]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_input.c
eliminated qbyte type, now uses unsigned char throughout the engine for this purpose
[xonotic/darkplaces.git] / cl_input.c
index 6463fed5d688e90e595a3f8c50a68717b89b584d..85bfd8b0c08c4f5f3e64e4d4936b727ec3e88a07 100644 (file)
@@ -49,7 +49,7 @@ state bit 2 is edge triggered on the down to up transition
 kbutton_t      in_mlook, in_klook;
 kbutton_t      in_left, in_right, in_forward, in_back;
 kbutton_t      in_lookup, in_lookdown, in_moveleft, in_moveright;
-kbutton_t      in_strafe, in_speed, in_use, in_jump, in_attack;
+kbutton_t      in_strafe, in_speed, in_jump, in_attack, in_use;
 kbutton_t      in_up, in_down;
 // LordHavoc: added 6 new buttons
 kbutton_t      in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
@@ -77,7 +77,7 @@ void KeyDown (kbutton_t *b)
                b->down[1] = k;
        else
        {
-               Con_Print("Three keys down for a button!\n");
+               Con_Print("Three keys down for a button!\n");
                return;
        }
 
@@ -154,6 +154,9 @@ void IN_StrafeUp(void) {KeyUp(&in_strafe);}
 void IN_AttackDown(void) {KeyDown(&in_attack);}
 void IN_AttackUp(void) {KeyUp(&in_attack);}
 
+void IN_UseDown(void) {KeyDown(&in_use);}
+void IN_UseUp(void) {KeyUp(&in_use);}
+
 // LordHavoc: added 6 new buttons
 void IN_Button3Down(void) {KeyDown(&in_button3);}
 void IN_Button3Up(void) {KeyUp(&in_button3);}
@@ -168,8 +171,6 @@ void IN_Button7Up(void) {KeyUp(&in_button7);}
 void IN_Button8Down(void) {KeyDown(&in_button8);}
 void IN_Button8Up(void) {KeyUp(&in_button8);}
 
-void IN_UseDown (void) {KeyDown(&in_use);}
-void IN_UseUp (void) {KeyUp(&in_use);}
 void IN_JumpDown (void) {KeyDown(&in_jump);}
 void IN_JumpUp (void) {KeyUp(&in_jump);}
 
@@ -246,7 +247,24 @@ cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
 
 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
 
-cvar_t cl_nodelta = {0, "cl_nodelta", "0"};
+cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0"};
+cvar_t cl_movement_latency = {0, "cl_movement_latency", "0"};
+cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320"};
+cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30"};
+cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100"};
+cvar_t cl_movement_friction = {0, "cl_movement_friction", "4"};
+cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2"};
+cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18"};
+cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10"};
+cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270"};
+cvar_t cl_gravity = {0, "cl_gravity", "800"};
+cvar_t cl_slowmo = {0, "cl_slowmo", "1"};
+
+cvar_t in_pitch_min = {0, "in_pitch_min", "-90"}; // quake used -70
+cvar_t in_pitch_max = {0, "in_pitch_max", "90"}; // quake used 80
+
+cvar_t m_filter = {CVAR_SAVE, "m_filter","0"};
+
 
 /*
 ================
@@ -261,9 +279,9 @@ void CL_AdjustAngles (void)
        float   up, down;
 
        if (in_speed.state & 1)
-               speed = cl.frametime * cl_anglespeedkey.value;
+               speed = host_realframetime * cl_anglespeedkey.value;
        else
-               speed = cl.frametime;
+               speed = host_realframetime;
 
        if (!(in_strafe.state & 1))
        {
@@ -300,171 +318,666 @@ void CL_AdjustAngles (void)
        cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
 }
 
+qboolean cl_ignoremousemove = false;
+
 /*
 ================
-CL_BaseMove
+CL_Move
 
 Send the intended movement message to the server
 ================
 */
-void CL_BaseMove (usercmd_t *cmd)
+void CL_Move (void)
 {
-       if (cls.signon != SIGNONS)
-               return;
+       vec3_t temp;
+       float mx, my;
+       static float old_mouse_x = 0, old_mouse_y = 0;
 
+       // clamp before the move to prevent starting with bad angles
        CL_AdjustAngles ();
 
