]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_input.c
added support for arguire's strange protocols that expand
[xonotic/darkplaces.git] / cl_input.c
index 8c2e234335d199fcc636f58e04f480af25d0cf6b..2e57b14c265848d3fc04500778a845dd730ffc08 100644 (file)
@@ -23,6 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // rights reserved.
 
 #include "quakedef.h"
+#include "csprogs.h"
 
 /*
 ===============================================================================
@@ -53,10 +54,11 @@ 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;
+//even more
+kbutton_t      in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
 
 int                    in_impulse;
 
-extern cvar_t sys_ticrate;
 
 
 void KeyDown (kbutton_t *b)
@@ -173,11 +175,87 @@ void IN_Button7Up(void) {KeyUp(&in_button7);}
 void IN_Button8Down(void) {KeyDown(&in_button8);}
 void IN_Button8Up(void) {KeyUp(&in_button8);}
 
+void IN_Button9Down(void) {KeyDown(&in_button9);}
+void IN_Button9Up(void) {KeyUp(&in_button9);}
+void IN_Button10Down(void) {KeyDown(&in_button10);}
+void IN_Button10Up(void) {KeyUp(&in_button10);}
+void IN_Button11Down(void) {KeyDown(&in_button11);}
+void IN_Button11Up(void) {KeyUp(&in_button11);}
+void IN_Button12Down(void) {KeyDown(&in_button12);}
+void IN_Button12Up(void) {KeyUp(&in_button12);}
+void IN_Button13Down(void) {KeyDown(&in_button13);}
+void IN_Button13Up(void) {KeyUp(&in_button13);}
+void IN_Button14Down(void) {KeyDown(&in_button14);}
+void IN_Button14Up(void) {KeyUp(&in_button14);}
+void IN_Button15Down(void) {KeyDown(&in_button15);}
+void IN_Button15Up(void) {KeyUp(&in_button15);}
+void IN_Button16Down(void) {KeyDown(&in_button16);}
+void IN_Button16Up(void) {KeyUp(&in_button16);}
+
 void IN_JumpDown (void) {KeyDown(&in_jump);}
 void IN_JumpUp (void) {KeyUp(&in_jump);}
 
 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
 
+struct
+{
+       const char *name;
+       int impulse;
+       int weaponbit;
+       int ammostat;
+       int ammomin;
+}
+in_bestweapon_info[] =
+{
+       {"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
+       {NULL, 0, 0, 0, 0}
+};
+void IN_BestWeapon (void)
+{
+       int i, n;
+       const char *t;
+       if (Cmd_Argc() < 2)
+       {
+               Con_Printf("bestweapon requires 1 or more parameters\n");
+               return;
+       }
+       for (i = 1;i < Cmd_Argc();i++)
+       {
+               t = Cmd_Argv(i);
+               // figure out which weapon this character refers to
+               for (n = 0;in_bestweapon_info[n].name;n++)
+               {
+                       if (!strcmp(in_bestweapon_info[n].name, t))
+                       {
+                               // we found out what weapon this character refers to
+                               // check if the inventory contains the weapon and enough ammo
+                               if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
+                               {
+                                       // we found one of the weapons the player wanted
+                                       // send an impulse to switch to it
+                                       in_impulse = in_bestweapon_info[n].impulse;
+                                       return;
+                               }
+                               break;
+                       }
+               }
+               // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
+       }
+       // if we couldn't find any of the weapons, there's nothing more we can do...
+}
+
 /*
 ===============
 CL_KeyState
@@ -237,36 +315,48 @@ float CL_KeyState (kbutton_t *key)
 
 //==========================================================================
 
-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_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
+cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
+cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
+cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
+
+cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
+
+cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
+cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
 
-cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"};
+cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
 
-cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"};
-cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
+cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
+cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
+cvar_t cl_movement_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_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
+cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
+cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
+cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
+cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
+cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
+cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
+cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
+cvar_t cl_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_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
+cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
+cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
 
-cvar_t 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 m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
 
