwardmove *= cl_movespeedkey.value;
-               cmd->sidemove *= cl_movespeedkey.value;
-               cmd->upmove *= cl_movespeedkey.value;
+               cl.cmd.forwardmove *= cl_movespeedkey.value;
+               cl.cmd.sidemove *= cl_movespeedkey.value;
+               cl.cmd.upmove *= cl_movespeedkey.value;
+       }
+
+       in_mouse_x = 0;
+       in_mouse_y = 0;
+
+       // allow mice or other external controllers to add to the move
+       IN_Move ();
+
+       // ignore a mouse move if mouse was activated/deactivated this frame
+       if (cl_ignoremousemove)
+       {
+               cl_ignoremousemove = false;
+               in_mouse_x = 0;
+               in_mouse_y = 0;
+       }
+
+       // apply m_filter if it is on
+       mx = in_mouse_x;
+       my = in_mouse_y;
+       if (m_filter.integer)
+       {
+               in_mouse_x = (mx + old_mouse_x) * 0.5;
+               in_mouse_y = (my + old_mouse_y) * 0.5;
+       }
+       old_mouse_x = mx;
+       old_mouse_y = my;
+
+       // if not in menu, apply mouse move to viewangles/movement
+       if (in_client_mouse)
+       {
+               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;
+               }
+               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;
+                       if (noclip_anglehack)
+                               cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
+                       else
+                               cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
+               }
+               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;
+                       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;
+               }
+               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;
+               }
        }
+
+       // 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;
 
+       if (!cl_prydoncursor.integer)
+               VectorClear(cl.cmd.cursor_screen);
+
+       /*
+       if (cl.cmd.cursor_screen[0] < -1)
+       {
+               cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
+               cl.cmd.cursor_screen[0] = -1;
+       }
+       if (cl.cmd.cursor_screen[0] > 1)
+       {
+               cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
+               cl.cmd.cursor_screen[0] = 1;
+       }
+       if (cl.cmd.cursor_screen[1] < -1)
+       {
+               cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
+               cl.cmd.cursor_screen[1] = -1;
+       }
+       if (cl.cmd.cursor_screen[1] > 1)
+       {
+               cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
+               cl.cmd.cursor_screen[1] = 1;
+       }
+       */
+       cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
+       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);
+       // 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);
+       // makes sparks where cursor is
+       //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
+}
+
+void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
+{
+       int i;
+       int n;
+       // 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
+       {
+               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)
+                               cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+       }
+       // add to input queue if there is room
+       if (cl_movement.integer && 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_latency.value / 1000.0;
+               cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[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 = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.intermission;
+       // clear queue if client movement is disabled
+       if (!cl.movement)
+               cl.movement_numqueue = 0;
+       cl.movement_replay = true;
+}
+
+void CL_ClientMovement_Replay(void)
+{
+       int i;
+       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;
+       trace_t trace;
+       trace_t trace2;
+       trace_t trace3;
+       if (!cl.movement_replay)
+               return;
+       cl.movement_replay = false;
+
+       // 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 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]);
+
+       // 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++)
+       {
+               client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
+               frametime = q->frametime;
+               //Con_Printf(" %f", frametime);
+               //if (frametime > 0)
+               {
+                       if (q->crouch)
+                       {
+                               // 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;
+                                       }
+                               }
+                       }
+                       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;
+                               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;
+                       }
+               }
+               //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
+               {
+                       if (crouch)
+                       {
+                               playermins = cl_playercrouchmins;
+                               playermaxs = cl_playercrouchmaxs;
+                       }
+                       else
+                       {
+                               playermins = cl_playerstandmins;
+                               playermaxs = cl_playerstandmaxs;
+                       }
+                       onground = false;
+                       for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
+                       {
+                               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);
+                       }
+               }
+       }
+       // 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);
+}
 
 /*
 ==============
 CL_SendMove
 ==============
 */
-void CL_SendMove (usercmd_t *cmd)
+void CL_SendMove(void)
 {
-       int             i;
-       int             bits;
-       sizebuf_t       buf;
-       byte    data[128];
-       static double lastmovetime;
+       int i;
+       int bits;
+       sizebuf_t buf;
+       unsigned char data[128];
+#define MOVEAVERAGING 0
+#if MOVEAVERAGING
        static float forwardmove, sidemove, upmove, total; // accumulation
-
-       forwardmove += cmd->forwardmove;
-       sidemove += cmd->sidemove;
-       upmove += cmd->upmove;
+#else
+       float forwardmove, sidemove, upmove;
+#endif
+
+#if MOVEAVERAGING
+       // accumulate changes between messages
+       forwardmove += cl.cmd.forwardmove;
+       sidemove += cl.cmd.sidemove;
+       upmove += cl.cmd.upmove;
        total++;
-       // LordHavoc: cap outgoing movement messages to sys_ticrate
-       if (cl.maxclients > 1 && realtime - lastmovetime < sys_ticrate.value)
+#endif
+       if (cls.signon != SIGNONS)
                return;
-       lastmovetime = realtime;
-       // average what has happened during this time
+#if MOVEAVERAGING
+       // average the accumulated changes
        total = 1.0f / total;
        forwardmove *= total;
        sidemove *= total;
        upmove *= total;
        total = 0;
+#else
+       // use the latest values
+       forwardmove = cl.cmd.forwardmove;
+       sidemove = cl.cmd.sidemove;
+       upmove = cl.cmd.upmove;
+#endif
+
+       CL_UpdatePrydonCursor();
 