-       memset (cmd, 0, sizeof(*cmd));
+       // get basic movement from keyboard
+       // PRYDON_CLIENTCURSOR needs to survive basemove resets
+       VectorCopy (cl.cmd.cursor_screen, temp);
+       memset (&cl.cmd, 0, sizeof(cl.cmd));
+       VectorCopy (temp, cl.cmd.cursor_screen);
 
        if (in_strafe.state & 1)
        {
-               cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
-               cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
+               cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
+               cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
        }
 
-       cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
-       cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
+       cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
+       cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
 
-       cmd->upmove += cl_upspeed.value * CL_KeyState (&in_up);
-       cmd->upmove -= cl_upspeed.value * CL_KeyState (&in_down);
+       cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
+       cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
 
        if (! (in_klook.state & 1) )
        {
-               cmd->forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
-               cmd->forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
+               cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
+               cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
        }
 
-//
-// adjust for speed key
-//
+       // adjust for speed key
        if (in_speed.state & 1)
        {
-               cmd->forwardmove *= cl_movespeedkey.value;
-               cmd->sidemove *= cl_movespeedkey.value;
-               cmd->upmove *= cl_movespeedkey.value;
+               cl.cmd.forwardmove *= cl_movespeedkey.value;
+               cl.cmd.sidemove *= cl_movespeedkey.value;
+               cl.cmd.upmove *= cl_movespeedkey.value;
+       }
+
+       in_mouse_x = 0;
+       in_mouse_y = 0;
+
+       // allow mice or other external controllers to add to the move
+       IN_Move ();
+
+       // ignore a mouse move if mouse was activated/deactivated this frame
+       if (cl_ignoremousemove)
+       {
+               cl_ignoremousemove = false;
+               in_mouse_x = 0;
+               in_mouse_y = 0;
+       }
+
+       // apply m_filter if it is on
+       mx = in_mouse_x;
+       my = in_mouse_y;
+       if (m_filter.integer)
+       {
+               in_mouse_x = (mx + old_mouse_x) * 0.5;
+               in_mouse_y = (my + old_mouse_y) * 0.5;
+       }
+       old_mouse_x = mx;
+       old_mouse_y = my;
+
+       // if not in menu, apply mouse move to viewangles/movement
+       if (in_client_mouse)
+       {
+               if (cl_prydoncursor.integer)
+               {
+                       // mouse interacting with the scene, mostly stationary view
+                       V_StopPitchDrift();
+                       cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
+                       cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
+               }
+               else if (in_strafe.state & 1)
+               {
+                       // strafing mode, all looking is movement
+                       V_StopPitchDrift();
+                       cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
+                       if (noclip_anglehack)
+                               cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
+                       else
+                               cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
+               }
+               else if ((in_mlook.state & 1) || freelook.integer)
+               {
+                       // mouselook, lookstrafe causes turning to become strafing
+                       V_StopPitchDrift();
+                       if (lookstrafe.integer)
+                               cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value * cl.viewzoom;
+                       else
+                               cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
+                       cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
+               }
+               else
+               {
+                       // non-mouselook, yaw turning and forward/back movement
+                       cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
+                       cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value * cl.viewzoom;
+               }
+       }
+
+       // clamp after the move to prevent rendering with bad angles
+       CL_AdjustAngles ();
+}
+
+#include "cl_collision.h"
+
+extern void V_CalcRefdef(void);
+void CL_UpdatePrydonCursor(void)
+{
+       vec3_t temp, scale;
+
+       if (!cl_prydoncursor.integer)
+               VectorClear(cl.cmd.cursor_screen);
+
+       /*
+       if (cl.cmd.cursor_screen[0] < -1)
+       {
+               cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
+               cl.cmd.cursor_screen[0] = -1;
+       }
+       if (cl.cmd.cursor_screen[0] > 1)
+       {
+               cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
+               cl.cmd.cursor_screen[0] = 1;
+       }
+       if (cl.cmd.cursor_screen[1] < -1)
+       {
+               cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
+               cl.cmd.cursor_screen[1] = -1;
+       }
+       if (cl.cmd.cursor_screen[1] > 1)
+       {
+               cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
+               cl.cmd.cursor_screen[1] = 1;
        }
+       */
+       cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
+       cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
+       cl.cmd.cursor_screen[2] = 1;
+
+       scale[0] = -tan(r_refdef.fov_x * M_PI / 360.0);
+       scale[1] = -tan(r_refdef.fov_y * M_PI / 360.0);
+       scale[2] = 1;
+
+       // trace distance
+       VectorScale(scale, 1000000, scale);
+
+       // calculate current view matrix
+       V_CalcRefdef();
+       VectorClear(temp);
+       Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
+       VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
+       Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
+       // trace from view origin to the cursor
+       cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl_entities[cl.playerentity].render : NULL);
+       // makes sparks where cursor is
+       //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
 }
 