-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 cl_netinputpacketsperserverpacket = {CVAR_SAVE, "cl_netinputpacketsperserverpacket", "1.0", "send this many input packets per server packet received"};
+cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","20", "how many input packets to send to server each second (only used on old servers, and note this is multiplied by cl_netinputpacketsperserverpacket)"};
+cvar_t cl_netinputpacketspersecond_qw = {CVAR_SAVE, "cl_netinputpacketspersecond","72", "how many input packets to send to a qw server each second (only used on qw servers)"};
+cvar_t cl_netinputpacketlosstolerance = {CVAR_SAVE, "cl_netinputpacketlosstolerance", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
 
-cvar_t m_filter = {CVAR_SAVE, "m_filter","0"};
+cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
 
+extern cvar_t v_flipped;
 
 /*
 ================
@@ -281,9 +371,9 @@ 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))
        {
@@ -324,26 +414,28 @@ 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);
+       if(v_flipped.integer)
+               cl.viewangles[YAW] = -cl.viewangles[YAW];
+
+       // 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);
@@ -396,7 +488,7 @@ void CL_Move (void)
        old_mouse_y = my;
 
        // if not in menu, apply mouse move to viewangles/movement
-       if (in_client_mouse)
+       if (!cl.csqc_wantsmousemove && in_client_mouse)
        {
                if (cl_prydoncursor.integer)
                {
@@ -409,18 +501,18 @@ void CL_Move (void)
                {
                        // strafing mode, all looking is movement
                        V_StopPitchDrift();
-                       cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
+                       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 * cl.viewzoom;
+                               cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
                        else
-                               cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
+                               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 * cl.viewzoom;
+                               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;
@@ -429,10 +521,16 @@ void CL_Move (void)
                {
                        // non-mouselook, yaw turning and forward/back movement
                        cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
-                       cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
+                       cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
                }
        }
 
+       if(v_flipped.integer)
+       {
+               cl.viewangles[YAW] = -cl.viewangles[YAW];
+               cl.cmd.sidemove = -cl.cmd.sidemove;
+       }
+
        // clamp after the move to prevent rendering with bad angles
        CL_AdjustAngles ();
 }
@@ -441,7 +539,7 @@ void CL_Move (void)
 
 void CL_UpdatePrydonCursor(void)
 {
-       vec3_t temp, scale;
+       vec3_t temp;
 
        if (!cl_prydoncursor.integer)
                VectorClear(cl.cmd.cursor_screen);
@@ -472,286 +570,683 @@ 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] = -tan(r_refdef.fov_x * M_PI / 360.0);
-       scale[1] = -tan(r_refdef.fov_y * M_PI / 360.0);
-       scale[2] = 1;
-
-       // trace distance
-       VectorScale(scale, 1000000, scale);
-
-       // FIXME: use something other than renderer variables here
-       // (but they need to match)
-       VectorCopy(r_vieworigin, cl.cmd.cursor_start);
-       VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
-       Matrix4x4_Transform(&r_view_matrix, temp, cl.cmd.cursor_end);
-       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);
+       // calculate current view matrix
+       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, (v_flipped.integer ? -1 : 1) * 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);
 }
 
