]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_input.c
reorganized a lot of renderer variables into r_refdef, and split some things out...
[xonotic/darkplaces.git] / cl_input.c
index 86a2aec71eecec257c51b7bc27e5c0b0b72f41ef..d9a061658a912dcaf0b75a6298391d5f7ffd9d50 100644 (file)
@@ -304,9 +304,9 @@ void CL_AdjustAngles (void)
        float   up, down;
 
        if (in_speed.state & 1)
-               speed = host_realframetime * cl_anglespeedkey.value;
+               speed = cl.realframetime * cl_anglespeedkey.value;
        else
-               speed = host_realframetime;
+               speed = cl.realframetime;
 
        if (!(in_strafe.state & 1))
        {
@@ -495,8 +495,8 @@ void CL_UpdatePrydonCursor(void)
        cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
        cl.cmd.cursor_screen[2] = 1;
 
-       scale[0] = -r_refdef.frustum_x;
-       scale[1] = -r_refdef.frustum_y;
+       scale[0] = -r_view.frustum_x;
+       scale[1] = -r_view.frustum_y;
        scale[2] = 1;
 
        // trace distance
@@ -505,9 +505,9 @@ void CL_UpdatePrydonCursor(void)
        // calculate current view matrix
        V_CalcRefdef();
        VectorClear(temp);
-       Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
+       Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_start);
        VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
-       Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
+       Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
        // trace from view origin to the cursor
        cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL, false);
 }
@@ -519,26 +519,23 @@ void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
        // remove stale queue items
        n = cl.movement_numqueue;
        cl.movement_numqueue = 0;
-       if (cl.movement)
+       for (i = 0;i < n;i++)
+               if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
+                       cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+       // add to input queue if there is room
+       if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
        {
-               for (i = 0;i < n;i++)
-                       if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
-                               cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
-               // add to input queue if there is room
-               if (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 = cls.netcon->qw.outgoing_sequence;
-                       cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
-                       cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec * 0.001;
-                       VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
-                       cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
-                       cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
-                       cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
-                       cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
-                       cl.movement_queue[cl.movement_numqueue].crouch = false;
-                       cl.movement_numqueue++;
-               }
+               // add to input queue
+               cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
+               cl.movement_queue[cl.movement_numqueue].time = realtime;
+               cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec / 1000.0;
+               VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
+               cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
+               cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
+               cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
+               cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
+               cl.movement_queue[cl.movement_numqueue].crouch = false;
+               cl.movement_numqueue++;
        }
        cl.movement_replay = true;
 }
@@ -547,51 +544,72 @@ void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
 {
        int i;
        int n;
+       double lasttime = cl.movement_numqueue >= 0 ? cl.movement_queue[cl.movement_numqueue - 1].time : 0;
        // remove stale queue items
        n = cl.movement_numqueue;
        cl.movement_numqueue = 0;
-       if (cl.movement)
+       if (cl.servermovesequence)
        {
-               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_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++;
-               }
+               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
+       {
+               for (i = 0;i < n;i++)
+                       if (cl.movement_queue[i].time >= cl.mtime[0] - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.mtime[0])
+                               cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+       }
+       // add to input queue if there is room
+       if (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_queue[cl.movement_numqueue].frametime = bound(0, cl.mtime[0] - lasttime, 0.1);
+               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_replay = true;
 }
 