+void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
+{
+       int i;
+       int n;
+       // remove stale queue items
+       n = cl.movement_numqueue;
+       cl.movement_numqueue = 0;
+       if (cl.servermovesequence)
+       {
+               for (i = 0;i < n;i++)
+                       if (cl.movement_queue[i].sequence > cl.servermovesequence)
+                               cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+       }
+       else
+       {
+               double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
+               for (i = 0;i < n;i++)
+                       if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
+                               cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+       }
+       // add to input queue if there is room
+       if (cl_movement.integer && cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
+       {
+               // add to input queue
+               cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
+               cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
+               cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
+               VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
+               cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
+               cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
+               cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
+               cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
+               cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
+               cl.movement_numqueue++;
+       }
+       cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.intermission;
+       // clear queue if client movement is disabled
+       if (!cl.movement)
+               cl.movement_numqueue = 0;
+       cl.movement_replay = true;
+}
 
+void CL_ClientMovement_Replay(void)
+{
+       int i;
+       int bump;
+       int contents;
+       int crouch;
+       int onground;
+       double edgefriction;
+       double frametime;
+       double t;
+       vec_t wishspeed;
+       vec_t addspeed;
+       vec_t accelspeed;
+       vec_t f;
+       vec_t *playermins;
+       vec_t *playermaxs;
+       vec3_t currentorigin;
+       vec3_t currentvelocity;
+       vec3_t forward;
+       vec3_t right;
+       vec3_t up;
+       vec3_t wishvel;
+       vec3_t wishdir;
+       vec3_t neworigin;
+       vec3_t currentorigin2;
+       vec3_t neworigin2;
+       vec3_t yawangles;
+       trace_t trace;
+       trace_t trace2;
+       trace_t trace3;
+       if (!cl.movement_replay)
+               return;
+       cl.movement_replay = false;
+
+       // fetch current starting values
+       VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
+       VectorCopy(cl.mvelocity[0], currentvelocity);
+       // FIXME: try minor nudges in various directions if startsolid to find a
+       // safe place to start the walk (due to network compression in some
+       // protocols this starts in solid)
+       //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
+       crouch = false; // this will be updated on first move
+
+       // check if onground
+       VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
+       VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
+       trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+       onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
+       //Con_Printf("%f: ", cl.mtime[0]);
+
+       // replay the input queue to predict current location
+       // note: this relies on the fact there's always one queue item at the end
+
+       for (i = 0;i < cl.movement_numqueue;i++)
+       {
+               client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
+               frametime = q->frametime;
+               //Con_Printf(" %f", frametime);
+               //if (frametime > 0)
+               {
+                       if (q->crouch)
+                       {
+                               // wants to crouch, this always works...
+                               if (!crouch)
+                                       crouch = true;
+                       }
+                       else
+                       {
+                               // wants to stand, if currently crouching we need to check for a
+                               // low ceiling first
+                               if (crouch)
+                               {
+                                       trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+                                       if (!trace.startsolid)
+                                               crouch = false;
+                               }
+                       }
+                       if (crouch)
+                       {
+                               playermins = cl_playercrouchmins;
+                               playermaxs = cl_playercrouchmaxs;
+                       }
+                       else
+                       {
+                               playermins = cl_playerstandmins;
+                               playermaxs = cl_playerstandmaxs;
+                       }
+                       // change velocity according to q->viewangles and q->move
+                       contents = CL_PointSuperContents(currentorigin);
+                       if (contents & SUPERCONTENTS_LIQUIDSMASK)
+                       {
+                               // swim
+                               AngleVectors(q->viewangles, forward, right, up);
+                               VectorSet(up, 0, 0, 1);
+                               VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
+                               wishspeed = VectorLength(wishvel);
+                               if (wishspeed)
+                                       VectorScale(wishvel, 1 / wishspeed, wishdir);
+                               else
+                                       VectorSet( wishdir, 0.0, 0.0, 0.0 );
+                               wishspeed = min(wishspeed, cl_movement_maxspeed.value);
+                               if (crouch)
+                                       wishspeed *= 0.5;
+                               wishspeed *= 0.6;
+                               VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
+                               f = wishspeed - DotProduct(currentvelocity, wishdir);
+                               if (f > 0)
+                               {
+                                       f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
+                                       VectorMA(currentvelocity, f, wishdir, currentvelocity);
+                               }
+                               if (q->jump)
+                               {
+                                       if (contents & SUPERCONTENTS_LAVA)
+                                               currentvelocity[2] =  50;
+                                       else if (contents & SUPERCONTENTS_SLIME)
+                                               currentvelocity[2] =  80;
+                                       else