-void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
+void CL_ClientMovement_ExpireOldMoves(void)
 {
        int i;
        int n;
-       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;
        // remove stale queue items
        n = cl.movement_numqueue;
        cl.movement_numqueue = 0;
-       if (cl.servermovesequence)
+       if (cls.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)
+               {
+                       if (cl.movement_queue[i].sequence > cls.servermovesequence)
                                cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+                       else
+                               cl.movement_replay_canjump = cl.movement_queue[i].canjump;
+               }
        }
+}
+
+void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
+{
+       // if time has not advanced, do nothing
+       if (cl.movecmd[0].msec <= 0)
+               return;
        // add to input queue if there is room
-       if (cl_movement.integer && cl.movement_numqueue < 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];
-               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].sequence = cl.movecmd[0].sequence;
+               cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
+               cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001;
+               VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
+               cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove;
+               cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove;
+               cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove;
                cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
                cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
                cl.movement_numqueue++;
        }
-       // fetch current starting values
-       VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
-       VectorCopy(cl.mvelocity[0], currentvelocity);
-       // 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;
-       // 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
-       //Con_Printf("%f: ", cl.mtime[0]);
-       // replay input queue, and remove any stale queue items
-       // note: this relies on the fact there's always one queue item at the end
-       // abort if client movement is disabled
-       cl.movement = /*cl_movement.integer && */cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback;
-       if (!cl.movement)
-               cl.movement_numqueue = 0;
-       for (i = 0;i < cl.movement_numqueue;i++)
+
+       cl.movement_replay = true;
+}
+
+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;
+       // 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;
+
+       // 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++)
        {
-               client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
-               frametime = q->frametime;
-               //Con_Printf(" %f", frametime);
-               //if (frametime > 0)
+               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)
                {
-                       if (q->crouch)
-                       {
-                               // wants to crouch, this always works...
-                               if (!crouch)
-                                       crouch = true;
-                       }
-                       else
+                       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;
+
+       // 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;
+       double t;
+       vec_t f;
+       vec3_t neworigin;
+       vec3_t currentorigin2;
+       vec3_t neworigin2;
+       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] + cl.movevars_stepheight);
+                       VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
+                       trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+                       if (!trace2.startsolid)
                        {
-                               // wants to stand, if currently crouching we need to check for a
-                               // low ceiling first
-                               if (crouch)
+                               // 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 = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
-                                       if (!trace.startsolid)
-                                               crouch = false;
+                                       trace = trace2;
+                                       VectorCopy(trace3.endpos, trace.endpos);
                                }
                        }
-                       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)
+               }
+
+               // check if it moved at all
+               if (trace.fraction >= 0.001)
+                       VectorCopy(trace.endpos, s->origin);
+
+               // check if it moved all the way
+               if (trace.fraction == 1)
+                       break;
+
+               //if (trace.plane.normal[2] > 0.7)
+               //      s->onground = true;
+
+               t -= t * trace.fraction;
+
+               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)
+       {
+               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)
+               {
+                       spot[2] += 24;
+                       if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
                        {
-                               // 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);
-                               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->q.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, cl.movevars_maxspeed) * 0.7;
+
+       if (s->crouched)
+               wishspeed *= 0.5;
+
+       if (s->waterjumptime <= 0)
+       {
+               // water friction
+               f = 1 - s->q.frametime * cl.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(cl.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);
-                               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)
+       {
+               if (s->onground && s->q.canjump)
                {
-                       if (crouch)
-                       {
-                               playermins = cl_playercrouchmins;
-                               playermaxs = cl_playercrouchmaxs;
-                       }
+                       s->velocity[2] += cl.movevars_jumpvelocity;
+                       s->onground = false;
+                       s->q.canjump = false;
+               }
+       }
+       else
+               s->q.canjump = true;
+
+       // 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, cl.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 = cl.movevars_friction;
+               if (f > 0 && cl.movevars_edgefriction != 1)
+               {
+                       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 *= cl.movevars_edgefriction;
+               }
+               // apply ground friction
+               f = 1 - s->q.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
+               f = max(f, 0);
+               VectorScale(s->velocity, f, s->velocity);
+               addspeed = wishspeed - DotProduct(s->velocity, wishdir);
+               if (addspeed > 0)
+               {
+                       accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
+                       VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
+               }
+               s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * 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, cl.movevars_maxairspeed);
+
+                       /*
+                       addspeed = wishspeed - DotProduct(s->velocity, wishdir);
