+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.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
+ {
+ 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;
+}
+
+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;
+ // 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;
+ float movevars_spectatormaxspeed;
+ float movevars_accelerate;
+ float movevars_airaccelerate;
+ float movevars_wateraccelerate;
+ float movevars_friction;
+ float movevars_waterfriction;
+ float movevars_entgravity;
+ float movevars_jumpvelocity;
+ float movevars_edgefriction;
+ float movevars_maxairspeed;
+ float movevars_stepheight;
+
+ // 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;
+ vec3_t forward;
+ vec3_t right;
+ vec3_t up;
+ vec3_t wishvel;
+ vec3_t wishdir;
+ vec3_t yawangles;
+ trace_t trace;
+
+ // jump if on ground with jump button pressed but only if it has been
+ // released at least once since the last jump
+ if (s->q.jump && 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)
+ {
+ 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
+ {
+ 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;
+ }
+
+ if (cl.movement)
+ {
+ //Con_Printf("%f: ", cl.mtime[0]);
+
+ // replay the input queue to predict current location
+ // note: this relies on the fact there's always one queue item at the end
+
+ for (i = 0;i < cl.movement_numqueue;i++)
+ {
+ 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)
+ {
+ s.q.frametime *= 0.5;
+ CL_ClientMovement_PlayerMove(&s);
+ }
+ CL_ClientMovement_PlayerMove(&s);
+ }
+ }
+ 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(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);
+}
+
+void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
+{
+ int bits;
+
+ bits = 0;
+ if (to->angles[0] != from->angles[0])
+ bits |= QW_CM_ANGLE1;
+ if (to->angles[1] != from->angles[1])
+ bits |= QW_CM_ANGLE2;
+ if (to->angles[2] != from->angles[2])
+ bits |= QW_CM_ANGLE3;
+ if (to->forwardmove != from->forwardmove)
+ bits |= QW_CM_FORWARD;
+ if (to->sidemove != from->sidemove)
+ bits |= QW_CM_SIDE;
+ if (to->upmove != from->upmove)
+ bits |= QW_CM_UP;
+ if (to->buttons != from->buttons)
+ bits |= QW_CM_BUTTONS;
+ if (to->impulse != from->impulse)
+ bits |= QW_CM_IMPULSE;
+
+ MSG_WriteByte(buf, bits);
+ if (bits & QW_CM_ANGLE1)
+ MSG_WriteAngle16i(buf, to->angles[0]);
+ if (bits & QW_CM_ANGLE2)
+ MSG_WriteAngle16i(buf, to->angles[1]);
+ if (bits & QW_CM_ANGLE3)
+ MSG_WriteAngle16i(buf, to->angles[2]);
+ if (bits & QW_CM_FORWARD)
+ MSG_WriteShort(buf, to->forwardmove);
+ if (bits & QW_CM_SIDE)
+ MSG_WriteShort(buf, to->sidemove);
+ if (bits & QW_CM_UP)
+ MSG_WriteShort(buf, to->upmove);
+ if (bits & QW_CM_BUTTONS)
+ MSG_WriteByte(buf, to->buttons);
+ if (bits & QW_CM_IMPULSE)
+ MSG_WriteByte(buf, to->impulse);
+ MSG_WriteByte(buf, to->msec);
+}