]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_input.c
win32: add two includes to make sure the constants for file mode and sharing are...
[xonotic/darkplaces.git] / cl_input.c
index de203112b7f004b649f7511776816a889588c348..41c93080021108dd774764d1939d1db2fa1604be 100644 (file)
@@ -24,6 +24,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 #include "csprogs.h"
+#include "thread.h"
 
 /*
 ===============================================================================
@@ -59,10 +60,9 @@ kbutton_t    in_button9, in_button10, in_button11, in_button12, in_button13, in_but
 
 int                    in_impulse;
 
-extern cvar_t sys_ticrate;
 
 
-void KeyDown (kbutton_t *b)
+static void KeyDown (kbutton_t *b)
 {
        int k;
        const char *c;
@@ -91,7 +91,7 @@ void KeyDown (kbutton_t *b)
        b->state |= 1 + 2;      // down + impulse down
 }
 
-void KeyUp (kbutton_t *b)
+static void KeyUp (kbutton_t *b)
 {
        int k;
        const char *c;
@@ -121,82 +121,235 @@ void KeyUp (kbutton_t *b)
        b->state |= 4;          // impulse up
 }
 
-void IN_KLookDown (void) {KeyDown(&in_klook);}
-void IN_KLookUp (void) {KeyUp(&in_klook);}
-void IN_MLookDown (void) {KeyDown(&in_mlook);}
-void IN_MLookUp (void)
+static void IN_KLookDown (void) {KeyDown(&in_klook);}
+static void IN_KLookUp (void) {KeyUp(&in_klook);}
+static void IN_MLookDown (void) {KeyDown(&in_mlook);}
+static void IN_MLookUp (void)
 {
        KeyUp(&in_mlook);
        if ( !(in_mlook.state&1) && lookspring.value)
                V_StartPitchDrift();
 }
-void IN_UpDown(void) {KeyDown(&in_up);}
-void IN_UpUp(void) {KeyUp(&in_up);}
-void IN_DownDown(void) {KeyDown(&in_down);}
-void IN_DownUp(void) {KeyUp(&in_down);}
-void IN_LeftDown(void) {KeyDown(&in_left);}
-void IN_LeftUp(void) {KeyUp(&in_left);}
-void IN_RightDown(void) {KeyDown(&in_right);}
-void IN_RightUp(void) {KeyUp(&in_right);}
-void IN_ForwardDown(void) {KeyDown(&in_forward);}
-void IN_ForwardUp(void) {KeyUp(&in_forward);}
-void IN_BackDown(void) {KeyDown(&in_back);}
-void IN_BackUp(void) {KeyUp(&in_back);}
-void IN_LookupDown(void) {KeyDown(&in_lookup);}
-void IN_LookupUp(void) {KeyUp(&in_lookup);}
-void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
-void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
-void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
-void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
-void IN_MoverightDown(void) {KeyDown(&in_moveright);}
-void IN_MoverightUp(void) {KeyUp(&in_moveright);}
-
-void IN_SpeedDown(void) {KeyDown(&in_speed);}
-void IN_SpeedUp(void) {KeyUp(&in_speed);}
-void IN_StrafeDown(void) {KeyDown(&in_strafe);}
-void IN_StrafeUp(void) {KeyUp(&in_strafe);}
-
-void IN_AttackDown(void) {KeyDown(&in_attack);}
-void IN_AttackUp(void) {KeyUp(&in_attack);}
-
-void IN_UseDown(void) {KeyDown(&in_use);}
-void IN_UseUp(void) {KeyUp(&in_use);}
+static void IN_UpDown(void) {KeyDown(&in_up);}
+static void IN_UpUp(void) {KeyUp(&in_up);}
+static void IN_DownDown(void) {KeyDown(&in_down);}
+static void IN_DownUp(void) {KeyUp(&in_down);}
+static void IN_LeftDown(void) {KeyDown(&in_left);}
+static void IN_LeftUp(void) {KeyUp(&in_left);}
+static void IN_RightDown(void) {KeyDown(&in_right);}
+static void IN_RightUp(void) {KeyUp(&in_right);}
+static void IN_ForwardDown(void) {KeyDown(&in_forward);}
+static void IN_ForwardUp(void) {KeyUp(&in_forward);}
+static void IN_BackDown(void) {KeyDown(&in_back);}
+static void IN_BackUp(void) {KeyUp(&in_back);}
+static void IN_LookupDown(void) {KeyDown(&in_lookup);}
+static void IN_LookupUp(void) {KeyUp(&in_lookup);}
+static void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
+static void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
+static void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
+static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
+static void IN_MoverightDown(void) {KeyDown(&in_moveright);}
+static void IN_MoverightUp(void) {KeyUp(&in_moveright);}
+
+static void IN_SpeedDown(void) {KeyDown(&in_speed);}
+static void IN_SpeedUp(void) {KeyUp(&in_speed);}
+static void IN_StrafeDown(void) {KeyDown(&in_strafe);}
+static void IN_StrafeUp(void) {KeyUp(&in_strafe);}
+
+static void IN_AttackDown(void) {KeyDown(&in_attack);}
+static void IN_AttackUp(void) {KeyUp(&in_attack);}
+
+static void IN_UseDown(void) {KeyDown(&in_use);}
+static void IN_UseUp(void) {KeyUp(&in_use);}
 