+                                       {
+                                               if (gamemode == GAME_NEXUIZ)
+                                                       currentvelocity[2] = 200;
+                                               else
+                                                       currentvelocity[2] = 100;
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               // walk
+                               if (onground && q->jump)
+                               {
+                                       currentvelocity[2] += cl_movement_jumpvelocity.value;
+                                       onground = false;
+                               }
+                               VectorSet(yawangles, 0, q->viewangles[1], 0);
+                               AngleVectors(yawangles, forward, right, up);
+                               VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
+                               wishspeed = VectorLength(wishvel);
+                               if (wishspeed)
+                                       VectorScale(wishvel, 1 / wishspeed, wishdir);
+                               else
+                                       VectorSet( wishdir, 0.0, 0.0, 0.0 );
+                               wishspeed = min(wishspeed, cl_movement_maxspeed.value);
+                               if (crouch)
+                                       wishspeed *= 0.5;
+                               // check if onground
+                               if (onground)
+                               {
+                                       // apply ground friction
+                                       f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
+                                       edgefriction = 1;
+                                       if (f > 0)
+                                       {
+                                               VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
+                                               VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
+                                               trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+                                               if (trace.fraction == 1)
+                                                       edgefriction = cl_movement_edgefriction.value;
+                                       }
+                                       // apply friction
+                                       f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
+                                       f = max(f, 0);
+                                       VectorScale(currentvelocity, f, currentvelocity);
+                               }
+                               else
+                               {
+                                       // apply air speed limit
+                                       wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
+                               }
+                               if (gamemode == GAME_NEXUIZ)
+                                       addspeed = wishspeed;
+                               else
+                                       addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
+                               if (addspeed > 0)
+                               {
+                                       accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
+                                       VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
+                               }
+                               currentvelocity[2] -= cl_gravity.value * frametime;
+                       }
+               }
+               //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
+               {
+                       if (crouch)
+                       {
+                               playermins = cl_playercrouchmins;
+                               playermaxs = cl_playercrouchmaxs;
+                       }
+                       else
+                       {
+                               playermins = cl_playerstandmins;
+                               playermaxs = cl_playerstandmaxs;
+                       }
+                       onground = false;
+                       for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
+                       {
+                               VectorMA(currentorigin, t, currentvelocity, neworigin);
+                               trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+                               if (trace.fraction < 1 && trace.plane.normal[2] == 0)
+                               {
+                                       // may be a step or wall, try stepping up
+                                       // first move forward at a higher level
+                                       VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
+                                       VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
+                                       trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+                                       // then move down from there
+                                       VectorCopy(trace2.endpos, currentorigin2);
+                                       VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
+                                       trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+                                       //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
+                                       // accept the new trace if it made some progress
+                                       if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
+                                       {
+                                               trace = trace2;
+                                               VectorCopy(trace3.endpos, trace.endpos);
+                                       }
+                               }
+                               if (trace.fraction == 1)
+                               {
+                                       VectorCopy(trace.endpos, currentorigin);
+                                       break;
+                               }
+                               if (trace.plane.normal[2] > 0.7)
+                                       onground = true;
+                               t *= 1 - trace.fraction;
+                               if (trace.fraction >= 0.001)
+                                       VectorCopy(trace.endpos, currentorigin);
+                               f = DotProduct(currentvelocity, trace.plane.normal);
+                               VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
+                       }
+               }
+       }
+       // store replay location
+       VectorCopy(cl.movement_origin, cl.movement_oldorigin);
+       VectorCopy(currentorigin, cl.movement_origin);
+       VectorCopy(currentvelocity, cl.movement_velocity);
+       //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
+       //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
+}
 