-void CL_ClientMovement_Replay(void)
+typedef enum waterlevel_e
 {
-       int i;
-       int bump;
-       int contents;
-       int crouch;
-       int onground;
-       int canjump;
+       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;
+       // whether jump button has been released since last jump
+       qboolean canjump;
+       // 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;
+
+       // movement parameters for physics code
        float movevars_gravity;
        float movevars_stopspeed;
        float movevars_maxspeed;
@@ -606,87 +624,441 @@ void CL_ClientMovement_Replay(void)
        float movevars_edgefriction;
        float movevars_maxairspeed;
        float movevars_stepheight;
-       double edgefriction;
-       double frametime;
+
+       // user command
+       client_movementqueue_t q;
+}
+cl_clientmovement_state_t;
+
+#define NUMOFFSETS 27
+static vec3_t offsets[NUMOFFSETS] =
+{
+// 1 no nudge (just return the original if this test passes)
+       { 0.000,  0.000,  0.000},
+// 6 simple nudges
+       { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
+       {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
+       { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
+// 4 diagonal flat nudges
+       {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
+       {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
+// 8 diagonal upward nudges
+       {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
+       { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
+       {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
+       {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
+// 8 diagonal downward nudges
+       {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
+       { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
+       {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
+       {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
+};
+
+qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
+{
+       int i;
+       vec3_t neworigin;
+       for (i = 0;i < NUMOFFSETS;i++)
+       {
+               VectorAdd(offsets[i], s->origin, neworigin);
+               if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true).startsolid)
+               {
+                       VectorCopy(neworigin, s->origin);
+                       return true;
+               }
+       }
+       // if all offsets failed, give up
+       return false;
+}
+
+void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
+{
+       vec3_t origin1, origin2;
+       trace_t trace;
+
+       // make sure player is not stuck
+       CL_ClientMovement_Unstick(s);
+
+       // set crouched
+       if (s->q.crouch)
+       {
+               // wants to crouch, this always works..
+               if (!s->crouched)
+                       s->crouched = true;
+       }
+       else
+       {
+               // wants to stand, if currently crouching we need to check for a
+               // low ceiling first
+               if (s->crouched)
+               {
+                       trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+                       if (!trace.startsolid)
+                               s->crouched = false;
+               }
+       }
+       if (s->crouched)
+       {
+               VectorCopy(cl.playercrouchmins, s->mins);
+               VectorCopy(cl.playercrouchmaxs, s->maxs);
+       }
+       else
+       {
+               VectorCopy(cl.playerstandmins, s->mins);
+               VectorCopy(cl.playerstandmaxs, s->maxs);
+       }
+
+       // set onground
+       VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
+       VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
+       trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+       s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
+
+       // set watertype/waterlevel
+       VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
+       s->waterlevel = WATERLEVEL_NONE;
+       s->watertype = CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, 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_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+               {
+                       s->waterlevel = WATERLEVEL_SWIMMING;
+                       origin1[2] = s->origin[2] + 22;
+                       if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+                               s->waterlevel = WATERLEVEL_SUBMERGED;
+               }
+       }
+
+       // water jump prediction
+       if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
+               s->waterjumptime = 0;
+}
+
+void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
+{
+       int bump;
        double t;
+       vec_t f;
+       vec3_t neworigin;
+       vec3_t currentorigin2;
+       vec3_t neworigin2;
+       vec3_t primalvelocity;
+       trace_t trace;
+       trace_t trace2;
+       trace_t trace3;
+       CL_ClientMovement_UpdateStatus(s);
+       VectorCopy(s->velocity, primalvelocity);
+       for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
+       {
+               VectorMA(s->origin, t, s->velocity, neworigin);
+               trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | 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, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
+                       VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
+                       trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 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_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | 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);
+                               }
+                       }
+               }
+
+               // check if it moved at all
+               if (trace.fraction >= 0.001)
+                       VectorCopy(trace.endpos, s->origin);
+
+               // check if it moved all the way
+               if (trace.fraction == 1)
+                       break;
+
+               //if (trace.plane.normal[2] > 0.7)
+               //      s->onground = true;
+
+               t -= t * trace.fraction;
+
+               f = DotProduct(s->velocity, trace.plane.normal);
+               VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
+       }
+       if (s->waterjumptime > 0)
+               VectorCopy(primalvelocity, s->velocity);
+}
+
+
+void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
+{
+       vec_t wishspeed;
+       vec_t f;
+       vec3_t wishvel;
+       vec3_t wishdir;
+
+       // water jump only in certain situations
+       // this mimics quakeworld code
+       if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
+       {
+               vec3_t forward;
+               vec3_t yawangles;
+               vec3_t spot;
+               VectorSet(yawangles, 0, s->q.viewangles[1], 0);
+               AngleVectors(yawangles, forward, NULL, NULL);
+               VectorMA(s->origin, 24, forward, spot);
+               spot[2] += 8;
+               if (CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
+               {
+                       spot[2] += 24;
+                       if (!CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
+                       {
+                               VectorScale(forward, 50, s->velocity);
+                               s->velocity[2] = 310;
+                               s->waterjumptime = 2;
+                               s->onground = false;
+                               s->canjump = false;
+                       }
+               }
+       }
+
+       if (!VectorLength2(s->q.move))
+       {
+               // drift towards bottom
+               VectorSet(wishvel, 0, 0, -60);
+       }
+       else
+       {
+               // swim
+               vec3_t forward;
+               vec3_t right;
+               vec3_t up;
+               // calculate movement vector
+               AngleVectors(s->q.viewangles, forward, right, up);
+               VectorSet(up, 0, 0, 1);
+               VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
+       }
+
+       // split wishvel into wishspeed and wishdir
+       wishspeed = VectorLength(wishvel);
+       if (wishspeed)
+               VectorScale(wishvel, 1 / wishspeed, wishdir);
+       else
+               VectorSet( wishdir, 0.0, 0.0, 0.0 );
+       wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
+
+       if (s->crouched)
+               wishspeed *= 0.5;
+
+       if (s->waterjumptime <= 0)
+       {
+               // water friction
+               f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
+               f = bound(0, f, 1);
+               VectorScale(s->velocity, f, s->velocity);
+
+               // water acceleration
+               f = wishspeed - DotProduct(s->velocity, wishdir);
+               if (f > 0)
+               {
+                       f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
+                       VectorMA(s->velocity, f, wishdir, s->velocity);
+               }
+
+               // holding jump button swims upward slowly
+               if (s->q.jump)
+               {
+                       if (s->watertype & SUPERCONTENTS_LAVA)
+                               s->velocity[2] =  50;
+                       else if (s->watertype & SUPERCONTENTS_SLIME)
+                               s->velocity[2] =  80;
+                       else
+                       {
+                               if (gamemode == GAME_NEXUIZ)
+                                       s->velocity[2] = 200;
+                               else
+                                       s->velocity[2] = 100;
+                       }
+               }
+       }
+
+       CL_ClientMovement_Move(s);
+}
+
+void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
+{
+       vec_t friction;
        vec_t wishspeed;
        vec_t addspeed;
        vec_t accelspeed;
        vec_t f;
-       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;
 