 // LordHavoc: added 6 new buttons
-void IN_Button3Down(void) {KeyDown(&in_button3);}
-void IN_Button3Up(void) {KeyUp(&in_button3);}
-void IN_Button4Down(void) {KeyDown(&in_button4);}
-void IN_Button4Up(void) {KeyUp(&in_button4);}
-void IN_Button5Down(void) {KeyDown(&in_button5);}
-void IN_Button5Up(void) {KeyUp(&in_button5);}
-void IN_Button6Down(void) {KeyDown(&in_button6);}
-void IN_Button6Up(void) {KeyUp(&in_button6);}
-void IN_Button7Down(void) {KeyDown(&in_button7);}
-void IN_Button7Up(void) {KeyUp(&in_button7);}
-void IN_Button8Down(void) {KeyDown(&in_button8);}
-void IN_Button8Up(void) {KeyUp(&in_button8);}
-
-void IN_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));}
+static void IN_Button3Down(void) {KeyDown(&in_button3);}
+static void IN_Button3Up(void) {KeyUp(&in_button3);}
+static void IN_Button4Down(void) {KeyDown(&in_button4);}
+static void IN_Button4Up(void) {KeyUp(&in_button4);}
+static void IN_Button5Down(void) {KeyDown(&in_button5);}
+static void IN_Button5Up(void) {KeyUp(&in_button5);}
+static void IN_Button6Down(void) {KeyDown(&in_button6);}
+static void IN_Button6Up(void) {KeyUp(&in_button6);}
+static void IN_Button7Down(void) {KeyDown(&in_button7);}
+static void IN_Button7Up(void) {KeyUp(&in_button7);}
+static void IN_Button8Down(void) {KeyDown(&in_button8);}
+static void IN_Button8Up(void) {KeyUp(&in_button8);}
+
+static void IN_Button9Down(void) {KeyDown(&in_button9);}
+static void IN_Button9Up(void) {KeyUp(&in_button9);}
+static void IN_Button10Down(void) {KeyDown(&in_button10);}
+static void IN_Button10Up(void) {KeyUp(&in_button10);}
+static void IN_Button11Down(void) {KeyDown(&in_button11);}
+static void IN_Button11Up(void) {KeyUp(&in_button11);}
+static void IN_Button12Down(void) {KeyDown(&in_button12);}
+static void IN_Button12Up(void) {KeyUp(&in_button12);}
+static void IN_Button13Down(void) {KeyDown(&in_button13);}
+static void IN_Button13Up(void) {KeyUp(&in_button13);}
+static void IN_Button14Down(void) {KeyDown(&in_button14);}
+static void IN_Button14Up(void) {KeyUp(&in_button14);}
+static void IN_Button15Down(void) {KeyDown(&in_button15);}
+static void IN_Button15Up(void) {KeyUp(&in_button15);}
+static void IN_Button16Down(void) {KeyDown(&in_button16);}
+static void IN_Button16Up(void) {KeyUp(&in_button16);}
+
+static void IN_JumpDown (void) {KeyDown(&in_jump);}
+static void IN_JumpUp (void) {KeyUp(&in_jump);}
+
+static void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
+
+in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
+
+static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
+{
+       int i;
+       for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
+               if(in_bestweapon_info[i].impulse == impulse)
+                       break;
+       if(i >= IN_BESTWEAPON_MAX)
+       {
+               Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
+               return; // sorry
+       }
+       strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
+       in_bestweapon_info[i].impulse = impulse;
+       if(weaponbit != -1)
+               in_bestweapon_info[i].weaponbit = weaponbit;
+       if(activeweaponcode != -1)
+               in_bestweapon_info[i].activeweaponcode = activeweaponcode;
+       if(ammostat != -1)
+               in_bestweapon_info[i].ammostat = ammostat;
+       if(ammomin != -1)
+               in_bestweapon_info[i].ammomin = ammomin;
+}
+
+void IN_BestWeapon_ResetData (void)
+{
+       memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
+       IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
+       IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
+       IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
+       IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
+       IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
+       IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
+       IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
+       IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
+       IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
+       IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
+       IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
+       IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
+       IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
+}
+
+static void IN_BestWeapon_Register_f (void)
+{
+       if(Cmd_Argc() == 7)
+       {
+               IN_BestWeapon_Register(
+                       Cmd_Argv(1),
+                       atoi(Cmd_Argv(2)),
+                       atoi(Cmd_Argv(3)),
+                       atoi(Cmd_Argv(4)),
+                       atoi(Cmd_Argv(5)),
+                       atoi(Cmd_Argv(6))
+               );
+       }
+       else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
+       {
+               memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
+       }
+       else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
+       {
+               IN_BestWeapon_ResetData();
+       }
+       else
+       {
+               Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
+       }
+}
+
+static void IN_BestWeapon (void)
+{
+       int i, n;
+       const char *t;
+       if (Cmd_Argc() < 2)
+       {
+               Con_Printf("bestweapon requires 1 or more parameters\n");
+               return;
+       }
+       for (i = 1;i < Cmd_Argc();i++)
+       {
+               t = Cmd_Argv(i);
+               // figure out which weapon this character refers to
+               for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
+               {
+                       if (!strcmp(in_bestweapon_info[n].name, t))
+                       {
+                               // we found out what weapon this character refers to
+                               // check if the inventory contains the weapon and enough ammo
+                               if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
+                               {
+                                       // we found one of the weapons the player wanted
+                                       // send an impulse to switch to it
+                                       in_impulse = in_bestweapon_info[n].impulse;
+                                       return;
+                               }
+                               break;
+                       }
+               }
+               // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
+       }
+       // if we couldn't find any of the weapons, there's nothing more we can do...
+}
+
+#if 0
+void IN_CycleWeapon (void)
+{
+       int i, n;
+       int first = -1;
+       qboolean found = false;
+       const char *t;
+       if (Cmd_Argc() < 2)
+       {
+               Con_Printf("bestweapon requires 1 or more parameters\n");
+               return;
+       }
+       for (i = 1;i < Cmd_Argc();i++)
+       {
+               t = Cmd_Argv(i);
+               // figure out which weapon this character refers to
+               for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
+               {
+                       if (!strcmp(in_bestweapon_info[n].name, t))
+                       {
+                               // we found out what weapon this character refers to
+                               // check if the inventory contains the weapon and enough ammo
+                               if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
+                               {
+                                       // we found one of the weapons the player wanted
+                                       if(first == -1)
+                                               first = n;
+                                       if(found)
+                                       {
+                                               in_impulse = in_bestweapon_info[n].impulse;
+                                               return;
+                                       }
+                                       if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
+                                               found = true;
+                               }
+                               break;
+                       }
+               }
+               // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
+       }
+       if(first != -1)
+       {
+               in_impulse = in_bestweapon_info[first].impulse;
+               return;
+       }
+       // if we couldn't find any of the weapons, there's nothing more we can do...
+}
+#endif
 
 /*
 ===============
@@ -213,9 +366,9 @@ float CL_KeyState (kbutton_t *key)
        float           val;
        qboolean        impulsedown, impulseup, down;
 
-       impulsedown = key->state & 2;
-       impulseup = key->state & 4;
-       down = key->state & 1;
+       impulsedown = (key->state & 2) != 0;
+       impulseup = (key->state & 4) != 0;
+       down = (key->state & 1) != 0;
        val = 0;
 
        if (impulsedown && !impulseup)
@@ -263,6 +416,7 @@ 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_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
 
 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"};
@@ -270,23 +424,43 @@ cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning
 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
 
 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
-cvar_t cl_movement_latency = {0, "cl_movement_latency", "0", "compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers"};
+cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
+cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
+cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
+cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
-cvar_t cl_movement_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_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", "1", "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_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
-cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
+cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
+cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
 
-cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
-cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
+cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
+cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
 
 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
+cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
+cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
+cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
+cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
+
+cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
+cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
+cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
 
+cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
+
+cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
+
+extern cvar_t v_flipped;
 
 /*
 ================
@@ -295,15 +469,15 @@ CL_AdjustAngles
 Moves the local angle positions
 ================
 */
-void CL_AdjustAngles (void)
+static void CL_AdjustAngles (void)
 {
        float   speed;
        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))
        {
@@ -328,42 +502,40 @@ void CL_AdjustAngles (void)
 
        cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
        cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
-       cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
        if (cl.viewangles[YAW] >= 180)
                cl.viewangles[YAW] -= 360;
        if (cl.viewangles[PITCH] >= 180)
                cl.viewangles[PITCH] -= 360;
-       if (cl.viewangles[ROLL] >= 180)
-               cl.viewangles[ROLL] -= 360;
-
-       cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
-       cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
+       cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
+       cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
 }
 
-qboolean cl_ignoremousemove = false;
+int cl_ignoremousemoves = 2;
 
 /*
 ================
-CL_Move
+CL_Input
 
 Send the intended movement message to the server
 ================
 */
-void CL_Move (void)
+void CL_Input (void)
 {
-       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);
@@ -390,18 +562,62 @@ void CL_Move (void)
                cl.cmd.upmove *= cl_movespeedkey.value;
        }
 
-       in_mouse_x = 0;
-       in_mouse_y = 0;
-
        // allow mice or other external controllers to add to the move
        IN_Move ();
 
-       // ignore a mouse move if mouse was activated/deactivated this frame
-       if (cl_ignoremousemove)
+       // send mouse move to csqc
+       if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
        {
-               cl_ignoremousemove = false;
-               in_mouse_x = 0;
-               in_mouse_y = 0;
+               if (cl.csqc_wantsmousemove)
+               {
+                       // event type 3 is a DP_CSQC thing
+                       static int oldwindowmouse[2];
+                       if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
+                       {
+                               CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.integer / vid.width, in_windowmouse_y * vid_conheight.integer / vid.height);
+                               oldwindowmouse[0] = in_windowmouse_x;
+                               oldwindowmouse[1] = in_windowmouse_y;
+                       }
+               }
+               else
+               {
+                       if (in_mouse_x || in_mouse_y)
+                               CL_VM_InputEvent(2, in_mouse_x * vid_conwidth.integer / vid.width, in_mouse_y * vid_conheight.integer / vid.height);
+               }
+       }
+
+       // apply m_accelerate if it is on
+       if(m_accelerate.value > 1)
+       {
+               static float averagespeed = 0;
+               float speed, f, mi, ma;
+
+               speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
+               if(m_accelerate_filter.value > 0)
+                       f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
+               else
+                       f = 1;
+               averagespeed = speed * f + averagespeed * (1 - f);
+
+               mi = max(1, m_accelerate_minspeed.value);
+               ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
+
+               if(averagespeed <= mi)
+               {
+                       f = 1;
+               }
+               else if(averagespeed >= ma)
+               {
+                       f = m_accelerate.value;
+               }
+               else
+               {
+                       f = averagespeed;
+                       f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
+               }
+
+               in_mouse_x *= f;
+               in_mouse_y *= f;
        }
 