        buf.maxsize = 128;
        buf.cursize = 0;
        buf.data = data;
-       
-       cl.cmd = *cmd;
-
-//
-// send the movement message
-//
-    MSG_WriteByte (&buf, clc_move);
-
-       MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
-
-       for (i=0 ; i<3 ; i++)
-               MSG_WriteAngle (&buf, cl.viewangles[i]);
-       
-    MSG_WriteShort (&buf, forwardmove);
-    MSG_WriteShort (&buf, sidemove);
-    MSG_WriteShort (&buf, upmove);
-
-//
-// send button bits
-//
+
+       // 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;
-       // LordHavoc: added 6 new buttons
-       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;
-       
-    MSG_WriteByte (&buf, bits);
-
-    MSG_WriteByte (&buf, in_impulse);
+       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;
+       // button bits 11-31 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;
+
+       // always dump the first two messages, because they may contain leftover inputs from the last level
+       if (++cl.movemessages >= 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)
+               {
+                       // 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, in_impulse);
+               }
+               else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.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, in_impulse);
+               }
+               else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
+               {
+                       // 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, in_impulse);
+               }
+               else
+               {
+                       // 5 bytes
+                       MSG_WriteByte (&buf, clc_move);
+                       if (cl.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
+                       // 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, in_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);
+               }
+       }
+
+#if MOVEAVERAGING
+       forwardmove = sidemove = upmove = 0;
+#endif
        in_impulse = 0;
 
-//
-// deliver the message
-//
+       // 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 (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]);
+               }
+       }
+
+       // PROTOCOL_DARKPLACES6 = 67 bytes per packet
+       // PROTOCOL_DARKPLACES7 = 71 bytes per packet
+
+       // deliver the message
        if (cls.demoplayback)
                return;
-
-//
-// allways dump the first two message, because it may contain leftover inputs
-// from the last level
-//
-       if (++cl.movemessages <= 2)
+       // nothing to send
+       if (!buf.cursize)
                return;
 
-       if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1)
+       // FIXME: bits & 16 is +button5, Nexuiz specific
+       CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
+
+       if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
        {
-               Con_Printf ("CL_SendMove: lost server connection\n");
-               CL_Disconnect ();
+               Con_Print("CL_SendMove: lost server connection\n");
+               CL_Disconnect();
+               Host_ShutdownServer(false);
        }
 }
 
@@ -459,8 +1014,6 @@ void CL_InitInput (void)
        Cmd_AddCommand ("-speed", IN_SpeedUp);
        Cmd_AddCommand ("+attack", IN_AttackDown);
        Cmd_AddCommand ("-attack", IN_AttackUp);
-       Cmd_AddCommand ("+use", IN_UseDown);
-       Cmd_AddCommand ("-use", IN_UseUp);
        Cmd_AddCommand ("+jump", IN_JumpDown);
        Cmd_AddCommand ("-jump", IN_JumpUp);
        Cmd_AddCommand ("impulse", IN_Impulse);
@@ -469,6 +1022,10 @@ void CL_InitInput (void)
        Cmd_AddCommand ("+mlook", IN_MLookDown);
        Cmd_AddCommand ("-mlook", IN_MLookUp);
 
+       // LordHavoc: added use button
+       Cmd_AddCommand ("+use", IN_UseDown);
+       Cmd_AddCommand ("-use", IN_UseUp);
+
        // LordHavoc: added 6 new buttons
        Cmd_AddCommand ("+button3", IN_Button3Down);
        Cmd_AddCommand ("-button3", IN_Button3Up);
@@ -482,4 +1039,22 @@ void CL_InitInput (void)
        Cmd_AddCommand ("-button7", IN_Button7Up);
        Cmd_AddCommand ("+button8", IN_Button8Down);
        Cmd_AddCommand ("-button8", IN_Button8Up);
+
+       Cvar_RegisterVariable(&cl_movement);
+       Cvar_RegisterVariable(&cl_movement_latency);
+       Cvar_RegisterVariable(&cl_movement_maxspeed);
+       Cvar_RegisterVariable(&cl_movement_maxairspeed);
+       Cvar_RegisterVariable(&cl_movement_stopspeed);
+       Cvar_RegisterVariable(&cl_movement_friction);
+       Cvar_RegisterVariable(&cl_movement_edgefriction);
+       Cvar_RegisterVariable(&cl_movement_stepheight);
+       Cvar_RegisterVariable(&cl_movement_accelerate);
+       Cvar_RegisterVariable(&cl_movement_jumpvelocity);
+       Cvar_RegisterVariable(&cl_gravity);
+       Cvar_RegisterVariable(&cl_slowmo);
+
+       Cvar_RegisterVariable(&in_pitch_min);
+       Cvar_RegisterVariable(&in_pitch_max);
+       Cvar_RegisterVariable(&m_filter);
 }
+