Rework game specific hacks to have a special group for Nexuiz-derived games.
[xonotic/darkplaces.git] / cl_input.c
index 711f57e..af510b4 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"
 
 /*
 ===============================================================================
@@ -61,7 +62,7 @@ int                   in_impulse;
 
 
 
-void KeyDown (kbutton_t *b)
+static void KeyDown (kbutton_t *b)
 {
        int k;
        const char *c;
@@ -90,7 +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;
@@ -120,86 +121,86 @@ 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];
 
-void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
+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)
@@ -240,7 +241,7 @@ void IN_BestWeapon_ResetData (void)
        IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
 }
 
-void IN_BestWeapon_Register_f (void)
+static void IN_BestWeapon_Register_f (void)
 {
        if(Cmd_Argc() == 7)
        {
@@ -267,7 +268,7 @@ void IN_BestWeapon_Register_f (void)
        }
 }
 
-void IN_BestWeapon (void)
+static void IN_BestWeapon (void)
 {
        int i, n;
        const char *t;
@@ -301,6 +302,7 @@ void IN_BestWeapon (void)
        // 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;
@@ -347,6 +349,7 @@ void IN_CycleWeapon (void)
        }
        // if we couldn't find any of the weapons, there's nothing more we can do...
 }
+#endif
 
 /*
 ===============
@@ -363,9 +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)
@@ -413,6 +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"};
@@ -420,6 +424,8 @@ 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_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)"};
@@ -428,26 +434,32 @@ cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below
 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
-cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
+cvar_t cl_movement_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_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
-cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
+cvar_t cl_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"};
 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","20", "how many input packets to send to server each second"};
+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;
 
 /*
@@ -457,7 +469,7 @@ CL_AdjustAngles
 Moves the local angle positions
 ================
 */
-void CL_AdjustAngles (void)
+static void CL_AdjustAngles (void)
 {
        float   speed;
        float   up, down;
@@ -489,8 +501,11 @@ void CL_AdjustAngles (void)
                V_StopPitchDrift ();
 
        cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
+       cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
        if (cl.viewangles[YAW] >= 180)
                cl.viewangles[YAW] -= 360;
+       if (cl.viewangles[PITCH] >= 180)
+               cl.viewangles[PITCH] -= 360;
        cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
        cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
 }
@@ -547,18 +562,62 @@ void CL_Input (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_ignoremousemoves)
+       // send mouse move to csqc
+       if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
        {
-               cl_ignoremousemoves--;
-               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
@@ -572,18 +631,19 @@ void CL_Input (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)
        {
                float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
-               if (cl_prydoncursor.integer)
-               {
-                       // mouse interacting with the scene, mostly stationary view
-                       V_StopPitchDrift();
-                       cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
-                       cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
-               }
-               else if (in_strafe.state & 1)
+               if (in_strafe.state & 1)
                {
                        // strafing mode, all looking is movement
                        V_StopPitchDrift();
@@ -611,7 +671,13 @@ void CL_Input (void)
                }
        }
        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)
        {
@@ -621,15 +687,79 @@ void CL_Input (void)
 
        // 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;
+                       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"
 
-void CL_UpdatePrydonCursor(void)
+static void CL_UpdatePrydonCursor(void)
 {
        vec3_t temp;
 
-       if (!cl_prydoncursor.integer)
+       if (cl_prydoncursor.integer <= 0)
                VectorClear(cl.cmd.cursor_screen);
 
        /*
@@ -664,42 +794,16 @@ void CL_UpdatePrydonCursor(void)
        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);
-}
-
-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;
+       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);
 }
-cl_clientmovement_state_t;
 
 #define NUMOFFSETS 27
 static vec3_t offsets[NUMOFFSETS] =
@@ -725,14 +829,14 @@ static vec3_t offsets[NUMOFFSETS] =
        {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
 };
 
-qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
+static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
 {
        int i;
        vec3_t neworigin;
        for (i = 0;i < NUMOFFSETS;i++)
        {
                VectorAdd(offsets[i], s->origin, neworigin);
-               if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
+               if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true).startsolid)
                {
                        VectorCopy(neworigin, s->origin);
                        return true;
@@ -742,8 +846,9 @@ qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
        return false;
 }
 