        // apply m_filter if it is on
@@ -415,56 +631,136 @@ void CL_Move (void)
        old_mouse_x = mx;
        old_mouse_y = my;
 
+       // ignore a mouse move if mouse was activated/deactivated this frame
+       if (cl_ignoremousemoves)
+       {
+               cl_ignoremousemoves--;
+               in_mouse_x = old_mouse_x = 0;
+               in_mouse_y = old_mouse_y = 0;
+       }
+
        // if not in menu, apply mouse move to viewangles/movement
-       if (!cl.csqc_wantsmousemove && in_client_mouse)
+       if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
        {
-               if (cl_prydoncursor.integer)
-               {
-                       // mouse interacting with the scene, mostly stationary view
-                       V_StopPitchDrift();
-                       cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
-                       cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
-               }
-               else if (in_strafe.state & 1)
+               float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
+               if (in_strafe.state & 1)
                {
                        // strafing mode, all looking is movement
                        V_StopPitchDrift();
-                       cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
+                       cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
                        if (noclip_anglehack)
-                               cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
+                               cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
                        else
-                               cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
+                               cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
                }
                else if ((in_mlook.state & 1) || freelook.integer)
                {
                        // mouselook, lookstrafe causes turning to become strafing
                        V_StopPitchDrift();
                        if (lookstrafe.integer)
-                               cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
+                               cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
                        else
-                               cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
-                       cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
+                               cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
+                       cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
                }
                else
                {
                        // non-mouselook, yaw turning and forward/back movement
-                       cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
-                       cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
+                       cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
+                       cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
                }
        }
+       else // don't pitch drift when csqc is controlling the mouse
+       {
+               // mouse interacting with the scene, mostly stationary view
+               V_StopPitchDrift();
+               // update prydon cursor
+               cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
+               cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
+       }
+
+       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 ();
+
+       if(cl_movecliptokeyboard.integer)
+       {
+               vec_t f = 1;
+               if (in_speed.state & 1)
+                       f *= cl_movespeedkey.value;
+               if(cl_movecliptokeyboard.integer == 2)
+               {
+                       // digital direction, analog amount
+                       vec_t wishvel_x, wishvel_y;
+                       f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
+                       wishvel_x = fabs(cl.cmd.forwardmove);
+                       wishvel_y = fabs(cl.cmd.sidemove);
+                       if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
+                       {
+                               vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
+                               if(wishvel_x >= 2 * wishvel_y)
+                               {
+                                       // pure X motion
+                                       if(cl.cmd.forwardmove > 0)
+                                               cl.cmd.forwardmove = wishspeed;
+                                       else
+                                               cl.cmd.forwardmove = -wishspeed;
+                                       cl.cmd.sidemove = 0;
+                               }
+                               else if(wishvel_y >= 2 * wishvel_x)
+                               {
+                                       // pure Y motion
+                                       cl.cmd.forwardmove = 0;
+                                       if(cl.cmd.sidemove > 0)
+                                               cl.cmd.sidemove = wishspeed;
+                                       else
+                                               cl.cmd.sidemove = -wishspeed;
+                               }
+                               else
+                               {
+                                       // diagonal
+                                       if(cl.cmd.forwardmove > 0)
+                                               cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
+                                       else
+                                               cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
+                                       if(cl.cmd.sidemove > 0)
+                                               cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
+                                       else
+                                               cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
+                               }
+                       }
+               }
+               else if(cl_movecliptokeyboard.integer)
+               {
+                       // digital direction, digital amount
+                       if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
+                               cl.cmd.sidemove = cl_sidespeed.value * f;
+                       else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
+                               cl.cmd.sidemove = -cl_sidespeed.value * f;
+                       else
+                               cl.cmd.sidemove = 0;
+                       if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
+                               cl.cmd.forwardmove = cl_forwardspeed.value * f;
+                       else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
+                               cl.cmd.forwardmove = -cl_backspeed.value * f;
+                       else
+                               cl.cmd.forwardmove = 0;
+               }
+       }
 }
 
 #include "cl_collision.h"
 
-extern void V_CalcRefdef(void);
-void CL_UpdatePrydonCursor(void)
+static void CL_UpdatePrydonCursor(void)
 {
-       vec3_t temp, scale;
+       vec3_t temp;
 
-       if (!cl_prydoncursor.integer)
+       if (cl_prydoncursor.integer <= 0)
                VectorClear(cl.cmd.cursor_screen);
 
        /*
@@ -493,305 +789,976 @@ void CL_UpdatePrydonCursor(void)
        cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
        cl.cmd.cursor_screen[2] = 1;
 
-       scale[0] = -r_refdef.frustum_x;
-       scale[1] = -r_refdef.frustum_y;
-       scale[2] = 1;
-
-       // trace distance
-       VectorScale(scale, 1000000, scale);
-
        // calculate current view matrix
-       V_CalcRefdef();
-       VectorClear(temp);
-       Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
-       VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
-       Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
+       Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
+       // calculate direction vector of cursor in viewspace by using frustum slopes
+       VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
+       Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
        // trace from view origin to the cursor
-       cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl_entities[cl.playerentity].render : NULL, false);
-       // makes sparks where cursor is
-       //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
+       if (cl_prydoncursor_notrace.integer)
+       {
+               cl.cmd.cursor_fraction = 1.0f;
+               VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
+               VectorClear(cl.cmd.cursor_normal);
+               cl.cmd.cursor_entitynumber = 0;
+       }
+       else
+               cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL);
+}
+
+typedef enum waterlevel_e
+{
+       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
+       usercmd_t cmd;
 }
+cl_clientmovement_state_t;
 