+       // jump if on ground with jump button pressed but only if it has been
+       // released at least once since the last jump
+       if (s->q.jump && s->canjump && s->onground)
+       {
+               s->velocity[2] += s->movevars_jumpvelocity;
+               s->onground = false;
+               s->canjump = false;
+       }
+
+       // calculate movement vector
+       VectorSet(yawangles, 0, s->q.viewangles[1], 0);
+       AngleVectors(yawangles, forward, right, up);
+       VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
+
+       // split wishvel into wishspeed and wishdir
+       wishspeed = VectorLength(wishvel);
+       if (wishspeed)
+               VectorScale(wishvel, 1 / wishspeed, wishdir);
+       else
+               VectorSet( wishdir, 0.0, 0.0, 0.0 );
+       wishspeed = min(wishspeed, s->movevars_maxspeed);
+       if (s->crouched)
+               wishspeed *= 0.5;
+
+       // check if onground
+       if (s->onground)
+       {
+               // apply edge friction
+               f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
+               friction = s->movevars_friction;
+               if (f > 0 && s->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, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+                       else
+                               trace = CL_TraceBox(neworigin2, vec3_origin, vec3_origin, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
+                       if (trace.fraction == 1 && !trace.startsolid)
+                               friction *= s->movevars_edgefriction;
+               }
+               // apply ground friction
+               f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->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(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
+                       VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
+               }
+               s->velocity[2] -= cl_gravity.value * s->q.frametime;
+               if (cls.protocol == PROTOCOL_QUAKEWORLD)
+                       s->velocity[2] = 0;
+               if (VectorLength2(s->velocity))
+                       CL_ClientMovement_Move(s);
+       }
+       else
+       {
+               if (s->waterjumptime <= 0)
+               {
+                       // apply air speed limit
+                       wishspeed = min(wishspeed, s->movevars_maxairspeed);
+                       // Nexuiz has no upper bound on air acceleration, but little control
+                       if (gamemode == GAME_NEXUIZ)
+                               addspeed = wishspeed;
+                       else
+                               addspeed = wishspeed - DotProduct(s->velocity, wishdir);
+                       if (addspeed > 0)
+                       {
+                               accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
+                               VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
+                       }
+               }
+               s->velocity[2] -= cl_gravity.value * s->q.frametime;
+               CL_ClientMovement_Move(s);
+       }
+}
+
+void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
+{
+       //Con_Printf(" %f", frametime);
+       if (!s->q.jump)
+               s->canjump = true;
+       s->waterjumptime -= s->q.frametime;
+       CL_ClientMovement_UpdateStatus(s);
+       if (s->waterlevel >= WATERLEVEL_SWIMMING)
+               CL_ClientMovement_Physics_Swim(s);
+       else
+               CL_ClientMovement_Physics_Walk(s);
+}
+
+void CL_ClientMovement_Replay(void)
+{
+       int i;
+       cl_clientmovement_state_t s;
 
        if (!cl.movement_replay)
                return;
        cl.movement_replay = false;
 