 /*
 ==============
 CL_SendMove
 ==============
 */
-void CL_SendMove(usercmd_t *cmd)
+void CL_SendMove(void)
 {
        int i;
        int bits;
        sizebuf_t buf;
-       qbyte data[128];
-       static double lastmovetime;
+       unsigned char data[128];
+#define MOVEAVERAGING 0
+#if MOVEAVERAGING
        static float forwardmove, sidemove, upmove, total; // accumulation
-
-       forwardmove += cmd->forwardmove;
-       sidemove += cmd->sidemove;
-       upmove += cmd->upmove;
+#else
+       float forwardmove, sidemove, upmove;
+#endif
+
+#if MOVEAVERAGING
+       // accumulate changes between messages
+       forwardmove += cl.cmd.forwardmove;
+       sidemove += cl.cmd.sidemove;
+       upmove += cl.cmd.upmove;
        total++;
-       // LordHavoc: cap outgoing movement messages to sys_ticrate
-       if ((cl.maxclients > 1) && (realtime - lastmovetime < sys_ticrate.value))
+#endif
+       if (cls.signon != SIGNONS)
                return;
-       lastmovetime = realtime;
-       // average what has happened during this time
+#if MOVEAVERAGING
+       // average the accumulated changes
        total = 1.0f / total;
        forwardmove *= total;
        sidemove *= total;
        upmove *= total;
        total = 0;
+#else
+       // use the latest values
+       forwardmove = cl.cmd.forwardmove;
+       sidemove = cl.cmd.sidemove;
+       upmove = cl.cmd.upmove;
+#endif
+
+       CL_UpdatePrydonCursor();
 
        buf.maxsize = 128;
        buf.cursize = 0;
        buf.data = data;
 
-       cl.cmd = *cmd;
-
-       // send the movement message
-       MSG_WriteByte (&buf, clc_move);
-
-       MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
+       // set button bits
+       // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
+       bits = 0;
+       if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
+       if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
+       if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
+       if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
+       if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
+       if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
+       if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
+       if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
+       if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
+       if (key_dest != key_game || key_consoleactive) bits |= 512;
+       if (cl_prydoncursor.integer) bits |= 1024;
+       // button bits 11-31 unused currently
+       // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
+       if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
+       if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
+       if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
+       if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
 