-void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
+#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},
+};
+
+static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
 {
        int i;
-       int n;
-       // remove stale queue items
-       n = cl.movement_numqueue;
-       cl.movement_numqueue = 0;
-       if (cl.servermovesequence)
+       vec3_t neworigin;
+       for (i = 0;i < NUMOFFSETS;i++)
+       {
+               VectorAdd(offsets[i], s->origin, neworigin);
+               if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true).startsolid)
+               {
+                       VectorCopy(neworigin, s->origin);
+                       return true;
+               }
+       }
+       // if all offsets failed, give up
+       return false;
+}
+
+static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
+{
+       vec_t f;
+       vec3_t origin1, origin2;
+       trace_t trace;
+
+       // make sure player is not stuck
+       CL_ClientMovement_Unstick(s);
+
+       // set crouched
+       if (s->cmd.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_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
+                       if (!trace.startsolid)
+                               s->crouched = false;
+               }
+       }
+       if (s->crouched)
+       {
+               VectorCopy(cl.playercrouchmins, s->mins);
+               VectorCopy(cl.playercrouchmaxs, s->maxs);
+       }
+       else
        {
-               for (i = 0;i < n;i++)
-                       if (cl.movement_queue[i].sequence > cl.servermovesequence)
-                               cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+               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] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
+       trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
+       if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
+       {
+               s->onground = true;
+
+               // this code actually "predicts" an impact; so let's clip velocity first
+               f = DotProduct(s->velocity, trace.plane.normal);
+               if(f < 0) // only if moving downwards actually
+                       VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
        }
        else
+               s->onground = false;
+
+       // 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_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
+       if (s->watertype)
        {
-               double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
-               for (i = 0;i < n;i++)
-                       if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
-                               cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
-       }
-       // add to input queue if there is room
-       if (cl_movement.integer && cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
-       {
-               // add to input queue
-               cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
-               cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
-               cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
-               VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
-               cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
-               cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
-               cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
-               cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
-               cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
-               cl.movement_numqueue++;
-       }
-       cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.intermission;
-       // clear queue if client movement is disabled
-       if (!cl.movement)
-               cl.movement_numqueue = 0;
-       cl.movement_replay = true;
+               s->waterlevel = WATERLEVEL_WETFEET;
+               origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
+               if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+               {
+                       s->waterlevel = WATERLEVEL_SWIMMING;
+                       origin1[2] = s->origin[2] + 22;
+                       if (CL_TracePoint(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_Replay(void)
+static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
 {
-       int i;
        int bump;
-       int contents;
-       int crouch;
-       int onground;
-       double edgefriction;
-       double frametime;
        double t;
-       vec_t wishspeed;
-       vec_t addspeed;
-       vec_t accelspeed;
        vec_t f;
-       vec_t *playermins;
-       vec_t *playermaxs;
-       vec3_t currentorigin;
-       vec3_t currentvelocity;
-       vec3_t forward;
-       vec3_t right;
-       vec3_t up;
-       vec3_t wishvel;
-       vec3_t wishdir;
        vec3_t neworigin;
        vec3_t currentorigin2;
        vec3_t neworigin2;
-       vec3_t yawangles;
+       vec3_t primalvelocity;
        trace_t trace;
        trace_t trace2;
        trace_t trace3;
-       if (!cl.movement_replay)
-               return;
-       cl.movement_replay = false;
-
-       // fetch current starting values
-       VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
-       VectorCopy(cl.mvelocity[0], currentvelocity);
-       // FIXME: try minor nudges in various directions if startsolid to find a
-       // safe place to start the walk (due to network compression in some
-       // protocols this starts in solid)
-       //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
-       crouch = false; // this will be updated on first move
-
-       // check if onground
-       VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
-       VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
-       trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
-       onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
-       //Con_Printf("%f: ", cl.mtime[0]);
-
-       // replay the input queue to predict current location
-       // note: this relies on the fact there's always one queue item at the end
-
-       for (i = 0;i < cl.movement_numqueue;i++)
+       CL_ClientMovement_UpdateStatus(s);
+       VectorCopy(s->velocity, primalvelocity);
+       for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
        {
-               client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
-               frametime = q->frametime;
-               //Con_Printf(" %f", frametime);
-               //if (frametime > 0)
+               VectorMA(s->origin, t, s->velocity, neworigin);
+               trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
+               if (trace.fraction < 1 && trace.plane.normal[2] == 0)
                {
-                       if (q->crouch)
+                       // 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_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
+                       if (!trace2.startsolid)
                        {
-                               // wants to crouch, this always works...
-                               if (!crouch)
-                                       crouch = true;
-                       }
-                       else
-                       {
-                               // wants to stand, if currently crouching we need to check for a
-                               // low ceiling first
-                               if (crouch)
+                               // then move down from there
+                               VectorCopy(trace2.endpos, currentorigin2);
+                               VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
+                               trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, 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 = 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)
+               }
+
+               // 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);
+}
+
+
+static 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->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
+       {
+               vec3_t forward;
+               vec3_t yawangles;
+               vec3_t spot;
+               VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
+               AngleVectors(yawangles, forward, NULL, NULL);
+               VectorMA(s->origin, 24, forward, spot);
+               spot[2] += 8;
+               if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
+               {
+                       spot[2] += 24;
+                       if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
                        {
-                               playermins = cl_playercrouchmins;
-                               playermaxs = cl_playercrouchmaxs;
+                               VectorScale(forward, 50, s->velocity);
+                               s->velocity[2] = 310;
+                               s->waterjumptime = 2;
+                               s->onground = false;
+                               s->cmd.canjump = false;
                        }
+               }
+       }
+
+       if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
+       {
+               // drift towards bottom
+               VectorSet(wishvel, 0, 0, -60);
+       }
+       else
+       {
+               // swim
+               vec3_t forward;
+               vec3_t right;
+               vec3_t up;
+               // calculate movement vector
+               AngleVectors(s->cmd.viewangles, forward, right, up);
+               VectorSet(up, 0, 0, 1);
+               VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, 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->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
+               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->cmd.frametime * wishspeed, f);
+                       VectorMA(s->velocity, f, wishdir, s->velocity);
+               }
+
+               // holding jump button swims upward slowly
+               if (s->cmd.jump)
+               {
+                       if (s->watertype & SUPERCONTENTS_LAVA)
+                               s->velocity[2] =  50;
+                       else if (s->watertype & SUPERCONTENTS_SLIME)
+                               s->velocity[2] =  80;
                        else
                        {
-                               playermins = cl_playerstandmins;
-                               playermaxs = cl_playerstandmaxs;
-                       }
-                       // change velocity according to q->viewangles and q->move
-                       contents = CL_PointSuperContents(currentorigin);
-                       if (contents & SUPERCONTENTS_LIQUIDSMASK)
-                       {
-                               // swim
-                               AngleVectors(q->viewangles, forward, right, up);
-                               VectorSet(up, 0, 0, 1);
-                               VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
-                               wishspeed = VectorLength(wishvel);
-                               if (wishspeed)
-                                       VectorScale(wishvel, 1 / wishspeed, wishdir);
+                               if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
+                                       s->velocity[2] = 200;
                                else
-                                       VectorSet( wishdir, 0.0, 0.0, 0.0 );
-                               wishspeed = min(wishspeed, cl_movement_maxspeed.value);
-                               if (crouch)
-                                       wishspeed *= 0.5;
-                               wishspeed *= 0.6;
-                               VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
-                               f = wishspeed - DotProduct(currentvelocity, wishdir);
-                               if (f > 0)
-                               {
-                                       f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
-                                       VectorMA(currentvelocity, f, wishdir, currentvelocity);
-                               }
-                               if (q->jump)
-                               {
-                                       if (contents & SUPERCONTENTS_LAVA)
-                                               currentvelocity[2] =  50;
-                                       else if (contents & SUPERCONTENTS_SLIME)
-                                               currentvelocity[2] =  80;
-                                       else
-                                       {
-                                               if (gamemode == GAME_NEXUIZ)
-                                                       currentvelocity[2] = 200;
-                                               else
-                                                       currentvelocity[2] = 100;
-                                       }
-                               }
+                                       s->velocity[2] = 100;
                        }
-                       else
+               }
+       }
+
+       CL_ClientMovement_Move(s);
+}
+
+static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
+{
+       if(forward == 0 && side == 0)