+       // set up starting state for the series of moves
+       memset(&s, 0, sizeof(s));
+       VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
+       VectorCopy(cl.mvelocity[0], s.velocity);
+       s.crouched = true; // will be updated on first move
+       s.canjump = true;
+
+       // set up movement variables
        if (cls.protocol == PROTOCOL_QUAKEWORLD)
        {
-               movevars_gravity = cl.qw_movevars_gravity;
-               movevars_stopspeed = cl.qw_movevars_stopspeed;
-               movevars_maxspeed = cl.qw_movevars_maxspeed;
-               movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
-               movevars_accelerate = cl.qw_movevars_accelerate;
-               movevars_airaccelerate = cl.qw_movevars_airaccelerate;
-               movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
-               movevars_friction = cl.qw_movevars_friction;
-               movevars_waterfriction = cl.qw_movevars_waterfriction;
-               movevars_entgravity = cl.qw_movevars_entgravity;
-               movevars_jumpvelocity = cl_movement_jumpvelocity.value;
-               movevars_edgefriction = cl_movement_edgefriction.value;
-               movevars_maxairspeed = cl_movement_maxairspeed.value;
-               movevars_stepheight = cl_movement_stepheight.value;
+               s.movevars_gravity = cl.qw_movevars_gravity;
+               s.movevars_stopspeed = cl.qw_movevars_stopspeed;
+               s.movevars_maxspeed = cl.qw_movevars_maxspeed;
+               s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
+               s.movevars_accelerate = cl.qw_movevars_accelerate;
+               s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
+               s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
+               s.movevars_friction = cl.qw_movevars_friction;
+               s.movevars_waterfriction = cl.qw_movevars_waterfriction;
+               s.movevars_entgravity = cl.qw_movevars_entgravity;
+               s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
+               s.movevars_edgefriction = cl_movement_edgefriction.value;
+               s.movevars_maxairspeed = cl_movement_maxairspeed.value;
+               s.movevars_stepheight = cl_movement_stepheight.value;
        }
        else
        {
-               movevars_gravity = sv_gravity.value;
-               movevars_stopspeed = cl_movement_stopspeed.value;
-               movevars_maxspeed = cl_movement_maxspeed.value;
-               movevars_spectatormaxspeed = cl_movement_maxspeed.value;
-               movevars_accelerate = cl_movement_accelerate.value;
-               movevars_airaccelerate = cl_movement_accelerate.value;
-               movevars_wateraccelerate = cl_movement_accelerate.value;
-               movevars_friction = cl_movement_friction.value;
-               movevars_waterfriction = cl_movement_friction.value;
-               movevars_entgravity = 1;
-               movevars_jumpvelocity = cl_movement_jumpvelocity.value;
-               movevars_edgefriction = cl_movement_edgefriction.value;
-               movevars_maxairspeed = cl_movement_maxairspeed.value;
-               movevars_stepheight = cl_movement_stepheight.value;
+               s.movevars_gravity = sv_gravity.value;
+               s.movevars_stopspeed = cl_movement_stopspeed.value;
+               s.movevars_maxspeed = cl_movement_maxspeed.value;
+               s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
+               s.movevars_accelerate = cl_movement_accelerate.value;
+               s.movevars_airaccelerate = cl_movement_accelerate.value;
+               s.movevars_wateraccelerate = cl_movement_accelerate.value;
+               s.movevars_friction = cl_movement_friction.value;
+               s.movevars_waterfriction = cl_movement_friction.value;
+               s.movevars_entgravity = 1;
+               s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
+               s.movevars_edgefriction = cl_movement_edgefriction.value;
+               s.movevars_maxairspeed = cl_movement_maxairspeed.value;
+               s.movevars_stepheight = cl_movement_stepheight.value;
        }
 
-       // 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
-
-       // check if onground
-       VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
-       VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
        if (cl.movement)
        {
-               trace = CL_TraceBox(currentorigin2, cl.playercrouchmins, cl.playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
-               onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
-               crouch = false; // this will be updated on first move
-               canjump = true;
                //Con_Printf("%f: ", cl.mtime[0]);
 