-void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
+static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
 {
+       vec_t f;
        vec3_t origin1, origin2;
        trace_t trace;
 
@@ -763,7 +868,7 @@ void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
                // low ceiling first
                if (s->crouched)
                {
-                       trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+                       trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
                        if (!trace.startsolid)
                                s->crouched = false;
                }
@@ -781,23 +886,33 @@ void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
 
        // set onground
        VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
-       VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
-       trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
-       s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
+       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, s->self, 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_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
+       s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
        if (s->watertype)
        {
                s->waterlevel = WATERLEVEL_WETFEET;
                origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
-               if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+               if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
                {
                        s->waterlevel = WATERLEVEL_SWIMMING;
                        origin1[2] = s->origin[2] + 22;
-                       if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+                       if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
                                s->waterlevel = WATERLEVEL_SUBMERGED;
                }
        }
@@ -807,7 +922,7 @@ void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
                s->waterjumptime = 0;
 }
 
-void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
+static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
 {
        int bump;
        double t;
@@ -824,20 +939,20 @@ void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
        for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
        {
                VectorMA(s->origin, t, s->velocity, neworigin);
-               trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+               trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, 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, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
                        VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
-                       trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+                       trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
                        if (!trace2.startsolid)
                        {
                                // then move down from there
                                VectorCopy(trace2.endpos, currentorigin2);
                                VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
-                               trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+                               trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, 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)
@@ -856,8 +971,12 @@ void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
                if (trace.fraction == 1)
                        break;
 
-               //if (trace.plane.normal[2] > 0.7)
-               //      s->onground = true;
+               // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
+               // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
+               // this got commented out in a change that supposedly makes the code match QW better
+               // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
+               if (trace.plane.normal[2] > 0.7)
+                       s->onground = true;
 
                t -= t * trace.fraction;
 
@@ -869,7 +988,7 @@ void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
 }
 
 
-void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
+static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
 {
        vec_t wishspeed;
        vec_t f;
@@ -887,10 +1006,10 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
                AngleVectors(yawangles, forward, NULL, NULL);
                VectorMA(s->origin, 24, forward, spot);
                spot[2] += 8;
-               if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
+               if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsolid)
                {
                        spot[2] += 24;
-                       if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
+                       if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsolid)
                        {
                                VectorScale(forward, 50, s->velocity);
                                s->velocity[2] = 310;
@@ -932,7 +1051,7 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
        if (s->waterjumptime <= 0)
        {
                // water friction
-               f = 1 - s->cmd.frametime * cl.movevars_waterfriction * s->waterlevel;
+               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);
 
@@ -953,7 +1072,7 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
                                s->velocity[2] =  80;
                        else
                        {
-                               if (gamemode == GAME_NEXUIZ)
+                               if (IS_NEXUIZ_DERIVED(gamemode))
                                        s->velocity[2] = 200;
                                else
                                        s->velocity[2] = 100;
@@ -964,13 +1083,220 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
        CL_ClientMovement_Move(s);
 }
 