+               return 0; // avoid division by zero
+       angle -= RAD2DEG(atan2(side, forward));
+       angle = (ANGLEMOD(angle + 180) - 180) / 45;
+       if(angle >  1)
+               return 0;
+       if(angle < -1)
+               return 0;
+       return 1 - fabs(angle);
+}
+
+static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
+{
+       if(a == 0)
+       {
+               if(lerp < 1)
+                       return 0;
+               else
+                       return b;
+       }
+       if(b == 0)
+       {
+               if(lerp > 0)
+                       return 0;
+               else
+                       return a;
+       }
+       return a * pow(fabs(b / a), lerp);
+}
+
+static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
+{
+       vec_t zspeed, speed, dot, k;
+
+#if 0
+       // this doesn't play well with analog input
+       if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
+               return;
+       k = 32;
+#else
+       k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
+       if(k <= 0)
+               return;
+#endif
+
+       k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
+
+       zspeed = s->velocity[2];
+       s->velocity[2] = 0;
+       speed = VectorNormalizeLength(s->velocity);
+
+       dot = DotProduct(s->velocity, wishdir);
+
+       if(dot > 0) { // we can't change direction while slowing down
+               k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
+               speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
+               k *= cl.movevars_aircontrol;
+               VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
+               VectorNormalize(s->velocity);
+       }
+
+       VectorScale(s->velocity, speed, s->velocity);
+       s->velocity[2] = zspeed;
+}
+
+static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
+{
+       return
+               (accelqw < 0 ? -1 : +1)
+               *
+               bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
+}
+
+static void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t stretchfactor, vec_t sidefric, vec_t speedlimit)
+{
+       vec_t vel_straight;
+       vec_t vel_z;
+       vec3_t vel_perpend;
+       vec_t step;
+       vec3_t vel_xy;
+       vec_t vel_xy_current;
+       vec_t vel_xy_backward, vel_xy_forward;
+       vec_t speedclamp;
+
+       if(stretchfactor > 0)
+               speedclamp = stretchfactor;
+       else if(accelqw < 0)
+               speedclamp = 1;
+       else
+               speedclamp = -1; // no clamping
+
+       if(accelqw < 0)
+               accelqw = -accelqw;
+
+       if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
+               wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
+
+       vel_straight = DotProduct(s->velocity, wishdir);
+       vel_z = s->velocity[2];
+       VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
+       VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
+
+       step = accel * s->cmd.frametime * wishspeed0;
+
+       vel_xy_current  = VectorLength(vel_xy);
+       if(speedlimit > 0)
+               accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
+       vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
+       vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
+       if(vel_xy_backward < 0)
+               vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
+
+       vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
+
+       if(sidefric < 0 && VectorLength2(vel_perpend))
+               // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
+       {
+               vec_t f, fmin;
+               f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
+               fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
+               // assume: fmin > 1
+               // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
+               // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
+               // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
+               // obviously, this cannot be
+               if(fmin <= 0)
+                       VectorScale(vel_perpend, f, vel_perpend);
+               else
+               {
+                       fmin = sqrt(fmin);
+                       VectorScale(vel_perpend, max(fmin, f), vel_perpend);
+               }
+       }
+       else
+               VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
+
+       VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
+
+       if(speedclamp >= 0)
+       {
+               vec_t vel_xy_preclamp;
+               vel_xy_preclamp = VectorLength(s->velocity);
+               if(vel_xy_preclamp > 0) // prevent division by zero
+               {
+                       vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
+                       if(vel_xy_current < vel_xy_preclamp)
+                               VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
+               }
+       }
+
+       s->velocity[2] += vel_z;
+}
+
+static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
+{
+    vec3_t curvel, wishvel, acceldir, curdir;
+    float addspeed, accelspeed, curspeed;
+    float dot;
+
+    float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
+    float bunnyaccel = cl.movevars_warsowbunny_accel;
+    float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
+    float turnaccel = cl.movevars_warsowbunny_turnaccel;
+    float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
+
+    if( !wishspeed )
+        return;
+
+    VectorCopy( s->velocity, curvel );
+    curvel[2] = 0;
+    curspeed = VectorLength( curvel );
+
+    if( wishspeed > curspeed * 1.01f )
+    {
+        float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
+        if( accelspeed < wishspeed )
+            wishspeed = accelspeed;
+    }
+    else
+    {
+        float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
+        if( f < 0 )
+            f = 0;
+        wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
+    }
+    VectorScale( wishdir, wishspeed, wishvel );
+    VectorSubtract( wishvel, curvel, acceldir );
+    addspeed = VectorNormalizeLength( acceldir );
+
+    accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
+    if( accelspeed > addspeed )
+        accelspeed = addspeed;
+
+    if( backtosideratio < 1.0f )
+    {
+        VectorNormalize2( curvel, curdir );
+        dot = DotProduct( acceldir, curdir );
+        if( dot < 0 )
+            VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
+    }
+
+    VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
+}
+
+static 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;
+       vec_t gravity;
+       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->cmd.jump)
+       {
+               if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
+               {
+                       s->velocity[2] += cl.movevars_jumpvelocity;
+                       s->onground = false;
+                       s->cmd.canjump = false;
+               }
+       }
+       else
+               s->cmd.canjump = true;
+
+       // calculate movement vector
+       VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
+       AngleVectors(yawangles, forward, right, up);
+       VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, 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 );
+       // check if onground
+       if (s->onground)
+       {
+               wishspeed = min(wishspeed, cl.movevars_maxspeed);
+               if (s->crouched)
+                       wishspeed *= 0.5;
+
+               // apply edge friction
+               f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
+               if (f > 0)
+               {
+                       friction = cl.movevars_friction;
+                       if (cl.movevars_edgefriction != 1)
                        {
-                               // walk
-                               if (onground && q->jump)
-                               {
-                                       currentvelocity[2] += cl_movement_jumpvelocity.value;
-                                       onground = false;
-                               }
-                               VectorSet(yawangles, 0, q->viewangles[1], 0);
-                               AngleVectors(yawangles, forward, right, up);
-                               VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
-                               wishspeed = VectorLength(wishvel);
-                               if (wishspeed)
-                                       VectorScale(wishvel, 1 / wishspeed, wishdir);
-                               else
-                                       VectorSet( wishdir, 0.0, 0.0, 0.0 );
-                               wishspeed = min(wishspeed, cl_movement_maxspeed.value);
-                               if (crouch)
-                                       wishspeed *= 0.5;
-                               // check if onground
-                               if (onground)
-                               {
-                                       // apply ground friction
-                                       f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
-                                       edgefriction = 1;
-                                       if (f > 0)
-                                       {
-                                               VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
-                                               VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
-                                               trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
-                                               if (trace.fraction == 1)
-                                                       edgefriction = cl_movement_edgefriction.value;
-                                       }
-                                       // apply friction
-                                       f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
-                                       f = max(f, 0);
-                                       VectorScale(currentvelocity, f, currentvelocity);
-                               }
-                               else
-                               {
-                                       // apply air speed limit
-                                       wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
-                               }
-                               if (gamemode == GAME_NEXUIZ)
-                                       addspeed = wishspeed;
+                               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_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
                                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;
+                                       trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true, false);
+                               if (trace.fraction == 1 && !trace.startsolid)
+                                       friction *= cl.movevars_edgefriction;
                        }
+                       // apply ground friction
+                       f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
+                       f = max(f, 0);
+                       VectorScale(s->velocity, f, s->velocity);
                }
-               //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
+               addspeed = wishspeed - DotProduct(s->velocity, wishdir);
+               if (addspeed > 0)
                {
-                       if (crouch)
+                       accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
+                       VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
+               }
+               if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
+                       gravity = 0;
+               else
+                       gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
+               if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
+                       s->velocity[2] -= gravity * 0.5f;
+               else
+                       s->velocity[2] -= gravity;
+               if (cls.protocol == PROTOCOL_QUAKEWORLD)
+                       s->velocity[2] = 0;
+               if (VectorLength2(s->velocity))
+                       CL_ClientMovement_Move(s);
+               if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
+                       s->velocity[2] -= gravity * 0.5f;
+       }
+       else
+       {
+               if (s->waterjumptime <= 0)
+               {
+                       // apply air speed limit
+                       vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
+                       qboolean accelerating;
+
+                       accelqw = cl.movevars_airaccel_qw;
+                       wishspeed0 = wishspeed;
+                       wishspeed = min(wishspeed, cl.movevars_maxairspeed);
+                       if (s->crouched)
+                               wishspeed *= 0.5;
+                       accel = cl.movevars_airaccelerate;
+
+                       accelerating = (DotProduct(s->velocity, wishdir) > 0);
+                       wishspeed2 = wishspeed;
+
+                       // CPM: air control