-       if (dpprotocol == DPPROTOCOL_VERSION2 || dpprotocol == DPPROTOCOL_VERSION3)
-       {
-               for (i = 0;i < 3;i++)
-                       MSG_WriteFloat (&buf, cl.viewangles[i]);
-       }
-       else if (dpprotocol == DPPROTOCOL_VERSION1 || dpprotocol == DPPROTOCOL_VERSION4)
-       {
-               for (i=0 ; i<3 ; i++)
-                       MSG_WritePreciseAngle (&buf, cl.viewangles[i]);
-       }
-       else
+       // always dump the first two messages, because they may contain leftover inputs from the last level
+       if (++cl.movemessages >= 2)
        {
-               for (i=0 ; i<3 ; i++)
-                       MSG_WriteAngle (&buf, cl.viewangles[i]);
+               // send the movement message
+               // PROTOCOL_QUAKE        clc_move = 16 bytes total
+               // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
+               // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
+               // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
+               // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
+               // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
+               // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
+               // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
+               // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
+               // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
+               if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_QUAKEDP || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
+               {
+                       // 5 bytes
+                       MSG_WriteByte (&buf, clc_move);
+                       MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
+                       // 3 bytes
+                       for (i = 0;i < 3;i++)
+                               MSG_WriteAngle8i (&buf, cl.viewangles[i]);
+                       // 6 bytes
+                       MSG_WriteCoord16i (&buf, forwardmove);
+                       MSG_WriteCoord16i (&buf, sidemove);
+                       MSG_WriteCoord16i (&buf, upmove);
+                       // 2 bytes
+                       MSG_WriteByte (&buf, bits);
+                       MSG_WriteByte (&buf, in_impulse);
+               }
+               else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
+               {
+                       // 5 bytes
+                       MSG_WriteByte (&buf, clc_move);
+                       MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
+                       // 12 bytes
+                       for (i = 0;i < 3;i++)
+                               MSG_WriteAngle32f (&buf, cl.viewangles[i]);
+                       // 6 bytes
+                       MSG_WriteCoord16i (&buf, forwardmove);
+                       MSG_WriteCoord16i (&buf, sidemove);
+                       MSG_WriteCoord16i (&buf, upmove);
+                       // 2 bytes
+                       MSG_WriteByte (&buf, bits);
+                       MSG_WriteByte (&buf, in_impulse);
+               }
+               else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
+               {
+                       // 5 bytes
+                       MSG_WriteByte (&buf, clc_move);
+                       MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
+                       // 6 bytes
+                       for (i = 0;i < 3;i++)
+                               MSG_WriteAngle16i (&buf, cl.viewangles[i]);
+                       // 6 bytes
+                       MSG_WriteCoord16i (&buf, forwardmove);
+                       MSG_WriteCoord16i (&buf, sidemove);
+                       MSG_WriteCoord16i (&buf, upmove);
+                       // 2 bytes
+                       MSG_WriteByte (&buf, bits);
+                       MSG_WriteByte (&buf, in_impulse);
+               }
+               else
+               {
+                       // 5 bytes
+                       MSG_WriteByte (&buf, clc_move);
+                       if (cl.protocol != PROTOCOL_DARKPLACES6)
+                       {
+                               if (cl_movement.integer)
+                               {
+                                       cl.movesequence++;
+                                       MSG_WriteLong (&buf, cl.movesequence);
+                               }
+                               else
+                                       MSG_WriteLong (&buf, 0);
+                       }
+                       MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
+                       // 6 bytes
+                       for (i = 0;i < 3;i++)
+                               MSG_WriteAngle16i (&buf, cl.viewangles[i]);
+                       // 6 bytes
+                       MSG_WriteCoord16i (&buf, forwardmove);
+                       MSG_WriteCoord16i (&buf, sidemove);
+                       MSG_WriteCoord16i (&buf, upmove);
+                       // 5 bytes
+                       MSG_WriteLong (&buf, bits);
+                       MSG_WriteByte (&buf, in_impulse);
+                       // PRYDON_CLIENTCURSOR
+                       // 30 bytes
+                       MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
+                       MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
+                       MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
+                       MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
+                       MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
+                       MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
+                       MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
+                       MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
+                       MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
+               }
        }
 
-       MSG_WriteShort (&buf, forwardmove);
-       MSG_WriteShort (&buf, sidemove);
-       MSG_WriteShort (&buf, upmove);
-
+#if MOVEAVERAGING
        forwardmove = sidemove = upmove = 0;
-       // send button bits
-       bits = 0;
-
-       if ( in_attack.state & 3 )
-               bits |= 1;
-       in_attack.state &= ~2;
-
-       if (in_jump.state & 3)
-               bits |= 2;
-       in_jump.state &= ~2;
-       // LordHavoc: added 6 new buttons
-       if (in_button3.state & 3) bits |=   4;in_button3.state &= ~2;
-       if (in_button4.state & 3) bits |=   8;in_button4.state &= ~2;
-       if (in_button5.state & 3) bits |=  16;in_button5.state &= ~2;
-       if (in_button6.state & 3) bits |=  32;in_button6.state &= ~2;
-       if (in_button7.state & 3) bits |=  64;in_button7.state &= ~2;
-       if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
-
-       MSG_WriteByte (&buf, bits);
-
-       MSG_WriteByte (&buf, in_impulse);
+#endif
        in_impulse = 0;
 