-void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *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;
@@ -983,7 +1309,7 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
        // released at least once since the last jump
        if (s->cmd.jump)
        {
-               if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
+               if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
                {
                        s->velocity[2] += cl.movevars_jumpvelocity;
                        s->onground = false;
@@ -1004,91 +1330,126 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
                VectorScale(wishvel, 1 / wishspeed, wishdir);
        else
                VectorSet( wishdir, 0.0, 0.0, 0.0 );
-       wishspeed = min(wishspeed, cl.movevars_maxspeed);
-       if (s->crouched)
-               wishspeed *= 0.5;
-
        // check if onground
        if (s->onground)
        {
+               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]);
-               friction = cl.movevars_friction;
-               if (f > 0 && cl.movevars_edgefriction != 1)
+               if (f > 0)
                {
-                       vec3_t neworigin2;
-                       vec3_t neworigin3;
-                       // note: QW uses the full player box for the trace, and yet still
-                       // uses s->origin[2] + s->mins[2], which is clearly an bug, but
-                       // this mimics it for compatibility
-                       VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
-                       VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
-                       if (cls.protocol == PROTOCOL_QUAKEWORLD)
-                               trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
-                       else
-                               trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
-                       if (trace.fraction == 1 && !trace.startsolid)
-                               friction *= cl.movevars_edgefriction;
+                       friction = cl.movevars_friction;
+                       if (cl.movevars_edgefriction != 1)
+                       {
+                               vec3_t neworigin2;
+                               vec3_t neworigin3;
+                               // note: QW uses the full player box for the trace, and yet still
+                               // uses s->origin[2] + s->mins[2], which is clearly an bug, but
+                               // this mimics it for compatibility
+                               VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
+                               VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
+                               if (cls.protocol == PROTOCOL_QUAKEWORLD)
+                                       trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
+                               else
+                                       trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, 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);
                }
-               // 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);
                addspeed = wishspeed - DotProduct(s->velocity, wishdir);
                if (addspeed > 0)
                {
                        accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
                        VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
                }
-               s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
+               gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
+               if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
+               {
+                       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_NOGRAVITYONGROUND) || !s->onground)
+               {
+                       if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
+                               s->velocity[2] -= gravity * 0.5f;
+               }
        }
        else
        {
                if (s->waterjumptime <= 0)
                {
-                       vec_t f;
-                       vec_t vel_straight;
-                       vec_t vel_z;
-                       vec3_t vel_perpend;
-
                        // 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;
 
-                       /*
-                       addspeed = wishspeed - DotProduct(s->velocity, wishdir);
-                       if (addspeed > 0)
+                       accelerating = (DotProduct(s->velocity, wishdir) > 0);
+                       wishspeed2 = wishspeed;
+
+                       // CPM: air control
+                       if(cl.movevars_airstopaccelerate != 0)
                        {
-                               accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
-                               VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
+                               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));
                        }
-                       */
-
-                       vel_straight = DotProduct(s->velocity, wishdir);
-                       vel_z = s->velocity[2];
-                       VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
-                       vel_perpend[2] -= vel_z;
-
-                       f = wishspeed - vel_straight;
-                       if(f > 0)
-                               vel_straight += min(f, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * cl.movevars_airaccel_qw;
-                       if(wishspeed > 0)
-                               vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
-
-                       VectorM(1 - (s->cmd.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
+                       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);
 
-                       VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
-                       s->velocity[2] += vel_z;
+                       if(cl.movevars_aircontrol)
+                               CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
                }
-               s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
+               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_NOGRAVITYONGROUND) || !s->onground)
+               {
+                       if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
+                               s->velocity[2] -= gravity * 0.5f;
+               }
        }
 }
 
-void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
+static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
 {
        //Con_Printf(" %f", frametime);
        if (!s->cmd.jump)
@@ -1106,9 +1467,12 @@ 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] ;
@@ -1123,14 +1487,30 @@ void CL_UpdateMoveVars(void)
                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.movevars_timescale = slowmo.value;
+               cl.moveflags = 0;
+               cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
+               cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
                cl.movevars_gravity = sv_gravity.value;
                cl.movevars_stopspeed = cl_movement_stopspeed.value;
                cl.movevars_maxspeed = cl_movement_maxspeed.value;
@@ -1147,7 +1527,51 @@ void CL_UpdateMoveVars(void)
                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)  // Legacy hack to work with old servers of Nexuiz.
+                       cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
+       }
+
+       if(cl.movevars_aircontrol_power <= 0)
+               cl.movevars_aircontrol_power = 2; // CPMA default
+}
+
+void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
+{
+       // 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)
+       {
+               if (s->cmd.frametime > 0.05)
+               {
+                       s->cmd.frametime /= 2;
+                       CL_ClientMovement_PlayerMove(s);
+               }
+               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;
        }
 }
 