+                       if (addspeed > 0)
                        {
-                               playermins = cl_playerstandmins;
-                               playermaxs = cl_playerstandmaxs;
+                               accelspeed = min(cl.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, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * cl.movevars_airaccel_qw;
+                       if(wishspeed > 0)
+                               vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
+
+                       VectorM(1 - (s->q.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
+
+                       VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
+                       s->velocity[2] += vel_z;
+               }
+               s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * 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->q.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);
+}
+
+extern cvar_t slowmo;
+void CL_UpdateMoveVars(void)
+{
+       if (cls.protocol == PROTOCOL_QUAKEWORLD)
+               cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond_qw.value, 100);
+       else if (cl.stats[STAT_MOVEVARS_TICRATE])
+       {
+               cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
+               cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
+               cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
+               cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
+               cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
+               cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
+               cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
+               cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
+               cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
+               cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
+               cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
+               cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
+               cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
+               cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
+               cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
+               cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
+               cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
+               cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
+               cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
+       }
+       else
+       {
+               cl.movevars_ticrate = 1.0 / bound(1, cl_netinputpacketspersecond.value, 100);
+               cl.movevars_timescale = slowmo.value;
+               cl.movevars_gravity = sv_gravity.value;
+               cl.movevars_stopspeed = cl_movement_stopspeed.value;
+               cl.movevars_maxspeed = cl_movement_maxspeed.value;
+               cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
+               cl.movevars_accelerate = cl_movement_accelerate.value;
+               cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
+               cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
+               cl.movevars_friction = cl_movement_friction.value;
+               cl.movevars_wallfriction = cl_movement_wallfriction.value;
+               cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
+               cl.movevars_entgravity = 1;
+               cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
+               cl.movevars_edgefriction = cl_movement_edgefriction.value;
+               cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
+               cl.movevars_stepheight = cl_movement_stepheight.value;
+               cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
+               cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
+       }
+}
+
+void CL_ClientMovement_Replay(void)
+{
+       int i;
+       qboolean canjump;
+       double totalmovetime;
+       cl_clientmovement_state_t s;
+
+       CL_ClientMovement_ExpireOldMoves();
+
+       // 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
+       //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]);
+
+       totalmovetime = 0;
+       for (i = 0;i < cl.movement_numqueue - 1;i++)
+               totalmovetime += cl.movement_queue[i].frametime;
+       cl.movement_predicted = totalmovetime * 1000.0 >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
+       //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovetime * 1000.0, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
+       if (cl.movement_predicted)
+       {
+               //Con_Printf("%ims\n", cl.movecmd[0].msec);
+
+               // replay the input queue to predict current location
+               // note: this relies on the fact there's always one queue item at the end
+
+               canjump = cl.movement_replay_canjump;
+               for (i = 0;i < cl.movement_numqueue;i++)
+               {
+                       s.q = cl.movement_queue[i];
+                       s.q.canjump = canjump;
+                       // 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);
+                       canjump = cl.movement_queue[i].canjump = s.q.canjump;
+               }
+       }
+       else
+       {
+               // get the first movement queue entry to know whether to crouch and such
+               s.q = cl.movement_queue[0];
+       }
+       CL_ClientMovement_UpdateStatus(&s);
+
+       if (cl.movement_replay)
+       {
+               cl.movement_replay = false;
+               // update interpolation timestamps if time has passed
+               if (cl.movement_time[0] != cl.movecmd[0].time)
+               {
+                       cl.movement_time[1] = cl.movement_time[0];
+                       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.entities[cl.playerentity].state_current.origin);
+                       //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
                }
+
+               // update the interpolation target position and velocity
+               VectorCopy(s.origin, cl.movement_origin);
+               VectorCopy(s.velocity, cl.movement_velocity);
        }
-       // 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);
+
+       // update the onground flag if appropriate
+       if (cl.movement_predicted)
+       {
+               // when predicted we simply set the flag according to the UpdateStatus
+               cl.onground = s.onground;
+       }
+       else
+       {
+               // when not predicted, cl.onground is cleared by cl_parse.c each time
+               // an update packet is received, but can be forced on here to hide
+               // server inconsistencies in the onground flag
+               // (which mostly occur when stepping up stairs at very high framerates
+               //  where after the step up the move continues forward and not
+               //  downward so the ground is not detected)
+               //
+               // such onground inconsistencies can cause jittery gun bobbing and
+               // stair smoothing, so we set onground if UpdateStatus says so
+               if (s.onground)
+                       cl.onground = true;
+       }
+
+       // react to onground state changes (for gun bob)
+       if (cl.onground)
+       {
+               if (!cl.oldonground)
+                       cl.hitgroundtime = cl.movecmd[0].time;
+               cl.lastongroundtime = cl.movecmd[0].time;
+       }
+       cl.oldonground = cl.onground;
+}
+
+void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, 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);
 }
 