+                       if(cl.movevars_airstopaccelerate != 0)
                        {
-                               playermins = cl_playercrouchmins;
-                               playermaxs = cl_playercrouchmaxs;
+                               vec3_t curdir;
+                               curdir[0] = s->velocity[0];
+                               curdir[1] = s->velocity[1];
+                               curdir[2] = 0;
+                               VectorNormalize(curdir);
+                               accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
                        }
+                       strafity = CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, -90) + CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, +90); // if one is nonzero, other is always zero
+                       if(cl.movevars_maxairstrafespeed)
+                               wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
+                       if(cl.movevars_airstrafeaccelerate)
+                               accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
+                       if(cl.movevars_airstrafeaccel_qw)
+                               accelqw =
+                                       (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
+                                       *
+                                       (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
+                       // !CPM
+
+                       if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
+                               CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
                        else
+                               CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_qw_stretchfactor, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
+
+                       if(cl.movevars_aircontrol)
+                               CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
+               }
+               gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
+               if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
+                       s->velocity[2] -= gravity * 0.5f;
+               else
+                       s->velocity[2] -= gravity;
+               CL_ClientMovement_Move(s);
+               if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
+                       s->velocity[2] -= gravity * 0.5f;
+       }
+}
+
+static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
+{
+       //Con_Printf(" %f", frametime);
+       if (!s->cmd.jump)
+               s->cmd.canjump = true;
+       s->waterjumptime -= s->cmd.frametime;
+       CL_ClientMovement_UpdateStatus(s);
+       if (s->waterlevel >= WATERLEVEL_SWIMMING)
+               CL_ClientMovement_Physics_Swim(s);
+       else
+               CL_ClientMovement_Physics_Walk(s);
+}
+
+extern cvar_t slowmo;
+void CL_UpdateMoveVars(void)
+{
+       if (cls.protocol == PROTOCOL_QUAKEWORLD)
+       {
+               cl.moveflags = 0;
+       }
+       else if (cl.stats[STAT_MOVEVARS_TICRATE])
+       {
+               cl.moveflags = cl.stats[STAT_MOVEFLAGS];
+               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_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
+               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];
+               cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
+               cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
+               cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
+               cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
+               cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
+               cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
+               cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
+               cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
+               cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
+               cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
+               cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
+               cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
+               cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
+       }
+       else
+       {
+               cl.moveflags = 0;
+               cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
+               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_qw_stretchfactor = 0;
+               cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
+               cl.movevars_airstopaccelerate = 0;
+               cl.movevars_airstrafeaccelerate = 0;
+               cl.movevars_maxairstrafespeed = 0;
+               cl.movevars_airstrafeaccel_qw = 0;
+               cl.movevars_aircontrol = 0;
+               cl.movevars_aircontrol_power = 2;
+               cl.movevars_aircontrol_penalty = 0;
+               cl.movevars_warsowbunny_airforwardaccel = 0;
+               cl.movevars_warsowbunny_accel = 0;
+               cl.movevars_warsowbunny_topspeed = 0;
+               cl.movevars_warsowbunny_turnaccel = 0;
+               cl.movevars_warsowbunny_backtosideratio = 0;
+               cl.movevars_airspeedlimit_nonqw = 0;
+       }
+
+       if(!(cl.moveflags & MOVEFLAG_VALID))
+       {
+               if(gamemode == GAME_NEXUIZ)
+                       cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
+       }
+
+       if(cl.movevars_aircontrol_power <= 0)
+               cl.movevars_aircontrol_power = 2; // CPMA default
+}
+
+void CL_ClientMovement_Replay(void)
+{
+       int i;
+       double totalmovemsec;
+       cl_clientmovement_state_t s;
+
+       if (cl.movement_predicted && !cl.movement_replay)
+               return;
+
+       if (!cl_movement_replay.integer)
+               return;
+
+       // 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]);
+
+       totalmovemsec = 0;
+       for (i = 0;i < CL_MAX_USERCMDS;i++)
+               if (cl.movecmd[i].sequence > cls.servermovesequence)
+                       totalmovemsec += cl.movecmd[i].msec;
+       cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
+       //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
+       if (cl.movement_predicted)
+       {
+               //Con_Printf("%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
+
+               // find how many are still valid
+               for (i = 0;i < CL_MAX_USERCMDS;i++)
+                       if (cl.movecmd[i].sequence <= cls.servermovesequence)
+                               break;
+               // now walk them in oldest to newest order
+               for (i--;i >= 0;i--)
+               {
+                       s.cmd = cl.movecmd[i];
+                       if (i < CL_MAX_USERCMDS - 1)
+                               s.cmd.canjump = cl.movecmd[i+1].canjump;
+
+                       // if a move is more than 50ms, do it as two moves (matching qwsv)
+                       //Con_Printf("%i ", s.cmd.msec);
+                       if(s.cmd.frametime > 0.0005)
                        {
-                               playermins = cl_playerstandmins;
-                               playermaxs = cl_playerstandmaxs;
-                       }
-                       onground = false;
-                       for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
-                       {
-                               VectorMA(currentorigin, t, currentvelocity, neworigin);
-                               trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
-                               if (trace.fraction < 1 && trace.plane.normal[2] == 0)
-                               {
-                                       // may be a step or wall, try stepping up
-                                       // first move forward at a higher level
-                                       VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
-                                       VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
-                                       trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
-                                       // then move down from there
-                                       VectorCopy(trace2.endpos, currentorigin2);
-                                       VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
-                                       trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
-                                       //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
-                                       // accept the new trace if it made some progress
-                                       if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
-                                       {
-                                               trace = trace2;
-                                               VectorCopy(trace3.endpos, trace.endpos);
-                                       }
-                               }
-                               if (trace.fraction == 1)
+                               if (s.cmd.frametime > 0.05)
                                {
-                                       VectorCopy(trace.endpos, currentorigin);
-                                       break;
+                                       s.cmd.frametime /= 2;
+                                       CL_ClientMovement_PlayerMove(&s);
                                }
-                               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);
+                               CL_ClientMovement_PlayerMove(&s);
+                       }
+                       else
+                       {
+                               // we REALLY need this handling to happen, even if the move is not executed
+                               if (!s.cmd.jump)
+                                       s.cmd.canjump = true;
                        }
+                       cl.movecmd[i].canjump = s.cmd.canjump;
+               }
+               //Con_Printf("\n");
+               CL_ClientMovement_UpdateStatus(&s);
+       }
+       else
+       {
+               // get the first movement queue entry to know whether to crouch and such
+               s.cmd = cl.movecmd[0];
+       }
+
+       if (cls.demoplayback) // for bob, speedometer
+               VectorCopy(cl.mvelocity[0], cl.movement_velocity);
+       else
+       {
+               cl.movement_replay = false;
+               // update the interpolation target position and velocity
+               VectorCopy(s.origin, cl.movement_origin);
+               VectorCopy(s.velocity, cl.movement_velocity);
+       }
+
+       // update the onground flag if appropriate
+       if (cl.movement_predicted)
+       {
+               // when predicted we simply set the flag according to the UpdateStatus
+               cl.onground = s.onground;
+       }
+       else
+       {
+               // when not predicted, cl.onground is cleared by cl_parse.c each time
+               // an update packet is received, but can be forced on here to hide
+               // server inconsistencies in the onground flag
+               // (which mostly occur when stepping up stairs at very high framerates
+               //  where after the step up the move continues forward and not
+               //  downward so the ground is not detected)
+               //
+               // such onground inconsistencies can cause jittery gun bobbing and
+               // stair smoothing, so we set onground if UpdateStatus says so
+               if (s.onground)
+                       cl.onground = true;
+       }
+
+       // react to onground state changes (for gun bob)
+       if (cl.onground)
+       {
+               if (!cl.oldonground)
+                       cl.hitgroundtime = cl.movecmd[0].time;
+               cl.lastongroundtime = cl.movecmd[0].time;
+       }
+       cl.oldonground = cl.onground;
+}
+
+static 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, (short) to->forwardmove);
+       if (bits & QW_CM_SIDE)
+               MSG_WriteShort(buf, (short) to->sidemove);
+       if (bits & QW_CM_UP)
+               MSG_WriteShort(buf, (short) 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);
+}
+
+void CL_NewFrameReceived(int num)
+{
+       if (developer_networkentities.integer >= 10)
+               Con_Printf("recv: svc_entities %i\n", num);
+       cl.latestframenums[cl.latestframenumsposition] = num;
+       cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
+       cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
+}
+
+void CL_RotateMoves(const matrix4x4_t *m)
+{
+       // rotate viewangles in all previous moves
+       vec3_t v;
+       vec3_t f, r, u;
+       int i;
+       for (i = 0;i < CL_MAX_USERCMDS;i++)
+       {
+               if (cl.movecmd[i].sequence > cls.servermovesequence)
+               {
+                       usercmd_t *c = &cl.movecmd[i];
+                       AngleVectors(c->viewangles, f, r, u);
+                       Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
+                       Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
+                       AnglesFromVectors(c->viewangles, f, u, false);
                }
        }
-       // 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);
 }
 