@@ -1157,9 +1581,14 @@ void CL_ClientMovement_Replay(void)
        double totalmovemsec;
        cl_clientmovement_state_t s;
 
+       VectorCopy(cl.mvelocity[0], cl.movement_velocity);
+
        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);
@@ -1190,28 +1619,21 @@ void CL_ClientMovement_Replay(void)
                        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 > 0.05)
-                       {
-                               s.cmd.frametime /= 2;
-                               CL_ClientMovement_PlayerMove(&s);
-                       }
-                       CL_ClientMovement_PlayerMove(&s);
+
+                       CL_ClientMovement_PlayerMove_Frame(&s);
+
                        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];
        }
-       CL_ClientMovement_UpdateStatus(&s);
 
-       if (cls.demoplayback) // for bob, speedometer
-               VectorCopy(cl.mvelocity[0], cl.movement_velocity);
-       else
+       if (!cls.demoplayback) // for bob, speedometer
        {
                cl.movement_replay = false;
                // update the interpolation target position and velocity
@@ -1239,18 +1661,9 @@ void CL_ClientMovement_Replay(void)
                if (s.onground)
                        cl.onground = true;
        }
-
-       // react to onground state changes (for gun bob)
-       if (cl.onground)
-       {
-               if (!cl.oldonground)
-                       cl.hitgroundtime = cl.movecmd[0].time;
-               cl.lastongroundtime = cl.movecmd[0].time;
-       }
-       cl.oldonground = cl.onground;
 }
 
-void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
+static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
 {
        int bits;
 
@@ -1280,11 +1693,11 @@ void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
        if (bits & QW_CM_ANGLE3)
                MSG_WriteAngle16i(buf, to->viewangles[2]);
        if (bits & QW_CM_FORWARD)
-               MSG_WriteShort(buf, to->forwardmove);
+               MSG_WriteShort(buf, (short) to->forwardmove);
        if (bits & QW_CM_SIDE)
-               MSG_WriteShort(buf, to->sidemove);
+               MSG_WriteShort(buf, (short) to->sidemove);
        if (bits & QW_CM_UP)
-               MSG_WriteShort(buf, to->upmove);
+               MSG_WriteShort(buf, (short) to->upmove);
        if (bits & QW_CM_BUTTONS)
                MSG_WriteByte(buf, to->buttons);
        if (bits & QW_CM_IMPULSE)
@@ -1292,6 +1705,34 @@ void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
        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);
+               }
+       }
+}
+
 /*
 ==============
 CL_SendMove
@@ -1309,14 +1750,19 @@ void CL_SendMove(void)
        unsigned char data[1024];
        double packettime;
        int msecdelta;
+       qboolean quemove;
+       qboolean important;
 
        // if playing a demo, do nothing
        if (!cls.netcon)
                return;
 
-       // we build up cl.movecmd[0] and then decide whether to send or not
-       // the prediction code will use this command even though it has not been
-       // sent yet
+       // we don't que moves during a lag spike (potential network timeout)
+       quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
+
+       // 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;
 
@@ -1333,7 +1779,7 @@ void CL_SendMove(void)
        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 (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;
@@ -1344,10 +1790,13 @@ void CL_SendMove(void)
        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;
+       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;
@@ -1363,7 +1812,7 @@ void CL_SendMove(void)
                cl.cmd.msec = 100;
        cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
 
-       cl.cmd.predicted = cl_movement.integer;
+       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
@@ -1389,14 +1838,15 @@ void CL_SendMove(void)
                break;
        case PROTOCOL_DARKPLACES6:
        case PROTOCOL_DARKPLACES7:
-               // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
+               // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
                cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
                break;
        case PROTOCOL_UNKNOWN:
                break;
        }
 
-       cl.movecmd[0] = cl.cmd;
+       if (quemove)
+               cl.movecmd[0] = cl.cmd;
 