 /*
@@ -759,46 +1254,87 @@ void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
 CL_SendMove
 ==============
 */
+usercmd_t nullcmd; // for delta compression of qw moves
 void CL_SendMove(void)
 {
-       int i;
+       int i, j, packetloss;
        int bits;
        sizebuf_t buf;
-       qbyte data[128];
-#define MOVEAVERAGING 0
-#if MOVEAVERAGING
-       static float forwardmove, sidemove, upmove, total; // accumulation
-#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++;
-#endif
-       if (cls.signon != SIGNONS)
+       unsigned char data[1024];
+       static double lastsendtime = 0;
+       double packettime;
+       int msecdelta;
+
+       CL_ClientMovement_ExpireOldMoves();
+
+       // if playing a demo, do nothing
+       if (!cls.netcon)
                return;
-#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
-
-       buf.maxsize = 128;
+
+       // don't send too often or else network connections can get clogged by a high renderer framerate
+       packettime = cl.movevars_ticrate;
+       if (cls.protocol != PROTOCOL_QUAKEWORLD)
+               packettime /= (double)bound(1, cl_netinputpacketsperserverpacket.value, 10);
+       // send input every frame in singleplayer
+       if (cl.islocalgame)
+               packettime = 0;
+       // quakeworld servers take only frametimes
+       // predicted dp7 servers take current interpolation time
+       // unpredicted servers take an echo of the latest server timestamp
+       cl.cmd.time = cl.time;
+       cl.cmd.sequence = cls.movesequence;
+       if (cls.protocol == PROTOCOL_QUAKEWORLD)
+       {
+               if (realtime < lastsendtime + packettime)
+                       return;
+               cl.cmd.sequence = cls.netcon->qw.outgoing_sequence;
+       }
+       else
+       {
+               // movement should be sent immediately whenever a server
+               // packet is received, to minimize ping times
+               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 = bound(realtime, lastsendtime + packettime, realtime + packettime);
+       // set the flag indicating that we sent a packet recently
+       cl.movement_needupdate = false;
+
+       buf.maxsize = sizeof(data);
        buf.cursize = 0;
        buf.data = data;
 