                // replay the input queue to predict current location
@@ -694,192 +1066,30 @@ void CL_ClientMovement_Replay(void)
 
                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_BODY | 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, movevars_maxspeed) * 0.6;
-                                       if (crouch)
-                                               wishspeed *= 0.5;
-                                       VectorScale(currentvelocity, (1 - frametime * movevars_waterfriction), currentvelocity);
-                                       f = wishspeed - DotProduct(currentvelocity, wishdir);
-                                       if (f > 0)
-                                       {
-                                               f = min(f, movevars_wateraccelerate * 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 && canjump)
-                                       {
-                                               currentvelocity[2] += movevars_jumpvelocity;
-                                               onground = false;
-                                               canjump = false;
-                                       }
-                                       if (!q->jump)
-                                               canjump = true;
-                                       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, movevars_maxspeed);
-                                       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_BODY | SUPERCONTENTS_PLAYERCLIP, true);
-                                                       if (trace.fraction == 1)
-                                                               edgefriction = movevars_edgefriction;
-                                               }
-                                               // apply friction
-                                               f = 1 - frametime * edgefriction * ((f < movevars_stopspeed) ? (movevars_stopspeed / f) : 1) * movevars_friction;
-                                               f = max(f, 0);
-                                               VectorScale(currentvelocity, f, currentvelocity);
-                                       }
-                                       else
-                                       {
-                                               // apply air speed limit
-                                               wishspeed = min(wishspeed, movevars_maxairspeed);
-                                       }
-                                       if (gamemode == GAME_NEXUIZ)
-                                               addspeed = wishspeed;
-                                       else
-                                               addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
-                                       if (addspeed > 0)
-                                       {
-                                               accelspeed = min(movevars_accelerate * frametime * wishspeed, addspeed);
-                                               VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
-                                       }
-                                       currentvelocity[2] -= cl_gravity.value * frametime;
-                               }
-                       }
-                       //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
+                       s.q = cl.movement_queue[i];
+                       // if a move is more than 50ms, do it as two moves (matching qwsv)
+                       if (s.q.frametime > 0.05)
                        {
-                               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_BODY | 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] + movevars_stepheight);
-                                               VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + movevars_stepheight);
-                                               trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | 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_BODY | SUPERCONTENTS_PLAYERCLIP, true);
-                                               //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
-                                               // accept the new trace if it made some progress
-                                               if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
-                                               {
-                                                       trace = trace2;
-                                                       VectorCopy(trace3.endpos, trace.endpos);
-                                               }
-                                       }
-                                       if (trace.fraction == 1)
-                                       {
-                                               VectorCopy(trace.endpos, currentorigin);
-                                               break;
-                                       }
-                                       if (trace.plane.normal[2] > 0.7)
-                                               onground = true;
-                                       t *= 1 - trace.fraction;
-                                       if (trace.fraction >= 0.001)
-                                               VectorCopy(trace.endpos, currentorigin);
-                                       f = DotProduct(currentvelocity, trace.plane.normal);
-                                       VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
-                               }
+                               s.q.frametime *= 0.5;
+                               CL_ClientMovement_PlayerMove(&s);
                        }
+                       CL_ClientMovement_PlayerMove(&s);
                }
-               // store replay location
-               cl.onground = onground;
        }
+       else
+       {
+               // get the first movement queue entry to know whether to crouch and such
+               s.q = cl.movement_queue[0];
+       }
+       // store replay location
+       CL_ClientMovement_UpdateStatus(&s);
+       cl.onground = s.onground;
+       cl.movement_time[1] = cl.movement_time[0];
+       cl.movement_time[0] = cl.movement_queue[cl.movement_numqueue-1].time;
        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);
+       VectorCopy(s.origin, cl.movement_origin);
+       VectorCopy(s.velocity, cl.movement_velocity);
+       //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
        //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
 }
 
@@ -957,16 +1167,15 @@ void CL_SendMove(void)
        accumtotal++;
 #endif
 
+       cl.movement = cl_movement.integer && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
        if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
        {
                if (!cl.movement_needupdate)
                        return;
                cl.movement_needupdate = false;
-               cl.movement = cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
        }
        else
        {
-               cl.movement = false;
                if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
                        return;
                // don't let it fall behind if CL_SendMove hasn't been called recently