        // don't predict more than 200fps
        if (realtime >= cl.lastpackettime + 0.005)
@@ -1408,20 +1858,28 @@ void CL_SendMove(void)
        // 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);
-       // send input every frame in singleplayer
-       if (cl.islocalgame)
-               packettime = 0;
-       // always send if buttons changed or an impulse is pending
-       // even if it violates the rate limit!
-       if (!cl_netimmediatebuttons.integer || (cl.movecmd[0].buttons == cl.movecmd[1].buttons && !cl.movecmd[0].impulse))
+       if (cl.movevars_timescale && cl.movevars_ticrate)
        {
-               // don't choke the connection with packets (obey rate limit)
-               if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
-                       return;
-               // don't send too often (cl_netfps)
-               if (realtime < cl.lastpackettime + packettime)
-                       return;
+               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)
@@ -1460,14 +1918,14 @@ void CL_SendMove(void)
                        MSG_WriteByte(&buf, 0);
                        // packet loss percentage
                        for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
-                               if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
+                               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.movecmd[0]);
+                       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
@@ -1491,54 +1949,62 @@ void CL_SendMove(void)
                case PROTOCOL_NEHAHRABJP3:
                        // 5 bytes
                        MSG_WriteByte (&buf, clc_move);
-                       MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
-                       // 3 bytes
-                       for (i = 0;i < 3;i++)
-                               MSG_WriteAngle8i (&buf, cl.movecmd[0].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, cl.movecmd[0].forwardmove);
-                       MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
-                       MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.upmove);
                        // 2 bytes
-                       MSG_WriteByte (&buf, cl.movecmd[0].buttons);
-                       MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+                       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.movecmd[0].time); // last server packet time
+                       MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
                        // 12 bytes
                        for (i = 0;i < 3;i++)
-                               MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
+                               MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
                        // 6 bytes
-                       MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
-                       MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
-                       MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.upmove);
                        // 2 bytes
-                       MSG_WriteByte (&buf, cl.movecmd[0].buttons);
-                       MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+                       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.movecmd[0].time); // last server packet time
+                       MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
                        // 6 bytes
                        for (i = 0;i < 3;i++)
-                               MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
+                               MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
                        // 6 bytes
-                       MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
-                       MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
-                       MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
+                       MSG_WriteCoord16i (&buf, cl.cmd.upmove);
                        // 2 bytes
-                       MSG_WriteByte (&buf, cl.movecmd[0].buttons);
-                       MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+                       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, CL_MAX_USERCMDS);
+                       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;
@@ -1588,17 +2054,24 @@ void CL_SendMove(void)
 
        if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
        {
-               // ack the last few frame numbers
+               // ack entity frame numbers received since the last input was sent
                // (redundent to improve handling of client->server packet loss)
-               // for LATESTFRAMENUMS == 3 case this is 15 bytes
+               // 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 (cl.latestframenums[i] > 0)
+                       j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
+                       if (cl.latestsendnums[j] >= oldsequence)
                        {
                                if (developer_networkentities.integer >= 10)
-                                       Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
+                                       Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
                                MSG_WriteByte(&buf, clc_ackframe);
-                               MSG_WriteLong(&buf, cl.latestframenums[i]);
+                               MSG_WriteLong(&buf, cl.latestframenums[j]);
                        }
                }
        }
@@ -1618,14 +2091,17 @@ void CL_SendMove(void)
 
        // 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);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
 
-       // 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;
+       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;
@@ -1652,7 +2128,9 @@ void CL_SendMove(void)
        {
                Con_Print("CL_SendMove: lost server connection\n");
                CL_Disconnect();
+               SV_LockThreadMutex();
                Host_ShutdownServer();
+               SV_UnlockThreadMutex();
        }
 }
 
@@ -1733,10 +2211,15 @@ void CL_InitInput (void)
 
        // 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_replay);
+       Cvar_RegisterVariable(&cl_movement_nettimeout);
        Cvar_RegisterVariable(&cl_movement_minping);
        Cvar_RegisterVariable(&cl_movement_track_canjump);
        Cvar_RegisterVariable(&cl_movement_maxspeed);
@@ -1757,11 +2240,17 @@ void CL_InitInput (void)
        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);
 }