+       // conditions for sending a move:
+       // if the move advances time or if the game is paused (in which case time
+       // is not advancing)
+       // don't send a new input packet if the connection is still saturated from
+       // the last one (or chat messages, etc)
+       // note: this behavior comes from QW
+       if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
+               return;
+
+       // increase the move counter since we intend to send a move
+       cls.movesequence++;
+
+       // send the movement message
+       // PROTOCOL_QUAKE        clc_move = 16 bytes total
+       // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
+       // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
+       // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
+       // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
+       // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
+       // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
+       // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
+       // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
+       // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
+       // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
+
+       // set prydon cursor info
+       CL_UpdatePrydonCursor();
+
        // set button bits
        // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
        bits = 0;
@@ -813,151 +1349,226 @@ void CL_SendMove(void)
        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
+       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);
+
+       msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000));
+       cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
+       // ridiculous value rejection (matches qw)
+       if (cl.cmd.msec > 250)
+               cl.cmd.msec = 100;
+
+       cl.cmd.predicted = cl_movement.integer;
 
        // always dump the first two messages, because they may contain leftover inputs from the last level
-       if (++cl.movemessages >= 2)
+       if (cl.cmd.sequence <= 2)
+               cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
+
+       // 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;
+
+       if (cls.protocol == PROTOCOL_QUAKEWORLD)
        {
-               // 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)
+               int checksumindex;
+
+               CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
+
+               MSG_WriteByte(&buf, qw_clc_move);
+               // save the position for a checksum byte
+               checksumindex = buf.cursize;
+               MSG_WriteByte(&buf, 0);
+               // packet loss percentage
+               for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
+                       if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
+                               packetloss++;
+               packetloss = packetloss * 100 / NETGRAPH_PACKETS;
+               MSG_WriteByte(&buf, packetloss);
+               // write most recent 3 moves
+               QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
+               QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
+               QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
+               // calculate the checksum
+               buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->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.signon == SIGNONS)
+       {
+               if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE || cls.protocol == PROTOCOL_NEHAHRABJP || cls.protocol == PROTOCOL_NEHAHRABJP2 || cls.protocol == PROTOCOL_NEHAHRABJP3)
                {
                        // 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, in_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)
                {
                        // 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, in_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)
                {
                        // 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, in_impulse);
+                       MSG_WriteByte (&buf, cl.movecmd[0].buttons);
+                       MSG_WriteByte (&buf, cl.movecmd[0].impulse);
                }
-               else
+               else if (cls.signon == SIGNONS)
                {
-                       // 5 bytes
-                       MSG_WriteByte (&buf, clc_move);
-                       if (cl.protocol != PROTOCOL_DARKPLACES6)
+                       int maxusercmds;
+                       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);
+
+                       // set the maxusercmds variable to limit how many should be sent
+                       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.cmd.predicted)
+                               maxusercmds = 1;
+
+                       // send the latest moves in order, the old ones will be
+                       // ignored by the server harmlessly, however if the previous
+                       // packets were lost these moves will be used
+                       //
+                       // this reduces packet loss impact on gameplay.
+                       for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
                        {
-                               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 < cls.servermovesequence)
+                                       continue;
+                               // 5/9 bytes
+                               MSG_WriteByte (&buf, clc_move);
+                               if (cls.protocol != PROTOCOL_DARKPLACES6)
+                                       MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
+                               MSG_WriteFloat (&buf, cmd->time); // last server packet time
+                               // 6 bytes
+                               for (i = 0;i < 3;i++)
+                                       MSG_WriteAngle16i (&buf, 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, 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;
-
-       // 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 (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
        {
-               if (cl.latestframenums[i] > 0)
+               // 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 (developer_networkentities.integer >= 1)
-                               Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
-                       MSG_WriteByte(&buf, clc_ackframe);
-                       MSG_WriteLong(&buf, cl.latestframenums[i]);
+                       if (cl.latestframenums[i] > 0)
+                       {
+                               if (developer_networkentities.integer >= 10)
+                                       Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
+                               MSG_WriteByte(&buf, clc_ackframe);
+                               MSG_WriteLong(&buf, cl.latestframenums[i]);
+                       }
                }
        }
 
        // PROTOCOL_DARKPLACES6 = 67 bytes per packet
        // PROTOCOL_DARKPLACES7 = 71 bytes per packet
 
-       // deliver the message
-       if (cls.demoplayback)
-               return;
-       // nothing to send
-       if (!buf.cursize)
-               return;
+       // 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;
+       }
 
-       // FIXME: bits & 64 is +button5, Nexuiz specific
-       CL_ClientMovement((bits & 2) != 0, (bits & 64) != 0);
+       // send the reliable message (forwarded commands) if there is one
+       if (buf.cursize || cls.netcon->message.cursize)
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
 
-       if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
+       if (cls.netcon->message.overflowed)
        {
                Con_Print("CL_SendMove: lost server connection\n");
                CL_Disconnect();
-               Host_ShutdownServer(false);
+               Host_ShutdownServer();
        }
 }
 
@@ -968,73 +1579,103 @@ CL_InitInput
 */
 void CL_InitInput (void)
 {
-       Cmd_AddCommand ("+moveup",IN_UpDown);
-       Cmd_AddCommand ("-moveup",IN_UpUp);
-       Cmd_AddCommand ("+movedown",IN_DownDown);
-       Cmd_AddCommand ("-movedown",IN_DownUp);
-       Cmd_AddCommand ("+left",IN_LeftDown);
-       Cmd_AddCommand ("-left",IN_LeftUp);
-       Cmd_AddCommand ("+right",IN_RightDown);
-       Cmd_AddCommand ("-right",IN_RightUp);
-       Cmd_AddCommand ("+forward",IN_ForwardDown);
-       Cmd_AddCommand ("-forward",IN_ForwardUp);
-       Cmd_AddCommand ("+back",IN_BackDown);
-       Cmd_AddCommand ("-back",IN_BackUp);
-       Cmd_AddCommand ("+lookup", IN_LookupDown);
-       Cmd_AddCommand ("-lookup", IN_LookupUp);
-       Cmd_AddCommand ("+lookdown", IN_LookdownDown);
-       Cmd_AddCommand ("-lookdown", IN_LookdownUp);
-       Cmd_AddCommand ("+strafe", IN_StrafeDown);
-       Cmd_AddCommand ("-strafe", IN_StrafeUp);
-       Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
-       Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
-       Cmd_AddCommand ("+moveright", IN_MoverightDown);
-       Cmd_AddCommand ("-moveright", IN_MoverightUp);
-       Cmd_AddCommand ("+speed", IN_SpeedDown);
-       Cmd_AddCommand ("-speed", IN_SpeedUp);
-       Cmd_AddCommand ("+attack", IN_AttackDown);
-       Cmd_AddCommand ("-attack", IN_AttackUp);
-       Cmd_AddCommand ("+jump", IN_JumpDown);
-       Cmd_AddCommand ("-jump", IN_JumpUp);
-       Cmd_AddCommand ("impulse", IN_Impulse);
-       Cmd_AddCommand ("+klook", IN_KLookDown);
-       Cmd_AddCommand ("-klook", IN_KLookUp);
-       Cmd_AddCommand ("+mlook", IN_MLookDown);
-       Cmd_AddCommand ("-mlook", IN_MLookUp);
+       Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
+       Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
+       Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
+       Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
+       Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
+       Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
+       Cmd_AddCommand ("+right",IN_RightDown, "turn right");
+       Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
+       Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
+       Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
+       Cmd_AddCommand ("+back",IN_BackDown, "move backward");
+       Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
+       Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
+       Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
+       Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
+       Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
+       Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
+       Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
+       Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
+       Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
+       Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
+       Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
+       Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
+       Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
+       Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
+       Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
+       Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
+       Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
+       Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
+       Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
+       Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
+       Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
+       Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
 