-       if (dpprotocol == DPPROTOCOL_VERSION1 || dpprotocol == DPPROTOCOL_VERSION2 || dpprotocol == DPPROTOCOL_VERSION3)
-       {
-               // LordHavoc: should we ack this on receipt instead?  would waste net bandwidth though
-               i = EntityFrame_MostRecentlyRecievedFrameNum(&cl.entitydatabase);
-               if (i > 0)
-               {
-                       MSG_WriteByte(&buf, clc_ackentities);
-                       MSG_WriteLong(&buf, i);
-               }
-       }
-       else
+       // ack the last few frame numbers
+       // (redundent to improve handling of client->server packet loss)
+       // for LATESTFRAMENUMS == 3 case this is 15 bytes
+       for (i = 0;i < LATESTFRAMENUMS;i++)
        {
-               if (cl.entitydatabase4)
+               if (cl.latestframenums[i] > 0)
                {
-                       MSG_WriteByte(&buf, clc_ackentities);
-                       if (cl_nodelta.integer)
-                               MSG_WriteLong(&buf, -1);
-                       else
-                               MSG_WriteLong(&buf, cl.entitydatabase4->ackframenum);
+                       if (developer_networkentities.integer >= 1)
+                               Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
+                       MSG_WriteByte(&buf, clc_ackframe);
+                       MSG_WriteLong(&buf, cl.latestframenums[i]);
                }
        }
 
+       // PROTOCOL_DARKPLACES6 = 67 bytes per packet
+       // PROTOCOL_DARKPLACES7 = 71 bytes per packet
+
        // deliver the message
        if (cls.demoplayback)
                return;
-
-       // always dump the first two messages, because they may contain leftover inputs from the last level
-       if (++cl.movemessages <= 2)
+       // nothing to send
+       if (!buf.cursize)
                return;
 
+       // FIXME: bits & 16 is +button5, Nexuiz specific
+       CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
+
        if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
        {
-               Con_Printf("CL_SendMove: lost server connection\n");
+               Con_Print("CL_SendMove: lost server connection\n");
                CL_Disconnect();
+               Host_ShutdownServer(false);
        }
 }
 
@@ -501,8 +1014,6 @@ void CL_InitInput (void)
        Cmd_AddCommand ("-speed", IN_SpeedUp);
        Cmd_AddCommand ("+attack", IN_AttackDown);
        Cmd_AddCommand ("-attack", IN_AttackUp);
-       Cmd_AddCommand ("+use", IN_UseDown);
-       Cmd_AddCommand ("-use", IN_UseUp);
        Cmd_AddCommand ("+jump", IN_JumpDown);
        Cmd_AddCommand ("-jump", IN_JumpUp);
        Cmd_AddCommand ("impulse", IN_Impulse);
@@ -511,6 +1022,10 @@ void CL_InitInput (void)
        Cmd_AddCommand ("+mlook", IN_MLookDown);
        Cmd_AddCommand ("-mlook", IN_MLookUp);
 
+       // LordHavoc: added use button
+       Cmd_AddCommand ("+use", IN_UseDown);
+       Cmd_AddCommand ("-use", IN_UseUp);
+
        // LordHavoc: added 6 new buttons
        Cmd_AddCommand ("+button3", IN_Button3Down);
        Cmd_AddCommand ("-button3", IN_Button3Up);
@@ -525,6 +1040,21 @@ void CL_InitInput (void)
        Cmd_AddCommand ("+button8", IN_Button8Down);
        Cmd_AddCommand ("-button8", IN_Button8Up);
 
-       Cvar_RegisterVariable(&cl_nodelta);
+       Cvar_RegisterVariable(&cl_movement);
+       Cvar_RegisterVariable(&cl_movement_latency);
+       Cvar_RegisterVariable(&cl_movement_maxspeed);
+       Cvar_RegisterVariable(&cl_movement_maxairspeed);
+       Cvar_RegisterVariable(&cl_movement_stopspeed);
+       Cvar_RegisterVariable(&cl_movement_friction);
+       Cvar_RegisterVariable(&cl_movement_edgefriction);
+       Cvar_RegisterVariable(&cl_movement_stepheight);
+       Cvar_RegisterVariable(&cl_movement_accelerate);
+       Cvar_RegisterVariable(&cl_movement_jumpvelocity);
+       Cvar_RegisterVariable(&cl_gravity);
+       Cvar_RegisterVariable(&cl_slowmo);
+
+       Cvar_RegisterVariable(&in_pitch_min);
+       Cvar_RegisterVariable(&in_pitch_max);
+       Cvar_RegisterVariable(&m_filter);
 }