 /*
@@ -799,217 +1766,399 @@ void CL_ClientMovement_Replay(void)
 CL_SendMove
 ==============
 */
+usercmd_t nullcmd; // for delta compression of qw moves
 void CL_SendMove(void)
 {
-       int i;
+       int i, j, packetloss;
+       int checksumindex;
        int bits;
+       int maxusercmds;
+       usercmd_t *cmd;
        sizebuf_t buf;
-       unsigned char 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];
+       double packettime;
+       int msecdelta;
+       qboolean quemove;
+       qboolean important;
+
+       // 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
 
-       CL_UpdatePrydonCursor();
+       // we don't que moves during a lag spike (potential network timeout)
+       quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
 
-       buf.maxsize = 128;
-       buf.cursize = 0;
-       buf.data = data;
+       // we build up cl.cmd and then decide whether to send or not
+       // we store this into cl.movecmd[0] for prediction each frame even if we
+       // do not send, to make sure that prediction is instant
+       cl.cmd.time = cl.time;
+       cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
 
        // set button bits
        // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
        bits = 0;
-       if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
-       if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
-       if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
-       if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
-       if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
-       if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
-       if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
-       if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
-       if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
+       if (in_attack.state   & 3) bits |=   1;
+       if (in_jump.state     & 3) bits |=   2;
+       if (in_button3.state  & 3) bits |=   4;
+       if (in_button4.state  & 3) bits |=   8;
+       if (in_button5.state  & 3) bits |=  16;
+       if (in_button6.state  & 3) bits |=  32;
+       if (in_button7.state  & 3) bits |=  64;
+       if (in_button8.state  & 3) bits |= 128;
+       if (in_use.state      & 3) bits |= 256;
        if (key_dest != key_game || key_consoleactive) bits |= 512;
-       if (cl_prydoncursor.integer) bits |= 1024;
-       if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
-       if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
-       if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
-       if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
-       if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
-       if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
-       if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
-       if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
+       if (cl_prydoncursor.integer > 0) bits |= 1024;
+       if (in_button9.state  & 3)  bits |=   2048;
+       if (in_button10.state  & 3) bits |=   4096;
+       if (in_button11.state  & 3) bits |=   8192;
+       if (in_button12.state  & 3) bits |=  16384;
+       if (in_button13.state  & 3) bits |=  32768;
+       if (in_button14.state  & 3) bits |=  65536;
+       if (in_button15.state  & 3) bits |= 131072;
+       if (in_button16.state  & 3) bits |= 262144;
        // button bits 19-31 unused currently
        // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
-       if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
-       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;
-
-       csqc_buttons = bits;
-
-       // always dump the first two messages, because they may contain leftover inputs from the last level
-       if (++cl.movemessages >= 2)
-       {
-               // send the movement message
-               // PROTOCOL_QUAKE        clc_move = 16 bytes total
-               // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
-               // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
-               // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
-               // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
-               // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
-               // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
-               // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
-               // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
-               // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
-               if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_QUAKEDP || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
+       if(cl_prydoncursor.integer > 0)
+       {
+               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;
+       }
+
+       // set buttons and impulse
+       cl.cmd.buttons = bits;
+       cl.cmd.impulse = in_impulse;
+
+       // set viewangles
+       VectorCopy(cl.viewangles, cl.cmd.viewangles);
+
+       msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
+       cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
+       // ridiculous value rejection (matches qw)
+       if (cl.cmd.msec > 250)
+               cl.cmd.msec = 100;
+       cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
+
+       cl.cmd.predicted = cl_movement.integer != 0;
+
+       // movement is set by input code (forwardmove/sidemove/upmove)
+       // always dump the first two moves, because they may contain leftover inputs from the last level
+       if (cl.cmd.sequence <= 2)
+               cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
+
+       cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
+       cl.cmd.crouch = 0;
+       switch (cls.protocol)
+       {
+       case PROTOCOL_QUAKEWORLD:
+       case PROTOCOL_QUAKE:
+       case PROTOCOL_QUAKEDP:
+       case PROTOCOL_NEHAHRAMOVIE:
+       case PROTOCOL_NEHAHRABJP:
+       case PROTOCOL_NEHAHRABJP2:
+       case PROTOCOL_NEHAHRABJP3:
+       case PROTOCOL_DARKPLACES1:
+       case PROTOCOL_DARKPLACES2:
+       case PROTOCOL_DARKPLACES3:
+       case PROTOCOL_DARKPLACES4:
+       case PROTOCOL_DARKPLACES5:
+               break;
+       case PROTOCOL_DARKPLACES6:
+       case PROTOCOL_DARKPLACES7:
+               // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
+               cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
+               break;
+       case PROTOCOL_UNKNOWN:
+               break;
+       }
+
+       if (quemove)
+               cl.movecmd[0] = cl.cmd;
+
+       // don't predict more than 200fps
+       if (realtime >= cl.lastpackettime + 0.005)
+               cl.movement_replay = true; // redo the prediction
+
+       // now decide whether to actually send this move
+       // (otherwise it is only for prediction)
+
+       // don't send too often or else network connections can get clogged by a
+       // high renderer framerate
+       packettime = 1.0 / bound(1, cl_netfps.value, 1000);
+       if (cl.movevars_timescale && cl.movevars_ticrate)
+       {
+               float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
+               packettime = min(packettime, maxtic);
+       }
+
+       // do not send 0ms packets because they mess up physics
+       if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
+               return;
+       // always send if buttons changed or an impulse is pending
+       // even if it violates the rate limit!
+       important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
+       // don't send too often (cl_netfps)
+       if (!important && realtime < cl.lastpackettime + packettime)
+               return;
+       // don't choke the connection with packets (obey rate limit)
+       // it is important that this check be last, because it adds a new
+       // frame to the shownetgraph output and any cancelation after this
+       // will produce a nasty spike-like look to the netgraph
+       // we also still send if it is important
+       if (!NetConn_CanSend(cls.netcon) && !important)
+               return;
+       // try to round off the lastpackettime to a multiple of the packet interval
+       // (this causes it to emit packets at a steady beat)
+       if (packettime > 0)
+               cl.lastpackettime = floor(realtime / packettime) * packettime;
+       else
+               cl.lastpackettime = realtime;
+
+       buf.maxsize = sizeof(data);
+       buf.cursize = 0;
+       buf.data = data;
+
+       // send the movement message
+       // PROTOCOL_QUAKE        clc_move = 16 bytes total
+       // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
+       // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
+       // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
+       // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
+       // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
+       // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
+       // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
+       // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
+       // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
+       // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
+
+       // set prydon cursor info
+       CL_UpdatePrydonCursor();
+
+       if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
+       {
+               switch (cls.protocol)
                {
+               case PROTOCOL_QUAKEWORLD:
+                       MSG_WriteByte(&buf, qw_clc_move);
+                       // save the position for a checksum byte
+                       checksumindex = buf.cursize;
+                       MSG_WriteByte(&buf, 0);
+                       // packet loss percentage
+                       for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
+                               if (cls.netcon->incoming_netgraph[j].unreliablebytes == 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.cmd);
+                       // calculate the checksum
+                       buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
+                       // if delta compression history overflows, request no delta
+                       if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
+                               cl.qw_validsequence = 0;
+                       // request delta compression if appropriate
+                       if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
+                       {
+                               cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
+                               MSG_WriteByte(&buf, qw_clc_delta);
+                               MSG_WriteByte(&buf, cl.qw_validsequence & 255);
+                       }
+                       else
+                               cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
+                       break;
+               case PROTOCOL_QUAKE:
+               case PROTOCOL_QUAKEDP:
+               case PROTOCOL_NEHAHRAMOVIE:
+               case PROTOCOL_NEHAHRABJP:
+               case PROTOCOL_NEHAHRABJP2:
+               case PROTOCOL_NEHAHRABJP3:
                        // 5 bytes
                        MSG_WriteByte (&buf, clc_move);
-                       MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
-                       // 3 bytes
-                       for (i = 0;i < 3;i++)
-                               MSG_WriteAngle8i (&buf, cl.viewangles[i]);
+                       MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
+                       // 3 bytes (6 bytes in proquake)
+                       if (cls.proquake_servermod == 1) // MOD_PROQUAKE
+                       {
+                               for (i = 0;i < 3;i++)
+                                       MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
+                       }
+                       else
+                       {
+                               for (i = 0;i < 3;i++)
+                                       MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
+                       }
                        // 6 bytes
-                       MSG_WriteCoord16i (&buf, forwardmove);
-                       MSG_WriteCoord16i (&buf, sidemove);
-                       MSG_WriteCoord16i (&buf, upmove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.upmove);
                        // 2 bytes
-                       MSG_WriteByte (&buf, bits);
-                       MSG_WriteByte (&buf, in_impulse);
-               }
-               else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
-               {
+                       MSG_WriteByte (&buf, cl.cmd.buttons);
+                       MSG_WriteByte (&buf, cl.cmd.impulse);
+                       break;
+               case PROTOCOL_DARKPLACES2:
+               case 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.cmd.time); // last server packet time
                        // 12 bytes
                        for (i = 0;i < 3;i++)
-                               MSG_WriteAngle32f (&buf, cl.viewangles[i]);
+                               MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
                        // 6 bytes
-                       MSG_WriteCoord16i (&buf, forwardmove);
-                       MSG_WriteCoord16i (&buf, sidemove);
-                       MSG_WriteCoord16i (&buf, upmove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.upmove);
                        // 2 bytes
-                       MSG_WriteByte (&buf, bits);
-                       MSG_WriteByte (&buf, in_impulse);
-               }
-               else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
-               {
+                       MSG_WriteByte (&buf, cl.cmd.buttons);
+                       MSG_WriteByte (&buf, cl.cmd.impulse);
+                       break;
+               case PROTOCOL_DARKPLACES1:
+               case PROTOCOL_DARKPLACES4:
+               case 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.cmd.time); // last server packet time
                        // 6 bytes
                        for (i = 0;i < 3;i++)
-                               MSG_WriteAngle16i (&buf, cl.viewangles[i]);
+                               MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
                        // 6 bytes
-                       MSG_WriteCoord16i (&buf, forwardmove);
-                       MSG_WriteCoord16i (&buf, sidemove);
-                       MSG_WriteCoord16i (&buf, upmove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.upmove);
                        // 2 bytes
-                       MSG_WriteByte (&buf, bits);
-                       MSG_WriteByte (&buf, in_impulse);
-               }
-               else
-               {
-                       // 5 bytes
-                       MSG_WriteByte (&buf, clc_move);
-                       if (cl.protocol != PROTOCOL_DARKPLACES6)
+                       MSG_WriteByte (&buf, cl.cmd.buttons);
+                       MSG_WriteByte (&buf, cl.cmd.impulse);
+               case PROTOCOL_DARKPLACES6:
+               case PROTOCOL_DARKPLACES7:
+                       // set the maxusercmds variable to limit how many should be sent
+                       maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, 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);
+                       break;
+               case PROTOCOL_UNKNOWN:
+                       break;
                }
        }
 