        // LordHavoc: added use button
-       Cmd_AddCommand ("+use", IN_UseDown);
-       Cmd_AddCommand ("-use", IN_UseUp);
+       Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
+       Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
 
        // LordHavoc: added 6 new buttons
-       Cmd_AddCommand ("+button3", IN_Button3Down);
-       Cmd_AddCommand ("-button3", IN_Button3Up);
-       Cmd_AddCommand ("+button4", IN_Button4Down);
-       Cmd_AddCommand ("-button4", IN_Button4Up);
-       Cmd_AddCommand ("+button5", IN_Button5Down);
-       Cmd_AddCommand ("-button5", IN_Button5Up);
-       Cmd_AddCommand ("+button6", IN_Button6Down);
-       Cmd_AddCommand ("-button6", IN_Button6Up);
-       Cmd_AddCommand ("+button7", IN_Button7Down);
-       Cmd_AddCommand ("-button7", IN_Button7Up);
-       Cmd_AddCommand ("+button8", IN_Button8Down);
-       Cmd_AddCommand ("-button8", IN_Button8Up);
+       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 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: 8 7 6 5 4 3 2 1)");
 
        Cvar_RegisterVariable(&cl_movement);
-       Cvar_RegisterVariable(&cl_movement_latency);
+       Cvar_RegisterVariable(&cl_movement_minping);
        Cvar_RegisterVariable(&cl_movement_maxspeed);
        Cvar_RegisterVariable(&cl_movement_maxairspeed);
        Cvar_RegisterVariable(&cl_movement_stopspeed);
        Cvar_RegisterVariable(&cl_movement_friction);
+       Cvar_RegisterVariable(&cl_movement_wallfriction);
+       Cvar_RegisterVariable(&cl_movement_waterfriction);
        Cvar_RegisterVariable(&cl_movement_edgefriction);
        Cvar_RegisterVariable(&cl_movement_stepheight);
        Cvar_RegisterVariable(&cl_movement_accelerate);
+       Cvar_RegisterVariable(&cl_movement_airaccelerate);
+       Cvar_RegisterVariable(&cl_movement_wateraccelerate);
        Cvar_RegisterVariable(&cl_movement_jumpvelocity);
-       Cvar_RegisterVariable(&cl_gravity);
-       Cvar_RegisterVariable(&cl_slowmo);
+       Cvar_RegisterVariable(&cl_movement_airaccel_qw);
+       Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
 
        Cvar_RegisterVariable(&in_pitch_min);
        Cvar_RegisterVariable(&in_pitch_max);
        Cvar_RegisterVariable(&m_filter);
+
+       Cvar_RegisterVariable(&cl_netinputpacketsperserverpacket);
+       Cvar_RegisterVariable(&cl_netinputpacketspersecond);
+       Cvar_RegisterVariable(&cl_netinputpacketspersecond_qw);
+       Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
+
+       Cvar_RegisterVariable(&cl_nodelta);
 }