-#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 entity frame numbers received since the last input was sent
+               // (redundent to improve handling of client->server packet loss)
+               // if cl_netrepeatinput is 1 and client framerate matches server
+               // framerate, this is 10 bytes, if client framerate is lower this
+               // will be more...
+               int i, j;
+               int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
+               if (oldsequence < 1)
+                       oldsequence = 1;
+               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]);
+                       j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
+                       if (cl.latestsendnums[j] >= oldsequence)
+                       {
+                               if (developer_networkentities.integer >= 10)
+                                       Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
+                               MSG_WriteByte(&buf, clc_ackframe);
+                               MSG_WriteLong(&buf, cl.latestframenums[j]);
+                       }
                }
        }
 
        // 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 & 16 is +button5, Nexuiz specific
-       CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 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 (quemove)
+       {
+               // update the cl.movecmd array which holds the most recent moves,
+               // because we now need a new slot for the next input
+               for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
+                       cl.movecmd[i] = cl.movecmd[i-1];
+               cl.movecmd[0].msec = 0;
+               cl.movecmd[0].frametime = 0;
+       }
+
+       // clear button 'click' states
+       in_attack.state  &= ~2;
+       in_jump.state    &= ~2;
+       in_button3.state &= ~2;
+       in_button4.state &= ~2;
+       in_button5.state &= ~2;
+       in_button6.state &= ~2;
+       in_button7.state &= ~2;
+       in_button8.state &= ~2;
+       in_use.state     &= ~2;
+       in_button9.state  &= ~2;
+       in_button10.state &= ~2;
+       in_button11.state &= ~2;
+       in_button12.state &= ~2;
+       in_button13.state &= ~2;
+       in_button14.state &= ~2;
+       in_button15.state &= ~2;
+       in_button16.state &= ~2;
+       // clear impulse
+       in_impulse = 0;
+
+       if (cls.netcon->message.overflowed)
        {
                Con_Print("CL_SendMove: lost server connection\n");
                CL_Disconnect();
+               SV_LockThreadMutex();
                Host_ShutdownServer();
+               SV_UnlockThreadMutex();
        }
 }
 
@@ -1036,7 +2185,7 @@ void CL_InitInput (void)
        Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
        Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
        Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
-       Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
+       Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
        Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
        Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
        Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
@@ -1062,47 +2211,74 @@ void CL_InitInput (void)
        Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
        Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
        Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button3");
-       Cmd_AddCommand ("+button5", IN_Button5Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button3");
-       Cmd_AddCommand ("+button6", IN_Button6Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button3");
-       Cmd_AddCommand ("+button7", IN_Button7Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button3");
-       Cmd_AddCommand ("+button8", IN_Button8Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button3");
-       Cmd_AddCommand ("+button9", IN_Button9Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button3");
-       Cmd_AddCommand ("+button10", IN_Button10Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button3");
-       Cmd_AddCommand ("+button11", IN_Button11Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button3");
-       Cmd_AddCommand ("+button12", IN_Button12Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button3");
-       Cmd_AddCommand ("+button13", IN_Button13Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button3");
-       Cmd_AddCommand ("+button14", IN_Button14Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button3");
-       Cmd_AddCommand ("+button15", IN_Button15Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button3");
-       Cmd_AddCommand ("+button16", IN_Button16Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button3");
+       Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
+       Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
+       Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
+       Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
+       Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
+       Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
+       Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
+       Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
+       Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
+       Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
+       Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
+       Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
+       Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
+       Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
+       Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
+       Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
+       Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
+       Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
+       Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
+       Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
+       Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
+       Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
+       Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
+       Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
+       Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
+
+       // LordHavoc: added bestweapon command
+       Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
+#if 0
+       Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
+#endif
+       Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
 
+       Cvar_RegisterVariable(&cl_movecliptokeyboard);
        Cvar_RegisterVariable(&cl_movement);
-       Cvar_RegisterVariable(&cl_movement_latency);
+       Cvar_RegisterVariable(&cl_movement_replay);
+       Cvar_RegisterVariable(&cl_movement_nettimeout);
+       Cvar_RegisterVariable(&cl_movement_minping);
+       Cvar_RegisterVariable(&cl_movement_track_canjump);
        Cvar_RegisterVariable(&cl_movement_maxspeed);
        Cvar_RegisterVariable(&cl_movement_maxairspeed);
        Cvar_RegisterVariable(&cl_movement_stopspeed);
        Cvar_RegisterVariable(&cl_movement_friction);
+       Cvar_RegisterVariable(&cl_movement_wallfriction);
+       Cvar_RegisterVariable(&cl_movement_waterfriction);
        Cvar_RegisterVariable(&cl_movement_edgefriction);
        Cvar_RegisterVariable(&cl_movement_stepheight);
        Cvar_RegisterVariable(&cl_movement_accelerate);
+       Cvar_RegisterVariable(&cl_movement_airaccelerate);
+       Cvar_RegisterVariable(&cl_movement_wateraccelerate);
        Cvar_RegisterVariable(&cl_movement_jumpvelocity);
-       Cvar_RegisterVariable(&cl_gravity);
-       Cvar_RegisterVariable(&cl_slowmo);
+       Cvar_RegisterVariable(&cl_movement_airaccel_qw);
+       Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
 
        Cvar_RegisterVariable(&in_pitch_min);
        Cvar_RegisterVariable(&in_pitch_max);
        Cvar_RegisterVariable(&m_filter);
+       Cvar_RegisterVariable(&m_accelerate);
+       Cvar_RegisterVariable(&m_accelerate_minspeed);
+       Cvar_RegisterVariable(&m_accelerate_maxspeed);
+       Cvar_RegisterVariable(&m_accelerate_filter);
+
+       Cvar_RegisterVariable(&cl_netfps);
+       Cvar_RegisterVariable(&cl_netrepeatinput);
+       Cvar_RegisterVariable(&cl_netimmediatebuttons);
+
+       Cvar_RegisterVariable(&cl_nodelta);
+
+       Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
 }